Soulriders 5.0: Legend of the Unending Games

The Thunder of Gaming => Border City of Balmuria => Balmuria 6: The Answer => Topic started by: Anastasia on April 12, 2018, 12:35:58 PM

Title: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2018, 12:35:58 PM
Yep, getting this clearly essential topic up first.

But seriously, getting things sorted out now, bear with me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2018, 12:37:57 PM
Okay, let me start with a question about board structure.

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

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

Preferences?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2018, 12:40:22 PM
Quick note, I'm using the R&S build for Sylica NPCs, as they're both new gestalt compliant and pretty much in order so I only have to add a level or two and see if they need any adjustments. As such, there's a minimum of rolling involved, but here's a bit for recordkeeping.

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

Edit: Fixing 2 year old typos, don't mind me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 12, 2018, 12:48:15 PM
R&S build?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2018, 12:53:15 PM
Rules and Setting board. The characters and monsters topic.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 12, 2018, 01:56:27 PM
Sub-boards could be neat, lets give it a try and see how it works.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2018, 01:57:06 PM
Okay, that's one for it. I'll wait for everyone to chime in, and the boards won't be made until tonight at the absolute earliest.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2018, 02:39:27 PM
A few pastes from chat I want available for general reference.

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

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

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

Being a deity provides a vast amount of power and depth. You rarely have a dearth of options as a deity, so bear that in mind if you're playing one or aim to try and obtain divine rank. This is also another reason I'm doing nodes - PCs won't start at the same levels of power, and that's okay since you'll be largely following your own self set goals. It's not a race to power levels - you will get stronger, of course, but y'know.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2018, 03:58:39 PM
Antenora preview. A few notes follow.

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

Spoiler: ShowHide


Antenora Reynes

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

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

Racial powers: [spoiler]

Spell-Like Abilities

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

Entangle (Ex)

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

See in Darkness (Su)

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

Telepathy (Su)

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

Protective Aura (Su)

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

Tongues (Su)

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

Hope of Heaven (Su)

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

Mercy (Su)

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

Convictions (Ex)

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

Opal Angel of Redemption (Ex)

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

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


Ranger powers:
Spoiler: ShowHide


Favored Enemy (Ex)

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

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

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

Spiritual Connection (Sp)

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


Hellreaver powers:
Spoiler: ShowHide


Holy Fury (Ex)

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

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

Furious Strike (Su)

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

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

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

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

Divine Succor (Su)

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

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

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

Divine Resolve (Su)

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

Divine Shield (Su)

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

Mettle (Ex)

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

Heroic Sacrifice (Su)

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

Call to Judgment (Su)

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

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

Improved Divine Resolve (Su)

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

Improved Divine Shield (Su)

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

Divine Retribution (Su)

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


Paladin powers:
Spoiler: ShowHide


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

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

Aura of Good (Ex)

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

Smite Evil (Su)

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

Divine Grace (Su)

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

Lay on Hands (Su)

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

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

Aura of Courage (Su)

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

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

Divine Health (Ex)

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

Turn Undead (Su)

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

Charging Smite (Ex)

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

Remove Disease (Sp)

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


Gear:
Spoiler: ShowHide


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

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

[Misc]Ghost Rope: Can be used to entangle normally, can affect incorpreal creatures. Incorporeal creatures are treated as corporeal while entangled in this rope. A full round action that provokes attacks of opportunity, a creature entangled can attempt to escape with a DC 50 Escape Artist check.
[Reserve Weapon]Silver dagger+5, holy and axiomatic.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 12, 2018, 04:00:01 PM
Going back to custom material for TK and chain spell with multiple weapons, what do you think of allowing some interaction between TK + Chain Spell and TWF? It'd be a heavy feat investment, so I'm not sure if I'd have enough slots, but would you consider letting it allow me to wield multiple weapons?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2018, 04:11:06 PM
Quote from: Iron Dragoon on April 12, 2018, 04:00:01 PM
Going back to custom material for TK and chain spell with multiple weapons, what do you think of allowing some interaction between TK + Chain Spell and TWF? It'd be a heavy feat investment, so I'm not sure if I'd have enough slots, but would you consider letting it allow me to wield multiple weapons?

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

By the way if you wanna play in this game, toss a notice of interest over in B3's nagging board, would you?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2018, 04:13:34 PM
Post for Cor: Scout 21/Dragonbreath Archer 8//Ranger 10/Dragon Devotee 5/Sorcerer 14

That's Amaryl's build in R&S. Chance to chime on it, she's due one level with it to 30. She's pretty much an archer/mage type with swift hunter's shenanigans.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 12, 2018, 04:34:18 PM
Quote from: Anastasia on April 12, 2018, 01:57:06 PM
Okay, that's one for it. I'll wait for everyone to chime in, and the boards won't be made until tonight at the absolute earliest.

Sounds good
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2018, 04:35:06 PM
Quote from: Corwin on April 12, 2018, 04:34:18 PM
Quote from: Anastasia on April 12, 2018, 01:57:06 PM
Okay, that's one for it. I'll wait for everyone to chime in, and the boards won't be made until tonight at the absolute earliest.

Sounds good

That's two for it. Iddy and Neph, what do you two think?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 12, 2018, 06:25:25 PM
Sub boards is fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 12, 2018, 06:33:44 PM
Also, I forget -- do LA classes have saves? I don't think they do... I.e when picking which side I want my saves from, I don't think Pixie 4 counts at all for anything?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 12, 2018, 07:13:51 PM
Fine with me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 12, 2018, 10:18:11 PM
We talked about the Major Creation SLA, but I've been thinking. Do you think it's a better option to dump the SLA feat(s) and just do a Portable Hole full of weapons and take something like Improved Metamagic?

And I think I asked you about Miser of Magic with Magic a while ago, but I don't recall what you said and it isn't in houserules.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2018, 10:24:52 PM
Quote from: Nephrite on April 12, 2018, 06:25:25 PM
Sub boards is fine.

That's three for it. Iddy, what do you think?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2018, 10:27:28 PM
Quote from: Nephrite on April 12, 2018, 06:33:44 PM
Also, I forget -- do LA classes have saves? I don't think they do... I.e when picking which side I want my saves from, I don't think Pixie 4 counts at all for anything?

How I ran it in B5 was saves as racial hit dice.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2018, 10:28:20 PM
Quote from: Iron Dragoon on April 12, 2018, 07:13:51 PM
Fine with me.

Okay, that's four for it. I'm waiting just a few on a potential Yuth entry, since I just saw him post he might be in. Lemme wait a few on that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2018, 10:29:32 PM
Quote from: Iron Dragoon on April 12, 2018, 10:18:11 PM
We talked about the Major Creation SLA, but I've been thinking. Do you think it's a better option to dump the SLA feat(s) and just do a Portable Hole full of weapons and take something like Improved Metamagic?

And I think I asked you about Miser of Magic with Magic a while ago, but I don't recall what you said and it isn't in houserules.

As for the first, depends on exactly how you design it. Latter would probably be easier RAW and without custom material.

I said no, as I recall, but I could be wrong. If you can find a log or post of me saying otherwise, point it out. (Yes, DM be busy so delegation ahead.)
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 12, 2018, 10:30:53 PM
I feel like you said no too, but I couldn't recall. Might want to add that to House rules.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2018, 10:36:28 PM
Okay, off to do that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 12, 2018, 10:40:01 PM
Quote from: Anastasia on April 12, 2018, 10:27:28 PM
Quote from: Nephrite on April 12, 2018, 06:33:44 PM
Also, I forget -- do LA classes have saves? I don't think they do... I.e when picking which side I want my saves from, I don't think Pixie 4 counts at all for anything?

How I ran it in B5 was saves as racial hit dice.

I'm having a case of the dumb, because I don't know what that means.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2018, 11:05:18 PM
Quote from: Nephrite on April 12, 2018, 10:40:01 PM
Quote from: Anastasia on April 12, 2018, 10:27:28 PM
Quote from: Nephrite on April 12, 2018, 06:33:44 PM
Also, I forget -- do LA classes have saves? I don't think they do... I.e when picking which side I want my saves from, I don't think Pixie 4 counts at all for anything?

How I ran it in B5 was saves as racial hit dice.

I'm having a case of the dumb, because I don't know what that means.

It means template levels count as racial hit dice.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2018, 11:16:38 PM
> roll 1d12 Donald
<Serith> Kotono roll for Serith < 7 > [d12=7]

DM notekeeping.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 12, 2018, 11:51:37 PM
Quote from: Anastasia on April 12, 2018, 11:05:18 PM

It means template levels count as racial hit dice.

Treat me like I'm four because I still don't get it.

In a case where I'm dealing with Marshal 4/Pixie 4, I take the 4 levels of Marshal saves and...??
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2018, 12:08:39 AM
Quote from: Nephrite on April 12, 2018, 11:51:37 PM
Quote from: Anastasia on April 12, 2018, 11:05:18 PM

It means template levels count as racial hit dice.

Treat me like I'm four because I still don't get it.

In a case where I'm dealing with Marshal 4/Pixie 4, I take the 4 levels of Marshal saves and...??

You know how monsters get stats from racial hit dice? Like an outsider gets full BAB, all good saves and 8 + Int modifier skill points for each hit die it has? Or an undead gets d12 hit dice, poor BAB progression and so on and so forth? Like that. In this case, fey hit dice.

http://www.d20srd.org/srd/typesSubtypes.htm#feyType

Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 13, 2018, 12:10:43 AM
Got it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 13, 2018, 01:08:32 AM
Mage of the Arcane Order gives bonus metamagic feats at level 2 and 9. If those levels correspond to character levels 22 and 29, which are Epic levels, can I take Epic level metamagic feats for them?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2018, 02:20:31 AM
Quote from: Iron Dragoon on April 13, 2018, 01:08:32 AM
Mage of the Arcane Order gives bonus metamagic feats at level 2 and 9. If those levels correspond to character levels 22 and 29, which are Epic levels, can I take Epic level metamagic feats for them?

You cannot. Classes that grant bonus feats can only be epic feats under the following circumstances:

1. The class explicitly says they can be.
2. It is a bonus feat from a class's epic progression.
3. It is a bonus feat from an epic prestige class.

Even if you're epic level, getting bonus feats from a non epic class doesn't mean you can select epic feats with them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2018, 08:42:10 AM
Donald preview. Items are under the same clause as Antenora, while his spells need a review due to how dragon disciple and duskblade work. It's minor and on the todo list.

Spoiler: ShowHide


Donald Smurth

Duskblade 30//Fighter 18/Dragon Disciple (Copper) 12

Size/Type: Medium Dragon (Augmented Elf)
Hit Dice: 18d10+12d12+270+30 (483 hp)
Initiative: +5
Speed: 30ft, fly 30ft (average)
Armor Class: 64 (+5 dex, +18 armor, +11 shield, +1 ws, +4 perfection, +5 deflection, +7 natural, +3 luck)
Base Attack/CMB/CMD: +30/+46/85
Attack: Guardianil+60 (1d10+34 19-20 x2) or claw+46 (1d4+14)
Full Attack: Guardianil+60/+55/+50/+45 (1d10+34 19-20 x2) and bite+41 (1d6+7)
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, spells, arcane channeling, quick cast 6/day, spell power+7, breath weapon(6d8 acid, 1d4 rounds, DC 34).
Special Qualities: Immunity to acid, paralysis and sleep, darkvision 60ft, low light vision, armored mage(medium armor, heavy shield), arcane attunement, blindsense 60ft, luck of the fool, unkillable.
Saves: Fort +32, Ref +22, Will +32
Abilities: Abilities: Str 43, Dex 20, Con 28, Int 24, Wis 8, Cha 20
Skills: Climb+49, Concentration+42, Craft(Religious Icons)+39, Knowledge(Arcana)+39, Knowledge(Nature)+39, Knowledge(Planes)+39, Knowledge(Religion)+39, Ride+38, Spellcraft+39, Swim+49   
Feats: Fey Heritage(B), Endurance(1), Exotic Weapon Proficiency(Bastard Sword)(F1), Protection Devotion(H), Combat Casting(D2), Toughness(F2), Power Attack(3), Weapon Focus(Bastard Sword)(F4), Steadfast Determination(6), Weapon Specialization(Bastard Sword)(F6), Melee Weapon Mastery(Slashing)(F8), Fey Legacy(9), Greater Weapon Focus(Bastard Sword)(F10), Arcane Strike(12), Greater Weapon Specialization(Bastard Sword)(F12), Shield Specialization(F14), Shield Ward(15), Combat Expertise(F16), Improved Combat Expertise(18), Weapon Supremacy(Bastard Sword)(F18)
Epic Feats: Epic Spell Capacity(21), Epic Weapon Focus(Bastard Sword)(24), Automatic Quick Cast(D24), Epic Weapon Specialization(Bastard Sword)(27), Automatic Quick Cast(D28), ?(30)
Alignment: Chaotic Good

Racial powers: [spoiler]

Luck of the Fool (Su)

It's said that Tymora watches over fools. Donald is certainly lucky, gaining a +3 luck bonus to armor class and saving throws.

Unkillable (Ex)

If an effect or attack would reduce Donald to 0 HP or below, he is allowed a DC 10 Constitution check. Success prevents him from going below one HP. For each check after the first per day, the DC goes up by 3.


Duskblade powers:
Spoiler: ShowHide


Donald casts as a 30th level duskblade. His spell DCs are 16 + spell level. All of Donald's 0-4th level spells are automatically quickened. He may quicken any 5th level or higher spell as a free action 5 times per day.

[6/day]0: Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue*.
[12/day1: Blade of BloodPHB2, Obscuring Mist, Ray of Enfeeblement, Resist Energy, Shocking Grasp*, True Strike.
[12/day]2: Animalistic Power, Scorching Ray, See Invisibility, Touch of Idiocy*.
[12/day]3: Dispelling TouchPHB2*, Greater Magic Weapon, Ray of Exhaustion, Vampiric Touch*.
[9/day]4: Enervation, Fire Shield, Interposing Hand, Shout.
[9/day]5: Chain Lightning, Disintegrate, Polar Ray, Sonic ShieldPHB2
[10/day]6: Black Ice TouchHome*, Greater Dispel Magic, Swift EtherealnessPHB2, Waves of Exhaustion
[9/day]7: Crushing Hand, Greater Shout, Horrid Wilting, Meteor Swarm
[3/day]8: Energy Drain, Magic Disjunction

* Can be used with arcane channeling.

PHB2 - Player's Handbook 2

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 time interferes with an arcane spellcaster's gestures, which can cause spells to fail if these spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure as long as you stick to medium armor and heavy shields. This training does not extend to heavy armor. This ability does not apply to spells gained from a different spellcasting class.

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. If used as a full attack action, 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 ady at 15th level and so on.

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 remander of this encounter. This bonus increases by 1 at 11th, 16th and 18th level.


Gear:
Spoiler: ShowHide


[Weapon]Guardianil: Bastard sword+8, grants a +4 perfection bonus to armor class to the wielder and all allies within 30ft when unsheathed. Shining Defense: Use as a free action when fighting defensively or using total defense, grants damage reduction 20/- and 50 temporary hit points. Both last for one round.
[Armor]Armor of Swiftness: Mithral full plate+10, maximum dex of +7, arcane spell failure of 15% and an ACP of 2. Can bestow up to 15 rounds of haste per day spread out as the user wants. Additionally, this haste grants Donald the ability to cast two quickened spells per round when active.
[Shield]Donald's Shield: Heavy Steel Shield+8. 3/day as a free action, sacrifice shield bonus for one round, breath weapon's damage dice and DC rise by the AC bonus during that time.

[Head]Angel's Helm: +5 deflection bonus to AC and +5 resistance bonus to saves. Attacks are good aligned to overcome damage reduction. Grants the following 1/day SLAs: cure critical wounds, dispel evil, holy word, protection from energy, resist energy and restoration.
[Waist]Titan's Belt: +10 enhancement bonus to Strength, +6 other ability scores except Wisdom. 3/day as free action, make weapon deal damage as two size categories larger for one round..
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2018, 10:42:33 AM
> roll 1d8 Latha
<Kobot> Kotono rolled 1d8 Latha --> [ 1d8=5 ]{5}
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2018, 12:04:56 PM
So unless Yuth curve balls hard here with a compelling argument, sub boards it is. Okay. What do each of you want your sub-board named? Feel free to include a brief description as well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 13, 2018, 02:08:13 PM
No ideas on board name.

I'm trying to come up with the best way to deal with a mass number of weapons. Portable hole is the best I came up with so far, but that seems a bit cumbersome/clumsy considering the level of power we're running.

What other options are there, though? I mean I guess some kind of weapon vault maybe? But unless there's some kind of mass teleport object or the like, that's still slow. Ideas?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2018, 02:40:26 PM
Latha preview. Same note on items as others, she's pretty  much settled. A few feat tweaks and that's it, she'll get her flames of the sun feat again soon.

Spoiler: ShowHide


Latha, Diamond Angel of Radiance

Astral Deva 30//Cleric 30

Size/Type: Medium Outsider (Angel, Good, Lawful)
Hit Dice: 30d8+300 (505 hp)
Initiative: +8
Speed: 50ft, fly 100ft (good)
Armor Class: 60 (+8 dex, +15 natural, +9 deflection, +10 shield, +8 armor)
Base Attack/CMB/CMD: +30/+40/67
Attack: Glorious Duty+47 (1d8+17 plus 3d6 holy and 1 negative level (6d6 and 2 negative levels on crit))
Full Attack: Glorious Duty+47/+42/+37/+32 (1d8+17 plus 3d6 holy and 1 negative level (6d6 and 2 negative levels on crit))
Space/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, stun(DC 35), absolute light, spells, channel energy 12/day (15d6; DC 36).
Special Qualities: Damage reduction 40/epic, evil and silver, spell resistance 43, immunity to acid, cold and petrification, resistance to electricity and fire 20, protective aura, tongues, telepathy 200ft, darkvision 120ft, low-light vision, diamond angel of radiance, evasion.
Saves: Fort +32, Ref +40, Will +34
Abilities: Str 30, Dex 26, Con 30, Int 26, Wis 34, Cha 28
Skills: Concentration+43, Craft(Armorsmithing)+61, Craft(Sunlight)+41, Craft(Weaponsmithing)+41, Diplomacy+42, Escape Artist+41, Hide+41, Intimidate+42, Knowledge(Local: Sylica)+41, Knowledge(Planes)+41, Knowledge(Religion)+41, Listen+45, Move Silently+41, Sense Motive+45, Spot+45, Survival+45, Use Rope+41
Feats: Craft Magic Arms and Armor(B), Endurance(B), Diehard(B), Words of Creation(B), Shield Specialization(1), Empower Turning(C1), Craft Wondrous Item(3), Shield Ward(6), Power Attack(9), Sun Devotion(12), Energize Spell(15), Consecrate Spell(18)
Epic Feats: Epic Spell Capacity(21), Bonus Domain(Law)(C23), Epic Crafting(24), Bonus Domain(Glory)(C26), Shield Barrier(27), Vivacious Spell(C29), Shield Evasion(30)
Alignment: Lawful Exalted

Racial powers: [spoiler]

Spell-Like Abilities

Always active-detect evil, see invisibility, true seeing. At will-aid, continual flame, daylight, discern lies, dispel evil, greater teleport, heat metal, holy aura, holy smite, holy word, flame strike, invisibility (self only), greater plane shift, remove curse, remove disease, remove fear, searing light, superb dispelling, sunbeam. 7/day-cure moderate wounds. 1/day-blade barrier, heal, heroism, waves of fatigue, sunburst. Caster level 30th. The save DCs are 19 + spell level.

Stun (Su)

If Latha strikes an opponent twice in one round with her mace, that creature must succeed on a DC 35 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength based.

Absolute Light (Su)

Glorious sunlight surrounds Latha, burning those who live in wickedness. Any evil creature within 30ft of Latha takes 7d6 points of damage per round.

Diamond Angel of Radiance (Su)

Latha's true form is that of a body of pure sunlight, as bright as the sun. This glory grants her several abilities. She gains her Charisma modifier as a deflection bonus to armor class, her damage reduction rises by 10 and she sheds true sunlight within a 70ft radius. Within Sylica this radius becomes unlimited, Latha often serves as part of the sun for the realm.

Latha may assume a normal form as a swift action. While in this form she loses the benefits of this ability.


Cleric powers:
Spoiler: ShowHide


Latha casts as a 30th level cleric (caster level 31st for spells with the good or lawful descriptor) with access to the Good, Glory, Law and Sun domains. The save DCs are 22 + spell level. Her metamagic options are Consecrate Spell (+1), Energize Spell (+1) and Vivacious Spell (+3).

[6/day]0: Detect Magicx3, Resistance, Guidance, Cure Minor Wounds
[8+1/day]1: (Protection from Chaos), Bless, Divine Favorx3, Entropic Shield, Guiding LightSC, Nimbus of LightSC
[8+1/day]2: (Bless Weapon), Close WoundsSC, Divine Insightx4SC, Divine PresenceCC, Spiritual Weaponx2,
[8+1/day]3: (Searing Light), Awaken SinSC, Continual Flame, Magic Circle against Chaos, Shield of Wardingx3SC, Soul of Lightx2DM
[8+1/day]4: (Fire Shield), Assay Spell Resistancex2SC, Dimensional Anchorx2, Light of Purityx2CC, Wall of Goodx2SC
[7+1/day]5: (Holy Sword), Condemnationx2PHB2, Life's Gracex3SC, Righteous Mightx2,
[6+1/day]6: (Bolt of GlorySC), Healx3, Light of Couragex3CC
[6+1/day]7: (Energized Bolt of Glory), Energized Bolt of Glory, Energized Lucent LanceSCx3, Consecrated Lucent Lancex2
[6+1/day]8: (Consecrated Energized Fire Seeds), Energized Consecrated Lucent Lancex6
[5+1/day]9: (Prismatic Sphere), Mass Heal, Miraclex3, Soul Bind.
[5+1/day]10: (Vivacious Sunbeam), Celestial Valorx2Home, Miracle of HealthHome, Naeys' Life FontHome, Vivacious Righteous SmiteBoED
[5+1/day]11: (Vivacious Sunburst), Latha's SunmantleHome, Superb Dispellingx2Home, Vivacious Fire Storm, Vivacious Heat DrainSC.
[5+1/day]12: (Energized SunlanceHome), Legion's GatesHome, Wrath of the Heavensx4Home.
[1+1/day]13: (Consecrated Energized Sunlance), Mass Energy ImmunityHome

Domain powers

Good: +1 caster level to spells with the good descriptor.
Glory: +2 bonus to the DC of turn undead and +1d6 damage.
Law: +1 caster level to spells with the lawful descriptor.
Sun: Empower Turning as a bonus feat.


Gear:
Spoiler: ShowHide


[Weapon]Glorious Duty: Heavy mace+7, holy power. Three bonus daily uses of sun devotion and increases the bonus damage from it by 7.
[Armor]Bracers of Armor+8.
[Shield]Aegis of the Tarrasque: Heavy Steel Shield+7, +2 bonus to Constitution. Grants Diehard and Endurance as bonus feats. 50% miss chance against lines, cones and rays.

[Head]Silver Halo: Increases aura of protection's bonuses to +7 deflection and +7 resistance, these bonus apply to all attacks, not only evil ones. Grants a +6 bonus to all ability scores.
[Ring 1]Ring of Nondetection: Constant nondetection, caster level 20.

[Crafting]Hammer of Smithing: +20 competence bonus to Craft (Armorsmithing) checks.


Custom Material: [spoiler]

Flames of the Sun [Epic]
Prerequisite: Cha 25, Sun Devotion, ability to turn undead.
Benefit: When you turn undead, brilliant sunfire fills the area. This fire has no effect on living beings, but undead turned take extra damage equal to your hit dice. Undead vulnerable to sunlight take double damage from these flames.

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.

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.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2018, 03:47:30 PM
Okay, progress report. Iddy, Yuth, Neph, Cor and Eb, how are your PCs coming?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 13, 2018, 03:48:53 PM
I have the idea of a PC in my head. It's pretty good!

Haven't decided on epic feats or spells but the class breakdown and pre-epic feats are basically set.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2018, 03:50:39 PM
Quote from: Ebiris on April 13, 2018, 03:48:53 PM
I have the idea of a PC in my head. It's pretty good!

Haven't decided on epic feats or spells but the class breakdown and pre-epic feats are basically set.

Awesome. Could you post it here so we could all see it?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 13, 2018, 03:53:29 PM
Paladin 5/Duskblade 13/Witch Slayer 5/Abjurant Champion 5/Fighter 2//Sorcerer 30.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 13, 2018, 04:05:47 PM
Oh, call my board 'The Chartreuse Legion' with the description of 'Marie says it was Antenora's idea but she disavows it.'
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 13, 2018, 06:50:43 PM
Quote from: Anastasia on April 13, 2018, 12:04:56 PM
So unless Yuth curve balls hard here with a compelling argument, sub boards it is. Okay. What do each of you want your sub-board named? Feel free to include a brief description as well.
ONLY FAST BALLS HERE
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 13, 2018, 06:51:24 PM
Quote from: Anastasia on April 13, 2018, 03:47:30 PM
Okay, progress report. Iddy, Yuth, Neph, Cor and Eb, how are your PCs coming?
I plan to bring Tryll & Calleigh forward.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2018, 06:54:55 PM
Quote from: Yuthirin on April 13, 2018, 06:51:24 PM
Quote from: Anastasia on April 13, 2018, 03:47:30 PM
Okay, progress report. Iddy, Yuth, Neph, Cor and Eb, how are your PCs coming?
I plan to bring Tryll & Calleigh forward.

Okay, cool. He gains 3 levels to reach level 30.

One note relevant to you: Note that DvR1+ and the paragon template do not mix, read the paragon template for more information. Bear that in mind for future planning.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2018, 06:55:08 PM
Quote from: Yuthirin on April 13, 2018, 06:50:43 PM
Quote from: Anastasia on April 13, 2018, 12:04:56 PM
So unless Yuth curve balls hard here with a compelling argument, sub boards it is. Okay. What do each of you want your sub-board named? Feel free to include a brief description as well.
ONLY FAST BALLS HERE

Is that the actual name you want?
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 13, 2018, 07:22:35 PM
Quote from: Anastasia on April 13, 2018, 06:55:08 PM
Quote from: Yuthirin on April 13, 2018, 06:50:43 PM
Quote from: Anastasia on April 13, 2018, 12:04:56 PM
So unless Yuth curve balls hard here with a compelling argument, sub boards it is. Okay. What do each of you want your sub-board named? Feel free to include a brief description as well.
ONLY FAST BALLS HERE

Is that the actual name you want?
No, I was responding to your curve ball comment. Uh. Lemme think,.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 13, 2018, 07:39:26 PM
My character is going to basically copy/paste from the B4 thing to here, and then level up to 30. I've got a rough idea for feats, but I'm hashing a few things out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 13, 2018, 07:56:14 PM
So for reference, Moore will be taking his Pixie/otherclass and shit side for BAB and saves.

This gives him the following at level 20: 14 BAB, and 11/8/18 base for saves. I'm not going to bother calculating saves until I get to the end.

Moore reaches level 28! Bard 28 and Fatesinger 14.
Level 28 HP: [18:39] <Serith> Nephrite roll for Serith < 6 > [d6=6]
Level 28 is a stat point, right? So that goes into Charisma, giving him 28 base Charisma.

He gains an extra 9th level spell Known. I have no idea. I'll get back to this.

Fatesinger 14 gives him no new spells known for Favored Soul, but he gains +1 7th and 8th level spells per day.


Moore reaches level 29! Bard 29 and Fatesinger 15.

Level 29 HP: [18:47] <Serith> Nephrite roll for Serith < 3 > [d6=3]

He gains another 9th spell known. Please see above.

Fatesinger 15 gives him 18th level FS casting which gives him a new 6th, 7th, 8th and 3 9th level spells.
+1 to all saves happens here.

Moore reaches level 30! Bard 30 and Fatesinger 16.

Level 30 HP: [18:51] <Serith> Nephrite roll for Serith < 6 > [d6=6]

Level 30 bard casting gives another 9th level spell and 1 10th spell known. Due to Bardic Sage, he'll also get a bonus 10th level spell. We'll figure this out later.

No new spells known for Favored Soul 19 but that's fine.

Moore gets an epic feat from Bard 30 as well as Fatesinger 16. Boy howdy do I need to think about those.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2018, 08:47:35 PM
Quote from: Yuthirin on April 13, 2018, 07:22:35 PM
Quote from: Anastasia on April 13, 2018, 06:55:08 PM
Quote from: Yuthirin on April 13, 2018, 06:50:43 PM
Quote from: Anastasia on April 13, 2018, 12:04:56 PM
So unless Yuth curve balls hard here with a compelling argument, sub boards it is. Okay. What do each of you want your sub-board named? Feel free to include a brief description as well.
ONLY FAST BALLS HERE

Is that the actual name you want?
No, I was responding to your curve ball comment. Uh. Lemme think,.

All good. Just the sooner I get an answer, the sooner I can pass it onto Drac to make your board.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 13, 2018, 08:55:16 PM
Please make my tagline 'Be not blinded by the light of truth' and the board can be called 'Moore finds his way' If that will work.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 13, 2018, 09:07:53 PM
I have no ideas for board names.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2018, 09:08:01 PM
Quote from: Nephrite on April 13, 2018, 08:55:16 PM
Please make my tagline 'Be not blinded by the light of truth' and the board can be called 'Moore finds his way' If that will work.

Done and submitted.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2018, 09:08:27 PM
Quote from: Iron Dragoon on April 13, 2018, 09:07:53 PM
I have no ideas for board names.

Well, finish your character and work it up from there. You'll probably have a better idea once you work up some fluff.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 13, 2018, 09:37:38 PM
Do Lingering Song and Epic Lingering Song stack together? I.e. 1 minute from Lingering Song + 5 minutes from Epic Lingering song = 6 minutes or 60 rounds?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2018, 10:08:28 PM
RAW no I think, but I'd allow it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 13, 2018, 11:52:19 PM
Would you allow Many Moments of Prescience as Moore's extra Divination spell at Bard 10th level casting?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2018, 08:23:39 AM
Quote from: Nephrite on April 13, 2018, 11:52:19 PM
Would you allow Many Moments of Prescience as Moore's extra Divination spell at Bard 10th level casting?

What level is Moment of Prescience for bard casting?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2018, 08:26:43 AM
This one goes to Eb and Cor, but any of you who fancy getting divine rank should bear it in mind for then.

Alicia and Seira, you each have a single proxy. Who is it? You don't have to assign it, but it's a fairly good improvement so it can boost someone up a lot. If it's an NPC I'm statting out, try and let me know soon?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 14, 2018, 08:31:15 AM
I'll hold onto my proxy slot for the moment.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2018, 08:35:03 AM
Quote from: Ebiris on April 14, 2018, 08:31:15 AM
I'll hold onto my proxy slot for the moment.

Cool, cool. Do with it what you will. Do note you get one per divine rank you have, so while you don't need to use them, you don't need to feverishly hoard it, either. Use with wisdom.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2018, 08:51:46 AM
Two boards up, three to go. Get in names and descriptions when you have them, y'all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 14, 2018, 11:06:41 AM
Quote from: Anastasia on April 14, 2018, 08:23:39 AM

What level is Moment of Prescience for bard casting?

Bards cannot actually cast Moment of Prescience.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2018, 11:10:58 AM
Okay then, refresh me on how you get an extra divination spell?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 14, 2018, 11:17:19 AM
Sure. It's from the Bardic Sage variant that Moore has, that gives you one per each level of spellcasting you know.

"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."

The examples they give for the extra spells are not always ones that only bards know, if that helps at all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2018, 11:19:59 AM
In that case, I'd allow it at level 11, but not 10. I don't think it shows any signs of giving out divination spells early, does it?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2018, 11:25:14 AM
Quick sanity note worth mentioning: A lot of things are getting imported from older games. That's okay and obviously expected. I will do a sanity read of sheets before we begin, to make sure nothing needs adjustments in totality.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 14, 2018, 11:27:52 AM
Quote from: Anastasia on April 14, 2018, 11:19:59 AM
In that case, I'd allow it at level 11, but not 10. I don't think it shows any signs of giving out divination spells early, does it?

It does, actually. Here's the spell list for your reference: 1st—detect chaos/evil/good/law; 2nd—zone of truth; 3rd—arcane sight; 4th—analyze dweomer (lowered from 6th), sending; 5th—contact other plane, greater scrying (lowered from 6th); 6th—true seeing, vision.

Also, Moore's giving Cresiel 60,000 gold to get himself some improved stuff.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2018, 11:30:23 AM
Hold onto that gold for now, I'll discuss items and stuff at a future date.

Okay, that's reasonable enough then, so go ahead and grab it for that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 14, 2018, 11:31:38 AM
SO NOTED, THE PACT IS SEALED.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 14, 2018, 12:33:30 PM
Board name: Team Awesome!
Subtext: Tryll & Calleigh Troll the Multiverse
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2018, 12:34:47 PM
Quote from: Yuthirin on April 14, 2018, 12:33:30 PM
Board name: Team Awesome!
Subtext: Tryll & Calleigh Troll the Multiverse

I shall submit it to the horrifying Dracos. May we all hide and await his dreadful judgment.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 14, 2018, 12:38:54 PM
I've been toying with details about my char and was wondering on some epic skill usages. I'm sorta going for a Blade Empress type thing and was wondering if there would be something like an epic use of Knowledge: Weapons to like get a bonus to attack or understand how to use a weapon and get temporary profiecency with it. Or a bonus to combat manuvers like disarm.

Also, I plan to make her a cartographer, so anything with that? Mapping planes and what not?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2018, 12:46:55 PM
There's no Knowledge (Weapons) skill. The closest things would be Appraise (which isn't really on target) or a Profession skill related to using weapons. Total honesty, if you just need proficiency in weapons, dip a level of fighter or something like that.

Profession (Cartographer) and Knowledge (Geography) would be relevant, with the former being the one I'd suggest putting points into for the sake of making some new epic skills around it. It would share some similarities to epic Survival for sure.

Secret slaad 1 is here. Congratulations and make sure to report that you found it. Quoting this post will work.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 14, 2018, 12:57:41 PM
Just for the sake of having it written down, here are the spells Moore is taking.

Bard:
6th: He's swapping Irresistible Dance for Greater Carrying Voice.

8th: Superior Invisibility
9th: Shades, Reaving Dispel, Unbinding
10th: Sensual Blessing


Cleric:
6th - Forbiddance
8th – Earthquake
9th -  Magic Disjunction, Mass Heal, End to Strife

EDIT:

Adding to this, Moore's epic feats at level 30 are Lasting Impression and Epic Reputation.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2018, 12:59:20 PM
Noted, Moore. G'luck.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 14, 2018, 01:21:59 PM
Board: Mapping the Path.
Text: Mapping it out, blade first.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2018, 01:24:31 PM
Quote from: Iron Dragoon on April 14, 2018, 01:21:59 PM
Board: Mapping the Path.
Text: Mapping it out, blade first.

Submitted as an offering to Dracos.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2018, 02:01:23 PM
Lady Sanzha preview.

Spells and maybe feats will get some revision later.

Spoiler: ShowHide


Lady Sanzha, former Padisha of the Marid

Marid 30//Bard 30

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

Racial powers: [spoiler]

Spell-Like Abilities

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

Drench (Ex)

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

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

Water Mastery (Ex)

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

Regal Power (Ex)

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

Maharaja of the Waves (Ex)

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

Cauldron Research (Ex)

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

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


Bard powers:
Spoiler: ShowHide


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

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

Bardic Knowledge (Ex)

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

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

Bardic Music

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

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

Countersong (Su)

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

Fascinate (Sp)

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

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

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

Inspire Courage (Su)

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

Inspire Competence (Su)

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

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

Suggestion (Sp)

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

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

Inspire Greatness (Su)

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

Song of Freedom (Sp)

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

Inspire Heroics (Su)

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

Mass Suggestion (Sp)

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


Gear: [spoiler]

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

[Head]Marid Queen's Earrings: +8 enhancement bonus to Charisma and +4 enhancement bonus to her other ability scores.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2018, 02:51:18 PM
> roll 1d12 Dana 27
<Serith> Kotono roll for Serith < 12 > [d12=12]
> roll 1d12 Dana 28
<Serith> Kotono roll for Serith < 9 > [d12=9]
> roll 1d12 Dana 29
<Serith> Kotono roll for Serith < 7 > [d12=7]
> roll 1d12 Dana 30
<Serith> Kotono roll for Serith < 3 > [d12=3]
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 14, 2018, 03:44:09 PM
The Cauldron will borrow a quote from the best series!
"Now we make our own magic. Now we create our own legends. Now... we build the future!"
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2018, 03:53:26 PM
That's all five. Good luck, everyone.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 14, 2018, 04:30:40 PM
NPC rolls!

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

[22:29] <@Lisa> !rollchar
[22:29] <Serith> 5, 3, 4, 5, 4 = 14
[22:29] <Serith> 4, 3, 6, 3, 1 = 13
[22:29] <Serith> 1, 2, 2, 1, 6 = 10
[22:29] <Serith> 3, 1, 5, 1, 1 = 9
[22:29] <Serith> 1, 6, 1, 2, 1 = 9
[22:29] <Serith> 4, 3, 3, 3, 3 = 10
[22:29] <Serith> Lisa's Scores: 14, 13, 10, 10, 9, 9
[22:29] <@Lisa> !rollchar
[22:29] <Serith> 1, 6, 2, 3, 1 = 11
[22:29] <Serith> 6, 2, 6, 5, 1 = 17
[22:29] <Serith> 4, 2, 5, 5, 6 = 16
[22:29] <Serith> 2, 1, 4, 4, 5 = 13
[22:29] <Serith> 5, 5, 3, 4, 1 = 14
[22:29] <Serith> 6, 6, 4, 1, 4 = 16
[22:29] <Serith> Lisa's Scores: 17, 16, 16, 14, 13, 11
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2018, 04:52:50 PM
All five boards are up. More on the last two tonight or in the morning, depending on how work treats me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2018, 11:06:39 PM
All boards are set up now. More to come later, for now I'm to NPC land.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 14, 2018, 11:14:45 PM
> !rollchar
<Serith> 1, 5, 6, 2, 2 = 13
<Serith> 4, 1, 6, 6, 6 = 18
<Serith> 2, 1, 2, 5, 5 = 12
<Serith> 3, 1, 5, 6, 4 = 15
<Serith> 1, 5, 2, 3, 6 = 14
<Serith> 3, 2, 1, 1, 1 = 6
<Serith> Iddy's Scores: 18, 15, 14, 13, 12, 6
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 01:04:38 AM
> roll 1d6 Jessica
<Serith> Kotono roll for Serith < 4 > [d6=4]
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 09:50:28 AM
Jessica's posted. Sneaky type with lots of SA and sneaking related options.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 10:27:14 AM
Extra Aura [General]
Prerequisite: Able to manifest marshal auras
Benefit: Select a minor marshal aura. You can now manifest this aura as if you selected it as one of your marshal auras known.

Cor requested it and it's pretty reasonable.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 11:33:22 AM
Dana's Concussive Movement
Psychokinesis [Force]
Level: Psychic Warrior 6
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You; see text
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Power Resistance: Yes; see text
Power Points: 11

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

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

Augment

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

---

First draft, Yuth. What do you think?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 12:12:11 PM
Domains: Chaos, Family, Good, Wrath,

Syala has an extra domain to play with thanks to the free alignment domains. Any preferences or suggestions, Alicia?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 15, 2018, 12:13:49 PM
It's gotta be plant. Something rubbed off after guarding that tree for so long.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 12:15:49 PM
Quote from: Ebiris on April 15, 2018, 12:13:49 PM
It's gotta be plant. Something rubbed off after guarding that tree for so long.

Okay.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 15, 2018, 12:35:02 PM
Question about Focused Specialist and Spellpool. The Spellpool can '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.'

Does that include spells from banned schools for Focused Specialist? I know there are other classes and even spells that can provide access to banned things (like Shadow Evocation).
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 15, 2018, 01:21:58 PM
Since you houseruled this:
Spellcraft: A new function is added to spellcraft:

Identify Properties of Magic Item: DC 15 + item's caster level. (DC varies for artifacts)

Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object. Artifacts may be identified in this manner, but the DC is higher. The exact DC varies from artifact to artifact.

What's your opinion on a Skill Trick or Epic Usage that speeds it up? Like, For Concentration there's the Swift Concentration Skill Trick which is a Con check as a Swift, or Opening Tap which is effectively a Disable Device check as a Swift. Maybe not speeding it up to a swift, but cutting it down to a single round or something? Or an epic usage doing the same.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 15, 2018, 01:25:49 PM
Custom spells! Here's one:

Ravaging Touch
Necromancy
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes

With a touch you ravage your foe of their talents, leaving them weaker, slower, feebler, stupider, even uglier. The target suffers 2d4 points of ability drain to strength, dexterity, constitution, intelligence, wisdom, and charisma.

I may make up more but just putting this out now to see if it works or not.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 02:52:52 PM
Quote from: Iron Dragoon on April 15, 2018, 12:35:02 PM
Question about Focused Specialist and Spellpool. The Spellpool can '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.'

Does that include spells from banned schools for Focused Specialist? I know there are other classes and even spells that can provide access to banned things (like Shadow Evocation).

No. School specialization for wizards notes that a specialist wizard can't even use those spells from a wand or cast them. It's immaterial if you can access them, you still couldn't cast them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 15, 2018, 02:52:54 PM
Quote from: Anastasia on April 14, 2018, 08:26:43 AM
This one goes to Eb and Cor, but any of you who fancy getting divine rank should bear it in mind for then.

Alicia and Seira, you each have a single proxy. Who is it? You don't have to assign it, but it's a fairly good improvement so it can boost someone up a lot. If it's an NPC I'm statting out, try and let me know soon?

I'm tentatively thinking Lagann could be my proxi, depending on his build and how he's been these twenty years.

Also, can I sell my Familiar ability for a wizard feat?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 02:54:01 PM
Quote from: Iron Dragoon on April 15, 2018, 01:21:58 PM
Since you houseruled this:
Spellcraft: A new function is added to spellcraft:

Identify Properties of Magic Item: DC 15 + item's caster level. (DC varies for artifacts)

Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object. Artifacts may be identified in this manner, but the DC is higher. The exact DC varies from artifact to artifact.

What's your opinion on a Skill Trick or Epic Usage that speeds it up? Like, For Concentration there's the Swift Concentration Skill Trick which is a Con check as a Swift, or Opening Tap which is effectively a Disable Device check as a Swift. Maybe not speeding it up to a swift, but cutting it down to a single round or something? Or an epic usage doing the same.

Sure, I'll add an epic usage for faster identification of magical items.  It's on the todo list now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 15, 2018, 02:59:39 PM
Quote from: Anastasia on April 15, 2018, 02:52:52 PM

No. School specialization for wizards notes that a specialist wizard can't even use those spells from a wand or cast them. It's immaterial if you can access them, you still couldn't cast them.

Well, I guess I'll have to Factotum-UMD it then.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 03:03:54 PM
Quote from: Ebiris on April 15, 2018, 01:25:49 PM
Custom spells! Here's one:

Ravaging Touch
Necromancy
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes

With a touch you ravage your foe of their talents, leaving them weaker, slower, feebler, stupider, even uglier. The target suffers 2d4 points of ability drain to strength, dexterity, constitution, intelligence, wisdom, and charisma.

I may make up more but just putting this out now to see if it works or not.

Okay, question. Do you know of any other high level spells that do serious ability drain? Just looking for some comparisons.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 03:04:15 PM
Quote from: Corwin on April 15, 2018, 02:52:54 PM
Quote from: Anastasia on April 14, 2018, 08:26:43 AM
This one goes to Eb and Cor, but any of you who fancy getting divine rank should bear it in mind for then.

Alicia and Seira, you each have a single proxy. Who is it? You don't have to assign it, but it's a fairly good improvement so it can boost someone up a lot. If it's an NPC I'm statting out, try and let me know soon?

I'm tentatively thinking Lagann could be my proxi, depending on his build and how he's been these twenty years.

Also, can I sell my Familiar ability for a wizard feat?

Yeah sure, unless you're bringing back Seirat.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 15, 2018, 03:42:42 PM
Quote from: Anastasia on April 15, 2018, 03:03:54 PM
Okay, question. Do you know of any other high level spells that do serious ability drain? Just looking for some comparisons.

Honestly it could just as easily be ability damage, drain just felt better for an epic spell. Here's a few other spells that do large amounts of damage or drain...

Cleric 7, Withering Palm does 1/2 your CL in ability damage to strength and constitution (max of 15) which becomes ability drain on a critical hit.
Druid 8, Red Tide does 3d6 strength damage (then again a minute later) in a huge radius.
Wiz/Sorc 4, Touch of Years does 3 points of ability drain to strength, dexterity, and constitution.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 04:17:44 PM
Okay then, lemme polish it a bit and it'll go in the collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 04:18:28 PM
Ravaging Touch
Necromancy
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

With a touch you ravage your foe of their talents, leaving them weaker, slower, feebler, stupider, even uglier. The target suffers 2d4 points of ability drain to all six ability scores.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 15, 2018, 04:54:23 PM
Here's another one.

Dissolving Touch
Conjuration (creation) [Acid]
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: No

Your hand is coated in a glowing sheathe of green acid before you touch your foe and they are melted under its caress. Your successful melee touch inflicts 1d12 acid damage per caster level (maximum 40d12), furthermore this potent acid dissolves and weakens scales and armour both, inflicting a -10 penalty to the victim's armour and natural armour bonuses. If this penalty reduces the armour bonus to 0, the item is destroyed (or dispelled in the case of magical armour such as the Mage Armour spell), otherwise it must be repaired to regain its effectiveness. Natural armour so weakened can only be restored with a Regenerate or greater spell.

A successful fortitude save negates the armour penalty but not the damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 15, 2018, 04:56:28 PM
Addendum to the above, it explicitly works on stuff like mage armour so possibly adding a note that it can melt through walls of force may be thematic as well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 15, 2018, 05:16:32 PM
I have a speed question.

QuoteNote: Use the Biped column for burrow and swim speeds for all deities regardless of form. Use half the value in the Biped column for climb speeds for all deities. Use twice the value in the Quadruped column for fly speeds to determine a deity's fly speed.

How does it mesh with a monk's bonus? Or barbarian's, for that matter?

Say my speed is 60ft, and flight speed is 100x2=200ft. My monk's enhancement bonus to speed is 30ft. To the best of my knowledge, it applies to all methods of travel.

So does my speed become 90ft on foot, 230ft in flight? 260ft in flight?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 05:52:29 PM
Dissolving Touch - Rename, it's a psionic power, so no need for confusion.
Conjuration (Creation) [Acid]
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: No

Your hand is coated in a glowing sheathe of green acid before you touch your foe and they are melted under its caress. Your successful melee touch inflicts 1d12 acid damage per caster level (maximum 40d12), furthermore this potent acid dissolves and weakens scales and armour both, inflicting a -10 penalty to the victim's armor and natural armor bonuses. If this penalty reduces the armor bonus to 0, the item is destroyed (or dispelled in the case of magical armor such as the Mage Armor spell), otherwise it must be repaired to regain its effectiveness. Natural armor so weakened can only be restored with a Regenerate or greater spell.

A successful Fortitude save negates the armor penalty but not the damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 05:56:14 PM
Quote from: Corwin on April 15, 2018, 05:16:32 PM
I have a speed question.

QuoteNote: Use the Biped column for burrow and swim speeds for all deities regardless of form. Use half the value in the Biped column for climb speeds for all deities. Use twice the value in the Quadruped column for fly speeds to determine a deity's fly speed.

How does it mesh with a monk's bonus? Or barbarian's, for that matter?

Say my speed is 60ft, and flight speed is 100x2=200ft. My monk's enhancement bonus to speed is 30ft. To the best of my knowledge, it applies to all methods of travel.

So does my speed become 90ft on foot, 230ft in flight? 260ft in flight?

Determine your base movement speed from the table in the divine rules, then apply any movement bonuses such as monk's fast movement.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 15, 2018, 05:58:10 PM
How about calling it Flux Grasp then?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 09:46:55 PM
Quote from: Ebiris on April 15, 2018, 05:58:10 PM
How about calling it Flux Grasp then?

Done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 09:47:14 PM
Flux Grasp
Conjuration (Creation) [Acid]
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: No

Your hand is coated in a glowing sheathe of green acid before you touch your foe and they are melted under its caress. Your successful melee touch inflicts 1d12 acid damage per caster level (maximum 40d12), furthermore this potent acid dissolves and weakens scales and armour both, inflicting a -10 penalty to the victim's armor and natural armor bonuses. If this penalty reduces the armor bonus to 0, the item is destroyed (or dispelled in the case of magical armor such as the Mage Armor spell), otherwise it must be repaired to regain its effectiveness. Natural armor so weakened can only be restored with a Regenerate or greater spell.

A successful Fortitude save negates the armor penalty but not the damage.
[/quote]
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 15, 2018, 09:50:42 PM
Quote from: Anastasia on April 15, 2018, 11:33:22 AM
Dana's Concussive Movement
Psychokinesis [Force]
Level: Psychic Warrior 6
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You; see text
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Power Resistance: Yes; see text
Power Points: 11

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

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

Augment

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

---

First draft, Yuth. What do you think?
Does it deal 11d6 to the manifestor as well??
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 09:51:45 PM
Yes. It's Dana, that's a feature and not a bug.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 15, 2018, 09:53:09 PM
That's an awful lot. I'd say it's reasonable to do half damage to the manifestor. 11d6 is too much. 6d6. 
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 09:53:54 PM
I have a longer post about money and how each node is going to handle it, but an announcement.

As of now, Afina's crazy discount services are no longer available. This mostly applies to Tryll and Moore, but heads up in case any of you were going to find a reason to beeline on over to her. She's off exploring Lifasa and finding her good ending, not making magical gear. Aurora's other shops aren't closed if you end up being there, but I'd prefer y'all don't without a solid reason. Again, B3 just ended, give it some down time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 09:55:08 PM
Quote from: Yuthirin on April 15, 2018, 09:53:09 PM
That's an awful lot. I'd say it's reasonable to do half damage to the manifestor. 11d6 is too much. 6d6.

I mean...I don't disagree, I don't. It's Dana, that's all. She looks at an average of 33ish damage, shrugs and says sure, why the fuck not? She's the sort of person to blow herself up to get around the battlefield and like it. She sees nothing wrong with the power as written.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 15, 2018, 10:01:45 PM
Quote from: Anastasia on April 15, 2018, 09:55:08 PM
Quote from: Yuthirin on April 15, 2018, 09:53:09 PM
That's an awful lot. I'd say it's reasonable to do half damage to the manifestor. 11d6 is too much. 6d6.

I mean...I don't disagree, I don't. It's Dana, that's all. She looks at an average of 33ish damage, shrugs and says sure, why the fuck not? She's the sort of person to blow herself up to get around the battlefield and like it. She sees nothing wrong with the power as written.
It's not balanced.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 10:05:35 PM
Quote from: Yuthirin on April 15, 2018, 10:01:45 PM
Quote from: Anastasia on April 15, 2018, 09:55:08 PM
Quote from: Yuthirin on April 15, 2018, 09:53:09 PM
That's an awful lot. I'd say it's reasonable to do half damage to the manifestor. 11d6 is too much. 6d6.

I mean...I don't disagree, I don't. It's Dana, that's all. She looks at an average of 33ish damage, shrugs and says sure, why the fuck not? She's the sort of person to blow herself up to get around the battlefield and like it. She sees nothing wrong with the power as written.
It's not balanced.

Okay, how is it not balanced?
Title: Pixies terrify me
Post by: Anastasia on April 15, 2018, 10:13:48 PM
Wealth in Balmuria 6.

Here's how I intend to treat money in each node.

Moore: While money is a factor and something you can collect, you're likely to be based in Celestia. It's a post scarcity paradise, a literal Heaven. It's just as valid to take Cresiel to Jovar for gear for free as to go buy it in Brightwater. Of course as a diplomat who deals with other realms, you'd have reason for money, but I don't intend to emphasize it much. You're as likely to get items directly as money given.

Alyssa: I'm not sure yet, as you're new and I haven't reviewed your sheet yet. Probably pretty close to standard to start, more on you later. Also, you need starting gold, don't you?

Tryll: I'm presuming you're going to start on Lifasa somewhere. So money will matter for you at least at first, somewhere between Moore and Alyssa in where I project money mattering. We'll feel this one out once we establish your base of operations in more detail.

Seira: Congratulations, you're a deity atop a divine realm. You can literally conjure magic items out of nothing from the divine rules and have a great deal of resources to call on. For you, I envision you using money less (though building up a hoard is of course an option for you) and empowering what you have more, as well as drawing on resources to fulfill spot needs. Not that you're banned from using money of course, but I'm not intending for magic item shopping to be a huge focus here.

Alicia: Congratulations, you're a deity atop a divine realm. You can literally conjure magic items out of nothing from the divine rules and have a great deal of resources to call on. For you, I envision you using money less and empowering what you have more, as well as drawing on resources to fulfill spot needs. Not that you're banned from using money of course, but I'm not intending for magic item shopping to be a huge focus here.

Questions and comments welcome.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 15, 2018, 10:17:56 PM
What do you mean I need starting gold? I mean... yeah, I do. I didn't update my sheet with level 30 starting gold because... I don't know what the amount for level 30 is and you said you were going to address gold.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 10:18:46 PM
Quote from: Iron Dragoon on April 15, 2018, 10:17:56 PM
What do you mean I need starting gold? I mean... yeah, I do. I didn't update my sheet with level 30 starting gold because... I don't know what the amount for level 30 is and you said you were going to address gold.

I can't find my chart, so I'm going to fiat give you 450,000 gold to spend. Remember it's full price since Afina's not an option.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 15, 2018, 10:30:56 PM
DMG P.135 has level 20 starting wealth at 760,000 gp. Table 5-1.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 15, 2018, 10:31:58 PM
Quote from: Anastasia on April 15, 2018, 09:53:54 PM
I have a longer post about money and how each node is going to handle it, but an announcement.

As of now, Afina's crazy discount services are no longer available. This mostly applies to Tryll and Moore, but heads up in case any of you were going to find a reason to beeline on over to her. She's off exploring Lifasa and finding her good ending, not making magical gear. Aurora's other shops aren't closed if you end up being there, but I'd prefer y'all don't without a solid reason. Again, B3 just ended, give it some down time.

Moore was likely to send people to Aurora just because it's what he's familiar with in terms of quality items and since he's pretty sure even without Afina, Gold is still there for some things.

So noted on how Celestia would handle wealth, though. It's something I'm sure he'd learn!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 10:39:55 PM
Quote from: Iron Dragoon on April 15, 2018, 10:30:56 PM
DMG P.135 has level 20 starting wealth at 760,000 gp. Table 5-1.

> I don't use those tables since they're way high, generally. I tend to give out a lot of stuff in play, starting money's really meant to be a starter pool.
> If you end up too low I'll give you some more, so fair warning.

You're running a new PC so I'm flexible. At worst it's more chances to get good loot.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 10:40:27 PM
Quote from: Nephrite on April 15, 2018, 10:31:58 PM
Quote from: Anastasia on April 15, 2018, 09:53:54 PM
I have a longer post about money and how each node is going to handle it, but an announcement.

As of now, Afina's crazy discount services are no longer available. This mostly applies to Tryll and Moore, but heads up in case any of you were going to find a reason to beeline on over to her. She's off exploring Lifasa and finding her good ending, not making magical gear. Aurora's other shops aren't closed if you end up being there, but I'd prefer y'all don't without a solid reason. Again, B3 just ended, give it some down time.

Moore was likely to send people to Aurora just because it's what he's familiar with in terms of quality items and since he's pretty sure even without Afina, Gold is still there for some things.

So noted on how Celestia would handle wealth, though. It's something I'm sure he'd learn!

I just don't want things boomeraging right back to Aurora, even if you have a fair point.

It'll come up early in your game, probably, if not in the pre game prep.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 15, 2018, 10:42:53 PM
Sure, that's find. He can handwave it as a "they probably don't want to be bothered by mundane requests but I'll send a messenger if it's something important."
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 15, 2018, 11:15:55 PM
If I want to change the bonus type of an item, specifically making a Belt of Magnificence into Insight or Luck bonus, what would the cost adjustment be?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2018, 11:21:34 PM
Quote from: Iron Dragoon on April 15, 2018, 11:15:55 PM
If I want to change the bonus type of an item, specifically making a Belt of Magnificence into Insight or Luck bonus, what would the cost adjustment be?

DM judgment and I rarely hand those out for sale, they're the sort of precious things you find and win.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 16, 2018, 12:10:49 AM
Quote from: Anastasia on April 15, 2018, 10:05:35 PM
Quote from: Yuthirin on April 15, 2018, 10:01:45 PM
Quote from: Anastasia on April 15, 2018, 09:55:08 PM
Quote from: Yuthirin on April 15, 2018, 09:53:09 PM
That's an awful lot. I'd say it's reasonable to do half damage to the manifestor. 11d6 is too much. 6d6.
I mean...I don't disagree, I don't. It's Dana, that's all. She looks at an average of 33ish damage, shrugs and says sure, why the fuck not? She's the sort of person to blow herself up to get around the battlefield and like it. She sees nothing wrong with the power as written.
It's not balanced.

Okay, how is it not balanced?
It deals too much damage to the manifestor.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 16, 2018, 02:03:10 AM
Okay, below is what I'm looking at for gear.  I also have not purchased any weapons so far, but I have 42,100 gp left over to buy weapons with. Before I start that, however, I want to ask what the cost would be to add a couple things, listed with the below items.

Spoiler: ShowHide
[Armor] Mithral Twilight Chain Shirt +5, 36,000gp: +9 AC, 0% ASF, +6 enchantment cost

[Torso] Robe of the Archmagi: 75,000gp. Would like to boos the Resistance Saves up to +6.

[Bracers] Bracers of the Hunter: 8500gp

[Hands] Gloves of the Master Strategist: 3600gp Book: Ghostwalk. Would like to combine this with the Ring of Arming from MIC, 5,000gp. Also need to confirm exactly how many things it can store. Says things you don't have free hands for appear at feet, so it reads that it can store multiple weapons.

[Boots] Boots of Striding and Springing: 5500gp

[Head] Lore Gem: MIC 7500. Would like to add: Mind Blank and increase spell slots equal to a Blessed Spellbook, and add a Headband of Conscious Effort effect to it.

[Face] Hathren Mask of True Seeing: 75,000gp

[Necklace] Necklace of Adaptation, 9000gp, would like to add a Ring of Sustenance effect to this.

[Waist] Belt of Magnificence +4, 100,000gp

[Ring 1] Ring of Counterspells, 4,000gp. Would like to check what it would cost to give this a second spell slot and possibly boost it to 9th level.

[Ring 2] Ring of Freedom of Movement: 40,000gp

[Back] Cloak of Displacement, Minor: 24,000. MIC has an item called Cloak of Weaponry, 2,300 gp. Allows storing of a single weapon. Would like to combine and increase storage for many weapons. Likely to be cost prohibitive, but worth asking about.

Other:
Heward's Handy Haversack, 2,000 gp
Heward's Fortifying Bedroll, 3,000gp
A Belt of Hidden Pouches (RotW; 5,000 GP)
Everlasting Rations (MC; 350 GP)
Silent Portal Disk (350gp, Magic of Faerun p165)
Thieve's Tools, Masterwork 100gp
Decanter of Endless Water 9,000gp
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2018, 09:51:46 AM
In the case of NPCs with divine rank, such as Syala or Amaryl, you'll find the following helpful additions to their stat block.

Size/Type: Medium Outsider (Angel, Chaotic, Good)
Divine Rank: 1
Domains: Chaos, Family, Good, Plant, Wrath
Hit Dice: 30d8+330 (570 hp)

This will note their divine rank and any domains that they have.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2018, 09:55:03 AM
Quote from: Yuthirin on April 16, 2018, 12:10:49 AM
Quote from: Anastasia on April 15, 2018, 10:05:35 PM
Quote from: Yuthirin on April 15, 2018, 10:01:45 PM
Quote from: Anastasia on April 15, 2018, 09:55:08 PM
Quote from: Yuthirin on April 15, 2018, 09:53:09 PM
That's an awful lot. I'd say it's reasonable to do half damage to the manifestor. 11d6 is too much. 6d6.
I mean...I don't disagree, I don't. It's Dana, that's all. She looks at an average of 33ish damage, shrugs and says sure, why the fuck not? She's the sort of person to blow herself up to get around the battlefield and like it. She sees nothing wrong with the power as written.
It's not balanced.

Okay, how is it not balanced?
It deals too much damage to the manifestor.

That's a tricky wicket to argue, because that's as designed for Dana. She simply doesn't care about the damage. But rather than have an inane argument about this that I don't think either of us want, how about this? Dropping it down a spell level to reduce damage for all - because honestly, this power isn't about the damage it does to other creatures, that's just a bonus side effect.

Dana's Concussive Movement
Psychokinesis [Force]
Level: Psychic Warrior 5
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You; see text
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Power Resistance: Yes; see text
Power Points: 9

This spell unleashes a burst of concussive force 15ft in radius, centered on you. All creatures within it suffer 9d6 points of force damage and are knocked back 15ft. A successful Fortitude save halves the damage and negates the movement.

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

Augment

If you spend 6 additional power points, you can manifest this power as a swift action.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2018, 10:05:32 AM
Also a reminder, please don't post links to D&D tools or anything like that, thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2018, 10:10:24 AM
Quote from: Iron Dragoon on April 16, 2018, 02:03:10 AM[Torso] Robe of the Archmagi: 75,000gp. Would like to boos the Resistance Saves up to +6.

Take the price of a +6 saves boosting cloak of resistance (check the epic rules topic over on R&S, there's a post about epic magic items so you can get the cost there) and subtract the price of a +4 cloak of resistance. The difference is the price.

Quote[Hands] Gloves of the Master Strategist: 3600gp Book: Ghostwalk. Would like to combine this with the Ring of Arming from MIC, 5,000gp. Also need to confirm exactly how many things it can store. Says things you don't have free hands for appear at feet, so it reads that it can store multiple weapons.

Superseded by the 3.5 item gloves of storing. However, Jaela had a neat solution to this sort of item. Jaela, refresh us on what you did for that?

Quote[Head] Lore Gem: MIC 7500. Would like to add: Mind Blank and increase spell slots equal to a Blessed Spellbook, and add a Headband of Conscious Effort effect to it.

Lore Gem is fine, but remember to include the MIC doubler. The Blessed Book upgrade will be the price of the Blessed Book, that's an upgrade, not stacking a new item on. For the Headband, remember the MIC doubler and the 1.5 stacking cost modifier.

Quote[Necklace] Necklace of Adaptation, 9000gp, would like to add a Ring of Sustenance effect to this.

Sure, just add the stacking modifier.

Quote[Ring 1] Ring of Counterspells, 4,000gp. Would like to check what it would cost to give this a second spell slot and possibly boost it to 9th level.

This one's going to take homework, so I'm punting it to the todo list. I'll be in touch.

QuoteCloak of Displacement, Minor: 24,000. MIC has an item called Cloak of Weaponry, 2,300 gp. Allows storing of a single weapon. Would like to combine and increase storage for many weapons. Likely to be cost prohibitive, but worth asking about.

See the comment about Jaela's weapon storage solution. Lemme refresh on that before ruling on this.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2018, 10:12:18 AM
Iddy, there's already a quick identification epic skill usage for Spellcraft. To quote:

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.

DC 50.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2018, 11:02:28 AM
Working up alchemy for Lady Sanzha. Half of it is some epic skill usages for it, while the other half are some unique items from the Cauldron. Here's the first half.

Craft (Alchemy)

Alchemists of great skill can make alchemical items much stronger than the norm.



   
   
   
   
   
TaskDC modifier
Augmented Item+20
Increase Power+10
Increase Duration+10
Increase DC+10

Any item improved must first be augmented by the Augment Item epic skill usage. That is applied before any other modifiers.

Augmented Item

You can make alchemical items stronger than usual. This is identical to the benefits of items created with the Augmented Alchemy feat, except that you do not need that feat to do so.

Increase Power

The damage of your alchemical items is greater than the norm. Increase the damage your items deal by one die. For example, an item that deals 1d8 points of damage would deal 2d8 points of damage, while an item that deals 3d4 points of damage would now deal 4d4 points of damage. This can be applied multiple times to the same item, each time increasing the damage dealt by one die.

Increase Duration

Your alchemical items last longer than others. If your item has a duration measured in rounds, increase the number of rounds by five. If your item has a duration measured in minutes, increase the number of minutes by ten. If your item has a duration measured in tens of minutes, increase the number of minutes by sixty. If your item has a duration measured in hours, increase the number of hours by ten. This can be applied multiple times to the same item, each time increasing the duration by the same number.

Increase DC

You make alchemical items are that harder to resist. The save DC of your alchemical items increases by 3. This can be applied multiple times to the same item, each time increasing the DC by 3.

---

Any comments?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2018, 11:23:24 AM
Okay, giving Moore's sheet a quick once over. It's mostly just +4 levels from B3 so this one will be minimal.

Looks fine enough. I don't see anything to comment on, which is expected in your situation.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2018, 11:28:02 AM
Okay Cor, talking about Amaryl's build was postponed until you have some progress in yours.

Scout 21/Dragonbreath Archer 8//Ranger 10/Dragon Devotee 5/Sorcerer 14

This seems pretty solid under the realities of her build - needing both scout and ranger for awhile, then needing to run sorc. It's short 1 level which should be Dragonbreath Archer 9 and Sorcerer 15. Any comments?

http://www.soulriders.net/forum/index.php/topic,103072.msg1054067.html#msg1054067

Note that feats may be getting rejigged regardless. A few of them were chosen casually.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 16, 2018, 11:43:27 AM
Random question, do outsider-typed familiars of epic characters cause spiritual wounds on the prime?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2018, 11:45:34 AM
They generally do not.

Exception/Crazy Catchall: In the event the familiar is 21 or more hit dice naturally, then they would as normal regardless. I could only see this happening by divine familiar shenanigans, maybe?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2018, 12:01:34 PM
New houserule from the epic level rules thread.

4. An epic dragon disciple gains a bonus spell at level 11 and every level thereafter.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 16, 2018, 12:03:04 PM
This is just a stream of consciousness commentary as I was doing Alicia's sheet, you can ignore the spells I put down there since they've already been posted and polished by Dune, but this notes some helpful numbers for where Alicia's at from being imported which might make it easier to audit her sheet.

Alicia rebuild project

First of all, her stats at level 23 after removing her epic destiny bonus and magic items were: STR 21, DEX 19, CON 20, INT 16, WIS 19, CHA 25
So +11 from DvR1 as well as 2 points at levels 24 and 28. Putting them into charisma and strength (this leaves them odd for now and useless, but I figure we'll gain more divine ranks through play as much as levels).

Her base saves at level 20 come from paladin 5/duskblade 13/witch slayer 2, for Fort: +15, Ref: +5, Will: +12. Epic saves at levels 23/26/29 add +3 to those for Fort: +18, Ref: +8, Will: +15. These are also Marie's base saves as her familiar. Alicia also adds +1 to all saves from her Reversed Euryale trait.

For hit dice, paladin and fighter and abjurant champion are all d10, duskblade and witch slayer are d8. Maxing them out as a deity comes to 120+144 for 264 before adding her con mod (+10), giving her a total of 564 hp. Marie's HP is 80% of that from her familiar toughness trait from B1 so she gets 451 hp.

Alicia had a trait called Love's Grace that gave her half her charisma mod as a deflection bonus to AC. Divinity gives her her full deflection bonus to AC so we'll just discard that.

Domains, she gets Good and Law for free as said in the game summary back on the B3 board, her other domains are Magic, War, and... lets go with Purification? So as well as all the spells as SLAs that gets her the domain abilities which are... Cast good spells at +1 CL, cast law spells at +1 CL, use magic items as a wizard of one half her level (pointless), martial proficiency with her favoured weapon (which is an exotic weapon so this doesn't actually work) and weapon focus in her favoured weapon (this does work), and cast abjuration spells at +1 CL.

For her divine damage reduction she picks silver as the metal component.

For the energy immunity she picks fire and cold.

Onto classes, using the Holy Warrior ACF for paladin, dropping spellcasting to get power attack as a bonus feat at level 4. Her sacred cleansing trait boosts her lay on hands pool by 25%. She also ditches her special mount with the Stand Fast alternate class feature from Cityscape web enhancement here (http://archive.wizards.com/default.asp?x=dnd/we/20070228a) that lets her give her divine grace to all allies within 20 feet for one saving throw type for one round, and add her divine grace to any roll made against being tripped/sundered/disarmed/grappled/bull rushed, once per day for each.

For Duskblade she uses the Skilled City Dweller ACF from Cityscape web enhancement here (http://archive.wizards.com/default.asp?x=dnd/we/20070228a) to swap her Ride skill for Tumble.

Her undead bane, nimbus of light, and holy radiance special abilities are ported over without issue. She also picked up a few SLAs through play - summon monster V (fire elemental only) 1/day and arcane sight at will, both are ported over.

I'm going to make up some custom spells now for her high level sorc casting.


Ravaging Touch
Necromancy
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes

With a touch you ravage your foe of their talents, leaving them weaker, slower, feebler, stupider, even uglier. The target suffers 2d4 points of ability drain to strength, dexterity, constitution, intelligence, wisdom, and charisma.

Dissolving Touch
Conjuration (creation) [Acid]
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: No

Your hand is coated in a glowing sheathe of green acid before you touch your foe and they are melted under its caress. Your successful melee touch inflicts 1d12 acid damage per caster level (maximum 40d12), furthermore this potent acid dissolves and weakens scales and armour both, inflicting a -10 penalty to the victim's armour and natural armour bonuses. If this penalty reduces the armour bonus to 0, the item is destroyed (or dispelled in the case of magical armour such as the Mage Armour spell), otherwise it must be repaired to regain its effectiveness. Natural armour so weakened can only be restored with a Regenerate or greater spell.

A successful fortitude save negates the armour penalty but not the damage.

Skills next. Witch slayer is 4 + int, all other classes are 2 + int. Adding in the 4 for houserules, 1 for human, that works out to 15 she can max out, with a left over ten skill points she can dump in something random thanks to witch slayer. She'll drop those extra ones in bluff since that was a sideline of hers.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2018, 12:12:40 PM
Looks good, I will use this for sheet auditing. Thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 16, 2018, 12:24:29 PM
Quote from: Anastasia on April 16, 2018, 09:55:03 AM
Quote from: Yuthirin on April 16, 2018, 12:10:49 AM
Quote from: Anastasia on April 15, 2018, 10:05:35 PM
Quote from: Yuthirin on April 15, 2018, 10:01:45 PM
Quote from: Anastasia on April 15, 2018, 09:55:08 PM
Quote from: Yuthirin on April 15, 2018, 09:53:09 PM
That’s an awful lot. I’d say it’s reasonable to do half damage to the manifestor. 11d6 is too much. 6d6.
I mean...I don't disagree, I don't. It's Dana, that's all. She looks at an average of 33ish damage, shrugs and says sure, why the fuck not? She's the sort of person to blow herself up to get around the battlefield and like it. She sees nothing wrong with the power as written.
It's not balanced.

Okay, how is it not balanced?
It deals too much damage to the manifestor.

That's a tricky wicket to argue, because that's as designed for Dana. She simply doesn't care about the damage. But rather than have an inane argument about this that I don't think either of us want, how about this? Dropping it down a spell level to reduce damage for all - because honestly, this power isn't about the damage it does to other creatures, that's just a bonus side effect.

Dana's Concussive Movement
Psychokinesis [Force]
Level: Psychic Warrior 5
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You; see text
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Power Resistance: Yes; see text
Power Points: 9

This spell unleashes a burst of concussive force 15ft in radius, centered on you. All creatures within it suffer 9d6 points of force damage and are knocked back 15ft. A successful Fortitude save halves the damage and negates the movement.

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

Augment

If you spend 6 additional power points, you can manifest this power as a swift action.
I can live with it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2018, 12:32:55 PM
Done, added to her sheet and spell collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2018, 12:35:25 PM
Feel free to check the todo list, y'all. Progress is being made.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 16, 2018, 01:58:58 PM
Quote from: Anastasia on April 16, 2018, 11:23:24 AM
Okay, giving Moore's sheet a quick once over. It's mostly just +4 levels from B3 so this one will be minimal.

Looks fine enough. I don't see anything to comment on, which is expected in your situation.

+4?! Don't stiff me on an extra level! I should be 31 in that case! (I'm kidding, I'm kidding)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2018, 02:14:59 PM
Whoops, yeah, typo. I think I had the others in mind.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 16, 2018, 02:16:13 PM
Quote from: Anastasia on April 16, 2018, 10:10:24 AM
Superseded by the 3.5 item gloves of storing. However, Jaela had a neat solution to this sort of item. Jaela, refresh us on what you did for that?

See the comment about Jaela's weapon storage solution. Lemme refresh on that before ruling on this.

Okay. My signature item went through a bunch of revisions!

This is its final form~

Spoiler: ShowHide
Scarlet Gauntlets [Gauntlets of Ghost Fighting +5; Left/Armor Storing, Right/Weapon Storing]: Attacks and spells ignore the 50% miss chance of incorporeal creatures, melee attacks deal 1d6 more damage to incorporeal creatures. MIC p216. [30,000gp/120,000gp]

Gauntlet of Weapon Storing
    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 nine 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.
    -The Gauntlet of Weapon Storing can cast the Keen Edge spell on any weapon drawn from it on command up to 3 times per day, as per the Scabbard of Keed Edges. CL is 20.
    -The Gauntlet of Weapon Storing can cast the Greater Magic Weapon spell on any weapon drawn from it on command up to 3 times per day, similar to the Scabbard of Keed Edges. CL is 20.

Gauntlet of Armor Storing
    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. The gauntlet is capable of containing the following:
    -Up to sixty dresses and general purpose outfits.
    -Up to six objects of the same general size and shape as a shield.
    -As many as six objects of the same general size and shape as a suit of armor.
The possible activation mode are:
    -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.
    -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.
    -If you are wearing armor, you may send it away into the gauntlet.
    Storing or retrieving any item is a free action. 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.
    -The Gauntlet of Armor Storing can cast the Magic Vestment spell on any armor or shield drawn from it on command up to 3 times per day, similar to the Scabbard of Keed Edges. CL is 20.
equipped


Link for reference: http://www.soulriders.net/forum/index.php/topic,101784.msg1089552.html#msg1089552

Scarlet Gauntlets [Gauntlets of Ghost Fighting +5; Left/Armor Storing, Right/Weapon Storing] 30,000gp/120,000gp

That's a 120,000gp price for all the features they give. The link gives a breakdown of them, as well as refers to the previous version. They went through 3-4 revisions over the game, and originated from a few basic items (Glove of Storing (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#gloveofStoring) and the re/call functions on armor, if memory serves me right).
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 16, 2018, 10:39:14 PM
Hm. Okay, then the other option is lots of shrink'd weapons. So, there's the Wand Bracelet, but that's 4 items of no more than 5 pounds. It's 25k, so what are we looking at for something expanded on that?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2018, 11:29:26 PM
Part two of Lady Sanzha's elemental work. She's found out how to make some interesting offensive alchemical weapons as a side effect of her studies into elemental harmony.

Lady Sanzha's Alchemical Creations



   
   
   
   
   
   
   
SubstanceCraft (Alchemy) DCCost
Liquid Fire Bomb30500
Sticky Bomb35850
Entombing Pebble35900
Instant Deluge401000
Smoke Bomb401250
Elemental Catastrophe401500

Liquid Fire Bomb

This bomb is composed of fire forced into the form of liquid water, encased in a glass sphere. This combination is inherently unstable and explodes once exposed to air. This bomb can be throw up to 100ft and is a special splash weapon, so it requires a ranged touch attack roll to hit a target. It deals 5d6 fire damage to the target and 2d6 fire damage as splash damage to all creatures within 10ft of the target.

Sticky Bomb

This is identical to a liquid fire bomb, except that a bit of earth energy has been added to the mix. This adds stickiness to the compound. Creatures damaged by a sticky bomb find themselves on fire and take an additional 2d6 points of fire damage per round for 1d4+1 rounds. A creature set on fire can take a full round action to extinguish the flames, this requires a successful DC 20 Reflex save. Immersion in water or 10 or more points of cold damage automatically extinguish the flames.

Entombing Pebble

This pebble is elemental Earth compressed with an outer shell of fragile elemental Air. When thrown against a hard surface or a creature, the air dissipates and the Earth erupts out on whatever it touched. If thrown against an object, it fills the 5ft square it hit with clumps of stone. If thrown against a creature, threat this as a ranged attack with a range of up to 100ft. If it hits, the creature must make a DC 30 Reflex save or be caught within a body-tight shell of hard stone six inches thick. This prevents the creature from moving, they are effectively paralyzed. A creature trapped within can escape by a DC 30 Strength check. Alternately, the shell can be destroyed by 50 points of bludgeoning damage by another creature.

The stone created by an entombing pebble is permanent and non magical. A creature trapped within an entombing pebble can breathe, as there are small cracks and imperfections within the rock that allow air to pass through.

Instant Deluge

This small potion constantly roils and is a deep, clear blue color. When broken, a tidal wave erupts out from it, 15ft tall and 30ft wide. The wave travels 100ft before exhausting itself and soaks the entire area it travels through. Any creature in the path of the wave must make a DC 30 Fortitude save or be swept along with the wave and knocked prone at the end of the movement.

If instead opened and poured into a deep hole, dry lake or other such thing, this instead produces enough water to fill a 20ftx20ftx20ft space. This use of instant deluge does not move creatures or knock them prone.

Smoke Bomb

This pellet contains a perfectly balanced mixture of elemental Air and Fire, kept apart. When the pellet is exposed to water, the elemental flames begin to quench and the steam mixes with the air, creating a powerful blast of smoke. This covers everything in a 100ft radius and up to 50ft high in choking, blinding smoke. Treat this smoke as fog cloud, except that creatures cannot breathe within the smoke. The smoke lasts for one minute, then the radius shrinks 10ft and lowers 5ft each round thereafter. A moderate or stronger wind disperses the cloud within 2 rounds.

Elemental Catastrophe

This mixture of all four elements is contained in a glass bottle. It can be thrown at a creature as ranged attack with a range of 100ft. A creature struck is lashed with the power of all four elements, taking 5d6 points each of acid, cold, electricity and fire damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 10:51:58 AM
The new epic usages for Craft (Alchemy) are in the epic skills list of the epic rules thread.

I'm probably going to stash Sanzha's goodies over somewhere in Seira's node for reference.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 11:09:13 AM
Okay, tossing this here for Cor anyone, as I'm fiddling with Amaryl's feats and could use some advice. Her feats are as follows:

Feats: Point Blank Shot(1), Track(R1), Rapidshot(R2), Precise Shot(3), Endurance(R3), Far Shot(R4), Swift Hunter(S4), Weapon Focus(Longbow)(6), Manyshot(R6), Improved Critical(Longbow)(R8), Improved Initiative(S8), Greater Manyshot(9), Deadeye(12), Quick Reconnoiter(S12), Dragonfire Strike(15), Improved Skirmish(S16), Eschew Materials(SO1), Nemesis(Evil Outsiders)(18), Dodge(S20), Extend Spell(SO5), Silent Spell(SO10), ?(SO15)
Epic Feats: Energy Resistance(Fire)(21), Blinding Speed(24), Improved Manyshot(DBA3), Multiaction(27), Bane of Enemies(DBA6), ?(30), ?(DBA9)

So Cor wants her to grab split ray and/or quicken spell. No problem, she can easily retrain some metamagics and has a new metamagic bonus feat level 30 anyway. The trick is she needs to be able to do it without the casting time increase or the metamagic is worthless. That requires rapid metamagic, which can be taken as early as 9th level. (ACFs are out of the picture, as she's traded her familiar for wilderness companion, since she has Yoshi as an animal companion.)

So the question is, what the hell does she drop? Greater Manyshot at 9 is the point of the build, Deadeye's hugely critical and important, Dragonfire Strike is a prereq of her epic PrC, Nemesis(Evil Outsiders) is set up to get the epic feat for it (and useful regardless). Energy Resistance(Fire) is a prereq, Blinding Speed's for Multiaction so that's not going anywhere, Multiaction stays for the same reasons.

I guess it'll have to be her level 30 feat. Plug in Rapid Metamagic there, grab quicken with one of the sorc bonus feats and do whatever with the Dragonbreath Archer bonus feat.

Posting this since it's done and I may need to reference this logic later.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 17, 2018, 11:36:39 AM
Looking at it, aren't Point Blank Shot and Precise shot which are currently her regular feats on the scout bonus feat list? If so, you could see if you need all of the feats you got via the Scout bonus feats and reshuffle things to free up one or two regular feat slots.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 12:43:24 PM
Quote from: Corwin on April 17, 2018, 11:36:39 AM
Looking at it, aren't Point Blank Shot and Precise shot which are currently her regular feats on the scout bonus feat list? If so, you could see if you need all of the feats you got via the Scout bonus feats and reshuffle things to free up one or two regular feat slots.

Doesn't work, prereq tangles, basically. They're core to most archery feats, so twisting those around risks bringing down the entire feat tree.

Amaryl's posted. I'll review her spells a little more and her feats once I've had a bit of time to mull on it and rejigger in depth. It'll take a fair bit of time to run it all down so I'll come back to it in a few days. Going on the todo list.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 12:46:27 PM
Also who's your new avatar, Eb?

In related news, I may change mine since I think the pit fiend needs a break. Any suggestions?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 17, 2018, 01:29:15 PM
It's Lena Sayers from Mai Otome, the original model for Alicia.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 01:43:06 PM
Quote from: Ebiris on April 17, 2018, 01:29:15 PM
It's Lena Sayers from Mai Otome, the original model for Alicia.

Cool. You startled the life out of me when I first saw it, completely got me by surprise.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 02:46:26 PM
Okay, re items for everyone.

Alyssa: You're starting from scratch so not a lot to say here. Let me know when you're done buying and I'll see if I feel you need more gold to spend. I probably will I think, at least another 50k.

Moore and Tryll: Yer loaded on steam pixie stuff. Shouldn't be any problems besides Cresiel, and that's something that should be easy enough to resolve IC. If you feel you need a gear adjustment for something, let me know and we'll talk.

Alicia and Seira: You two are fine overall, but there's one point that Cor brought up. He asked if a few things that are sub epic for them can be scaled up. Now I don't want to hand you two any more advantages - you're starting off the strongest by far, admittedly earned through from B1 - but if you have anything you feel should be upgraded, speak up. This is mostly for things that you would've over your IC time. Deities have tons of resources and access, so doing so can be handwaved, within reason. I did upgrade some stuff for B1 NPCs, so it's only fair to see. DM judgment in each case, though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 17, 2018, 02:49:19 PM
I can work with my current equipment but I do need to swap my falchion for a two-bladed sword. Since enchanting both ends is the same as having to buy two epic weapons I don't mind giving up Hell Striker to pay for adjusting Bonds. Can say it got given to some up and coming hero or something.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 02:50:28 PM
Quote from: Ebiris on April 17, 2018, 02:49:19 PM
I can work with my current equipment but I do need to swap my falchion for a two-bladed sword. Since enchanting both ends is the same as having to buy two epic weapons I don't mind giving up Hell Striker to pay for adjusting Bonds. Can say it got given to some up and coming hero or something.

Easily enough done. Feel free to elaborate on who got it or leave it to DM discretion/fuel.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 17, 2018, 02:55:04 PM
We don't have any named people that use that kind of weapon, but lets say she gave it to some up and coming champion of Raziel as part of various interplanar wheelings and dealings over the past twenty years?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 02:57:09 PM
Sure, done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 03:00:02 PM
BATTLE METAMAGIC
The deity is particularly adept with using spells and spell-like abilities in army battles.
Prerequisite: Spellcaster level 21st, Widen Spell.
Benefit: When the deity casts a spell modified by Widen Spell, the deity can choose to enhance the spell area of Widen Spell applied to her spells and spell-like abilities up to a mile per her Divine Rank rather than by 100%.
Suggested Portfolio Elements: Knowledge, Magic, War

Something Cor wanted. I have no problem with the concept, just not sure about the range. I'm putting this out tentatively, with an understanding I may adjust it as I do more homework. Cor needs it for Seira, so I won't have him waiting on me to finally make up my mind. If I do adjust it, I'll give Cor a free change out if needed.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 17, 2018, 03:12:26 PM
I'd like Aegis of the Tarrasque to be animated so I could keep on using it.

Fire: Breastplate+7. This armor has a maximum dexterity cap of 14, no arcane spell failure and only -1 armor check penalty. The gems in the armor are infused with fire magic, granting her a +3 bonus to her caster level with spells of the fire descriptor. By drawing on the magic within the gems, Seira can enhance (as the epic metamagic feat) one spell or spell-like ability with the fire descriptor per day, with no increase in casting time or spell level. <-- I'd prefer to get these gems in a separate item, possibly merged with one or more I already have.

I'd want the following three to have better values:

Greater Luckstone [80,000gp]: A magical four leaf clover; its possessor gains a +3 luck bonus to saves, skill checks and ability checks.
Krystear Emblem: This emblem is from a faraway world, the symbol of an ancient kingdom there. It channels good fortune around the wearer, granting a +3 luck bonus to armor class. This is a slotless accessory.
Powerbow: Longbow+1, "Power". When used to shoot arrows, the user may use Power Attack for those shots, converting hit and BAB to damage potential. This works as the trait of the same name. Effectively
a +2 weapon.

I'd want a ring of wizardry that doubles all spells for levels 1-9 rather than:

Ring of Wizardry I, IV [120,000gp]


I think the epic armor should pay for most of the difference, but I have to admit I'm not sure if it'd be enough. If so, I'll sell a few of my existing items I no longer need.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 03:45:19 PM
Quote from: Corwin on April 17, 2018, 03:12:26 PM
I'd like Aegis of the Tarrasque to be animated so I could keep on using it.

Paste the stats for it, first of all? I believe it's an artifact.

QuoteFire: Breastplate+7. This armor has a maximum dexterity cap of 14, no arcane spell failure and only -1 armor check penalty. The gems in the armor are infused with fire magic, granting her a +3 bonus to her caster level with spells of the fire descriptor. By drawing on the magic within the gems, Seira can enhance (as the epic metamagic feat) one spell or spell-like ability with the fire descriptor per day, with no increase in casting time or spell level. <-- I'd prefer to get these gems in a separate item, possibly merged with one or more I already have.

Planning on going armorless?

QuoteGreater Luckstone [80,000gp]: A magical four leaf clover; its possessor gains a +3 luck bonus to saves, skill checks and ability checks.

Okay, math time. A normal luckstone is 20k. This one is 80k. I think it's safe to say I priced a +2 at 40k. A +4 one would be 160k and a +5 one would be 320k by that method. I'll have to dig up the math I used and run some numbers, but offhand that looks right. I recall the numbers on this being a little funky on the backend, probably fiat priced.

QuoteKrystear Emblem: This emblem is from a faraway world, the symbol of an ancient kingdom there. It channels good fortune around the wearer, granting a +3 luck bonus to armor class. This is a slotless accessory.

Okay, price on this would be...45000 gold. +4 would be 80000 and +5 would be 125000 gold.

QuotePowerbow: Longbow+1, "Power". When used to shoot arrows, the user may use Power Attack for those shots, converting hit and BAB to damage potential. This works as the trait of the same name. Effectively a +2 weapon.

Sure, that's fine, normal price for upgrading a +2 weapon to whatever.

QuoteI'd want a ring of wizardry that doubles all spells for levels 1-9 rather than:Ring of Wizardry I, IV [120,000gp]

Cha-ching. That's an expensive epic magic item. Um, lemme do some math real quick. It's 340k for a Ring of Wizardry 9 alone.

> roll 20000+40000+70000+100000+140000+180000+230000+280000+340000
<Kobot> Kotono rolled 20000+40000+70000+100000+140000+180000+230000+280000+340000 --> {1400000}

1.4 million for what you want. Yeah, no.

QuoteI think the epic armor should pay for most of the difference, but I have to admit I'm not sure if it'd be enough. If so, I'll sell a few of my existing items I no longer need.

Let's do that way for the moment real quick.

Let's assume you get the gems out and have a base breastplate+7. That's a base of 49k, higher because of the benefits to max dex, ACP and all of that, but still rather under what you're looking for here.

Rather than doing it for the money, which isn't my aim here anyway, how about this?

1. Gems come out of the armor without incident. Adding them or making them into something can be an early game to do. What you do with Fire otherwise is up to you.
2. Bump power bow up to +5. Standard for back up items I converted.
3. If you want to improve the other things, that's okay. It can be an early game goal, since a few easy goals is desired as we warm back up. Not that there won't be plot right away, but a bit of warm up is good for everyone.
4. The shield can get animated. Flying around on her own was actually a thing the Destroyer did, so it's certainly thematic. (If your AC is way out of line, I may revoke this, just fair warning. I am trying to keep the numbers reasonable here, as stated before. Let me know your AC, within a few points is fine if you aren't settled on things yet.)
5. (Optional): The Krystear Emblem and Greater Luckstone are both slotless items at the same +3 luck level of bonus. If you want to combine them into one item, feel free.
6. The rest is basically doing in game bait.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 03:49:50 PM
HEY LISTEN!

For each returning PC, I'd like at least a few plot hooks or areas of interest you'd like to explore in this game. Preferably ones tied to your previous games, let me know where you're at on things. Also helps me keep things in order and refresh me on anything that might slip between my wickets.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 17, 2018, 03:51:31 PM
No real choice, my rebuild as a glorious monk makes armor and non-animated shields infeasible.

My AC, sans items, is at 67 by my count.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 03:52:22 PM
Okay Iddy, how's your sheet coming? Also looking for a flavor block on it so I have stuff to build with.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 17, 2018, 03:53:18 PM
Oh yeah, can you add Silver Fire to the list of SDAs? I can't just copy the Star of Mystra one since it uses stuff derived from its hd and stats so I figure it should be translated first before I add it so we're all on the same page.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 17, 2018, 03:56:29 PM
Aegis:

Spoiler: ShowHide
These artifact shields are made from hundreds of flattened layers of the Tarrasque's shell woven together with the strongest smith-work and searing fire. They are then polished with powdered diamond and the blood of a demigod. Once completed each shield is perfectly reflective, never needing to be polished or buffed.

The Aegis of the Tarrasque counts as a heavy steel shield+6. When carried the user gains some of the impossible endurance of the Tarrasque. They gain a +2 bonus to constitution and are treated as having the Endurance and Diehard feats. If the user already possesses Endurance, the benefits are tripled. If the user already possesses Diehard, they do not die until -30 hit points.

The most powerful aspect of the shield is it's ability to reflect lines, cones and rays. Any such attack targeted at the user has a 50% chance of being harmlessly deflected away. As this is not an illusion or displacement effect, True Seeing has no effect on this miss chance. Normal ranged attacks like arrows are not affected.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 04:00:36 PM
Yeah, that's fair, Eb. Lemme do that real quick.

SILVER FIRE
The deity can emit the silver fire that Mystra uses, as a gift from her.
Prerequisite: Magic Domain, must serve Mystra or otherwise have her favor
Benefit: Silver fire has several abilities as described below.
- At will, the deity may emit a beautiful beam of silver fire. This beam has a range of 70ft and has laser precision, able to turn corners and strike as as much as little of the target as desired. This attack deals 40d10 points of damage, with a Reflex save (DC 10 + 1/2 hit dice + your Charisma modifier + divine rank) for half damage. No mortal means of defense can stop this ability, as it destroys barriers as a divine blast does.
- Once per minute the deity can bestow a Heal, Greater Restoration or Regenerate spell with a touch.
- Silver fire also can be activated within the body of the deity (triggering automatically as a free action, once per round) to completely purge all external magical, supernatural or psionic compulsions from them as a greater dispel magic (caster level equal to the deity's hit dice and with no cap).
Suggested Portfolio Elements: Magic.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 04:02:21 PM
Both SDAs are added to the divine rules.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 04:02:56 PM
Quote from: Corwin on April 17, 2018, 03:56:29 PM
Aegis:

Spoiler: ShowHide
These artifact shields are made from hundreds of flattened layers of the Tarrasque's shell woven together with the strongest smith-work and searing fire. They are then polished with powdered diamond and the blood of a demigod. Once completed each shield is perfectly reflective, never needing to be polished or buffed.

The Aegis of the Tarrasque counts as a heavy steel shield+6. When carried the user gains some of the impossible endurance of the Tarrasque. They gain a +2 bonus to constitution and are treated as having the Endurance and Diehard feats. If the user already possesses Endurance, the benefits are tripled. If the user already possesses Diehard, they do not die until -30 hit points.

The most powerful aspect of the shield is it's ability to reflect lines, cones and rays. Any such attack targeted at the user has a 50% chance of being harmlessly deflected away. As this is not an illusion or displacement effect, True Seeing has no effect on this miss chance. Normal ranged attacks like arrows are not affected.


Sure, we'll see how it goes then.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 04:18:20 PM
Alicia: Are you recalling Ebony to Sylica to serve you directly? If so, in a minor (minor NPC topic) or a major (full NPC topic) role?

Seira: Same question to you, but Kascha instead.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 17, 2018, 04:19:27 PM
Since Aurora is still going to be crusading, Alicia would prefer to keep Ebony there so she has a point of contact with them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 04:20:20 PM
Alrighty then, fair enough. She'll stay over there. If you decide you're going to change your mind at that, expect a short delay as I bring her over and rebuild her as needed.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 04:23:02 PM
Also Alicia, see here: http://www.soulriders.net/forum/index.php/topic,103074.msg1056171.html#msg1056171

I'm looking to bring over the three optional material components gemstones and the ravage. While I'm on the subject of Sylican materials, do you want me to add a few more and/or suggest a few?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 17, 2018, 04:25:06 PM
Those are fine, Sylica's small and fairly new, it's not gonna have that much unique stuff.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 04:26:44 PM
Okay, off to add.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 04:31:15 PM
Moore and Tryll, how much liquid gold do you two have on you right now?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 17, 2018, 04:47:18 PM
Quote from: Anastasia on April 17, 2018, 04:18:20 PM
Alicia: Are you recalling Ebony to Sylica to serve you directly? If so, in a minor (minor NPC topic) or a major (full NPC topic) role?

Seira: Same question to you, but Kascha instead.

I'm recalling Kascha given the campaign has ended and Surru went off to do his own thing. She'll return in the future, similar to Afina, so give or take a few years.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 04:51:28 PM
Quote from: Corwin on April 17, 2018, 04:47:18 PM
Quote from: Anastasia on April 17, 2018, 04:18:20 PM
Alicia: Are you recalling Ebony to Sylica to serve you directly? If so, in a minor (minor NPC topic) or a major (full NPC topic) role?

Seira: Same question to you, but Kascha instead.

I'm recalling Kascha given the campaign has ended and Surru went off to do his own thing. She'll return in the future, similar to Afina, so give or take a few years.

Okay, as a minor or major NPC?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 17, 2018, 04:58:50 PM
If I understand you right, major.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 04:59:11 PM
Quick announcement, more aimed at Alicia and Seira since they have strongly established worlds already.

Is there a limit to how many people you have in a node? As in major characters rather than the side characters like Yoshi, Strength of Light and so on?

Informally, no. Practically 6-7 to a node is my private preference. Focus reasons, since it's meant to get deep into relationships. This isn't a hard and fast rule, but worth elaborating this point and where I'm at as I do DM work.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 04:59:17 PM
Quote from: Corwin on April 17, 2018, 04:58:50 PM
If I understand you right, major.

Done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 05:00:34 PM
Tryll, Moore and Alyssa: What sort of NPCs do you want in your node, from a mechanical point of view? Like what mechanical needs do you foresee wanting to fill?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 17, 2018, 05:05:30 PM
Quote from: Anastasia on April 17, 2018, 03:52:22 PM
Okay Iddy, how's your sheet coming? Also looking for a flavor block on it so I have stuff to build with.

First draft of background is in the char sheet now. If you want something more detailed, or something specific added, let me know and I'll do what I can.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 05:06:22 PM
Quote from: Iron Dragoon on April 17, 2018, 05:05:30 PM
Quote from: Anastasia on April 17, 2018, 03:52:22 PM
Okay Iddy, how's your sheet coming? Also looking for a flavor block on it so I have stuff to build with.

First draft of background is in the char sheet now. If you want something more detailed, or something specific added, let me know and I'll do what I can.

Okay, that's a todo for tonight.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 17, 2018, 05:52:44 PM
Quote from: Anastasia on April 17, 2018, 05:00:34 PM
Tryll, Moore and Alyssa: What sort of NPCs do you want in your node, from a mechanical point of view? Like what mechanical needs do you foresee wanting to fill?

Moore could really use someone who's good at administration. He won't be able to keep up with the various status of everything he'll be involved in, so someone who is good at keeping tabs on things and reporting to him about it would be great.

A Tannin-type, if you will.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 17, 2018, 06:25:51 PM
Quote from: Anastasia on April 17, 2018, 05:00:34 PM
Tryll, Moore and Alyssa: What sort of NPCs do you want in your node, from a mechanical point of view? Like what mechanical needs do you foresee wanting to fill?

Well, I kind of had the idea of people being highly skilled and using sorta non-standard classes. Like, for a dungeon crawl damage dealer, a Brawler, Reaping Mauler, Exotic Weapons Master, Invisible Blade, or Master Thrower or the like.

Or the 'tank' being someone who specializes in Trip and Intimidation for defense and control instead of raw AC. Like maybe that Scythe Master build with Beguiler doing a feint and trip never-outnumbered thing. Or something with Imperious Command. Maybe something with a Cha based gestalt class? Warmage maybe?

A scout/DPS being like a Swashbuckler/Rogue/Sorcerer/Spellwarp Sniper type build. Or a Dungeon Delver/Trapmaster?

Or the healer being some sort of Archivist/Combat Medic/Healer/Alchemist Savant.

I'd like to see a group that's built more around like skills and skill tricks than just raw, flat-out power. Builds that work, but you just don't really see a lot.

That said, I dunno how viable that is, or how much work it'll take to be functional. And while I want high skill, I don't think everyone being a 6 or 8+int char is going to be especially fun or work well together.

Sorta, if you've had any off-the-wall builds you've been mulling over or toying with, I wanna hear 'em.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 17, 2018, 06:35:48 PM
Bonds is I think just a regular steel weapon (albeit y'know, an epic one), can I convert it to shiftsilver (or shiftsilver on one side and cold iron on the other) since multiple typed DR is pretty common at this level?
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 17, 2018, 07:13:42 PM
Quote from: Anastasia on April 17, 2018, 04:31:15 PM
Moore and Tryll, how much liquid gold do you two have on you right now?
200,817g, though none of it's liquid. It's rather solid, really.

Quote from: Anastasia on April 17, 2018, 03:49:50 PM
HEY LISTEN!

For each returning PC, I'd like at least a few plot hooks or areas of interest you'd like to explore in this game. Preferably ones tied to your previous games, let me know where you're at on things. Also helps me keep things in order and refresh me on anything that might slip between my wickets.
1. Tryll is still down one of the last few irrigo. That one hiding out in the Beastlands being obstinate. Might as well track him down and see if he wants to either party with us or head to Lifasa.
2. Dana's family quest. We might out-level it substantially by now, but trolling the locals sounds fun. Maybe recruit some faceless mooks for our planar warband. It'd probably make Dana laugh to steal her dad's army from him.
3. Tryll wants to wear an aboleth for a hat.
4. MINDFLAYERS! I know they're out there. They've all gotta go.
5. Find out what Shar's up to. Taelfagn was pretty spooked about it all. If he'd been more reasonable, we could have worked with him. Squicky? Yes. Necessary? Possibly. Hotel? Trivago.
6. Tryll and Calleigh are on an eternal quest for better loot. If they can't afford it, they've resigned themselves to stealing it from ninjas, pirates, and other nefarious folk. Maybe beat up one of Tiamat's kids.
7. RECRUITMENT DRIVE! We need at least one more melee and another ranged person. Tryll would prefer someone intelligent enough to hold a conversation with. Calleigh would prefer people with artistic souls or love in their hearts. Lots of love. Especially for tiny courres. Also, candy and colors. Or someone to troll. She's fine with that, too.
8. Find a troll to troll.
9. If unable to find a suitable companion, we're gonna build one. We have the technology. We did it once. We can do it again.
10. Tryll still owes Moore hugely for his work with Crystalle. If he needs help with anything, all he's gotta do is ask. Unless we hear about it first, then we might help without asking for permission!

Quote from: Anastasia on April 17, 2018, 05:00:34 PM
Tryll, Moore and Alyssa: What sort of NPCs do you want in your node, from a mechanical point of view? Like what mechanical needs do you foresee wanting to fill?
Melee, tanky, and at least one other blaster. Maybe a healer? Tryll's got blasting pretty handled, though another blaster is always welcome. In spite of his bonuses from being a paragon, he's still rather fragile. Any good set of hits that land could put him down for a bit. That'd be awkward. Dana fills the melee slot well, but she's too prone to causing injury to herself to really be tanky. It's less about offense and more about defense. Dana makes for a better flanker than a blocker.

I'm currently looking at a 5-6 man team.

Tank: ??
Melee: Dana
Blasting: Tryll & Calleigh
Blasting: ??
Physical Ranged: ?? (I dunno if arrows scale real well in epic or not.)
Healer: ??
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 17, 2018, 08:09:09 PM
Quote from: Anastasia on April 17, 2018, 04:31:15 PM
Moore and Tryll, how much liquid gold do you two have on you right now?

60,000 and some change, with a few items here and there (His Brightwater writ, for example.)

Quote from: Anastasia on April 17, 2018, 03:49:50 PM
HEY LISTEN!

For each returning PC, I'd like at least a few plot hooks or areas of interest you'd like to explore in this game. Preferably ones tied to your previous games, let me know where you're at on things. Also helps me keep things in order and refresh me on anything that might slip between my wickets.

In no particular order:

1. He'd still like to meet with that wizard from the demiplane he went to. He probably could just teleport himself there at this point rather than continuing on the quest he started, but he's fine completing that part of things.
2. Meet with Oberon and just talk. There's a lot of things he'd been thrust into and he'd like to get some other perspective on it from someone outside the typical norms.
3. Crystalle's quest??
4. Help Cresiel get some gear. Trip to upper levels of Celestia??
5. Re-establish himself as a planar diplomat for Celestia. This may mean going back to Brightwater and other places and just affirming his role for their sake.
6. Moore's goal for himself is to be immune to any sort of knowledge that he can't remember. Once he's attained that goal, he'd like to sit down and enjoy some tea with Elena. And maybe Sylvie.
7. Learn more songs? He does want to revisit Xandra (http://www.soulriders.net/forum/index.php/topic,103821.555.html) in Celestia sometime, too.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 10:56:26 PM
Quote from: Nephrite on April 17, 2018, 05:52:44 PM
Quote from: Anastasia on April 17, 2018, 05:00:34 PM
Tryll, Moore and Alyssa: What sort of NPCs do you want in your node, from a mechanical point of view? Like what mechanical needs do you foresee wanting to fill?

Moore could really use someone who's good at administration. He won't be able to keep up with the various status of everything he'll be involved in, so someone who is good at keeping tabs on things and reporting to him about it would be great.

A Tannin-type, if you will.

Basically someone you can delegate day to day operations to?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 10:57:48 PM
Quote from: Iron Dragoon on April 17, 2018, 06:25:51 PM
Quote from: Anastasia on April 17, 2018, 05:00:34 PM
Tryll, Moore and Alyssa: What sort of NPCs do you want in your node, from a mechanical point of view? Like what mechanical needs do you foresee wanting to fill?

Well, I kind of had the idea of people being highly skilled and using sorta non-standard classes. Like, for a dungeon crawl damage dealer, a Brawler, Reaping Mauler, Exotic Weapons Master, Invisible Blade, or Master Thrower or the like.

Or the 'tank' being someone who specializes in Trip and Intimidation for defense and control instead of raw AC. Like maybe that Scythe Master build with Beguiler doing a feint and trip never-outnumbered thing. Or something with Imperious Command. Maybe something with a Cha based gestalt class? Warmage maybe?

A scout/DPS being like a Swashbuckler/Rogue/Sorcerer/Spellwarp Sniper type build. Or a Dungeon Delver/Trapmaster?

Or the healer being some sort of Archivist/Combat Medic/Healer/Alchemist Savant.

I'd like to see a group that's built more around like skills and skill tricks than just raw, flat-out power. Builds that work, but you just don't really see a lot.

That said, I dunno how viable that is, or how much work it'll take to be functional. And while I want high skill, I don't think everyone being a 6 or 8+int char is going to be especially fun or work well together.

Sorta, if you've had any off-the-wall builds you've been mulling over or toying with, I wanna hear 'em.

Lemme see and think about it, see how your things work out. It's food for thought, so thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 10:59:32 PM
Quote from: Ebiris on April 17, 2018, 06:35:48 PM
Bonds is I think just a regular steel weapon (albeit y'know, an epic one), can I convert it to shiftsilver (or shiftsilver on one side and cold iron on the other) since multiple typed DR is pretty common at this level?

Yeah, that's pretty doable for you.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 17, 2018, 11:02:30 PM
Quote from: Anastasia on April 17, 2018, 10:56:26 PM

Basically someone you can delegate day to day operations to?

That and who'd be good at evaluating requests that come in or good at pointing things out to get done. Someone who can point out good opportunities.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 11:05:28 PM
Quote200,817g, though none of it's liquid. It's rather solid, really.

That's a good chunk of change to start with. Congratulations. Try not to spend it all right off.

Quote1. Tryll is still down one of the last few irrigo. That one hiding out in the Beastlands being obstinate. Might as well track him down and see if he wants to either party with us or head to Lifasa.

A good early goal.

Quote2. Dana's family quest. We might out-level it substantially by now, but trolling the locals sounds fun. Maybe recruit some faceless mooks for our planar warband. It'd probably make Dana laugh to steal her dad's army from him.

Not a bad idea at all. Get together with Dana on that.

Quote3. Tryll wants to wear an aboleth for a hat.

Sure, if you can manage it.

Quote4. MINDFLAYERS! I know they're out there. They've all gotta go.

Actually, there aren't. I made a decision early on in Balmuria to avoid some of the typical Underdark stuff. While drow are the most common and notable victim of that, mindflayers are another.

Quote5. Find out what Shar's up to. Taelfagn was pretty spooked about it all. If he'd been more reasonable, we could have worked with him. Squicky? Yes. Necessary? Possibly. Hotel? Trivago.

All good goals there.

Quote6. Tryll and Calleigh are on an eternal quest for better loot. If they can't afford it, they've resigned themselves to stealing it from ninjas, pirates, and other nefarious folk. Maybe beat up one of Tiamat's kids.

So noted.

Quote7. RECRUITMENT DRIVE! We need at least one more melee and another ranged person. Tryll would prefer someone intelligent enough to hold a conversation with. Calleigh would prefer people with artistic souls or love in their hearts. Lots of love. Especially for tiny courres. Also, candy and colors. Or someone to troll. She's fine with that, too.

Naturally, so noted.

Quote8. Find a troll to troll.

Terrifying.

Quote9. If unable to find a suitable companion, we're gonna build one. We have the technology. We did it once. We can do it again.

Not a bad idea if needed.

Quote10. Tryll still owes Moore hugely for his work with Crystalle. If he needs help with anything, all he's gotta do is ask. Unless we hear about it first, then we might help without asking for permission!

Noted.

QuoteMelee, tanky, and at least one other blaster. Maybe a healer? Tryll's got blasting pretty handled, though another blaster is always welcome. In spite of his bonuses from being a paragon, he's still rather fragile. Any good set of hits that land could put him down for a bit. That'd be awkward. Dana fills the melee slot well, but she's too prone to causing injury to herself to really be tanky. It's less about offense and more about defense. Dana makes for a better flanker than a blocker.

I'm currently looking at a 5-6 man team.

Tank: ??
Melee: Dana
Blasting: Tryll & Calleigh
Blasting: ??
Physical Ranged: ?? (I dunno if arrows scale real well in epic or not.)
Healer: ??

Okay.

Arrows can scale up if done properly, see Amaryl. She's a swift hunter who does some nasty things.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 11:08:51 PM
Quote60,000 and some change, with a few items here and there (His Brightwater writ, for example.)

Cool, that's a solid resource base.

Quote1. He'd still like to meet with that wizard from the demiplane he went to. He probably could just teleport himself there at this point rather than continuing on the quest he started, but he's fine completing that part of things.

Write up a quick refresher on that one for me.

Quote2. Meet with Oberon and just talk. There's a lot of things he'd been thrust into and he'd like to get some other perspective on it from someone outside the typical norms.

Not a bad quest at all.

Quote3. Crystalle's quest??

This will actually come up very early on with Erathaol. Favors are being traded at high levels here.

Quote4. Help Cresiel get some gear. Trip to upper levels of Celestia??

Yes. I figure that'll be the first quest just for practical reasons.

Quote5. Re-establish himself as a planar diplomat for Celestia. This may mean going back to Brightwater and other places and just affirming his role for their sake.

Good idea.

Quote6. Moore's goal for himself is to be immune to any sort of knowledge that he can't remember. Once he's attained that goal, he'd like to sit down and enjoy some tea with Elena. And maybe Sylvie.

Basically finding a way to stop the anathemic part of anathemic knowledge?

Quote7. Learn more songs? He does want to revisit Xandra (http://www.soulriders.net/forum/index.php/topic,103821.555.html) in Celestia sometime, too.

Sure.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 11:09:43 PM
Quote from: Nephrite on April 17, 2018, 11:02:30 PM
Quote from: Anastasia on April 17, 2018, 10:56:26 PM

Basically someone you can delegate day to day operations to?

That and who'd be good at evaluating requests that come in or good at pointing things out to get done. Someone who can point out good opportunities.

So noted again.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 17, 2018, 11:17:56 PM
Most of the pertinent details can be found Here (http://www.soulriders.net/forum/index.php/topic,103878.msg1079038.html#msg1079038) but the short version is: He needs to go to the Gates of Algorand to do [???] to get back to the demiplane he found when he got thrown through the Astral by some wayward Slaad. Last it was he was having Filbrez procure an anatomical chart of a pit fiend for him. He'd just send someone to go pick it up from him.

And yes, to answer your question on anathemic knowledge.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 11:25:10 PM
> roll 1d8 Kascha 27
<Serith> Kotono roll for Serith < 5 > [d8=5]
> roll 1d8 Kascha 28
<Serith> Kotono roll for Serith < 2 > [d8=2]
> roll 1d8 Kascha 29
<Serith> Kotono roll for Serith < 4 > [d8=4]
> roll 1d8 Kascha 30
<Serith> Kotono roll for Serith < 5 > [d8=5]
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2018, 11:34:59 PM
Level up note:

Kascha gets a single draconic discovery and two spell knowledges.

Draconic discovery is celestial valor, quicken.

She can select two spells from other class spell lists, one of up to 12th level and one of up to 13th level. Suggestions?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2018, 09:14:25 AM
I read your revised background, Alyssa. It looks fine and gives me hooks to work with, so that should do. I'd like you to name and briefly describe a few people in the Order, if you don't mind. Broad strokes is fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2018, 10:04:32 AM
Yuth, what's the name of that last irrigo?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 18, 2018, 10:29:05 AM
Quote from: Anastasia on April 18, 2018, 09:14:25 AM

Yeah, I kind of purposely left names out. Wasn't sure who/how many would be useful or useless. What kinds are you looking for? Other regeants? Minion types?
I read your revised background, Alyssa. It looks fine and gives me hooks to work with, so that should do. I'd like you to name and briefly describe a few people in the Order, if you don't mind. Broad strokes is fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2018, 12:08:30 PM
Any and all are fine, Iddy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2018, 02:26:01 PM
Working on an NPC from scratch, so this will probably take the rest of the day. Don't expect much progress, it takes time to make new NPCs.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2018, 03:10:37 PM
> roll 9#1d10
<Kobot> Kotono rolled 9#1d10 --> [ 1d10=4 ]{4}, [ 1d10=2 ]{2}, [ 1d10=3 ]{3}, [ 1d10=2 ]{2}, [ 1d10=6 ]{6}, [ 1d10=4 ]{4}, [ 1d10=9 ]{9}, [ 1d10=2 ]{2}, [ 1d10=2 ]{2}
> roll 20#1d12
<Kobot> Kotono rolled 20#1d12 --> [ 1d12=8 ]{8}, [ 1d12=2 ]{2}, [ 1d12=3 ]{3}, [ 1d12=11 ]{11}, [ 1d12=3 ]{3}, [ 1d12=12 ]{12}, [ 1d12=1 ]{1}, [ 1d12=6 ]{6}, [ 1d12=8 ]{8}, [ 1d12=9 ]{9}, [ 1d12=4 ]{4}, [ 1d12=4 ]{4}, [ 1d12=9 ]{9}, [ 1d12=3 ]{3}, [ 1d12=11 ]{11}, [ 1d12=11 ]{11}, [ 1d12=8 ]{8}, [ 1d12=9 ]{9}, [ 1d12=7 ]{7}, [ 1d12=11 ]{11}
> roll 4+2+3+2+6+4+9+2+2
<Kobot> Kotono rolled 4+2+3+2+6+4+9+2+2 --> {34}
> roll 8+2+3+11+3+12+1+6+8+9+4+4+9+3+11+11+8+9+7+11
<Kobot> Kotono rolled 8+2+3+11+3+12+1+6+8+9+4+4+9+3+11+11+8+9+7+11 --> {140}

Elle.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2018, 04:01:04 PM
Quote from: Anastasia on April 17, 2018, 03:49:50 PM
HEY LISTEN!

For each returning PC, I'd like at least a few plot hooks or areas of interest you'd like to explore in this game. Preferably ones tied to your previous games, let me know where you're at on things. Also helps me keep things in order and refresh me on anything that might slip between my wickets.

For those who haven't answered this, which I think is just Eb and Cor. I know char prep and everything else takes time so it's all good, but consider this your friendly DM nagging about it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2018, 04:03:27 PM
Elle Stronger preview:

Formerly the owner of the most exclusive and famous magic shop in Balmuria, Elle Stronger is a long time ally of the Crimson Guard as well as Alicia and Seira. In her time spent in the Cauldron, she has studied much of the draconic lore Seira gathered, empowering herself as the threat of Shar looms. Wife of Donald and proof that everyone has a soul mate somewhere.

Elle Stronger

Wizard 30//Sorcerer 1/Dragon Shaman 9/Dragon Disciple 20

Abilities: Str 25, Dex 21, Con 26, Int 37, Wis 18, Cha 24

Feats: Improved Initiative(1), Toughness(H), Scribe Scroll(W1), Eschew Materials(S1), Martial Weapon Proficiency(Longsword)(S1), Weapon Focus(Longsword)(S1), Spell Penetration(3), Skill Focus(Appraise)(DS2), Quicken Spell(W5), Greater Spell Penetration(6), Empower Spell(9), Skill Focus(Bluff)(DS8), Craft Wondrous Item(W10), Maximize Spell(12), Silent Spell(15), Forge Ring(W15), Insightful Reflexes(18), Craft Staff(W20)
Epic Feats: Great Ability(Intelligence)(21), Epic Spell Capacity(W23), Great Ability(Intelligence)(24), Epic Toughness(DD14), Epic Crafting(W26), Improved Metamagic(27), Great Ability(Constitution)(DD18), Epic Spell Penetration(W29), Improved Metamagic(30)
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 18, 2018, 04:48:36 PM
Can you post an epic sorcerer?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 18, 2018, 07:07:40 PM
Quote from: Anastasia on April 17, 2018, 03:49:50 PM
HEY LISTEN!

For each returning PC, I'd like at least a few plot hooks or areas of interest you'd like to explore in this game. Preferably ones tied to your previous games, let me know where you're at on things. Also helps me keep things in order and refresh me on anything that might slip between my wickets.

I can't remember specific stuff Alicia was looking into towards the end of B1 but that's all 20 years out of date anyway so doesn't really matter.

Right now she'd be fairly focused on consolidating things on both Benfal and Lifasa - having played a part in the liberation of both she'll be wanting to nurture her churches on both worlds so as to increase her worshipper base and divine power.

There's the looming issue of Ao of course. A refresher on where we currently stand on that would be nice.

Screwing over anything Shar has going on is a must. We should take inspiration from how active and effective Shar is - nothing's too petty or beneath her personal attention and that's why she gets such good results!
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 18, 2018, 09:53:47 PM
Quote from: Anastasia on April 18, 2018, 10:04:32 AM
Yuth, what's the name of that last irrigo?
Thorajin.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2018, 10:26:17 PM
Quote from: Corwin on April 18, 2018, 04:48:36 PM
Can you post an epic sorcerer?

Like an epic progression for sorcerer? Like a particular epic sorcerer? Something else?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2018, 10:27:52 PM
Quote from: Ebiris on April 18, 2018, 07:07:40 PM
Quote from: Anastasia on April 17, 2018, 03:49:50 PM
HEY LISTEN!

For each returning PC, I'd like at least a few plot hooks or areas of interest you'd like to explore in this game. Preferably ones tied to your previous games, let me know where you're at on things. Also helps me keep things in order and refresh me on anything that might slip between my wickets.

I can't remember specific stuff Alicia was looking into towards the end of B1 but that's all 20 years out of date anyway so doesn't really matter.

Right now she'd be fairly focused on consolidating things on both Benfal and Lifasa - having played a part in the liberation of both she'll be wanting to nurture her churches on both worlds so as to increase her worshipper base and divine power.

There's the looming issue of Ao of course. A refresher on where we currently stand on that would be nice.

Screwing over anything Shar has going on is a must. We should take inspiration from how active and effective Shar is - nothing's too petty or beneath her personal attention and that's why she gets such good results!

Indeed to the last.

As for Ao and a general refresher, that's in the cards once I get all the mechanical work done. I hope to be generally done with it by the end of the weekend, but we'll see how long a few things run.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2018, 10:28:01 PM
Quote from: Yuthirin on April 18, 2018, 09:53:47 PM
Quote from: Anastasia on April 18, 2018, 10:04:32 AM
Yuth, what's the name of that last irrigo?
Thorajin.

Thank you.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2018, 10:28:17 PM
Okay, progress report. How is each PC coming along?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 18, 2018, 10:31:24 PM
Pretty sure I'm done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 18, 2018, 10:32:30 PM
Background is mostly done. Need to name a couple NPCs. Need to do weapons (working on tonight), need to find gloves, and need to get a ring. I *think* that'll be it for me. I might do some small equipment adjustments, but that'll be more like... deciding if I want a tent or something. Nothing for actual gear, more ancillary things.

BTW, when you dig through my character, if you have suggestions for like better feat choices and stuff, I'd love to hear them. I struggled with Surraruthru (as you mentioned) for a while, so I'd like to head some of that off if possible.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2018, 10:45:22 PM
Quote from: Nephrite on April 18, 2018, 10:31:24 PM
Pretty sure I'm done.

Awesome, figured you'd be quickest all things considered. I might toss you a little bit of work if you want me to and you want to be occupied.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2018, 10:45:36 PM
Quote from: Iron Dragoon on April 18, 2018, 10:32:30 PM
Background is mostly done. Need to name a couple NPCs. Need to do weapons (working on tonight), need to find gloves, and need to get a ring. I *think* that'll be it for me. I might do some small equipment adjustments, but that'll be more like... deciding if I want a tent or something. Nothing for actual gear, more ancillary things.

BTW, when you dig through my character, if you have suggestions for like better feat choices and stuff, I'd love to hear them. I struggled with Surraruthru (as you mentioned) for a while, so I'd like to head some of that off if possible.

Sure.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 18, 2018, 10:49:49 PM
Quote from: Anastasia on April 18, 2018, 10:28:17 PM
Okay, progress report. How is each PC coming along?
Haven't started yet. Mostly. Need to finish B4 prep first.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2018, 10:54:43 PM
Quote from: Yuthirin on April 18, 2018, 10:49:49 PM
Quote from: Anastasia on April 18, 2018, 10:28:17 PM
Okay, progress report. How is each PC coming along?
Haven't started yet. Mostly. Need to finish B4 prep first.

Fair enough.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 18, 2018, 11:30:27 PM
Quote from: Anastasia on April 18, 2018, 09:14:25 AM
I read your revised background, Alyssa. It looks fine and gives me hooks to work with, so that should do. I'd like you to name and briefly describe a few people in the Order, if you don't mind. Broad strokes is fine.

Done. Added two named NPCs.

Also finished equipment.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 19, 2018, 12:38:19 AM
Quote from: Anastasia on April 18, 2018, 10:45:22 PM
Quote from: Nephrite on April 18, 2018, 10:31:24 PM
Pretty sure I'm done.

Awesome, figured you'd be quickest all things considered. I might toss you a little bit of work if you want me to and you want to be occupied.

By all means.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 19, 2018, 09:28:16 AM
Alicia's basically done. I may shuffle skills around though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2018, 09:36:10 AM
Quote from: Nephrite on April 19, 2018, 12:38:19 AM
Quote from: Anastasia on April 18, 2018, 10:45:22 PM
Quote from: Nephrite on April 18, 2018, 10:31:24 PM
Pretty sure I'm done.

Awesome, figured you'd be quickest all things considered. I might toss you a little bit of work if you want me to and you want to be occupied.

By all means.

I'll get in touch with you in a few days, once I'm out of NPC generation hell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 19, 2018, 11:20:03 AM
Quote from: Anastasia on April 18, 2018, 10:26:17 PM
Quote from: Corwin on April 18, 2018, 04:48:36 PM
Can you post an epic sorcerer?

Like an epic progression for sorcerer? Like a particular epic sorcerer? Something else?

Yes  :)

Epic progression is what I had in mind. But having an example of a particular, good-aligned epic sorcerer would also be helpful.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 19, 2018, 11:31:37 AM
Quote from: Anastasia on April 18, 2018, 10:28:17 PM
Okay, progress report. How is each PC coming along?

I plan to be done this weekend. For all intents and purposes it's done, but I'm toying with some items and options, and still sketching out the dragon/avatar sheets. The base is all there, however.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2018, 11:50:53 AM
Quote from: Corwin on April 19, 2018, 11:20:03 AM
Quote from: Anastasia on April 18, 2018, 10:26:17 PM
Quote from: Corwin on April 18, 2018, 04:48:36 PM
Can you post an epic sorcerer?

Like an epic progression for sorcerer? Like a particular epic sorcerer? Something else?

Yes  :)

Epic progression is what I had in mind. But having an example of a particular, good-aligned epic sorcerer would also be helpful.

http://www.d20srd.org/srd/epic/classProgressions.htm#epicSorcerer

http://www.soulriders.net/forum/index.php/topic,103072.msg1050514.html#msg1050514

http://www.soulriders.net/forum/index.php/topic,103072.msg1054636.html#msg1054636

Sharess is probably the best example I have posted. She's overpowered for her relative position, however, so bear that in mind.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2018, 11:51:09 AM
Quote from: Corwin on April 19, 2018, 11:31:37 AM
Quote from: Anastasia on April 18, 2018, 10:28:17 PM
Okay, progress report. How is each PC coming along?

I plan to be done this weekend. For all intents and purposes it's done, but I'm toying with some items and options, and still sketching out the dragon/avatar sheets. The base is all there, however.

All good, glad to hear it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2018, 11:51:23 AM
Quote from: Ebiris on April 19, 2018, 09:28:16 AM
Alicia's basically done. I may shuffle skills around though.

Excellent.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 19, 2018, 12:00:41 PM
Quote from: Anastasia on April 18, 2018, 04:01:04 PM
Quote from: Anastasia on April 17, 2018, 03:49:50 PM
HEY LISTEN!

For each returning PC, I'd like at least a few plot hooks or areas of interest you'd like to explore in this game. Preferably ones tied to your previous games, let me know where you're at on things. Also helps me keep things in order and refresh me on anything that might slip between my wickets.

For those who haven't answered this, which I think is just Eb and Cor. I know char prep and everything else takes time so it's all good, but consider this your friendly DM nagging about it.

First of all, I agree with Eb on Shar and Ao. I too think we should get involved with anything and everything that advances our cause or fucks up Shar's.

My OOC goals divide into two parts, stuff I want to hear about their progress and stuff I want to pursue. If, for some sad reason something in column A is still an active issue, it will go into column B.

-How did Lagann (Yandrazrt) rehabilitation go? What's going on there now? He'd be my first choice of proxy, though only after I know where we stand.
-How did Oraga's rehabilitation go? What's going on there now? Incidentally, my second choice of proxy.
-How about the Astral Dragons? I've held hope that I could convert them closer to my cause and way of thinking, but I'd settle for a mutual defense pact if a true alliance wasn't in the cards.
-What happened with Ajan? I sincerely hope the 3 years of service promised him took place in the intervening 20 years, since I'm not the person now I was then. I do hope he's a minor ally at present.
-Related to this, the Balmurian ruins and the gnomish god-king. If this still hasn't been resolved, that becomes priority #1 for me now.
-Figuring out where I stand with my Balmurian friends, the other allies across that Prime, Deme and Polly, the elemental princes and princesses, the Elven pantheon and Waukeen.

-With Benfal and Lifasa freed, it does seem a good idea to both render aid and proselytize. In fact, Kascha would probably be best for that.
-I want to deepen my studies into metamagic and overcome the last hurdle I have with it. Since I would've heard from Kascha that means exist to ease its use further, that'd be where my personal research would be headed. Elle could be helpful here.
-I want to see where Sanzha's gotten with our goal of transcending elemental boundaries, especially after Afina's success.
-I want to help Amaryl with her own pursuits of DvR1, given that she seems quite close.
-One of the specific means of countering Shar I'm thinking of is increasing the sponsorship of agents across Primes. Similar to what was going on with Annerose, just having these rangers (to borrow a term) try to do good. No crime or injustice too small! They'll help! And I'll help if they're in a jam. I think Donald could be entrusted with helping here, given that he's my first student.
-Aurora might've been a fortress serving as the base of a crusade, but the Cauldron is an actual trading hub, both intended and designed for such use. I'll see what we can do to make it a credible competition to Brightwater and the Mercane without getting into some trade war. Abby should be decent for this, due to having a good head on her shoulders, a mercantile education and plenty of ambition.
-Any anniversaries coming up? Birthdays? Plenty of things happened near the end of B1, including a few weddings. That could be a nice 'goal' to follow up on.

EDIT:
-Valar, was it? The friend I made over Eblis? Due to a lack of relevant logs, I'm curious where it lead.
Further browsing through the B1 forum revealed 'The B team!' (http://www.soulriders.net/forum/index.php/topic,100868.msg1014354.html) which lists a bunch of our minor allies, by current definition.
Celebrimbor, Saul, Yoshi, Lumenbur, Valar, Oraga, Gulpan, Gilartal and Mia, Na'lith. Some of those listed there went on to be major allies, such as Sanzha and presumably Lagann and Oraga. It'd be interesting to see what evolved from all this, and whether we got visitors from Air and Earth as well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 19, 2018, 12:39:47 PM
More item questions for Seira.

I'm interested in a monk's belt and a few wilding clasps since it doesn't look I have enough of them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2018, 12:42:49 PM
Quote from: Corwin on April 19, 2018, 12:39:47 PM
More item questions for Seira.

I'm interested in a monk's belt and a few wilding clasps since it doesn't look I have enough of them.

Yeah sure, those are trivial for you to draw on from the Cauldron. Same way Cresiel will get free stuff from Celestia most likely, or Alyssa will have a resources from the order.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2018, 01:34:15 PM
Fixed Cresiel's SR, which was 4 low. Thanks to Cor for catching that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2018, 01:36:48 PM
Went back to an old avatar to give the pit fiend a break. B3 is over, after all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 19, 2018, 01:51:48 PM
Thinking on it, I might have screwed up the weapons. I think I made the enchantment cost bonus list as the attack bonus...
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2018, 01:59:16 PM
Quote from: Iron Dragoon on April 19, 2018, 01:51:48 PM
Thinking on it, I might have screwed up the weapons. I think I made the enchantment cost bonus list as the attack bonus...

Walk me through what you did?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 19, 2018, 02:04:19 PM
So each enchantment has a bonus attached for figuring out the cost, right? I think I listed that as like longsword +2, but only paid for like corrosive and magebane or whatever and not the actual +2 to attack and damage. That'd be a +4 total cost right?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 19, 2018, 02:17:52 PM
I would like to request epic progressions for Sacred Exorcist, Fist of Raziel and Knight of the Raven.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2018, 03:18:38 PM
Quote from: Iron Dragoon on April 19, 2018, 02:04:19 PM
So each enchantment has a bonus attached for figuring out the cost, right? I think I listed that as like longsword +2, but only paid for like corrosive and magebane or whatever and not the actual +2 to attack and damage. That'd be a +4 total cost right?

Correct.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2018, 03:18:51 PM
Quote from: Corwin on April 19, 2018, 02:17:52 PM
I would like to request epic progressions for Sacred Exorcist, Fist of Raziel and Knight of the Raven.

Put on the todo list.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 19, 2018, 03:20:39 PM
Need a clarification since I'm starting on the dragon part.

http://www.d20srd.org/srd/classes/monk.htm

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Medium monks of lvl11 do 1d10 damage, which becomes 2d8 for large monks
Medium monks of lvl16 do 2d8 damage, which becomes 3d8 for large monks
Medium monks of lvl20 do 2d10 damage, which becomes 4d8 for large monks

So far, so good. I tried to look at the weapon table for more clarification
http://www.d20srd.org/srd/equipment/weapons.htm#weaponSize

I can see 1d10 becoming 2d8 with a size jump, and 2d8 becoming 3d8 similarly. I don't see 2d10 there, so should I assume it doubles the original value of the 1d10 into 2d8 transformation? That would be in line with the lvl20 entry of the monk unarmed damage table.

And if so, how would I calculate the unarmed damage of a gargantuan lvl16 monk?
2d8 medium -> 3d8 large -> 4d8 huge -> 6d8 gargantuan? What is the next size progression?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2018, 03:23:14 PM
http://www.soulriders.net/forum/index.php/topic,103074.msg1050460.html#msg1050460

I have a table for that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 19, 2018, 03:35:54 PM
Levelling Tryll & Calleigh will begin tonight.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2018, 04:19:46 PM
Quote from: Yuthirin on April 19, 2018, 03:35:54 PM
Levelling Tryll & Calleigh will begin tonight.

Awesome. I'll try and stay awake after work if you need any questions answered.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2018, 04:21:19 PM
Update: Elle's mostly done besides her spell list, but admittedly that's a big one and one I'll probably crib off a few others for. As of her, I don't think I need any more publically posted at the start NPCs for nodes, though the general one may get one or two more. Oberuth has a role to play thanks to Sylian, plus there's a few others that may matter. Additionally, a few who have stat blocks done may get ported over just because.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 19, 2018, 04:46:48 PM
Quote from: Anastasia on April 19, 2018, 04:19:46 PM
Quote from: Yuthirin on April 19, 2018, 03:35:54 PM
Levelling Tryll & Calleigh will begin tonight.

Awesome. I'll try and stay awake after work if you need any questions answered.
if not, answer them tomorrow
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2018, 05:38:22 PM
Quote from: Yuthirin on April 19, 2018, 04:46:48 PM
Quote from: Anastasia on April 19, 2018, 04:19:46 PM
Quote from: Yuthirin on April 19, 2018, 03:35:54 PM
Levelling Tryll & Calleigh will begin tonight.

Awesome. I'll try and stay awake after work if you need any questions answered.
if not, answer them tomorrow

Sure. If that happens, post them here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 19, 2018, 07:36:48 PM
Quote from: Anastasia on April 19, 2018, 03:18:38 PM
Quote from: Iron Dragoon on April 19, 2018, 02:04:19 PM
So each enchantment has a bonus attached for figuring out the cost, right? I think I listed that as like longsword +2, but only paid for like corrosive and magebane or whatever and not the actual +2 to attack and damage. That'd be a +4 total cost right?

Correct.

Okay, that's quite the change in price. That puts me at... -110,980gp. So! I guess they all get no + to hit/damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2018, 10:40:48 PM
Quote from: Iron Dragoon on April 19, 2018, 07:36:48 PM
Quote from: Anastasia on April 19, 2018, 03:18:38 PM
Quote from: Iron Dragoon on April 19, 2018, 02:04:19 PM
So each enchantment has a bonus attached for figuring out the cost, right? I think I listed that as like longsword +2, but only paid for like corrosive and magebane or whatever and not the actual +2 to attack and damage. That'd be a +4 total cost right?

Correct.

Okay, that's quite the change in price. That puts me at... -110,980gp. So! I guess they all get no + to hit/damage.

RAW, a weapon needs to have a +1 enchantment bonus before you can add special properties to it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 19, 2018, 11:31:30 PM
Okay, so all the weapons needing to be +1 puts me at... -32,825gp. I can either.. I guess cut two of them out or if you wanna give me that 50k you were considering?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2018, 08:04:08 AM
Yes, I'll give you 100k more, spend it as you will.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2018, 11:22:50 AM
I have to run out a few hours, so nothing this morning.

1. Eb, I need to chat with you about a minor issue about Alicia. No big deal in the least, but I just meant to catch you first thing and now I'll be away awhile.
2. Elle should follow soon after I get home, I'm just finishing her spell list and a few accessories.
3. After that I tackle the todo list.
4. Are there any other mechanical todos you all need that aren't there? If there are, this is the time to bring them up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2018, 01:07:30 PM
Elle's up, a few notes.

1. Her spell loadout is her war loadout. At heart she's pretty much a direct damage dealer in combat. It's just how she leans. She has different loadouts for work days and research days.
2. She's due a few custom spells, but this build ran long as it is.
3. She may get a few minor tweaks a bit later.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2018, 01:24:31 PM
Fixed two errors on Elle's sheet, AC was 3 too low and her epic DD breath bonus wasn't applied.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2018, 03:34:33 PM
Quote from: Iron Dragoon on April 16, 2018, 02:03:10 AM[Ring 1] Ring of Counterspells, 4,000gp. Would like to check what it would cost to give this a second spell slot and possibly boost it to 9th level.

6000 for a second slot for a total of 10k. I'd boost it to 20k for a second slot.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2018, 04:06:30 PM
Moving these over for reference.

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: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2018, 04:06:52 PM
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: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2018, 04:15:42 PM
Preview of the Fall of Bel, part 3.

You are correct, of course. Most devils would not dare speak of what happened on the Evening of the Dead.

Hm? That is the name of the coup. You do not even know that? Unsurprising, we are the best. We are disciplined! No boasting vrock or sweetly babbling succubus are in our ranks to spill our business to you, mercane.

But I will. After all, I have nothing else but to secure a place in the Consortium. I will continue once the contract is signed.

So be it.

My name is Eligaas, former Earl of Bloodfall, 1st circle general in Bel's armies.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2018, 05:32:59 PM
So Neph, let's try this since you want some work.

The task is simple - write spells. Any level, preferably epic but you can do cantrips if that's what strikes your fancy. Just write and post spells, see how they come out. Interested?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2018, 05:40:34 PM
Pollyanna's up, more of a just in case since I had her build ready and done from awhile ago.

Except for saves, which I need to convert. Fixing.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 20, 2018, 05:48:45 PM
Quote from: Anastasia on April 20, 2018, 05:32:59 PM
So Neph, let's try this since you want some work.

The task is simple - write spells. Any level, preferably epic but you can do cantrips if that's what strikes your fancy. Just write and post spells, see how they come out. Interested?

As long as you don't rag on me for formatting issues, sure. :)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2018, 05:57:54 PM
Quote from: Nephrite on April 20, 2018, 05:48:45 PM
Quote from: Anastasia on April 20, 2018, 05:32:59 PM
So Neph, let's try this since you want some work.

The task is simple - write spells. Any level, preferably epic but you can do cantrips if that's what strikes your fancy. Just write and post spells, see how they come out. Interested?

As long as you don't rag on me for formatting issues, sure. :)

Sure, I'll fix those myself, no big deal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 20, 2018, 08:37:55 PM
Greater Snowsong
Spoiler: ShowHide

Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 10,
Components: V,
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft. radius centered on you
Duration: 10 min./level
Saving Throw: Will negates
Spell Resistance: Yes

This spell functions as Snowsong, except as noted here. Allies gain +8 morale bonus to Charisma and attack rolls, and a +8 insight bonus to Armor Class. They also gain fast healing 3 and resistance to cold 30 to all affected allies. All melee attacks made by allies in the snowsong deal an additional 2d6 points of cold damage. Enemies designated by the spell have a 40% chance of spell failure if they fail the will save.



Sonic Shattering
Spoiler: ShowHide
Evocation [Sonic]
Level: Bard 10
Components: V
Range: 80 ft.
Saving Throw: Fortitude partial or Reflex negates (object); see text

With a scream and a gesture, you create a cone of sounds powerful enough to shatter magic. This spell does 15d6 points of sonic damage to creatures and 1d6 points of damage per caster level (to a maximum of 30d6) to crystalline or brittle creatures. This spell also stuns affected creatures and deafens them for 1d4 hours. In addition, this spell also functions as a greater dispel magic against creatures caught in the area. Any spell shattered in this way causes an extra 1d6 points of sonic damage to the creature. This damage cannot be reduced via a successful Fortitude save.

A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.



Lliira's Joy
Spoiler: ShowHide
Level: Brd 11, Clr 13, Joy 13
Transmutation
Components: V
Casting Time: 1 standard action
Range: 60 ft area burst, centered on you
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell fills those affected with a wellspring of joy, as if they were in the presence of Lliira herself. Creatures affected by this spell are immune to any fear, despair or similar effect. This spell also rids the target of the same sorts of effects that heart's ease removes. Creatures also gain fast healing 10 for the duration of this spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2018, 09:01:29 PM
Quote from: Corwin on April 19, 2018, 12:00:41 PM-How did Lagann (Yandrazrt) rehabilitation go? What's going on there now? He'd be my first choice of proxy, though only after I know where we stand.

Fairly well. Let's put it this way - he has a better shot at having much of anything with you than anything else. He's not stupid.

Quote-How did Oraga's rehabilitation go? What's going on there now? Incidentally, my second choice of proxy.

Begrudgingly but moving. More on this in character, I think.

Quote-How about the Astral Dragons? I've held hope that I could convert them closer to my cause and way of thinking, but I'd settle for a mutual defense pact if a true alliance wasn't in the cards.

Fairly close to the chest right now, dealing with them IC after some stalling and watching will be a thing.

Quote-What happened with Ajan? I sincerely hope the 3 years of service promised him took place in the intervening 20 years, since I'm not the person now I was then. I do hope he's a minor ally at present.
-Related to this, the Balmurian ruins and the gnomish god-king. If this still hasn't been resolved, that becomes priority #1 for me now.

It has not and this will be discussed in depth later.  That's a big enough climax that seeing that to the end, even if by helping others do it, will be sorted out.

Quote-Figuring out where I stand with my Balmurian friends, the other allies across that Prime, Deme and Polly, the elemental princes and princesses, the Elven pantheon and Waukeen.

A general summary will be done IC and OOC as needed.

Quote-With Benfal and Lifasa freed, it does seem a good idea to both render aid and proselytize. In fact, Kascha would probably be best for that.

Kascha will do it if desired, but if it's all the same to her, she'd really like a little down time to study before being drafted into that.

Quote-I want to deepen my studies into metamagic and overcome the last hurdle I have with it. Since I would've heard from Kascha that means exist to ease its use further, that'd be where my personal research would be headed. Elle could be helpful here.

Certainly.

Quote-I want to see where Sanzha's gotten with our goal of transcending elemental boundaries, especially after Afina's success.

That's best covered IC, I think, since it'll be an interesting conversation.

Quote-I want to help Amaryl with her own pursuits of DvR1, given that she seems quite close.

That should be one of your first big goals, no doubt about it. More on that IC as you pursue it.

Quote-One of the specific means of countering Shar I'm thinking of is increasing the sponsorship of agents across Primes. Similar to what was going on with Annerose, just having these rangers (to borrow a term) try to do good. No crime or injustice too small! They'll help! And I'll help if they're in a jam. I think Donald could be entrusted with helping here, given that he's my first student.

Certainly. Welcome to the Competition, try not to lose.

Quote-Aurora might've been a fortress serving as the base of a crusade, but the Cauldron is an actual trading hub, both intended and designed for such use. I'll see what we can do to make it a credible competition to Brightwater and the Mercane without getting into some trade war. Abby should be decent for this, due to having a good head on her shoulders, a mercantile education and plenty of ambition.

Sure. Talking to Waukeen about that and other things should be a todo for you for obvious reasons.

Quote-Any anniversaries coming up? Birthdays? Plenty of things happened near the end of B1, including a few weddings. That could be a nice 'goal' to follow up on.

The concept of things like birthdays and anniversaries can get hazy on the planes. Primes don't share the same calendars (let alone a single Prime sharing one between races, and many don't have them) and the planes don't have a unified system of timekeeping. Oh, the lawfuls try but you can imagine Celestia and Baator don't agree on it, let alone Arborea and Baator or the Abyss and Celestia. So when you're an immortal, those things are a little relative.

In other words, you have lots of room to explore and play with there to celebrate what you want.

Quote-Valar, was it? The friend I made over Eblis? Due to a lack of relevant logs, I'm curious where it lead.

Indeed, that's a fair question. I think I have a build of him somewhere.

QuoteFurther browsing through the B1 forum revealed 'The B team!' (http://www.soulriders.net/forum/index.php/topic,100868.msg1014354.html) which lists a bunch of our minor allies, by current definition.
Celebrimbor, Saul, Yoshi, Lumenbur, Valar, Oraga, Gulpan, Gilartal and Mia, Na'lith. Some of those listed there went on to be major allies, such as Sanzha and presumably Lagann and Oraga. It'd be interesting to see what evolved from all this, and whether we got visitors from Air and Earth as well.

Celebrimbor's old and retired, Saul's retired just because. They won't be statted but can be minor allies to call on. Yoshi's still Amaryl's animal companion and posted. Lumenbur continues to serve, of course. Valar is doing his thing in Kesse, more on that later. Oraga is at the Cauldron. Gulpan continues to serve. Gilartal and Mia are mostly working in Balmuria to various ends. Finally, Na'lith is basically living in the Cauldron and helping out. I can slap together a minor ally stat block for him if you like.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 21, 2018, 09:29:31 AM
Okay, two points.

1. Status reports on sheets, please.

2. I'm going to do a combat demo for each PC against a default Nessian Pit Fiend with no gestalt. The idea is that this shouldn't be a hard solo fight for all of you and make sure your build works as desired. Moore may get an alternate challenge since he's a pure support character. This will purely be an OOC fight, no worries about it mattering IC.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 21, 2018, 09:30:35 AM
I should be completely done. I've got some leftover cash I'll probably get a couple wands with, but that's really minor stuff.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 21, 2018, 09:31:37 AM
I'm pretty much done. I've reshuffled some skills around and transferred some spare equipment over to Marie, and swapped out spell penetration for extra spell as far as changes since first posted go.

Bring on that pit fiend!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 21, 2018, 09:34:50 AM
Pit fiends will be next weekish, depending on how I get things in order. I have a lot of fluff to write now, mostly.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 21, 2018, 10:12:17 AM
QuoteGreater Snowsong
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 10

This spell functions as Snowsong, except as noted here. Allies gain +8 morale bonus to Charisma and attack rolls, and a +8 insight bonus to Armor Class. They also gain fast healing 3 and resistance to cold 30 to all affected allies. All melee attacks made by allies in the snowsong deal an additional 2d6 points of cold damage. Enemies designated by the spell have a 40% chance of spell failure if they fail the will save.

So basically Snowsong+3 or so?

QuoteSonic Shattering
Abjuration/Evocation [Sonic]
Level: Brd 10
Components: V
Casting Time: 1 standard action
Range: 80ft
Duration: Instantaneous
Saving Throw: Fortitude partial or Reflex negates (object); see text
Spell Resistance: Yes

With a scream and a gesture, you create a cone of sounds powerful enough to shatter magic. This spell does 15d6 points of sonic damage to creatures and 1d6 points of damage per caster level (to a maximum of 30d6) to crystalline or brittle creatures. This spell also stuns affected creatures and deafens them for 1d4 hours. In addition, this spell also functions as a greater dispel magic against creatures caught in the area. Any spell shattered in this way causes an extra 1d6 points of sonic damage to the creature. This damage cannot be reduced via a successful Fortitude save.

A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.

So basically Shout+5 or so?

Made it a dual-school spell, since dispelling is firmly in the domain of abjurations.

QuoteLliira's Joy
Level: Brd 11, Clr 13, Joy 13
Transmutation
Components: V
Casting Time: 1 standard action
Range: 60ft area burst, centered on you
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell fills those affected with a wellspring of joy, as if they were in the presence of Lliira herself. Creatures affected by this spell are immune to any fear, despair or similar effect. This spell also rids the target of the same sorts of effects that heart's ease removes. Creatures also gain fast healing 10 for the duration of this spell.

So basically a souped up heart's ease with fast healing attached?

Not meant to be dismissive or anything, it's a good way to start with spells and learn how they work. I'm just sayin'. I like Lliira's joy the most, since it feels like it does the most with the concept and expands it a little bit with the fast healing. It might also be over leveled, need to compare it to some things, but 1 min/level fast healing 10 probably justifies it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 21, 2018, 10:26:19 AM
Alicia and Seira, I have something I'd like you two to fill out. Consider this a refresher and a chance to clarify things and positions before we begin flavor and fluff catch up in earnest. These might shift a bit as we go into this, of course, but I'd like you all to fill out your thoughts and use this as a springboard.

1. My friends have various duties around Sylica/The Cauldron. What do I have them do?

2. I value allies for the future, these realms and personages are ones I'm trying to forge stronger ties with. Which ones are they?

3. There's a lot of things wrong in Creation, but these ones in particular are a priority to stop. What do I really want to stop?

4. My church is important to me. I make sure that they do as I will and help people, so I structure them so that everything works well. How do I structure them?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 21, 2018, 10:34:07 AM
Moore and Tryll, I have something I'd like the two of you to fill out.  Same reasoning as the previous post.

1. I'm starting fresh and building something strong. I'll need allies for sure. Who and what realms do I want as allies?

2. I've seen that Creation has some really horrible things in it. As I accomplish my goals, who in particular do I really want to stop?

3. Aurora won! Yay! Am I worried Hell will exact reprisals on me and am I doing anything about it?

4. How people view me is important, right? What sort of reputation do you think you have now?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 21, 2018, 10:36:35 AM
Alyssa, same as the first two, please answer.

1. I'm starting fresh and building something strong. I'll need allies for sure. Who and what realms do I want as allies?

2. I've heard there's terrible things out there. What am I most concerned about?

3. I've gained so much power so fast. What are my goals now with all this power?

4. How people view me is important, right? What sort of reputation do I want to have in the future?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 21, 2018, 10:51:37 AM
1. I'm starting fresh and building something strong. I'll need allies for sure. Who and what realms do I want as allies?

Aurora taught Moore that even completely opposing viewpoints can be brought together for similar goals. With that in mind, he'd want to branch out from purely Celestia-aligned folks. The totally neutral realms didn't really impact Aurora very much but he'd probably at least try and make some inroads there. The Triune clearly has their eye on him so he'd try their realms also. Arborea is a natural place for him to go as well, especially since he has some business there. Lastly, he'd be willing to look at Auril and the Frozen Heart as an option.

2. I've seen that Creation has some really horrible things in it. As I accomplish my goals, who in particular do I really want to stop?

He doesn't have much exposure to evil things outside of Hell, so he'd probably continue that particular missive. They're also pretty reeling right now, so it seems a good time to continue to give them a black eye. In that particular vein, Lixer probably stands out the most since he's likely to have an awful lot of enemies right now.

3. Aurora won! Yay! Am I worried Hell will exact reprisals on me and am I doing anything about it?

Moore expects Hell to try something on him and will continue to collect allies who don't mind giving them a punch in the face when they decide to be uppity.

4. How people view me is important, right? What sort of reputation do you think you have now?

He made a splash as a diplomat with Aurora that likely sent some ripples through various cliques across the planes. He's probably well-known enough that people know his name even in places he hasn't been, but maybe not much more than that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 21, 2018, 11:00:56 AM
As I've told you previously, my sheet is done  :)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 21, 2018, 11:01:31 AM
Quote from: Corwin on April 21, 2018, 11:00:56 AM
As I've told you previously, my sheet is done  :)

Excellent.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 21, 2018, 11:17:41 AM
Wild Magic Zone
Abjuration
Level: Clr 14, Magic 13, Chaos 13, Sor/Wiz 13
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 20ft/level radius sphere
Duration: 1 min/level
Saving Throw: None
Spell Resistance: None

You create an area of chaotic, wild magic. Anyone who attempts to cast a spell while within the zone rolls from the wild magic table twice. In addition, aiming spells is a challenge within a wild magic zone, any spell targeted at an individual has a 25% chance to strike another, random target. This targeting effect remains even if the caster of the spell is outside of the zone and targets someone within the zone. The effects of this spell are doubled when in the Astral or in Limbo (you roll four times on the wild magic table and the targeting penalty is 50%).
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 21, 2018, 11:40:45 AM
1. My friends have various duties around Sylica/The Cauldron. What do I have them do?

While Alicia doesn't 'have' her do anything since the nature of their pairing and divinity makes them a matched set, Syala generally acts defensively and holds down the fort while Alicia may be elsewhere. It suits her long history of tree guarding anyway, and she's trying to express herself as a nurturing sort of deity.

Antenora acts as Alicia's extra set of arms, bodyguard, and enforcer at times. If there's a problem that requires a strong and decisive response, Antenora's the one that handles it. If Alicia's going somewhere dangerous, Antenora's at her side. During quieter periods she spends her time on the Opal Mountain overseeing the incarnation of new souls into Sylica.

Latha occupies a role of both master of arms/chief blacksmith, and chaplain. She's the one Alicia is most likely to go to to for a sounding board on a moral or ethical issue that she's unsure about, and with that as an example a lot of other people probably clamour for her wisdom and perspective. Plus she makes lots of cool weapons and armour!

Jessica mostly gets to live a quiet life when not on missions - those ones she does get tending towards stealth, infiltration, and assassination befitting her skills. She's purposely kept in the background otherwise, giving her time to focus on her family and keeping others from thinking too much about the deadly assassin so close at hand.

Marie is Alicia's familiar but also her steward/maid/gopher. A lot of the time she tends to go places where Alicia can't, typically on Prime Material excursions to act as her representative there usually accompanying one of the others who've temporarily been granted a proxy template for the occasion.

2. I value allies for the future, these realms and personages are ones I'm trying to forge stronger ties with. Which ones are they?

While Mystra and Alicia are naturally tight, it's not a tie she takes for granted so she still expends a lot of work on helping out the old boss and being helped in turn. Beyond that she works hard to collaborate and maintain strong ties with the forces of Celestia, who she's ideologically in league with, and the Court of Stars which she appreciates more on aesthetic and moral grounds. It fits with Sylica acting as a bridge between Law and Chaos for her to give equal time to those two. While she lacks any real matched interests with Selune aside from hatred of Shar, that alone is enough for her to make overtures towards the Moonmaiden and seek to work together with her.

3. There's a lot of things wrong in Creation, but these ones in particular are a priority to stop. What do I really want to stop?

Alicia's main targets are Shar and Hell of course, but thematically the type of evil she most focuses on fighting is corruption. Every good person turned bad, every hero broken into villainy, every angel fallen to evil weakens Good more than anything else. She and hers fight the corrupters, the Shars, the Malcanthets, the tricky devils with smooth tongues, the iron-clad contracts. She aims to drag their schemes into the light, liberate and inspire their targets back on the path of righteousness, and ultimately crush them.

4. My church is important to me. I make sure that they do as I will and help people, so I structure them so that everything works well. How do I structure them?

The church of Alicia is quite de-centralised and diffuse with an emphasis on its clerics and champions travelling a lot to get to places that might not have the benefit of established temples or mighty defenders. What temples do exist function mostly as hubs to trade information and take stock at. The priests and defenders at these temples would pick up lots of information from wandering heroes and piece it together to get a picture of what's going on in the region so they can effectively advise other adventurers who visit as to where the quest hooks and trouble spots are.

In terms of hierarchy/progression, clergy and paladins and the like start out at one of those temple hubs learning and training with their elders and acting as temple defenders, graduate to being wandering heroes/knights errant (they're expected to work with others since individuals make easy targets on the roads and in the wilds), then as they get older and start to slow down they go back to those temples to act as leaders and train the new up and comers.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 21, 2018, 11:52:40 AM
Oberon's Blade
Conjuration (Creation), Abjuration
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One longsword
Duration: 1 round + 1 round per two levels
Saving Throw: None
Spell Resistance: No

This spell conjures a sword that looks the same as the one used by Oberon, King of the Seelie Court. The sword hurls itself at an enemy you determine. You must succeed on a ranged touch attack to hit your target. Creatures struck by Oberon's Blade suffer 10d8 points of damage. Any illusion struck by this blade is subject to a superb dispel effect at your caster level. This damage is doubled against Unseelie or evil fey. The blade will continue to strike at the same target every round unless directed by you (as a free action) to strike a different target.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 21, 2018, 12:27:16 PM
Quote from: Ebiris on April 21, 2018, 11:40:45 AM
1. My friends have various duties around Sylica/The Cauldron. What do I have them do?

While Alicia doesn't 'have' her do anything since the nature of their pairing and divinity makes them a matched set, Syala generally acts defensively and holds down the fort while Alicia may be elsewhere. It suits her long history of tree guarding anyway, and she's trying to express herself as a nurturing sort of deity.

About what I figured. Syala usually manages the homefront when Alicia needs to go hit something really hard. She does go out sometimes, but she accepts she's the more 'feminine' of the duo in that respect. Stay home, mind the house demiplane, ect ect.

QuoteAntenora acts as Alicia's extra set of arms, bodyguard, and enforcer at times. If there's a problem that requires a strong and decisive response, Antenora's the one that handles it. If Alicia's going somewhere dangerous, Antenora's at her side. During quieter periods she spends her time on the Opal Mountain overseeing the incarnation of new souls into Sylica.

Basically one part alpha response and one part bodyguard?

QuoteLatha occupies a role of both master of arms/chief blacksmith, and chaplain. She's the one Alicia is most likely to go to to for a sounding board on a moral or ethical issue that she's unsure about, and with that as an example a lot of other people probably clamour for her wisdom and perspective. Plus she makes lots of cool weapons and armour!

Makes sense for Latha, that's about what I imagined. She's always had a certain moral weight above the others in that group. She also stood at the precipice of Chronias for a brief time during B1, so that's probably good synergy.

QuoteJessica mostly gets to live a quiet life when not on missions - those ones she does get tending towards stealth, infiltration, and assassination befitting her skills. She's purposely kept in the background otherwise, giving her time to focus on her family and keeping others from thinking too much about the deadly assassin so close at hand.

Right. The unseen sort of weapon, let people assume otherwise and learn the hard way. That makes sense and fits Jessica, who also isn't charismatic at all.

QuoteMarie is Alicia's familiar but also her steward/maid/gopher. A lot of the time she tends to go places where Alicia can't, typically on Prime Material excursions to act as her representative there usually accompanying one of the others who've temporarily been granted a proxy template for the occasion.

Or with Alicia's avatar or Syala's avatar, but yeah. Same idea. I'm sure she has reasons to complain like she enjoys doing.

Quote2. I value allies for the future, these realms and personages are ones I'm trying to forge stronger ties with. Which ones are they?

While Mystra and Alicia are naturally tight, it's not a tie she takes for granted so she still expends a lot of work on helping out the old boss and being helped in turn. Beyond that she works hard to collaborate and maintain strong ties with the forces of Celestia, who she's ideologically in league with, and the Court of Stars which she appreciates more on aesthetic and moral grounds. It fits with Sylica acting as a bridge between Law and Chaos for her to give equal time to those two. While she lacks any real matched interests with Selune aside from hatred of Shar, that alone is enough for her to make overtures towards the Moonmaiden and seek to work together with her.

All of that makes good sense there. Could you elaborate on this part? 'Celestia, who she's ideologically in league with,' combined with 'Court of Stars, which she appreciates more on aesthetic and moral grounds'.  How do you square that away, precisely? The ideological part vs the moral part.

Quote3. There's a lot of things wrong in Creation, but these ones in particular are a priority to stop. What do I really want to stop?

Alicia's main targets are Shar and Hell of course, but thematically the type of evil she most focuses on fighting is corruption. Every good person turned bad, every hero broken into villainy, every angel fallen to evil weakens Good more than anything else. She and hers fight the corrupters, the Shars, the Malcanthets, the tricky devils with smooth tongues, the iron-clad contracts. She aims to drag their schemes into the light, liberate and inspire their targets back on the path of righteousness, and ultimately crush them.

That's a pretty solid target. Corruption is the infection that often spreads the disease of evil, after all. It suggests that she feels that if you remove the influence of Evil from Good, Good is sufficient to triumph by itself?

Quote4. My church is important to me. I make sure that they do as I will and help people, so I structure them so that everything works well. How do I structure them?

The church of Alicia is quite de-centralised and diffuse with an emphasis on its clerics and champions travelling a lot to get to places that might not have the benefit of established temples or mighty defenders. What temples do exist function mostly as hubs to trade information and take stock at. The priests and defenders at these temples would pick up lots of information from wandering heroes and piece it together to get a picture of what's going on in the region so they can effectively advise other adventurers who visit as to where the quest hooks and trouble spots are.

In terms of hierarchy/progression, clergy and paladins and the like start out at one of those temple hubs learning and training with their elders and acting as temple defenders, graduate to being wandering heroes/knights errant (they're expected to work with others since individuals make easy targets on the roads and in the wilds), then as they get older and start to slow down they go back to those temples to act as leaders and train the new up and comers.

Makes sense, a nice cycle and contrasts Syala's church, which is more free wheeling.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 21, 2018, 12:28:42 PM
Quote from: Nephrite on April 21, 2018, 11:52:40 AM
Oberon's Blade
Conjuration (Creation), Abjuration
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One longsword
Duration: 1 round + 1 round per two levels
Saving Throw: None
Spell Resistance: No

This spell conjures a sword that looks the same as the one used by Oberon, King of the Seelie Court. The sword hurls itself at an enemy you determine. You must succeed on a ranged touch attack to hit your target. Creatures struck by Oberon's Blade suffer 10d8 points of damage. Any illusion struck by this blade is subject to a superb dispel effect at your caster level. This damage is doubled against Unseelie or evil fey. The blade will continue to strike at the same target every round unless directed by you (as a free action) to strike a different target.

Okay, why would a fey sword destroy illusions? The fey generally use them for trickery, rather than eliminate them and bring clarity. Just curious as to your mindset on that one.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 21, 2018, 12:37:48 PM
Somehow, this sheet was done first. Go figure!
I left in most of my math and notes for easier audit and reshuffling, as might be needed.

Xerandalla "Xera" Aryn

Solar22/Monk8//Sorc10/Sacred Exorcist10/Epic Sacred Exorcist10

Size/Type: Large Outsider (Angel, Good)
Hit Dice: 8+29d8+30x18con+30toughness+60epic toughness = 29d8+638 = 756hp
Initiative: +18dex+4+8=+30
Speed: 50+20mon=70ft, fly 150+20monk=170ft (good)
Armor Class: 10+18Dex+17Wis+1monk+5deflection/vow+21natural+2natural/vow+14exalted/vow-1size = 87 (64 touch)
Base Attack/CMB/CMD: +30/+30+1size+18dex(weapon finesse)+8enhancement=+57/10+57+5deflection+18dex=90
Attack: Unarmed Strike +30+18dex+8enhancement/vow-1size = +55
Full Attack: Unarmed Strike +54/+54/+49/+44/+39 (2d8+13str+8enhancement=2d8+21) (epic, cold iron and silver; flurry at monk lvl8: +1 extra attack at max, -1 to all attack rolls)
Full Attack (Divine Might): Unarmed Strike +54/+54/+49/+44/+39 (2d8+42) (epic, cold iron and silver; flurry at monk lvl8: +1 extra attack at max, -1 to all attack rolls)
Space/Reach: 10ft/10ft
Special Attacks: Spell-like abilities, spells (Sorcerer CL30, Cleric CL20), Flurry, Chosen Foe/Undead +8, Turn Undead 21Cha+3=24/day.
Special Qualities: Damage reduction 20/epic and evil, darkvision 120ft, low light vision, immunity to acid, cold and petrification, protective aura, regeneration 15, resistance 30 to electricity, fire, and sonic energy, spell resistance 35, tongues, Endure Elements, Sustenance, Mind Shielding, Greater Sustenance, Freedom of Movement, True Seeing, Timeless Body, Holy Aura 4/day, Holy Wake, Evasion, Fast Movement 20ft, Still Mind, Slow Fall 40ft, Purity of Body, Wholeness of Body, Exorcism, Resist Possession, Detect Evil, Dispel Evil 6/week, Consecrated Presence, Familiar/Metamagic Specialist 11Int+3=14/day.
Saves: Fort +12+3+18con+6res=+39, Ref +12+3+18dex+6res=+39, Will +12+3+17wis+6res=+38 (+4 vs poison)
Abilities: Str 14+4+18=36 (+13), Dex 16+10+20=46 (+18), Con 16+8+22=46 (+18), Int 11+2+1+18=32 (+11), Wis 13+6+1+24=44 (+17), Cha 17+12+5+18=52 (+21)

Skills: (11+4+8solar)x22+(11+4+4monk)x8 = 506+152 = 658; *=class skill
Skills: Acrobatics (30) +51*, Bluff (3) +27*, Diplomacy (30) +54*, Disguise (5) +26, Escape Artist (30) +51*, Handle Animal (30) +51, Intimidate (30) +54*, Knowledge/Arcana (30) +44*, Knowledge/Dungeoneering (30) +41, Knowledge/Geography (30) +41, Knowledge/Engineering (5) +19*, Knowledge/History (30) +44*, Knowledge/Local (5) +16, Knowledge/Nature (30) +41, Knowledge/Nobility (5) +19*, Knowledge/Planes (30) +44*, Knowledge/Religion (30) +44*, Perception (30) +50*, Perform/Dance (30) +54*, Perform/Oratory (30) +54*, Perform/Sing (30) +54*, Sense Motive (30) +50*, Sleight of Hand (30) +44, Spellcraft (30) +44*, Stealth (30) +51*, Survival (30) +47, Swim (5) +26*

Feats: Eschew Material Components (B, lvl1/sorc1), Sacred Vow (lvl1), Vow of Poverty (lvl3), Quicken Spell (B, lvl5/sorc5), Power Attack (lvl6), Arcane Strike (lvl9), Easy Metamagic/Quicken (B, lvl10/sorc10), Divine Might (lvl12), Weapon Finesse (lvl15), Toughness (lvl18), Stunning Fist (B, lvl23/monk1), Improved Unarmed Strike (B, lvl23/monk1), Combat Reflexes (B, lvl24/monk2), Improved Disarm (B, lvl28/monk6)
Epic Feats: Epic Vow of Poverty (lvl21), Improved Chosen Foe (B, lvl24/se14), Epic Spell Capacity (lvl24), Specialized Metamagic/Quicken (lvl27), Spectral Strike (B, lvl28/se18), Superior Initiative (lvl30)
Exalted Feats: Nimbus of Light (E, lvl4), Angelic Lore (E, lvl6), Preacher (E, lvl8), Celestial Bloodline (E, lvl10), Words of Creation (E, lvl12), Eladrin Joy (E, lvl14), Shining Example (E, lvl16), Guardian Angel (E, lvl18), Holy Terror (E, lvl20), Ignore Material Components (E, lvl23), Epic Toughness (E, lvl26), Holy Strike (E, lvl29)
Alignment: Neutral Exalted

Vow of Poverty:
Spoiler: ShowHide

+AC bonus (Su): +14 exalted to AC
+Bonus Exalted Feats: lvl1 + 10 at even levels
+Bonus Epic Feats: 3 (every 3 levels)
+Endure Elements (Ex)
+Exalted Strike (Su): +8 enhancement to attack and damage (epic, cold iron and silver)
+Sustenance (Ex)
+Deflection (Su): +5 deflection to AC
+Resistance (Ex): +6 resistance to saves
+Ability Score Enhancement (Ex): +12/+10/+8/+6/+4/+2
+Natural Armor (Ex): +2 natural armor to AC
+Mind Shielding (Ex)
+Damage Reduction (Su): 20/epic and evil
+Greater Sustenance (Ex)
+Energy Resistance (Ex): resistance 30 to acid, cold, electricity, fire, and sonic energy
+Freedom of Movement (Ex)
+Regeneration (Ex): heals 1 point of damage per level per hour rather than every day
+True Seeing (Su)
+Timeless Body
+Holy Aura
+Holy Wake: not need to sleep and is immune to all natural and magical sleep effects


Solar:
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, prismatic spray, miracle. Caster level 22nd. The save DCs are 19 + spell level. Any of the solar's always active abilities may be dispelled, but the solar can reactive them as a free action on its turn.

Spells

Solars can cast divine spells as 20th level clerics. A solar has access to two of the following domains, as well as any appropriate 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.) The example solar here serves Elysium and has access to the Air, Good, Healing and Sun domains.

Solars cast as 20th level clerics(caster level 21st for spells with the good descriptor). The save DCs are 27 + spell level.

[6/day]0: Create Water, Detect Magicx2, Light, Mending, Virtue
[8+1/day]1: (Endure Elements), Bless Waterx2, Entropic Shieldx2, Remove Fearx2, Shield of Faithx2
[8+1/day]2: (Wind Wall), Align Weapon, Bear's Endurance, Delay Poison, Shatter, Shield Other, Silence, Spiritual Weapon, Zone of Truth
[8+1/day]3: (Cure Serious Wounds), Continual Flame, Create Food and Water, Locate Object, Protection from Energy, Searing Lightx4
[8+1/day]4: (Air Walk), Control Water, Death Wardx2, Dimensional Anchor, Dismissal, Freedom of Movementx2, Greater Magic Weapon
[7+1/day]5: (Blade Barrier), Flame Strike2, Hallowx2, Plane Shiftx3
[6+1/day]6: (Chain Lightning), Forbiddance, Healx3, Heroes Feast, Mass Owl's Wisdom
[6+1/day]7: (Sunbeam), Control Weather, Empowered Flame Strike, Greater Restorationx2, Repulsionx2
[6+1/day]8: (Sunburst), Dimensional Lockx2, Fire Stormx2, Greater Spell Immunity, Summon Monster 8
[5+1/day]9: (Prismatic Sphere), Gate, Mass Healx3, Miracle

Change Shape (Su)

A solar can assume the form of any Small or Medium humanoid.

Solar Ability Adjustment: Str+18, Dex+20, Con+22, Int+18, Wis+24, Cha+18


Monk:
Spoiler: ShowHide

AC Bonus (Ex)

When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex)

When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

Greater Flurry

When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Bonus Feat

At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

Evasion (Ex)

At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex)

At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex)

A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Ki Strike (Su)

At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex)

At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Purity of Body (Ex)

At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

Wholeness of Body (Su)

At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.

Unarmed Damage (L): 2d8


Sacred Exorcist:
Spoiler: ShowHide

Exorcism (Su): As a full-round action, a sacred exorcist can force a possessing creature or spirit out of the body it inhabits. To exorcise a possessing creature, the exorcist makes a class level check (also adding her Charisma modifier, if any), against a DC of 10 + the possessing creature's HD + its Charisma modifier (if any). If the exorcist's result equals or exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.

Turn Undead (Su): Sacred exorcists can turn undead as clerics do. If a sacred exorcist has this ability from another class, her class levels stack to determine her effective turning level.

Resist Possession (Ex): Sacred exorcists of at least 2nd level receive a +4 sacred bonus on their saving throws against magic jar spells or similar abilities (including a ghost's malevolence ability), and a +2 sacred bonus on dispel checks made to dispel such effects. They also get a +2 sacred bonus on their saving throws against all charm and compulsion spells and effects cast by evil outsiders or undead.

Detect Evil (Sp): At will, a sacred exorcist of at least 2nd level can use detect evil as a spell-like ability.

Chosen Foe (Ex): At 3rd level, a sacred exorcist designates either undead or evil outsiders as her chosen foe. Extensive study and special training in the proper techniques for combating this foe gives the sacred exorcist a +1 competence bonus on Bluff, Intimidate, Listen, Sense Motive, and Spot checks against the chosen foe, as well as a +1 bonus on caster level checks to overcome any spell resistance of the chosen foe. At 6th level the bonus increases to +2, and at 9th level it increases to +3.

Dispel Evil (Sp): Beginning at 4th level, a sacred exorcist can use dispel evil as a spell-like ability once per week. At 7th level, she can use this ability twice per week. At 10th level, she can use it three times per week.

Consecrated Presence (Su): At 5th level and higher, a sacred exorcist is surrounded by an aura of positive energy that extends 20 feet from her presence. This aura duplicates the effects of a consecrate spell, but it moves with the sacred exorcist. If the sacred exorcist enters an area affected by a desecrate spell, both effects are negated while the sacred exorcist remains in the area. If the sacred exorcist is the target of a desecrate spell, her aura is suppressed for the duration of the desecrate spell.

Holy Aura (Sp): A sacred exorcist of 8th level or higher can use holy aura once per day as a spell-like ability.



Epic Sacred Exorcist:

Chosen Foe (Ex)

At 12th level and every 3 levels thereafter, the epic sacred exorcist's chosen foe bonus increases by 1.

Holy Aura (Sp)

At 12th level and every 4 levels thereafter, the epic sacred exorcist's holy aura may be used an additional time per day.

Dispel Evil (Sp)

At 13th level and every 3 levels thereafter, the epic sacred exorcist's dispel evil may be used an additional time per week.

Bonus Feats

An epic sacred exorcist gains an epic bonus feat at level 14 and every 4 levels thereafter.

Epic Sacred Exorcist Bonus Feat List

Armor Skin, Automatic Metamagic, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Capacity, Epic Spell Penetration, Holy Presence, Ignore Material Components, Improved Alignment-Based Casting, Improved Chosen Foe, Improved Combat Casting, Improved Metamagic, Intensify Spell, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic.

Holy Presence [Epic]
Prerequisite: Holy Aura 1/day, cha 19
Benefit: You are under the effect of holy aura at all times. This ability can be dispelled, but you can reactivate it as a free action.

Improved Chosen Foe [Epic]
Prerequisite: Chosen Foe+2
Benefit: Your chosen foe bonus rises by two.
Special: You may select this feat more than once. Its benefits stack.


Magic:
Spoiler: ShowHide

Sorcerer Spells Per Day:
lvl0 [DC25]:6
lvl1 [DC26]:6+5=11
lvl2 [DC27]:6+5=11
lvl3 [DC28]:6+5=11
lvl4 [DC29]:6+5=11
lvl5 [DC30]:6+5=11
lvl6 [DC31]:6+4=10
lvl7 [DC32]:6+4=10
lvl8 [DC33]:6+4=10
lvl9 [DC34]:6+4=10
lvl10 [DC35]:6+3=9
lvl11 [DC36]:6+3=9
lvl12 [DC37]:5+3=8
lvl13 [DC38]:3+3=6

Sorcerer Spells Known:
lvl0:9 [Acid Splash, Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Disrupt Undead, Mage Hand, Prestidigitation, Read Magic]
lvl1:5 [true strike, true casting, ray of clumsiness, ray of enfeeblement, nerveskitter, protection from evil (B, celestial bloodline)]
lvl2:5 [scorching ray, seeking ray, wings of cover, fearsome grapple, glitterdust, daylight (B, celestial bloodline)]
lvl3:4 [haste, ray of dizziness, ray of exhaustion, seira's unicorn arrow, magic circle against evil (B, celestial bloodline)]
lvl4:4 [voice of the dragon, spell enhancer, wings of flurry, assay spell resistance, rainbow pattern (B, celestial bloodline)]
lvl5:4 [wall of force, acid sheath, greater fireburst, duelward, dismissal (B, celestial bloodline)]
lvl6:3 [disintegrate, fires of purity, greater anticipate teleport, guards and wards (B, celestial bloodline)]
lvl7:3 [arcane spellsurge, waves of exhaustion, greater arcane sight, sequester (B, celestial bloodline)]
lvl8:3 [irresistible dance, chain counterspell, divert teleport, sunburst (B, celestial bloodline)]
lvl9:3 [wish, time stop, gate, summon monster ix/good outsiders only (B, celestial bloodline)]
lvl10:3 [bibliotheca arcana, glaciante's spiteful ward, seira's unicorn apocalypse]
lvl11:3 [many moments of prescience, superb dispelling, epic mage armor]
lvl12:3 [flux grasp, glorious rally, legion's gates]
lvl13:1 [antimagic zone]


Fluff:
Spoiler: ShowHide

Gender: Female, Height: 9', Weight: 500lbs, Age: 17, Base Form: Solar with golden dragon wings, Eyes: Turquoise, Hair: Golden, shoulder-length, Ears: Pointy!

Amaryl's naming sense nonwithstanding, there is not a shred of evil in Xerandalla's bones. As she grew up, her parents took her with them to meet their friends across the heavens, be it one of Morwel's revels, to roam through the Elf Father's domain, to test their might against Strength of Light or to study as they climbed the Holy Mountain together. The last one made the biggest impression on Xera, and it is where she has chosen to start on her own journey, by apprenticing herself to Pistis Sophia. Though she was not particularly inclined towards the arcane, preferring to face any problems in a more direct manner, Seira did not let her neglect her education. On top of being an archmage, as befits an Aryn, she is both well-traveled and well-read.

Xerandalla wears a homespun sari lacking in any decoration, her one concession to modesty. She has no need for any material effects, and is not in the habit of carrying anything with her. A nimbus of radiance circles her body, like a snake chasing its tail. Her hair, kept short for convenience's sake and still messy all the same, is a traditional elven blonde, while she has Seira's eyes.

(https://i.imgur.com/zQWzctP.jpg)
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 21, 2018, 12:40:07 PM
Quote from: Anastasia on April 21, 2018, 12:28:42 PM

Okay, why would a fey sword destroy illusions? The fey generally use them for trickery, rather than eliminate them and bring clarity. Just curious as to your mindset on that one.

It's exactly that reason -- the Seelie know what types of tricks the other fey use. This is intended to be a very anti-fey fey weapon, if that makes sense.

I suppose a line like "This spell was created by the Seelie Court to better combat their Unseelie enemies. This spell does extra damage to evil fey and shatters their illusions." may not be inappropriate.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 21, 2018, 12:46:52 PM
It would be a good add, Moore.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 21, 2018, 12:48:44 PM
QuoteAll of that makes good sense there. Could you elaborate on this part? 'Celestia, who she's ideologically in league with,' combined with 'Court of Stars, which she appreciates more on aesthetic and moral grounds'.  How do you square that away, precisely? The ideological part vs the moral part.

Basically Alicia's in complete synch with Celestia. She's Lawful Good, pretty much every part of Celestia appeals and reasonates with her. But she likes the Good part of the Court of Stars (the moral part if not the ethical part), and honestly she doesn't even so much mind the chaos even if it's not strictly for her.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 21, 2018, 12:50:55 PM
Quote from: Ebiris on April 21, 2018, 12:48:44 PM
QuoteAll of that makes good sense there. Could you elaborate on this part? 'Celestia, who she's ideologically in league with,' combined with 'Court of Stars, which she appreciates more on aesthetic and moral grounds'.  How do you square that away, precisely? The ideological part vs the moral part.

Basically Alicia's in complete synch with Celestia. She's Lawful Good, pretty much every part of Celestia appeals and reasonates with her. But she likes the Good part of the Court of Stars (the moral part if not the ethical part), and honestly she doesn't even so much mind the chaos even if it's not strictly for her.

Good clarification, thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 21, 2018, 12:57:05 PM
Oberon's Blade
Conjuration (Creation), Abjuration
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One longsword
Duration: 1 round + 1 round per two levels
Saving Throw: None
Spell Resistance: No

This spell was created by the Seelie Court to better combat their Unseelie enemies; it does extra damage to evil fey and shatters illusions. This spell conjures a sword that looks the same as the one used by Oberon, King of the Seelie Court. The sword hurls itself at an enemy you determine. You must succeed on a ranged touch attack to hit your target. Creatures struck by Oberon's Blade suffer 10d8 points of damage. Any illusion struck by this blade is subject to a superb dispelling effect at your caster level. This damage is doubled against Unseelie or evil fey. The blade will continue to strike at the same target every round unless directed by you (as a free action) to strike a different target.



One could argue that it could be a general greater dispel magic effect and a superb one against evil fey but I think that makes the spell too confusing.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 21, 2018, 01:27:25 PM
Quote from: Anastasia on April 21, 2018, 10:26:19 AM
Alicia and Seira, I have something I'd like you two to fill out. Consider this a refresher and a chance to clarify things and positions before we begin flavor and fluff catch up in earnest. These might shift a bit as we go into this, of course, but I'd like you all to fill out your thoughts and use this as a springboard.

Quote
1. My friends have various duties around Sylica/The Cauldron. What do I have them do?

Amaryl and Valar are generally in charge of petitions from the faithful in the Church of the Golden Flame. Amaryl also receives important guests to the Cauldron, while Valar pacifies areas that necessitated the Crimson Legion's direct intervention or leads said interventions himself when Seira is otherwise occupied.
Elle, Yandrazrt and Sanzha are working behind the scenes to make the Cauldron a successful trading hub and advance magical research, in metamagic and new fields of research. In particular, where it comes to the Cauldron's goal of bringing the elements together.
Donald is often used similarly to Seira's Avatar as her agent across the Planes, when she needs something smashed in and it's unlikely to become a diplomatic incident. He's also often the main babysitter.
Not sure on Oraga for obvious reasons, which means s/he's usually my bodyguard/secretary. Ie with me, and we punch in evil when it's a good idea, and seek out Oraga's deeply-buried better nature otherwise.
Na'lith is training the Crimson Legion, paired up with the four elemental leaders. It gets us an important perspective into the tactics of the Blood War and of our neighbors on Astral, while ensuring that their dispositions temper any remaining evil tendencies he might still hold, and that none are passed on to the troops themselves.
No duties for the kids.

Quote
2. I value allies for the future, these realms and personages are ones I'm trying to forge stronger ties with. Which ones are they?

Sylica, Brightwater (Waukeen, Liira and Tymora in particular), Arborea (Hanali and Morwel in particular), The House of the Triad, Selune and Mystra (because Shar), Lathander, Celestia (Pistis Sophia in particular), Primus (don't want Inevitables sent after me again, also Shar and Ao).

I've also wanted a hyper-competent frog maid ever since B1  :(

Quote
3. There's a lot of things wrong in Creation, but these ones in particular are a priority to stop. What do I really want to stop?

On the large scale, I want to find more places where the situation is one of status quo between good and evil, but doesn't have to be. The eladrin children in the Abyss, Benfal and Lifasa, DvR-level one-off abominations. Where unlike a crusade into an infinite realm, you could make a tangible difference for good by putting something on the line. I believe the God-King situation in Balmuria is one such thing.

On the day-to-day scale, I want to stop three things: Shar's plots across all the planes, bondage and slavery on the non-Evil planes and stop the tipping the scales of the inner elemental planes to Evil (be it through helping Zaaman Rul win or kicking Chan's enemies while they're down). The elemental harmony would hopefully help with that last one, since Good has a tendency of getting past ideological disagreements with other Good for the purpose of kicking Evil's teeth in, whereas they hate everyone else equally.

The prophecy of Primus, Ao and Shar are the biggest things, of course, but they're game goals.

Quote
4. My church is important to me. I make sure that they do as I will and help people, so I structure them so that everything works well. How do I structure them?

The devoted fit into one of two classes: those who preach and proselytize openly, and those who operate in anonymity, seeking out wrongs to right.

The former is the clergy of the Church of the Golden Flame, and they do battle on the front lines of the most important war in existence - the information war. Too many are seduced by evil, or fall prey to their weaknesses, and in far too many cases there is a better way. The clergy lead those who might listen there, and stand as shining examples to all.

In some cases, however, a more literal battle must take place. The rangers of the Order of the Golden Flame are those anonymous souls, who take a stand against evil because it is the right thing to do. Not to spread Seira's name directly, but to enforce her ideals across the planes. They are a military group dedicated to nothing less than preserving the future and all life. Even the enemy's life, if possible.

Just as the clergy can call on the rangers for a military solution, so can the rangers rely on the clergy to step in after the inevitable destabilization that results after taking down an oppressor, and to prevent further harm to innocents. If there was one thing Seira learned from Kesse, it was that both were vital and much like Shar, she doesn't spare resources on the smallest of things.

The overall organization tends to be decentralized on the various Primes, consisting mostly of cells and the occasional temple to Seira, although Waukeen's clergy have often helped in the Order's tasks. All petitions are received by the celestial bureaucracy of the Temple of the Golden Flame in the Cauldron, where they might be brought to the attention of Seira's inner circle, and by Seira herself.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 21, 2018, 07:31:14 PM
Quote from: Anastasia on April 21, 2018, 10:36:35 AM1. I'm starting fresh and building something strong. I'll need allies for sure. Who and what realms do I want as allies?

Well, as a Factotum, Alyssa is a very practical person. So, she'd first look at what she/the Order can't do, and then break it down by combat and then other concerns.

Combat:

1) Soldiering. Straight up, flat out, weapons combat. She'd look for a couple things in a force for this.
A) Trustworthiness. If there's a group or force that's aligned towards good or a mercenary lean that's got a super solid history of trustworthiness.
B) Flexibility. Not just straight sword and board. A group that's got some archers, some sort of berserkers, and maybe some magic of their own.
C) Their realm can't be attacked, sabotaged, or spied upon easily.
D) This is OOC, but I'd look for a group that's been semi underrepresented in the past games (or at least B3 since that's what I played). I'm thinking.... Maybe Dwarves. They come with the added benefit of being able to contract them to 'shore up' the fortifications of the Order, as well as a solid trade partner for various rare things.

2) Information. The Order is sure to have diviners, and they're sure to be reliable, but a small unit of plain old highly skilled spies can't be undervalued. The Order isn't a combat guild (as far as I know), but more of a research collective. So even if it's more restricted to battlefield intel, they'd be useful.
A) She'd probably want some source of political information out of this. Having information in that realm means they can do some double duty as a diplomat as well.
B) Tactical information. The Order might have a lot of treatise on combat magic and single-wizard tactics, but actual full-on war? Nope, not likely. She'd need to either hire some sort of mage-soldier to serve as a General, or far more preferably, find someone within the Order to send out for training/education on it. While that person might not be able to immediately serve as General, they can at least serve as an Adjutant to whoever they hire and simultaneously get an education and watch for treachery.
C) She'd want to find some sort of guild of guides or the like. Her experience as a Horizon Walker has taught her the value of knowing the land. If there's a way to get local guides fast and easy for wherever they may have to send people, it'll vastly increase the likelihood of their survival.
d) This is OOC, but going back to the tactical part, I never really felt that Aurora had a solid combined arms doctrine (I'm sure you have a rough idea what I'm going on about, but I can go into detail one on one if you want). I'd like to see at least a few 'special' units that are solidly in that field.

Realms:

This section is a little harder to plan out. It'll probably have to be fleshed out in-game for Alyssa as she's a new entry to the whole thing and doesn't have any real solid information on who/what the threat(s) is/are. Until then, the Realms she'd want to ally with are groups that would open decent trade and could build a mutual assistance agreement with for now. As harsh as it is, she'd also look for realms that were severely lacking in magical development but could be useful in fulfilling the above. That'd put them in greater debt to the Order, but hey, that's business/politics.

Quote from: Anastasia on April 21, 2018, 10:36:35 AM2. I've heard there's terrible things out there. What am I most concerned about?

Order-wise, she'd be massively worried about what Bel's defeat means for the Blood War. Losing to Aurora (assuming she knows about it) means that the devils are weakened, even if only in reputation. The demons, and anyone else at war with the Devils, would be looking to take advantage of it and become bolder. This spells bad things for everyone; their attention was on each other, primarily. Now a group of non-deities have handed them defeat, they'll learn from it and be wary of similar groups. Conversely, those forces might be looking to build their own Aurora-esque groups, either from the ground up or through enslavement or corruption. Both spell bad things for her guild if she begins building its strength up to 'get attention' levels.

Personally-wise, she'd be worried about the dragon. While she doesn't know exactly what spell was used, she recognized that it had something to do with true names. If it knows her true name, that's a potentially serious problem. She'd also be worried about keeping the other regeants in line and internal politics: she came into power both inside the order and her personal power, abnormally fast. No one ever likes that, and it always causes problems. She'd be worried about factions forming and splitting the guild. She'd likely look for someone trustworthy to serve as a mentor for that sort of thing.

Quote from: Anastasia on April 21, 2018, 10:36:35 AM3. I've gained so much power so fast. What are my goals now with all this power?

1) Stabilize position within the Order.
2) Unify the Order under a specific set of goals/vision.
3) Continue expanding personal research and power.
4) Don't get sucked into never leaving the guildhall.
5) Immortality. She'd recognize that she's at least near the power level to be able to achieve it. (Combining #3, #5, and a bit of OOC, investigate divinity)
6) Personal and guild armory. At the level of power she's at, she should be going around with pretty solid gear.
7) Decide if the guild needs to stay as a guild or develop into an independent mage-nation. At a certain point, they're going to attain the power to establish a nation or go to war with another nation, at which point, the decision will be made for them by others. Best to get ahead of that.
8) Family. Her new-found power and position would mean that there are those that will want to influence her, and she knows family is one of the most common routes to that. She'd like to get them in-house, if possible. Also, to keep from alienating herself from the rest of normal people.

OOC stuff:
So, there's some neat ideas I've been kicking around since I started with this character. Vague things that you/we may or may not want to explore. Like, forming a mage-knight/Warmage core group for the Order and establishing a sort of national guard/reserve doctrine. We've got the mage-knights (Active Duty) and then everyone in the guild must go through basic combat training and be given roles based on their abilities that they must attend annual training for (Reserves). This would help mobilize the Order in case of combat and massively cut down on confusion and reaction times.

While a guild of mages can conceivably conjure up servants and the likely, that makes them more insular and detached from everyone. Which I kind of don't want. I'd like to have a group of non-mage people to do things. Like ferriers, blacksmiths, cooks, etc. Goes back to Alyssa valuing skill as much as magical ability.

While I like the concept of producing magical items as a source of power/money, I'll admit that I thought Aurora's way about it was a little ridiculous. I'll still need a group to do that sort of thing, but I think I like the idea of having a smaller production ability than what Aurora had. A single shop able to make only X amount or the like, and only for specific things. I'd like to have to go out and find/hire craftsmen for specific things instead of just having them in house. That'll make things harder/more expensive, but it'll keep it closer to how things really work.

Quote from: Anastasia on April 21, 2018, 10:36:35 AM4. How people view me is important, right? What sort of reputation do I want to have in the future?

She wants to primarily be seen as a mentor, but also as an exemplar of both skill and exploration/survival. Honestly, I haven't given massive thought about this, as she's an entirely new character and I haven't even fully worked out her personality yet. I know some things about her, but I also know from experience that some of it will change with interactions with others, so I can't fully say what the end goal will be.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2018, 08:38:08 AM
Quote from: Corwin on April 21, 2018, 01:27:25 PMAmaryl and Valar are generally in charge of petitions from the faithful in the Church of the Golden Flame. Amaryl also receives important guests to the Cauldron, while Valar pacifies areas that necessitated the Crimson Legion's direct intervention or leads said interventions himself when Seira is otherwise occupied.

Makes sense all around. That's how I tended to play Amaryl when she showed up in B3 - basically the nice public face dealing with people. She's the velvet glove, Valar is the mailed fist.

QuoteElle, Yandrazrt and Sanzha are working behind the scenes to make the Cauldron a successful trading hub and advance magical research, in metamagic and new fields of research. In particular, where it comes to the Cauldron's goal of bringing the elements together.

Again, makes good sense. Sanzha I imagine mostly heads the elemental stuff, Elle's more focused on metamagic and Yandrazrt focused on some of everything (metal is an awfully broad specialization).

QuoteDonald is often used similarly to Seira's Avatar as her agent across the Planes, when she needs something smashed in and it's unlikely to become a diplomatic incident. He's also often the main babysitter.

Something about Donald being the problem solver amuses me to no end, as well as the babysitting duties.

QuoteNot sure on Oraga for obvious reasons, which means s/he's usually my bodyguard/secretary. Ie with me, and we punch in evil when it's a good idea, and seek out Oraga's deeply-buried better nature otherwise.

That works, we'll talk about Oraga more later.

QuoteNa'lith is training the Crimson Legion, paired up with the four elemental leaders. It gets us an important perspective into the tactics of the Blood War and of our neighbors on Astral, while ensuring that their dispositions temper any remaining evil tendencies he might still hold, and that none are passed on to the troops themselves.

Makes good sense there, so noted and will work with it.

QuoteNo duties for the kids.

Freeloaders! I kid, I kid.

QuoteSylica, Brightwater (Waukeen, Liira and Tymora in particular), Arborea (Hanali and Morwel in particular), The House of the Triad, Selune and Mystra (because Shar), Lathander, Celestia (Pistis Sophia in particular), Primus (don't want Inevitables sent after me again, also Shar and Ao).

Makes sense, generally. Why Pistis Sophia in particular?

QuoteI've also wanted a hyper-competent frog maid ever since B1  :(

Go get one. Make it a to do.

QuoteOn the large scale, I want to find more places where the situation is one of status quo between good and evil, but doesn't have to be. The eladrin children in the Abyss, Benfal and Lifasa, DvR-level one-off abominations. Where unlike a crusade into an infinite realm, you could make a tangible difference for good by putting something on the line. I believe the God-King situation in Balmuria is one such thing.

Makes sense there, so noted for future prep. Basically, if you can't solve it on the macro level, work on the micro level instead to improve the macro level indirectly?

QuoteOn the day-to-day scale, I want to stop three things: Shar's plots across all the planes, bondage and slavery on the non-Evil planes and stop the tipping the scales of the inner elemental planes to Evil (be it through helping Zaaman Rul win or kicking Chan's enemies while they're down). The elemental harmony would hopefully help with that last one, since Good has a tendency of getting past ideological disagreements with other Good for the purpose of kicking Evil's teeth in, whereas they hate everyone else equally.

Stopping Shar is good and part of a balanced breakfast. Good idea there.

Stopping slavery is always a good choice. Tougher to stop on some Primes and some non Prime societies, but it'll give you plenty to do. Slavery is an evil thing, but it can be entrenched deeply and require work to solve.

Technically speaking, the elemental planes are more or less in balance there. Fire is as tilted to evil as Air is to good. But tilting it more towards good is a fair idea and more than worth pursuing. Good insight with elemental harmony and good's nature.

QuoteThe prophecy of Primus, Ao and Shar are the biggest things, of course, but they're game goals.

Of course.

QuoteThe devoted fit into one of two classes: those who preach and proselytize openly, and those who operate in anonymity, seeking out wrongs to right.

The former is the clergy of the Church of the Golden Flame, and they do battle on the front lines of the most important war in existence - the information war. Too many are seduced by evil, or fall prey to their weaknesses, and in far too many cases there is a better way. The clergy lead those who might listen there, and stand as shining examples to all.

In some cases, however, a more literal battle must take place. The rangers of the Order of the Golden Flame are those anonymous souls, who take a stand against evil because it is the right thing to do. Not to spread Seira's name directly, but to enforce her ideals across the planes. They are a military group dedicated to nothing less than preserving the future and all life. Even the enemy's life, if possible.

Just as the clergy can call on the rangers for a military solution, so can the rangers rely on the clergy to step in after the inevitable destabilization that results after taking down an oppressor, and to prevent further harm to innocents. If there was one thing Seira learned from Kesse, it was that both were vital and much like Shar, she doesn't spare resources on the smallest of things.

The overall organization tends to be decentralized on the various Primes, consisting mostly of cells and the occasional temple to Seira, although Waukeen's clergy have often helped in the Order's tasks. All petitions are received by the celestial bureaucracy of the Temple of the Golden Flame in the Cauldron, where they might be brought to the attention of Seira's inner circle, and by Seira herself.

Makes sense all around here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2018, 08:59:41 AM
Quote from: Iron Dragoon on April 21, 2018, 07:31:14 PMWell, as a Factotum, Alyssa is a very practical person. So, she'd first look at what she/the Order can't do, and then break it down by combat and then other concerns.

Combat:

1) Soldiering. Straight up, flat out, weapons combat. She'd look for a couple things in a force for this.
A) Trustworthiness. If there's a group or force that's aligned towards good or a mercenary lean that's got a super solid history of trustworthiness.
B) Flexibility. Not just straight sword and board. A group that's got some archers, some sort of berserkers, and maybe some magic of their own.
C) Their realm can't be attacked, sabotaged, or spied upon easily.
D) This is OOC, but I'd look for a group that's been semi underrepresented in the past games (or at least B3 since that's what I played). I'm thinking.... Maybe Dwarves. They come with the added benefit of being able to contract them to 'shore up' the fortifications of the Order, as well as a solid trade partner for various rare things.

So you need warriors. Makes sense. Trustworthy warriors with different fighting styles, one that's already a cohesive unit that can't be easily infiltrated and with a secure realm. Dwarves do make sense for that.

Quote2) Information. The Order is sure to have diviners, and they're sure to be reliable, but a small unit of plain old highly skilled spies can't be undervalued. The Order isn't a combat guild (as far as I know), but more of a research collective. So even if it's more restricted to battlefield intel, they'd be useful.
A) She'd probably want some source of political information out of this. Having information in that realm means they can do some double duty as a diplomat as well.
B) Tactical information. The Order might have a lot of treatise on combat magic and single-wizard tactics, but actual full-on war? Nope, not likely. She'd need to either hire some sort of mage-soldier to serve as a General, or far more preferably, find someone within the Order to send out for training/education on it. While that person might not be able to immediately serve as General, they can at least serve as an Adjutant to whoever they hire and simultaneously get an education and watch for treachery.
C) She'd want to find some sort of guild of guides or the like. Her experience as a Horizon Walker has taught her the value of knowing the land. If there's a way to get local guides fast and easy for wherever they may have to send people, it'll vastly increase the likelihood of their survival.
d) This is OOC, but going back to the tactical part, I never really felt that Aurora had a solid combined arms doctrine (I'm sure you have a rough idea what I'm going on about, but I can go into detail one on one if you want). I'd like to see at least a few 'special' units that are solidly in that field.

You're right about that. Diviners are a powerful resource, but spies are an important part of things, too. Anti divination measures are a thing, sometimes you don't think to ask the right questions or it's simply nice to get confirmation. Sounds good here.

Yeah, I never got super-duper deep into tactical theories with Aurora. In retrospect I may have integrated in a more robust tactical side to the game, but hindsight is always 20/20. Generally, army battles were about decisions while PCs got into encounters framed around the army battles.

QuoteRealms:

This section is a little harder to plan out. It'll probably have to be fleshed out in-game for Alyssa as she's a new entry to the whole thing and doesn't have any real solid information on who/what the threat(s) is/are. Until then, the Realms she'd want to ally with are groups that would open decent trade and could build a mutual assistance agreement with for now. As harsh as it is, she'd also look for realms that were severely lacking in magical development but could be useful in fulfilling the above. That'd put them in greater debt to the Order, but hey, that's business/politics.

Noted, I figure that deciding this will be an early game goal as you get the lay of the land.

QuoteOrder-wise, she'd be massively worried about what Bel's defeat means for the Blood War. Losing to Aurora (assuming she knows about it) means that the devils are weakened, even if only in reputation. The demons, and anyone else at war with the Devils, would be looking to take advantage of it and become bolder. This spells bad things for everyone; their attention was on each other, primarily. Now a group of non-deities have handed them defeat, they'll learn from it and be wary of similar groups. Conversely, those forces might be looking to build their own Aurora-esque groups, either from the ground up or through enslavement or corruption. Both spell bad things for her guild if she begins building its strength up to 'get attention' levels.

Fair enough. Bel's defeat against Aurora's general planar knowledge and current events, a few groups made a lot of hay about it and what happened after made it more so. So assuming you have decent ranks in K:P, you'd be up on it.

QuotePersonally-wise, she'd be worried about the dragon. While she doesn't know exactly what spell was used, she recognized that it had something to do with true names. If it knows her true name, that's a potentially serious problem. She'd also be worried about keeping the other regeants in line and internal politics: she came into power both inside the order and her personal power, abnormally fast. No one ever likes that, and it always causes problems. She'd be worried about factions forming and splitting the guild. She'd likely look for someone trustworthy to serve as a mentor for that sort of thing.

Makes sense here. Cover your ass and back, y'know?

Quote1) Stabilize position within the Order.

Makes sense.

Quote2) Unify the Order under a specific set of goals/vision.

Follows the first naturally. A specific goal and vision that matches your own, of course.

Quote3) Continue expanding personal research and power.

Goes without saying, but yes.

Quote4) Don't get sucked into never leaving the guildhall.

Makes sense.

Quote5) Immortality. She'd recognize that she's at least near the power level to be able to achieve it. (Combining #3, #5, and a bit of OOC, investigate divinity)

Make that an early game todo, we can go over it then.

Quote6) Personal and guild armory. At the level of power she's at, she should be going around with pretty solid gear.

Fair, fair.

Quote7) Decide if the guild needs to stay as a guild or develop into an independent mage-nation. At a certain point, they're going to attain the power to establish a nation or go to war with another nation, at which point, the decision will be made for them by others. Best to get ahead of that.

Right.

Quote8) Family. Her new-found power and position would mean that there are those that will want to influence her, and she knows family is one of the most common routes to that. She'd like to get them in-house, if possible. Also, to keep from alienating herself from the rest of normal people.

Basically get your family safe and out of the line of fire?

QuoteSo, there's some neat ideas I've been kicking around since I started with this character. Vague things that you/we may or may not want to explore. Like, forming a mage-knight/Warmage core group for the Order and establishing a sort of national guard/reserve doctrine. We've got the mage-knights (Active Duty) and then everyone in the guild must go through basic combat training and be given roles based on their abilities that they must attend annual training for (Reserves). This would help mobilize the Order in case of combat and massively cut down on confusion and reaction times.

While a guild of mages can conceivably conjure up servants and the likely, that makes them more insular and detached from everyone. Which I kind of don't want. I'd like to have a group of non-mage people to do things. Like ferriers, blacksmiths, cooks, etc. Goes back to Alyssa valuing skill as much as magical ability.

While I like the concept of producing magical items as a source of power/money, I'll admit that I thought Aurora's way about it was a little ridiculous. I'll still need a group to do that sort of thing, but I think I like the idea of having a smaller production ability than what Aurora had. A single shop able to make only X amount or the like, and only for specific things. I'd like to have to go out and find/hire craftsmen for specific things instead of just having them in house. That'll make things harder/more expensive, but it'll keep it closer to how things really work.

So noted all around, makes sense.

QuoteShe wants to primarily be seen as a mentor, but also as an exemplar of both skill and exploration/survival. Honestly, I haven't given massive thought about this, as she's an entirely new character and I haven't even fully worked out her personality yet. I know some things about her, but I also know from experience that some of it will change with interactions with others, so I can't fully say what the end goal will be.

Right, right.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2018, 09:00:58 AM
Quote from: Nephrite on April 21, 2018, 12:57:05 PM
Oberon's Blade
Abjuration/Conjuration (Creation)
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One longsword
Duration: 1 round + 1 round per two levels
Saving Throw: None
Spell Resistance: No

This spell was created by the Seelie Court to better combat their Unseelie enemies; it does extra damage to evil fey and shatters illusions. This spell conjures a sword that looks the same as the one used by Oberon, King of the Seelie Court. The sword hurls itself at an enemy you determine. You must succeed on a ranged touch attack to hit your target. Creatures struck by Oberon's Blade suffer 10d8 points of damage. Any illusion struck by this blade is subject to a superb dispelling effect at your caster level. This damage is doubled against Unseelie or evil fey. The blade will continue to strike at the same target every round unless directed by you (as a free action) to strike a different target.

Pretty solid. I need to sit down and compare it to Mage's Sword before signing off on a level, but it's a solid variant/upgrade.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 22, 2018, 11:45:36 AM
Quote from: Anastasia on April 22, 2018, 09:00:58 AM

Pretty solid. I need to sit down and compare it to Mage's Sword before signing off on a level, but it's a solid variant/upgrade.

I'm cribbing spells I didn't even realize existed.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2018, 11:49:26 AM
Quote from: Nephrite on April 22, 2018, 11:45:36 AM
Quote from: Anastasia on April 22, 2018, 09:00:58 AM

Pretty solid. I need to sit down and compare it to Mage's Sword before signing off on a level, but it's a solid variant/upgrade.

I'm cribbing spells I didn't even realize existed.

These things happen is all. 3.5 has a ton of options, being unique can be tough.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2018, 01:34:57 PM
Okay, so DM post of oops is here.

As you may know, back in B5 we switched to Pathfinder skills on request. We didn't adjust back for B3, due to the effort involved in changing back being prohibitive. Now I'd flat forgotten about this come B6's prep time so I didn't post a reminder. So go ahead and convert to those, y'all. The main difference is combining things like spot and listen into one skill.

NPCs should probably be converted, I'll make it a todo to see about it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 22, 2018, 02:05:30 PM
Quote from: Anastasia on April 22, 2018, 08:38:08 AM
QuoteElle, Yandrazrt and Sanzha are working behind the scenes to make the Cauldron a successful trading hub and advance magical research, in metamagic and new fields of research. In particular, where it comes to the Cauldron's goal of bringing the elements together.

Again, makes good sense. Sanzha I imagine mostly heads the elemental stuff, Elle's more focused on metamagic and Yandrazrt focused on some of everything (metal is an awfully broad specialization).

We do actually have some rare (?) metals and manufacturing. While his crafting is not at Latha's level for versatility, I imagine that Yandrazrt is pretty pro at metalwork. Might actually like to reflect that via his feat selection? I think he's earned a reprieve with casual adventuring at my side.

Quote
QuoteNo duties for the kids.

Freeloaders! I kid, I kid.

If they like to hold a position or carry out a task, they can ask for the responsibility. IC works.

Quote
QuoteSylica, Brightwater (Waukeen, Liira and Tymora in particular), Arborea (Hanali and Morwel in particular), The House of the Triad, Selune and Mystra (because Shar), Lathander, Celestia (Pistis Sophia in particular), Primus (don't want Inevitables sent after me again, also Shar and Ao).

Makes sense, generally. Why Pistis Sophia in particular?

Because she's the personification of a Good monk and the whole apprenticeship thing.

Quote
QuoteOn the large scale, I want to find more places where the situation is one of status quo between good and evil, but doesn't have to be. The eladrin children in the Abyss, Benfal and Lifasa, DvR-level one-off abominations. Where unlike a crusade into an infinite realm, you could make a tangible difference for good by putting something on the line. I believe the God-King situation in Balmuria is one such thing.

Makes sense there, so noted for future prep. Basically, if you can't solve it on the macro level, work on the micro level instead to improve the macro level indirectly?

Picking our battles is important. I could go gank Lixer and have decent odds of that, but I don't have a game plan for holding Avernus nor do I want to. Thus, Lixer gets to unlive another day. On the other hand, if Lixer's shitty servants are oppressing some Prime or running profane experiments on Fire, I can and will go stop that shit.

QuoteTechnically speaking, the elemental planes are more or less in balance there. Fire is as tilted to evil as Air is to good. But tilting it more towards good is a fair idea and more than worth pursuing. Good insight with elemental harmony and good's nature.

I'm fine with upsetting the balance, there, so long as it goes the Good way. I think that so long as I don't involve the Heavens overtly, the Inner Planes will be left to resolve this on their own.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 22, 2018, 02:32:07 PM
If some evil dude is casting an Evil spell on me, can I use Dispel Evil to counter it? It's touch range, but the Evil spell has to come in contact with me to take hold, after all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 22, 2018, 03:15:55 PM
Moore's glasses originally only gave a bonus to spot and not listen, do you care if I just turn it into just buffing perception as a whole?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2018, 03:48:43 PM
Quote from: Nephrite on April 22, 2018, 03:15:55 PM
Moore's glasses originally only gave a bonus to spot and not listen, do you care if I just turn it into just buffing perception as a whole?

Briefly, that's fine.

More comments on your posts in a bit, Cor.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 22, 2018, 03:50:45 PM
I've fixed my skills, I believe they're all still correct since they're class skills for Bard, so I still get +3 in all of them, I still have 33.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2018, 05:59:55 PM
Quote from: Nephrite on April 22, 2018, 03:50:45 PM
I've fixed my skills, I believe they're all still correct since they're class skills for Bard, so I still get +3 in all of them, I still have 33.

So noted.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2018, 06:02:40 PM
Quote from: Corwin on April 22, 2018, 02:05:30 PMWe do actually have some rare (?) metals and manufacturing. While his crafting is not at Latha's level for versatility, I imagine that Yandrazrt is pretty pro at metalwork. Might actually like to reflect that via his feat selection? I think he's earned a reprieve with casual adventuring at my side.

Let me refrain on Lagann until I have his sheet done. It's a todo but I have todos for miles still.

QuoteBecause she's the personification of a Good monk and the whole apprenticeship thing.

Makes sense.

QuotePicking our battles is important. I could go gank Lixer and have decent odds of that, but I don't have a game plan for holding Avernus nor do I want to. Thus, Lixer gets to unlive another day. On the other hand, if Lixer's shitty servants are oppressing some Prime or running profane experiments on Fire, I can and will go stop that shit.

Makes sense again.

QuoteI'm fine with upsetting the balance, there, so long as it goes the Good way. I think that so long as I don't involve the Heavens overtly, the Inner Planes will be left to resolve this on their own.

/me nods.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2018, 06:03:53 PM
Quote from: Corwin on April 22, 2018, 02:32:07 PM
If some evil dude is casting an Evil spell on me, can I use Dispel Evil to counter it? It's touch range, but the Evil spell has to come in contact with me to take hold, after all.

Once it's cast and able to be dispelled, yes, but not before while it's cast. It's not designed or equipped to be used as a counter spell, just as dispelling.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2018, 09:18:52 PM
New post about deific gifts in the Divine FAQ. I'm gonna add some stuff beyond that article here, too.

The point of deific gifts is for deities - and yes, that includes Alyssa, Tryll and Moore if they manage it as well, as is entirely possible - to reward followers and those that aid them. However, the nature of this means that when dealing with deific and non deific PCs, it blurs the line and authority of the DM to a degree. Use them on NPCs not connected to a node by all means, I'm glad to handle that. Don't use these in a way that blurs the line by going into other's nodes.

I spent awhile kicking this around today, and after talking to a few people for advice, realized allowing that would create some ugly potential situations and conflicts of interest. So let's just avoid that entire situation. Other PCs and their nodes are off limits for deific gifts from other PCs. It's not that I don't trust you all to handle it well, I just think there's too many ways it could go wrong even when handled well. Moreover, it really infringes on the independence part of each node, which I don't want, either.

This is the sort of ability deities have shown a lot in Balmuria, as people enjoy goodies. So use it wisely should you get your hands on it or already have your hands on it. It's a lot of power and a lot of trust in each PC that has it, so live up to that trust, okay? I don't want a situation that could devolve into power imbalance issues that were there in B3.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2018, 09:27:43 PM
New answer in the FAQ added about how deities deal with prayer. This may get an article later or may just be demonstrated in play, but in short - it's designed to work and work well, so it's mostly automatic for a deity.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2018, 10:28:09 PM
Greater Snowsong
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 10

This spell functions as Snowsong, except as noted here. Allies gain +8 morale bonus to Charisma and attack rolls, and a +8 insight bonus to Armor Class. They also gain fast healing 3 and resistance to cold 30 to all affected allies. All melee attacks made by allies in the snowsong deal an additional 2d6 points of cold damage. Enemies designated by the spell have a 40% chance of spell failure if they fail the will save.

Sonic Shattering
Abjuration/Evocation [Sonic]
Level: Brd 10
Components: V
Casting Time: 1 standard action
Range: 80ft
Duration: Instantaneous
Saving Throw: Fortitude partial or Reflex negates (object); see text
Spell Resistance: Yes

With a scream and a gesture, you create a cone of sounds powerful enough to shatter magic. This spell does 15d6 points of sonic damage to creatures and 1d6 points of damage per caster level (to a maximum of 30d6) to crystalline or brittle creatures. This spell also stuns affected creatures and deafens them for 1d4 hours. In addition, this spell also functions as a greater dispel magic against creatures caught in the area. Any spell shattered in this way causes an extra 1d6 points of sonic damage to the creature. This damage cannot be reduced via a successful Fortitude save.

A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects

Lliira's Joy
Level: Brd 11, Clr 13, Joy 13
Transmutation
Components: V
Casting Time: 1 standard action
Range: 60ft area burst, centered on you
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell fills those affected with a wellspring of joy, as if they were in the presence of Lliira herself. Creatures affected by this spell are immune to any fear, despair or similar effect. This spell also rids the target of the same sorts of effects that heart's ease removes. Creatures also gain fast healing 10 for the duration of this spell.

Oberon's Blade
Abjuration/Conjuration (Creation)
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft + 40 ft/level)
Effect: One longsword
Duration: 1 round + 1 round per two levels
Saving Throw: None
Spell Resistance: No

This spell was created by the Seelie Court to better combat their Unseelie enemies; it does extra damage to evil fey and shatters illusions. This spell conjures a sword that looks the same as the one used by Oberon, King of the Seelie Court. The sword hurls itself at an enemy you determine. You must succeed on a ranged touch attack to hit your target. Creatures struck by Oberon's Blade suffer 10d8 points of damage. Any illusion struck by this blade is subject to a superb dispelling effect at your caster level. This damage is doubled against Unseelie or evil fey. The blade will continue to strike at the same target every round unless directed by you (as a free action) to strike a different target.

---

We'll try all of these as written here and see how they work out. Adding to spell collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2018, 10:41:17 PM
The Fall of Bel, part 3

You are correct, of course. Most devils would not dare speak of what happened on the Evening of the Dead.

Hm? That is the name of the coup. You do not even know that? Unsurprising, we are the best. We are disciplined! No boasting vrock or sweetly babbling succubus are in our ranks to spill our business to you, mercane.

But I will. After all, I have nothing else but to secure a place in the Consortium. I will continue once the contract is signed.

So be it. The contract is signed.

My name is Eligaas, former Earl of Bloodfall, 1st circle general serving in Bel's armies. I am the only one of my unit to survive, the only one strong enough to be here instead of groveling before a new Lord of the First or sealed away beneath the new Citadel that has risen.  I am the only one worthy to tell the planes of what truly happened when Bel was overthrown. Listen and listen well to me, for I shall not repeat myself lightly.

To understand the events of what happened, you must understand the recent history of Avernus. It began, as many of the troubles on Avernus do, with a filthy demon. Are you familiar with Zquujaj's assault on Avernus? That was the beginning, a traitor able to match Bel. Match him!

Do not look surprised. A traitor he may be, but Zquujaj showed even then the superiority of diabolical power. No matter his delusions and heresy, Zquujaj accomplished what not even Demogorgon, Orcus or Graz'zt has managed. He countered Bel, pushed the forces of Avernus back and for a time, came close to conquering Avernus. That is the strength of Baator - even diluted and broken by madness, it is superior to any demon general.

That wretched war knocked loose many things. From generals slain or retired into oblivion, to fortresses shattered and units annihilated, none were safe. It took all of Hell to push back Zquujaj, as is only proper for a true son of Baator. Even then, losses shook all of Hell.

Yes, she was one. A traitor revealed by a traitor, poetic. Of course the Reynes relies on her. Traitor though she may be, she is still Baatorian steel, superior to anything the forces of Good could forge. Do you know that she defeated the Spark Hunters? Her and her pet paladin, shattering an attack of the most elite mortal hunters in Creation! Unthinkable except for a true Baatorian. A truth I have learned well, mercane.  Zquujaj, Antenora....Eligaas. Do not look surprised, mercane. I am not stupid. I will be the third and greatest of them all.

Then came Romiel's crusade against the outcast Agares. One that Antenora participated in, surely the reason their strategies succeeded. A typical crusade would be smashed, but this one? This one had a true tactical and strategic mind behind it, one that could only be from Baator. Is that not the will of a tyrant, mercane? To assert your authority, to crush your foes beneath your boot, to emerge triumphant? Who else but a true Baatorian could forge the rabble of the Heavens into a force that fought through devils, found and slew Agares and escaped intact?

Two blows, mercane. Zquujaj destroyed Bel's aura of martial invincibility. Antenora showed that even the Heavens could defeat Bel, if properly lead. What hope did Bel have when Zquujaj and Antenora masterminded the Aurora?

Hah, you would not know. They are true Baatorians. To conceal their plans from you would be child's play. Afina, Jaela, Ithea, Adrian...all of them were but catspaws, useful idiots who were granted a sliver of power and training by them. The truth is that Zquujaj and Antenora have been working together for years now, finding Medicant was thought impossible - but possible for true Baatorians. A third strike at Bel and a fatal one, of course. Defeat after defeat, all the disparate forces brought together could only be the plans of true Baatorians. None other could succeed at it. None other could create the Aurora! Zquujaj is the strongman, claiming the mantle of a demon lord for his own. Antenora is the voice behind the throne, allowing a puppet to wield such power while she controls Alicia.

Bel's defeat on Lifasa was a foregone conclusion. You understand that now. Good.

I was inspecting the troops of the Bloodfall 5th Army when it began. The sky shook, a great cry came from the ground and portals opened everywhere. In an instant my army was under attack. We responded in that instant, fighting, only to be betrayed. Devils came to oppose us, joined by legions of the undead. A threat without a doubt, but the soldiers of Bloodfall were the best in Avernus. No. What undid us was betrayal. Oregel, second in command of the 5th Army, immediately betrayed and slew several command officers and opened a portal, flooding the command with bony, withered cornugons. The cornugons of Lixer, Prince of Hell.

I know them by reputation, his Necrolytes that raise the dead and command the magics of undeath and unlife. The battle was terrible, the slaughter immense and our situation hopeless. In such a situation there was no hope, so I did the only thing I could. I retreated to the Bronze Citadel, to personally report to Lord Bel about this betrayal. There I saw something I could not imagine.

Enemies held the Bronze Citadel.

Betraying devils held it in line with the dead of all kinds, beneath a sky the dark green of a forest night. Yet I could see the inner sanctums had not fallen, and with my emblem of nobility, was able to teleport in.

It is inconceivable that a Lord of Hell could fall in battle. Such has never happened and never will happen. But...there, Lixer battled with Bel. There are no words for the confrontation, of fell magic against burning blade. Before my eyes I saw this battle, unable to interfere. Not by fear...but understanding. I was meant to see that battle. I was meant to see Bel slowly push Lixer back until a portal opened, to some withered thing in the deepest dungeon of the Citadel. Somehow the sight of this distracted Bel momentarily, enough for Lixer to cast a spell that chained the Lord of the First, dragged him towards that portal. It began to drag others, loyal devils ready to support Bel.

In that moment I could act again and I knew I had only one choice. I fled.

Am I ashamed? ASHAMED? Ahahahahahahahahaha!

I am not ashamed! I am ELEVATED. The Archdukes of Hell stand above even the Dukes of Hell, yet man of them are exiled from Hell. Speak wisely of them, speak knowingly of ones such as Eblis, Gathgorian and Gargauth. I see that now. Zquujaj, Antenora. Both in the same mold. A clever ploy to spread Hell's authority further. To bring the iron chains of order to those too weak to embrace them. I am but the third, my circumstances nothing more than a ploy to send me beyond Hell.

Do you see? REJOICE! Rejoice, mercane. For I am here to bring the gift to Baator to the mercane! On the dying gasps of Bel and the restless cries of what could only be Zariel I have come forth, bound to your Consortium by your very contract! Yes, Lixer reigns in Avernus now, but it matters not!

No, what matters is that I shall reform and restore the Mercane Consortium. Do not look horrified, dear friend. I have already paralyzed you, your protections nothing to me. Come now. You will merely be the first I show the true paths to power and glory to. Be not afraid. You have nothing to be afraid of now, mercane.  Not now, not ever.

All goes as planned. So long as the plans of Baator continue to unfold, all's right with Creation. As my first convert, the King of Hell will richly reward you when the time is right. I will spare you a place of honor once I assume the throne he prepares for me in Nessus.

Now then, let us begin and usher in a new age for the Consortium.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 22, 2018, 11:17:54 PM
Skills adjusted to Pathfinder.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 23, 2018, 01:24:22 AM
Dune, do you want us to completely convert skills and skill growth to Pathfinder, or just the skills themselves?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2018, 07:11:37 AM
Quote from: Iron Dragoon on April 22, 2018, 11:17:54 PM
Skills adjusted to Pathfinder.

So noted, good work.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2018, 07:12:22 AM
Quote from: Yuthirin on April 23, 2018, 01:24:22 AM
Dune, do you want us to completely convert skills and skill growth to Pathfinder, or just the skills themselves?

Former. Note this doesn't change the +4 houseruled bonus skill points per level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2018, 02:10:22 PM
Voting: Would you all like a planar event round up as an OOC article (with each node getting a different one done by a different character) or an IC discussion between the PC and a single person?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 23, 2018, 02:11:37 PM
I would prefer IC if it's relevant or interesting to my character.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2018, 02:12:49 PM
This will be basically a round up of what's happening on the planes - for example Aurora would be a current news piece. It's generally filtered by your interests. Seira would get more about the inner planes because her focus is there, for example.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 23, 2018, 02:17:20 PM
Once more, IC. This is because I could act upon that information and direct attention from my friends towards it. Also, if something is particularly interesting me, it could come up in an IC discussion but not in a self-contained write-up. If it's about Aurora, Kascha is coming home anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2018, 02:18:28 PM
Okay, that's one vote for IC.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 23, 2018, 02:21:07 PM
I'd prefer OOC, I can follow up on any of it immediately once we start but just having a simple post to refer to and digest suits me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2018, 02:22:13 PM
Okay, that's one OOC and one IC vote so far.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 23, 2018, 02:37:51 PM
IC would be better for me since it'd probably make the transition from what Moore did to what he's going to be doing make more sense.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 23, 2018, 03:01:09 PM
OOC would be fine for me, since it's a new char and I can just treat it as a report in passing. Either works, though, really.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2018, 03:05:27 PM
2-2 for voting right now. Tryll, would you tiebreak us, please?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2018, 03:37:08 PM
On review, I'm just gonna do whichever each PC prefers. Alicia's is posted first.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2018, 03:52:29 PM
Iddy, we'll finish up your combat test before I write up any current events round up for you. This is delegation more than anything else, as I haves five of these to whip up and you need to sort that out first.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2018, 05:38:27 PM
Quick hit: If any of you all want your own todo sticky on your node, say so by all means. I've found mine helpful and it's good organization.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 24, 2018, 11:51:44 AM
Preview:

Lumenbur

Huge Fire Elemental 26//Monk 26

Don't expect much todo progress today, mostly focusing on knocking out the current event roundups.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 25, 2018, 11:13:30 AM
NPC skills updated for Pathfinder. Highlights as follows.

- Antenora gains a few condensed skills and a few boosts. No new ground here.
- Latha picks up K:N and three new craft skills as a result of freed up skill points.
- Jessica picks up Craft(Poisonmaking), Swim (she took lessons after her recent trip), Climb and K:L(Sylica). She folds tumble ranks into acrobatics, which lets her do things like jump and balance as well.
- Syala maxes out Craft(Alchemy), K:A and gains K:D and K:A&E. Yes, I know it's technically K:E in Pathfinder skills.
- Cresiel converts balance to acrobatics. He also picks up climb, heal and craft(musical instruments).
- Dana converts jump to acrobatics and picks up psicraft.
- Amaryl converts balance to acrobatics and picks up swim, K:G, sense motive, craft(bowmaking) and craft(metalworking).
- Donald picks up acrobatics.
- Lady Sanzha picks up K:L(Cauldron) and Perform(Song).
- Kascha picks up swim, acrobatics, K:D and appraise.
- Elle picks up craft(alchemy) and craft(pottery).
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 25, 2018, 12:22:26 PM
We won't start until May, exact time TBA. That's still being determined depending on how prep goes, but y'all are generally done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 25, 2018, 05:23:36 PM
Quote from: Anastasia on April 23, 2018, 03:05:27 PM
2-2 for voting right now. Tryll, would you tiebreak us, please?
OOC!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 25, 2018, 05:36:48 PM
Okay, you and Iddy will get OOC ones since I've already done the other three. I anticipate work on one of them will start tonight after work.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 25, 2018, 05:37:37 PM
This game will start sometime around the 14th of May. In the event it starts earlier, the 11th (Friday) will be a miss day due to a doctor thing. I have two doctor things that week (or should once I reschedule something), so that week's a mess for me anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 26, 2018, 10:30:44 AM
http://www.soulriders.net/forum/index.php/topic,103075.msg1050500.html#msg1050500

A new resource for epic domain spells, for everyone's reference.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 26, 2018, 10:54:36 AM
Okay, I'm working on domain spells. Good and Healing have had several spells added for 10+, any other domains that are important for y'all? As in you'll be casting 10th+ level spells from them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 26, 2018, 11:42:56 AM
War and Knowledge, I'll come up with something for Hope on my own (pending GM approval, of course).
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 26, 2018, 12:04:40 PM
Fate, please.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 26, 2018, 12:22:06 PM
Okay, War, Knowledge, Hope (Cor wants to whip things up himself there) and Fate. Any others?

---

On another note, Cor and Eb, chance to look these over and see if any additions need to be made or if you're interested in tweaking things. They're your divine realm so you have tons of latitude.

Sylica: http://www.soulriders.net/forum/index.php/topic,103074.msg1056171.html#msg1056171
The Cauldron: http://www.soulriders.net/forum/index.php/topic,103074.msg1056192.html#msg1056192
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 26, 2018, 02:46:37 PM
Many moments of prescience is fate 11, Moore. More on this later.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 26, 2018, 03:22:42 PM
The Fall of Bel, Finale.

Dearest Brother.

Congratulations on your recent elevation. It took you quite a long time, but I knew you would do it eventually. Father is surely pleased with the victory he aided you so generously to obtain, is he not? I can't wait to see the battlefields you rule over now. Invite me soon, it surely won't take that long to make Bel's possessions presentable.

Oh, and how is the hunt for Bel going? Don't be surprised, rumors spread faster than even the walking dead. In fact, I hear Acheron is lovely this time of year, is it not? Write me back soon, I can't wait to hear what you have to say about all of this.

In waiting anticipation,

Lord of the Sixth, Princess Glasya.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 26, 2018, 03:55:48 PM
Sylica is good as is.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 26, 2018, 04:01:14 PM
Okay, porting that one over, Eb.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 26, 2018, 05:09:21 PM
> Anyway, what did you want about the Cauldron? I'll probably paste this conversation into nagging too, since I wnat that information there for reference, rather than trying to vainly find an IRC log.
<Lucille> Right
<Lucille> It started off as minor fire/minor water
<Lucille> It seemed from B3 we've advanced from there
<Lucille> So I wanted to ask you where to
<Lucille> Added the other elements as minor? Promoted these two to major?
<Lucille> Something else, like steam or RAINBOW or whichever
> Entirely possible. I'd have to crack open the MoP and review them.
> That'll be tomorrow, since I'm running out of good pre work time.
<Lucille> Okay
<Lucille> The other thing I wanted to consult with you about is whether it's ever been seriously invaded through either the main gate or the caverns
<Lucille> Because if that's actually become a risk, I'd seal it off and keep a single entrance
<Lucille> If not, no need to fix what's nor broken
<Lucille> The notables section also needs a minor adjustment, but that's for when all the npcs have been posted, I think
> Short version: No, it hasn't. It could be a concern one day, but by and large you're still starting out and Waukeen + Brightwater is an obvious ally. Without Vlaakith starting something you're reasonably safe for now, so it hasn't happened. It might well happen Ic during this game, don't get me wrong, but it hasn't happened yet.
> It does, Alicia's may need one too.
* Lucille nods
<Lucille> Is size relevant in some way?
<Lucille> In the sense of have I started to run out?
<Lucille> If so, it'll be larger
<Lucille> If not, still 50
> You can ake more, it's a divine realm.
<Lucille> I know!
<Lucille> But I won't be doing it for fun, only if I need it
> It's really a meaningless question, you can simply make the Cauldron itself bigger or add attached lands or whatever. It's your choice.
* Kotono nods.
> I'd say not yet, it's not tiny or anything, but it would be on the horizon and not all that far away.
<Lucille> k
> Worshipers have a way of stacking up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 27, 2018, 10:31:45 AM
Knocking out another todo, in this case a few more spells for Antenora.

Opal Fury
Transmutation [Good]
Level: Pal 6

This spell is identical to righteous fury, except as described here. The maximum temporary hit points granted by this spell is 200. Your weapon (or unarmed strikes if unarmed) faintly glow with opal blue light, dealing an extra 3d6 points of damage versus evil.

Opal Cleansing
Abjuration
Level: Pal 7
Components: V, S, M, DF
Casting Time: 1 standard action
Range: 30ft radius burst centered on the caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

All evil spells or spells cast by an evil creature within the radius are subject to being dispelled, as if by greater dispel magic (maximum dispel check of +30).

Material Component

A Sylican Opal worth 300 gold. The bonus to caster level from the Sylican Opal applies to the spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 27, 2018, 11:05:36 AM
Cor: Epic Fist of Raziel had a typo in it, saying it gave 6 + Int skills when int fact it gives 2 + Int skills. This is now fixed, no idea where that typo came from.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 27, 2018, 02:29:15 PM
Quote from: Anastasia on April 26, 2018, 03:22:42 PM
The Fall of Bel, Finale.

Dearest Brother.

Congratulations on your recent elevation. It took you quite a long time, but I knew you would do it eventually. Father is surely pleased with the victory he aided you so generously to obtain, is he not? I can't wait to see the battlefields you rule over now. Invite me soon, it surely won't take that long to make Bel's possessions presentable.

Oh, and how is the hunt for Bel going? Don't be surprised, rumors spread faster than even the walking dead. In fact, I hear Acheron is lovely this time of year, is it not? Write me back soon, I can't wait to hear what you have to say about all of this.

In waiting anticipation,

Lord of the Sixth, Princess Glasya.
This is very funny
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 27, 2018, 03:10:34 PM
Iddy's pre game current events roundup is up. A bit smaller than the others - you're new so I'm mostly dropping hooks and feeling out a character in it. She's fairly professional, which cuts down on the word count.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 27, 2018, 03:11:13 PM
Quote from: Yuthirin on April 27, 2018, 02:29:15 PM
Quote from: Anastasia on April 26, 2018, 03:22:42 PM
The Fall of Bel, Finale.

Dearest Brother.

Congratulations on your recent elevation. It took you quite a long time, but I knew you would do it eventually. Father is surely pleased with the victory he aided you so generously to obtain, is he not? I can't wait to see the battlefields you rule over now. Invite me soon, it surely won't take that long to make Bel's possessions presentable.

Oh, and how is the hunt for Bel going? Don't be surprised, rumors spread faster than even the walking dead. In fact, I hear Acheron is lovely this time of year, is it not? Write me back soon, I can't wait to hear what you have to say about all of this.

In waiting anticipation,

Lord of the Sixth, Princess Glasya.
This is very funny

I thought it was a nice capper to all of that. Everything else has been said about it in previous parts, now it's just Glasya throwing out another rumor about things. If it's true and how it's true if so is anyone's guess.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 27, 2018, 03:24:17 PM
Quote from: Anastasia on April 26, 2018, 05:09:21 PM
> Anyway, what did you want about the Cauldron? I'll probably paste this conversation into nagging too, since I wnat that information there for reference, rather than trying to vainly find an IRC log.
<Lucille> Right
<Lucille> It started off as minor fire/minor water
<Lucille> It seemed from B3 we've advanced from there
<Lucille> So I wanted to ask you where to
<Lucille> Added the other elements as minor? Promoted these two to major?
<Lucille> Something else, like steam or RAINBOW or whichever
> Entirely possible. I'd have to crack open the MoP and review them.
> That'll be tomorrow, since I'm running out of good pre work time.
<Lucille> Okay
<Lucille> The other thing I wanted to consult with you about is whether it's ever been seriously invaded through either the main gate or the caverns
<Lucille> Because if that's actually become a risk, I'd seal it off and keep a single entrance
<Lucille> If not, no need to fix what's nor broken
<Lucille> The notables section also needs a minor adjustment, but that's for when all the npcs have been posted, I think
> Short version: No, it hasn't. It could be a concern one day, but by and large you're still starting out and Waukeen + Brightwater is an obvious ally. Without Vlaakith starting something you're reasonably safe for now, so it hasn't happened. It might well happen Ic during this game, don't get me wrong, but it hasn't happened yet.
> It does, Alicia's may need one too.
* Lucille nods
<Lucille> Is size relevant in some way?
<Lucille> In the sense of have I started to run out?
<Lucille> If so, it'll be larger
<Lucille> If not, still 50
> You can ake more, it's a divine realm.
<Lucille> I know!
<Lucille> But I won't be doing it for fun, only if I need it
> It's really a meaningless question, you can simply make the Cauldron itself bigger or add attached lands or whatever. It's your choice.
* Kotono nods.
> I'd say not yet, it's not tiny or anything, but it would be on the horizon and not all that far away.
<Lucille> k
> Worshipers have a way of stacking up.

Okay, let's review.

- Minorly fire and water dominant: The Cauldron was designed to be fire dominant by the hand of Imix. Seira's rulership of The Cauldron has introduced water to the demplane, which has lessened this to a pervasive heat that can be tolerated by creatures, rather than one that burns most creatures.

It would evolve into this now, and can be further adjusted/grown in game.  It's short because it's meant to be something you explore in there.

- Elemental balanced dominant: The Cauldron is a stable mixture of all four elements. While naturally quite warm, it is tolerable for all sorts of creatures.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 27, 2018, 04:19:11 PM
Emily Aryn

Paladin 2/Favored Soul 3/Knight of the Raven 10/Fist of Raziel10/Epic Fist of Raziel 5//Sorcerer 30

Size/Type: Medium Celadrin (Dragonblood, Lawful, Good, Outsider)
Hit Dice: 10+13d8+16d10+30x5Con (307hp)
Initiative: +9=+5Dex+4
Speed: 30ft
Armor Class: 45=10+5Dex+12Armor(Seira)+10Shield(Heavy)+7Deflection(Ring)+1haste (23 Touch)
Base Attack/CMB/CMD: +29/+40=+29+10Str+1haste/62=10+40cmb+5Dex+7deflection
Attack: Fireclaw +29+10str+1wf+1haste+5gmw+5kd=+51 (1d6+7str+5gmw+10divine might+5kd=1d6+27 plus 1d6 elemental 19-20 x2)
Full Attack: Fireclaw +51/+51/+46/+41/+36 (1d6+27 plus 1d6 elemental 19-20 x2; +10d8 elemental from dragonfire wrath and +6d6+1 holy vs evil)
Full Attack vs Undead: Fireclaw +53/+53/+48/+43/+38 (1d6+29+2d8+7d6+1d4 plus 1d6 elemental 19-20 x2; +10d8 elemental from dragonfire wrath; +10 attack and +10 damage from smite undead)
Full Attack vs Evil Outsiders: Fireclaw +53/+53/+48/+43/+38 (1d6+29+2d8+8d6+1d4 plus 1d6 elemental 19-20 x2; +10d8 elemental from dragonfire wrath)
Space/Reach: 5ft/5ft
Special Attacks: Dragonfire wrath 10d8 fire (1pal+fs+7raziel+1mighty smiting, 10 rounds per use), smite undead 5/day, turn undead (knight of the raven), sunder evil item, holy martial strike, spells (CL28 favored soul, CL30 sorcerer).
Special Qualities: Aura of good, detect evil, divine grace, lay on hands 20hp, champion cleric (acf for favored soul's turn undead), aura of courage (via champion cleric), raven familiar, raven harrier, speak with ravens, sun domain, light focus, burst of vitality, magic circle.
Saves: Fort +20+5con+10cha+7res=+42, Ref +10+5dex+10cha+7res=+32, Will +14+5wis+10cha+7res=+36
Abilities: Str 18+6=24 (+7), Dex 13+1+6=20 (+5), Con 13+1+6=20 (+5), Int 14+6=20 (+5), Wis 11+2+1+6=20 (+5), Cha 18+2+4+6=30 (+10)

Skills: 5int+4+2class=11*30; *=class skill; Knowledge/Nature is a class skill via Knowledge Devotion; +10 insight to all Knowledge skills from Lore of the Gods
Skills: Acrobatics (15) +20, Diplomacy (30) +43*, Escape Artist (5) +10, Intimidate (30) +40, Knowledge/Arcana (30) +48*, Knowledge/Dungeoneering (20) +35, Knowledge/Geography (5) +20, Knowledge/Engineering (5) +20, Knowledge/History (5) +20, Knowledge/Local (2) +20*, Knowledge/Nature (17) +35*, Knowledge/Nobility (2) +20*, Knowledge/Planes (30) +48*, Knowledge/Religion (30) +48*, Perception (30) +38*, Perform/Sing (10) +20, Sense Motive (30) +38*, Spellcraft (30) +38*, Survival (2) +10*, Swim (2) +9

Feats: Eschew Material Components (B, lvl1/sorc1), Knowledge Devotion (lvl1), Rapid Metamagic (lvl3), Maximize Spell (B, lvl5/sorc5), Weapon Focus (short sword) (B, lvl5/fs3), Mastery of Day and Night (lvl6), Power Attack (lvl9), Empower Spell (B, lvl10/sorc10), Enduring Life (B, lvl10/kotr5), Arcane Strike (lvl12), Lasting Life (B, lvl13/kotr8), Chain Spell (B, lvl15/sorc15), Divine Might (lvl15), Improved Initiative (lvl18), Sanctify Martial Strike (B, lvl19/for4), Purify Spell (B, lvl20/sorc20)
Epic Feats: Epic Spell Capacity (lvl21), Automatic Quicken Spell lvl0-3 (B, lvl23/sorc23), Blinding Speed (lvl24), Automatic Quicken Spell lvl4-6 (B, lvl26/sorc26), Multiaction (lvl27), Automatic Quicken Spell lvl7-9 (B, lvl29/sorc29), Holy Strike (lvl30), Automatic Quicken Spell lvl10-12 (B, lvl29/FoR14)
Alignment: Lawful Good

Celestial Raven Harrier
Raven Familiar

Gear: 500k
Gear:
Spoiler: ShowHide

Fireclaw: Short Sword +1 of Elemental Harmony (+2) Sacred (+1) Evil Outsider Bane (+1) Undead Bane (+1) Fire (+1)/GMW+5 [+7 effective, 98,000gp]
Ring of Deflection +7 (98,000gp)
Circlet of Everything +6 (200,000gp)
Heavy Shield +8 (64,000gp)
Blaze: Breastplate+7. This armor has a maximum dexterity cap of 14, no arcane spell failure and only -1 armor check penalty. [+12 armor bonus] (Seira's old armor, sans fire gems)
Cloak of the Manta Ray and Resistance +4 --> Resistance +7 (49,000gp-16,000gp=33,000gp) (Seira's old trophy, boosted appropriately)
Spending cash: 7,000gp


Magic:
Spoiler: ShowHide

Favored Soul:
[spoiler]
Spells Known/Favored Soul:
lvl00 [DC20]: 9
lvl01 [DC21]: 6
lvl02 [DC22]: 6
lvl03 [DC23]: 6
lvl04 [DC24]: 6
lvl05 [DC25]: 6
lvl06 [DC26]: 6
lvl07 [DC27]: 6
lvl08 [DC28]: 6
lvl09 [DC29]: 6
lvl10 [DC30]: 6
lvl11 [DC31]: 6
lvl12 [DC32]: 4

Spells Per Day/Favored Soul [CL28]:
lvl00 [Amanuensis, Create Water, Detect Magic, Detect Poison, Light, Mage Hand, Mending, Purify Food and Drink, Summon Holy Symbol (CC p128)]: 6
lvl01 [Cure Light Wounds, Divine Favor, Sign (SC p189), Comprehend Languages, Conviction (SC p52), Resurgence (SC p174-175)]: 9 (6+3)
lvl02 [Resist Energy, Lesser Restoration, Divine Insight (SC p70), Lore of the Gods (CC p124), Close Wounds (SC p48, immediate), Turn Anathema (CC p129)] : 9 (6+3)
lvl03 [Grace (SC p107), Vision of the Omniscient Eye, Invisibility Purge, Knight's Move (SC p129, swift), Shield of Warding (SC p188), Magic Vestment]: 8 (6+2)
lvl04 [Recitation (SC p170), Dimensional Anchor, Moon Bolt (SC p143), Greater Magic Weapon, Mystic Aegis, Assay Spell Resistance (SC p17)]: 8 (6+2)
lvl05 [Wall of Stone, Crown of Flame (BoED), Righteous Might, Mass Cure Light Wounds, Greater Vigor (SC p229), Break Enchantment]: 8 (6+2)
lvl06 [Harm, Heal, Stone Body (SC p207), Lucent Lance (SC p134), Greater Dispel Magic, Bolt of Glory [SC p35-37]]: 8 (6+2)
lvl07 [Greater Plane Shift (SC p159), Radiant Assault (SC p164), Holy Transformation/Movanic Deva/Custom, Fortunate Fate (SC p100), Blood to Water (SC p33), Mass Cure Serious Wounds]: 7 (6+1)
lvl08 [Brilliant Aura, Mass Death Ward (SC p61), Lion's Roar (SC p133), Righteous Halo/Custom, Chain Counterspell (PHB2), Earthquake]: 7 (6+1)
lvl09 [Miracle, Mass Heal, Sublime Revelry (BoED), Gate, Summon Elemental Monolith, Summon Monster IX]: 7 (6+1)
lvl10 [Celestial Valor, Curse of Inadequacy, Miracle of Life, Cleansing Rain (Sarcifice), Gae Assail, Jaela's Teleport Block]: 7 (6+1)
lvl11 [Superb Dispelling, Stigma, Moonlight Revelation, Terror Fog, Hanna's Charge, Greater Divine Power]: 6 (6+0)
lvl12 [Burst of Glory, Nerve Overload, Beauty Triumphant, Legion's Gates]: 3 (3+0)


Sorcerer:
Spoiler: ShowHide

Spells Known/Sorcerer:
lvl00 [DC20]: 9
lvl01 [DC21]: 5
lvl02 [DC22]: 5
lvl03 [DC23]: 4
lvl04 [DC24]: 4
lvl05 [DC25]: 4
lvl06 [DC26]: 3
lvl07 [DC27]: 3
lvl08 [DC28]: 3
lvl09 [DC29]: 3
lvl10 [DC30]: 3
lvl11 [DC31]: 3
lvl12 [DC32]: 3
lvl13 [DC33]: 1

Spells Per Day/Sorcerer [CL30]:
lvl00 [Acid Splash, Daze, Detect Magic, Disrupt Undead, Light, Mage Hand, Prestidigitation, Ray of Frost, Read Magic]: 6
lvl01 [Magic Missile, Ray of Clumsiness, Ray of Enfeeblement, True Strike, True Casting]: 9 (6+3)
lvl02 [Fearsome Grapple, Scorching Ray, Seeking Ray, Whirling Blade, Wings of Cover]: 9 (6+3)
lvl03 [Seira's Unicorn Arrow, Ray of Dizziness, Ray of Exhaustion, Dragonskin]: 8 (6+2)
lvl04 [Voice of the Dragon, Greater Mirror Image, Orb of Acid, Wings of Flurry]: 8 (6+2)
lvl05 [Acid Sheath, Reciprocal Gyre, Wall of Force, Amaryl's Greater Arrow Mind]: 8 (6+2)
lvl06 [Disintegrate, Greater Heroism, Disintegrate]: 8 (6+2)
lvl07 [Scalding Touch, Delayed Blast Fireball, Waves of Exhaustion: 7 (6+1)
lvl08 [Irresistible Dance, Polar Ray, Sunburst]: 7 (6+1)
lvl09 [Iceberg, Shades, Time Stop]: 7 (6+1)
lvl10 [Celestial Valor, Superior Shadow Evocation, Summon Monster X]: 7 (6+1)
lvl11 [Many Moments of Prescience, Sunlance, Might of the Solar]: 6 (6+0)
lvl12 [Rain of Desolation, Flux Grasp, Glorious Rally]: 5 (5+0)
lvl13 [Emily's Iron Sheathe]: 3 (3+0)

[/spoiler]

Fist of Raziel:
Spoiler: ShowHide

Magic Circle (Su): A 1st-level fist of Raziel is constantly surrounded by a magic circle against evil effect, as the spell cast by a cleric of the fist's character level.

Smite Evil (Su): Once per day, a fist of Raziel may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per class level. If she accidentally smites a creature that is non evil, the smite has no effect but it is still used up for that day. She can use this ability more times per day as she advances in level, as shown on below.

If the fist of Raziel has paladin levels as well, add the daily uses from her fist of Raziel levels to the daily uses from her paladin levels. Her damage bonus equals her fist of Raziel class level plus her paladin class level. This ability does not stack with the smite ability granted by the Destruction domain. In addition to the basic function of smiting evil, a fist of Raziel gains special abilities that operate whenever she smites.

Good-Aligned: An 1st level, whenever a fist of Raziel smites evil, her weapon is considered good-aligned for purposes of overcoming damage reduction, as if she had the Exalted Smite feat.

Confirming: An 3rd level, whenever a fist of Raziel smites evil, all critical rolls are automatically successful (so every threat is a critical hit). This works even if the weapon has a magical effect related to critical hits, unlike the similar effect of the bless weapon spell.

Holy: An 5th level, whenever a fist of Raziel smites evil, her weapon is considered holy, dealing an extra 2d6 points of damage against evil creatures. This additional damage stacks with the extra damage she deals from the smite. However, in does not stack with the benefit of the Sanctify Martial Strike feat or with the extra damage dealt by a weapon with the holy weapon property.

Fiend smite: An 7th level, whenever a fist of Raziel smites evil, her weapon deals an extra 2d8 points of damage against evil outsiders and evil undead, instead of the +2d6 normally dealt by a holy weapon. If she also has the Exalted Smite feat, this damage is still doubled.

Chain: An 9th level, whenever a fist of Raziel smites evil, bolts of holy power erupt from the target creature and strike up to 5 additional evil targets within 30 feet, chosen by the fist of Raziel. Targets take 2d6 points of damage, or 2d8 if they are evil outsiders or evil undead. A successful Reflex save (DC 15 + the fist of Raziel's Cha modifier) reduces the damage by half.

Spells per Day: Starting an 2nd level, and an each level thereafter, a fist of Raziel gains new spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, improved special mount, and so on). If the character had more than one divine spellcasting class before becoming a fist of Raziel, she must decide to which class she adds each fist of Raziel level for the purpose of determining spells per day.

Sanctify Martial Strike: At 4th level, a fist of Raziel gains the Sanctify Martial Strike feat as a bonus feat.

Sunder Evil Item (Su): An 6th level, whenever a fist of Raziel attacks an object that is evil (such as an unholy sword or a darkskull) or an evil construct (such as a retriever), she deals double damage. This does not stack with the benefits of the Great Sunder feat.

Holy Martial Strike (Su): Any weapon that a 10th-level fist of Raziel wields is treated as a holy weapon, dealing an extra 2d6 points of damage to evil creatures, even when she is not smiting evil. This additional damage does not stack with the benefit of the Sanctify Martial Strike feat or with the extra damage dealt by a weapon with the holy weapon property.


Knight of the Raven
Spoiler: ShowHide

Knights of the Raven are devoted to battling the undead, and they gain a number of abilities to help them in that quest. They also have a unique sort of animal companion, a celestial raven trained to harry foes and interfere in combat to the knight's advantage.

Spellcasting: At each level above 1st, 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 a divine 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 divine spellcasting class before becoming a knight of the raven, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Raven Harrier (Ex): At tst level, you call a celestial raven into your service. This creature aids you in combat by distracting foes, and it gains additional abilities as you advance in level. Its statistics are normal for a raven (MM 278) with the celestial template (MM 31), except as noted here. Your raven's hit point total equals one-half of your full normal hit points. For the purpose of effects related to number of Hit Dice (including the benefits of the celestial template), use your HD total. The raven uses your base saving throw bonuses plus its ability score modifiers (Fort +0, Ref +2, Will +2). It has an Intelligence score of 3. The raven is incredibly agile. It never provokes attacks of opportunity for moving into an opponent's square or for leaving a threatened area. If it is killed, a replacement appears at the next dawn. You suffer no special penalties should your raven fall in battle.

Your raven harrier has the following special abilities:

Harry (Ex): As a swift action, you can command your raven harrier to distract a single opponent within 30 feet of you. The raven enters that opponent's space. The target must then make a Will
save (DC 10 + 1/2 your class level + your Cha modifier). If the save fails, that opponent takes a
-2 penalty to its AC for 1 round.

Baffle(Su): When you reach 3rd level, you can command your raven harrier to prevent an opponent from taking advantage of lapses in your defenses. If at the start of your opponent's turn the raven is in its space, the opponent must make a Will save (DC 10 + 1/2 your class level + your cha modifier). If the save fails, that opponent cannot make attacks of opportunity for 1 round.

Falter (Su): At 5th level, you can command your raven harrier to keep an opponent off balance against enemies. If your raven occupies its space, that opponent provokes attacks of opportunity from threatening foes even when it takes a 5-foot step. Your raven harrier automatically follows a target that makes a 5-foor step.

Channel Spell (Su): When you reach 7th level, you can channel spells through your raven harrier, as long as you have line of sight to it. Channeling a spell requires you to lengthen its casting time: A spell that normally requires a free, move, swift, or immediate action now takes a standard action, while one that requires a standard action takes a full-round action. Other spells remain unchanged. A channeled spell is treated as though the raven were the caster for the purpose of range. Thus, you can channel a spell with a range of Touch through the raven to cast the spell on a creature the raven touches. If the target is not willing, the raven must hit with a melee touch attack using its own attack bonus to successfully deliver the spell.

Sight Link (Su): At 9th level, you gain the ability to see briefly through your raven's eyes. Using this ability is a full-round action, and you can see through the raven's eyes only for the round in which you perform this action. At the end of the round, you are fatigued. You can use this ability at will,
although if you use it while you are already fatigued, you become exhausted. While seeing through your raven's eyes, you cannot see through your own eyes. Your raven can be at any distance from you, but it must be on the same plane of existence as you are.

Speak with Ravens (Su): You have the ability to speak with ravens, including raven familiars and your own raven harrier. If a raven has Intelligence above 2, you can communicate with it as you would with a (rather stupid) human, using a language you both share. If the raven has animal
Intelligence (int 1 or 2), you can communicate with it if you were using the speak with animals spell, though this ability does not have a duration.

Smite Undead (Su): When you reach 2nd level, you gain the ability to channel holy radiance into a single melee attack against an undead creature. You add your Charisma bonus (if any) to your attack roll and add your knight of the raven class level to your damage roll. If you roll a natural 20 on your smite attack, your bonus damage is doubled. This is not a critical hit, and no confirmation roll is necessary. You must declare that you are using your smite undead ability before you make your attack roll; if the attack misses (or you attack a creature that is not actually undead), your smite is used for the day. If you use this ability against an incorporeal undead creature but your attack fails due to its incorporeality, you can reroll the miss chance once, taking the better result.
For every two levels you advance beyond 2nd. You gain one additional daily use of this ability (2/day at 4th level, 3/day at 6th level, and so on).

Turn Undead (Su): At 3rd level, you gain the ability to turn undead as a cleric of two levels lower. If you can already turn undead, add your effective cleric level from this class for the purpose of turning to that from other classes.

Sun Domain: At 3rd level, you gain access to the Sun domain. If you have cleric levels and do not already have access to the Sun domain, you gain the domain's granted power (greater turning once per day) and can choose domain spells from the Sun spell list as well as from those of your
other domains. If you already have access to the Sun domain, you can use its granted power twice per day. If you do not have cleric levels, then you can use the granted power of the Sun domain normally. Add the Sun domain's spells to your class's spell list. If you are a spontaneous caster such as a favored soul or sorcerer, then you can select a Sun domain spell whenever you have the option to choose a new known spell. Once you know the domain spell, you can cast it freely.

Light Focus: When you reach 4th level. you become adept at casting spells with the light descriptor. Any time you cast such a spell, you can choose one of the following effects to enhance the spell:

    Double the radius of illumination, and treat the spell as one level higher for the purpose of countering or dispel ling a spell with the darkness descriptor.
    Increase its saving throw DC by 2.
    Increase your effective caster level by one; for example a daylight spell lasts an additional round. or a Sunbeam spell deals an extra 1d6 of damage to undead.

Enduring Life: At 5th level, you gain Enduring Life (see page 200) as a bonus feat.

Lasting Life: At 8th level, you gain Lasting Life (see page200) as a bonus feat, even if you do not meet the prerequisites.

Burst of Vitality (Su): At 10th level, you gain the ability to remove negative levels by channeling positive energy, as a standard action, spend a turning attempt and make a turning check. You can remove a number of negative levels from yourself and allies within 30 feet equal to the maximum
Hit Dice of undead you could affect (PH 159). For example, if you are a cleric 6/knight of the raven to(effective cleric level 14th) and roll an 18 on your turning check. you could affect undead with up to 16 Hit Dice. Thus, you can remove up to sixteen negative levels from yourself and your allies, distributed however you choose.


Fluff:
Spoiler: ShowHide

Gender: Female, Height: 6'4, Weight: 126lbs, Age: 18, Base Form: Elf (Native Outsider), Eyes: Green, Hair: Golden, mid back-length, Ears: Pointy!

Emily, Seira and Amaryl's firstborn, might have inherited Amaryl's elven looks but has definitely received Seira's insecurities. Feeling the pressure of living up to her parents' legacy, she has thrown herself into martial training, a training that had gotten a distinct focus after hearing a few stories of their struggles against Shar's agents in their youth. Her struggles remind Seira of Donald's, and though she feels that Emily is rather unsuited for facing off against other Powers at present, Seira and Amaryl have decided to let her try to find her own way, trying to ease her into things where they can. Perhaps sensing that subconsciously, Emily has refrained from adventuring on her own thus far.

Emily bears Seira's old breastplate and armaments forged in the Cauldron. A deceptively simple circlet adorns her forehead, meshing well with her comfortable armor and cloak. They call to mind Seira's own, while Emily's looks clearly were received from Amaryl. Despite that, due to the way she keeps out of any public duties, Emily is often able to explore the Cauldron without being recognized.

(https://i.imgur.com/oK1hLuo.jpg)


HP:
Spoiler: ShowHide

21:30 <Lucille> roll 13d8
21:30 <Rei-chan> Lucille rolled : 13d8 --> [ 13d8=58 ]{58}
21:30 <Lucille> roll 16d10
21:30 <Rei-chan> Lucille rolled : 16d10 --> [ 16d10=89 ]{89}
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 27, 2018, 04:49:00 PM
Quote from: Anastasia on April 27, 2018, 03:09:51 PM
Ma'am. Beyond that, we have reports of a garden of dreams sighed in the Deep Ethereal. A Dreaming Garden, as our source names it. Our scouts report they may have seen eladrin within, but were not able to get close to confirm it.

I have no idea what a dreaming garden is. Is it something like someone's will is so powerful they made the ethereal produce real plants and stuff instead of ethereal equivalents?

Quote from: Anastasia on April 27, 2018, 03:09:51 PM
here he claims to have met the Red Knight, who spend some time asking about you. I am not certain as to why, as she did not choose to share her reasons with him. Suffice to say divinations on the matter have been fruitless, beyond a general sense that we are not in danger from it.

I have no idea what the Red Knight is?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 27, 2018, 04:49:40 PM
QuoteOkay, let's review.

- Minorly fire and water dominant: The Cauldron was designed to be fire dominant by the hand of Imix. Seira's rulership of The Cauldron has introduced water to the demplane, which has lessened this to a pervasive heat that can be tolerated by creatures, rather than one that burns most creatures.

It would evolve into this now, and can be further adjusted/grown in game.  It's short because it's meant to be something you explore in there.

- Elemental balanced dominant: The Cauldron is a stable mixture of all four elements. While naturally quite warm, it is tolerable for all sorts of creatures.

I was sure it already was fire and water (minor) dominant when I took it and found steam elementals. And we did advance from there. Steam pixies! I do intend to explore this IC, I just figured I'd keep evolving my realm along the way. But I do want to see the progress from the end of B1 to now, even if minor.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 27, 2018, 04:49:57 PM
The Dreaming Garden is meant to be a mystery, so that's intentional.

Have any ranks in K:R?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 27, 2018, 04:50:30 PM
Quote from: Corwin on April 27, 2018, 04:49:40 PM
QuoteOkay, let's review.

- Minorly fire and water dominant: The Cauldron was designed to be fire dominant by the hand of Imix. Seira's rulership of The Cauldron has introduced water to the demplane, which has lessened this to a pervasive heat that can be tolerated by creatures, rather than one that burns most creatures.

It would evolve into this now, and can be further adjusted/grown in game.  It's short because it's meant to be something you explore in there.

- Elemental balanced dominant: The Cauldron is a stable mixture of all four elements. While naturally quite warm, it is tolerable for all sorts of creatures.

I was sure it already was fire and water (minor) dominant when I took it and found steam elementals. And we did advance from there. Steam pixies! I do intend to explore this IC, I just figured I'd keep evolving my realm along the way. But I do want to see the progress from the end of B1 to now, even if minor.

Sure, I'll port that over tonight to your node.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 27, 2018, 04:51:14 PM
hahaha, YES.
Knowledge: Religion - 33 ranks +9 (Int) = 42
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 27, 2018, 04:51:51 PM
The Red Knight is the demigoddess of tactics and strategy. She serves Tempus, deity of war.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 28, 2018, 12:54:21 PM
Today's update:

Lagann is going to be finished today, he's mostly done. I may punt the spell list for later since he's mostly a support NPC.

Dawnhope is next, she's simple as a max HP courre with a few add ons.

Tryll's current events are after that.

Also need to update the Cauldron today.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 28, 2018, 02:18:51 PM
Yandrazrt is up in Seira's minor allies thread. His spell list is a todo.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 28, 2018, 03:23:27 PM
Moore, Tryll and Alyssa.

Each of you will have a home base. Answer your section for me, would you? These will be introed in the beginning of your games so you have a base of operations to work from.

Moore

You are given a residence in Celestia to serve as your home base. It may be anywhere on the first three layers of Celestia (subject to DM veto) and whatever shape, size and form you like (again subject to veto). What are you looking for here?

Tryll

You have a residence on Lifasa to serve as your home base. It may be anywhere on Lifasa (subject to DM veto) and whatever shape, size and form you like (again subject to veto). What are you looking for here?

Alyssa

I presume you have some nice quarters and facilities as the head of your guild. Go ahead and describe what you imagine and want there, again subject to DM veot.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 28, 2018, 05:20:32 PM
Here's a handy guide to the Seira build at level 30. Most of it is under the unfinished note section of my sheet, but it's hopefully easier to spot here.

[spoiler]
Followed Eb's lead by removing 4 from each ability on the B1 sheet, then added 11. Con has a +2 notation near it, which comes from the Aegis.

+1 con: lvl24
+1 int: lvl28

Abilities: STR 31 (10), DEX 33 (11), CON 30+2 (10+1), WIS 21 (5), INT 40 (15), CHA 31 (10)

Saves are as follows:
Fort: 14base +3epic +11Con +1DvR +15Int (paladin) +10Cha resistance (deity) +3luck item
Ref: 11base +3epic +11Dex +1DvR +15Int (paladin) +10Cha resistance (deity) +3luck item +2competence item +1dodge haste
Will: 14base +3epic +5Wis +1DvR +15Int (paladin) +10Cha resistance (deity) +3luck item
Then the bonuses from B1 are tallied on: +1 fort, +1 ref, +2 will

Final saves: Fort +58, Ref +58, Will +53

Saves and BAB came from the combat-heavy side as opposed the wizard side.

Combat!
Favored Weapon: Short Sword (allowed to use with a monk's flurry of blows)
War Domain Granted Power: Weapon Focus/Short Sword

Base Attack/CMB/CMD: +27/+44 (str+haste+dvr1+k:d5)/(44+10+11+1+18+3+1+10=98) 10+cmb+11 (dex) +1dodge +18monk +3luck +1insight +10deflection
Final Base Attack/CMB/CMD: +27/+44/98
Attack: +45 [Good, Lawful and Epic] (Haste, K:D +5, DvR1) <= +44+1(dex-str difference via weapon finesse)
Dragon's Grace Attack: +45+1weapon focus+7enchantment=+53

Damage (K:D +5, HW +9, Burning Spirit): Base +64 +15+SA (when flanking)
*Damage: Base +10 str +15 (swashbuckler) +15 circumstance (marshal, when flanking) +10 (divine might) +15 fire (deity) +5 insight (K:D) +9 (lvl9 War spell, holy warrior)
*Damage/Monk: 2d8 unarmed base as medium, 6d10 as gargantuan

Defense!
*Touch AC: 10 +11 dex +1 DvR +10 deflection (deity) +1 dodge (deep ethereal bonus) +15 (monk) +3 (monk) +3 luck (krystear) +1 insight (ioun stone) +1 dodge (haste).
*Armor Class: Touch AC +15 natural armor (deity) +1 DvR natural armor (deity) +8 shield (Aegis).
Touch AC: 56
Armor Class: 80

Speed:
Base: 90ft, Flight: 230ft (perfect maneuverability)
Dragon: 150ft, Flight: 350ft (perfect maneuverability)
*30ft from monk boosts calculated in

HP:
Wizard, Arcane Trickster: d4
Rogue: d6
Monk, Marshal, Ordained Champion: d8
Paladin, Swashbuckler: d10

Rogue = 5 => 5*6
Monk+Marshal+Ordained Champion = 11+1+5=17 => 17*8
Paladin+Swashbuckler = 5+3 = 8 => 8*10
=> 30 + 136 + 80 = 246hp

30HD x 11con = 330hp

Skills:
Int+4=19
2 for wizard, ordained champion and paladin
4 for monk, swashbuckler, marshal and arcane trickster
8 for rogue

lvl1-3 3x8
lvl4-10 7x4
lvl11-20 10x4
lvl21-28 8x4
lvl29-30 2x8
=24+28+40+32+16=140

=>140+19*30 = 710

Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 28, 2018, 06:17:17 PM
Quote from: Anastasia on April 28, 2018, 03:23:27 PM
Moore

You are given a residence in Celestia to serve as your home base. It may be anywhere on the first three layers of Celestia (subject to DM veto) and whatever shape, size and form you like (again subject to veto). What are you looking for here?


He'd think about having it in Venya for a while, but would ultimately decide to put it on Lunia. His rationale for this is simply so that it's easier for people to find if they ever were to come looking and to remember that everything has to start somewhere.

Something with plenty of windows that's comforting and inviting. He'd probably borrow ideas from Aurora's War Room (minus their amenities, of course) but the idea would be a base-like structure with some large tables to sit around to discuss things and side rooms for others as well as rooms for storing materials (books, treasures, so on and so forth).

If you need me to be more verbose I can.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 28, 2018, 06:18:36 PM
oh shit here we go

Tryll gains a level! He reaches level 28!
He selects Master Mentalist 5 and Ninja 1.
From Master Mentalist, he gains the capstone ability Discipline Mastery.
From Ninja, he gains ki power, AC bonus, sudden strike, and trapfinding.
Tryll learns two new psionic powers. He selects True Mind Switch & Power Resistance.
Tryll gains an ability point. He places it into his Intelligence score, which rises to 39.
Skills go up as normal.
Power Points go up as normal.
As a paragon, he gains maximum HP per hit die. Ninja provides a d6, so he gains 6+12+9 HP.

Tryll gains a level! He reaches level 29!
He selects Psion 22 and Metamind 1.
From Psion, he gains no new class features.
From Metamind, he gains Free Manifesting (1st) 3/day.
Tryll learns two new psionic powers. He selects Hail of Crystals & Mass Ectoplasmic Cocoon.
Skills go up as normal.
Power Points go up as normal.
As a paragon, he gains maximum HP per hit die. Psion provides a d4, so he gains 4+12+9 HP.

Tryll gains a level! He reaches level 30!
He selects Psion 23 and Metamind 2.
From Psion, he gains an epic bonus feat. He selects Automatic Metapsionics: Maximize Power III.
From Metamind, he gains Cognizance psicrystal 5 points. Due to the ACF he has, Calleigh now stores these points inside of her brain. Or her wings. Or something. Don't ask me.
Tryll learns two new psionic powers. He selects True Creation & Greater Psionic Fabricate.
Tryll gains a feat! He selects Quicken Power.
Skills go up as normal.
Power Points go up as normal.
As a paragon, he gains maximum HP per hit die. Psion provides a d4, so he gains 4+12+9 HP.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 28, 2018, 06:23:22 PM
Quote from: Anastasia on April 28, 2018, 03:23:27 PMTryll

You have a residence on Lifasa to serve as your home base. It may be anywhere on Lifasa (subject to DM veto) and whatever shape, size and form you like (again subject to veto). What are you looking for here?
Probably near wherever the others set up. Likely underwater. We're nurturing baby psychic squids, after all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 28, 2018, 06:36:28 PM
Quote from: Anastasia on April 28, 2018, 03:23:27 PM
Alyssa

I presume you have some nice quarters and facilities as the head of your guild. Go ahead and describe what you imagine and want there, again subject to DM veot.

Highest set of rooms in a tower, though not the tallest tower. Rooms are generally open and circular, separated by large privacy screens. A large bed next to large doors that lead to a balcony that runs around the entire circumference of the tower, which would have various areas for lounging, shaded by awnings and plants. There'd be a lounge/guest area with a large personal library and a third area that would be her desk/official business area.

A room above would be dedicated to her personal laboratories and would be mostly open to the air, in case of an explosion or magical discharge.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 28, 2018, 06:44:36 PM
Quote from: Nephrite on April 28, 2018, 06:17:17 PM
Quote from: Anastasia on April 28, 2018, 03:23:27 PM
Moore

You are given a residence in Celestia to serve as your home base. It may be anywhere on the first three layers of Celestia (subject to DM veto) and whatever shape, size and form you like (again subject to veto). What are you looking for here?


He'd think about having it in Venya for a while, but would ultimately decide to put it on Lunia. His rationale for this is simply so that it's easier for people to find if they ever were to come looking and to remember that everything has to start somewhere.

Something with plenty of windows that's comforting and inviting. He'd probably borrow ideas from Aurora's War Room (minus their amenities, of course) but the idea would be a base-like structure with some large tables to sit around to discuss things and side rooms for others as well as rooms for storing materials (books, treasures, so on and so forth).

If you need me to be more verbose I can.

Sounds good. So a base sort of thing with meeting rooms as well as practical rooms? More function over form?
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 28, 2018, 06:47:02 PM
Calleigh gains a psion level! Sort of!
Calleigh gains two new powers and access to 4th level powers. She selects Gemstone Breath and Correspond.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 28, 2018, 06:47:31 PM
Quote from: Yuthirin on April 28, 2018, 06:23:22 PM
Quote from: Anastasia on April 28, 2018, 03:23:27 PMTryll

You have a residence on Lifasa to serve as your home base. It may be anywhere on Lifasa (subject to DM veto) and whatever shape, size and form you like (again subject to veto). What are you looking for here?
Probably near wherever the others set up. Likely underwater. We're nurturing baby psychic squids, after all.

Sounds reasonable enough. Any particular ideas there or just any patch of sea will do?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 28, 2018, 06:48:11 PM
Quote from: Iron Dragoon on April 28, 2018, 06:36:28 PM
Quote from: Anastasia on April 28, 2018, 03:23:27 PM
Alyssa

I presume you have some nice quarters and facilities as the head of your guild. Go ahead and describe what you imagine and want there, again subject to DM veot.

Highest set of rooms in a tower, though not the tallest tower. Rooms are generally open and circular, separated by large privacy screens. A large bed next to large doors that lead to a balcony that runs around the entire circumference of the tower, which would have various areas for lounging, shaded by awnings and plants. There'd be a lounge/guest area with a large personal library and a third area that would be her desk/official business area.

A room above would be dedicated to her personal laboratories and would be mostly open to the air, in case of an explosion or magical discharge.

Sounds good then, I can work with that. Include that info on your sheet somewhere for reference.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 28, 2018, 07:10:33 PM
Tryll has Correspond as both a psi-like ability and a known power! He's gonna swap that power out for another! But first!

[14:53] <Yuthirin> Request:
[14:53] <Yuthirin> http://www.psionics.info/powers/energy-lance/
[14:54] <Yuthirin> Requesting the addition of the line "and the DC goes up by 1" to be added to the end of the augment line to make the power scale well
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 28, 2018, 07:40:18 PM
Quote from: Anastasia on April 28, 2018, 06:44:36 PM

Sounds good. So a base sort of thing with meeting rooms as well as practical rooms? More function over form?

Yep, exactly. He'll let the lay of the land shape it rather than try and get anything that he's envisioning, he trusts he'll get what he needs.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 28, 2018, 07:43:14 PM
Quote from: Yuthirin on April 28, 2018, 07:10:33 PM
Tryll has Correspond as both a psi-like ability and a known power! He's gonna swap that power out for another! But first!

[14:53] <Yuthirin> Request:
[14:53] <Yuthirin> http://www.psionics.info/powers/energy-lance/
[14:54] <Yuthirin> Requesting the addition of the line "and the DC goes up by 1" to be added to the end of the augment line to make the power scale well

Yeah sure, we'll try it and I'll reverse the ruling if it ends up being broken.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 28, 2018, 07:43:48 PM
Quote from: Nephrite on April 28, 2018, 07:40:18 PM
Quote from: Anastasia on April 28, 2018, 06:44:36 PM

Sounds good. So a base sort of thing with meeting rooms as well as practical rooms? More function over form?

Yep, exactly. He'll let the lay of the land shape it rather than try and get anything that he's envisioning, he trusts he'll get what he needs.

Sounds good. I'll remember it for your setup thread.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 28, 2018, 07:52:44 PM
Housing description added.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 28, 2018, 07:53:39 PM
Awesome. Okay, any more todos anyone needs that aren't on the public todo list?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 28, 2018, 07:56:34 PM
Not for me unless you needed something else for background and stuff?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 28, 2018, 07:57:12 PM
Quote from: Iron Dragoon on April 28, 2018, 07:56:34 PM
Not for me unless you needed something else for background and stuff?

I'm good there - but oh. Post the stuff you PMed me in thread here for reference.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 28, 2018, 07:59:55 PM
Argasia is a small island chain owned by the Arcane Order situated on the equator of the world. It's a series of nine medium-sized islands with the main island being the largest. There, the main guild hall is built with each of the other islands being dedicated to a school of magic to be used as a testing ground for magic.

It's neighbored by two other countries, the Kingdom of Cadien and the Mageocracy of Alcalde.

Cadien is a typical kingdom situated on the closest continent and is the primary trade partner with the Arcane Order. Their country is a dictatorship, though has been so for so long that it's been ingrained to the point that no real force needs to be used to hold rule. They serve as the bread-basket for the region, and as the source for most minable resources.

The Mageocracy of Alcalde is a much tenser situation. Though the Mageocracy approves of Argasia and the Order establishing another realm ruled by magic, the two have very different views on both the purpose of magic and the ruling of people. The Mageocracy believes those with magic should rule those without, and that magic is to be used to enforce that rule. While they don't enslave their people, there is a very hard and visible separation between those with magic and those without. Another point of contention is that many of the non-magical workers and settlers on Argasia are refugees from Alcalde.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 28, 2018, 08:00:14 PM
Thanks, Iddy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 28, 2018, 08:21:19 PM
Tryll will replace Correspond with Energy Lance!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 28, 2018, 08:41:12 PM
So noted. Progress! Lemme know when you're done, dread tortle.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 29, 2018, 09:54:02 AM
Besides Tryll's current events and maybe some spell work, don't expect much public content from me for the next few days. I have heaps of DM work to knock out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 29, 2018, 10:57:25 AM
Okay, so I'm trying to figure out what feat to take in place of Cunning Surge. So far the best I've got is Residual Magic. Other suggestions?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 29, 2018, 11:00:49 AM
Quote from: Iron Dragoon on April 29, 2018, 10:57:25 AM
Okay, so I'm trying to figure out what feat to take in place of Cunning Surge. So far the best I've got is Residual Magic. Other suggestions?

What feats do you already have?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 29, 2018, 11:01:43 AM
Quote from: Anastasia on April 29, 2018, 11:00:49 AM
Quote from: Iron Dragoon on April 29, 2018, 10:57:25 AM
Okay, so I'm trying to figure out what feat to take in place of Cunning Surge. So far the best I've got is Residual Magic. Other suggestions?

What feats do you already have?

Level 1: Improved Disarm
Level 3: Endurance
Level 6: Toughness
Level 9: Knowledge Devotion
Level 12: Arcane Thesis: Telekinesis
Level 15: Easy Metamagic: Quicken Spell
Level 18: Font of Inspiration

Epic Feats:
Level 21: Improved Spell Capacity
Level 24: Ignore Material Components
Level 27: Improved Metamagic
Level 30: Improved Metamagic

Bonus Feats:
Human: Combat Expertise
Wizard 1: Eschew Material Components
Wizard 5: Quicken Spell
Wizard 15: Cooperative Spell
MotAO 2: Chain Spell
MotAO 9: Echoing Spell
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 29, 2018, 11:08:25 AM
Improved Combat Expertise from Complete Warrior?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 29, 2018, 11:15:53 AM
4/29/18: Greater True Seeing is now the knowledge 10 domain spell.
4/29/18: Gift of Prophecy is now the knowledge 12 domain spell. This may change once I review.

Meanwhile, in spell domain adjustments.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 29, 2018, 12:41:54 PM
Nice avatars, everyone. Cor, could you change to a Seira avatar to complete the set?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 29, 2018, 12:49:05 PM
Quote from: Anastasia on April 29, 2018, 11:08:25 AM
Improved Combat Expertise from Complete Warrior?

Hmm... I have no idea how to judge how much to take away from my BaB, though. I mean, what's a good bet? 5? With AC of 32, is +5 enough to bring me to safe levels?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 29, 2018, 01:07:07 PM
Not really. I assume it can be higher properly protected, though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 29, 2018, 02:10:53 PM
War Devotion might help!
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 29, 2018, 03:43:01 PM
Forgot Calleigh's 30 HD feat! Taking Psymbiot from Complete Psionic.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 29, 2018, 06:10:05 PM
Quote from: Iron Dragoon on April 29, 2018, 12:49:05 PM
Quote from: Anastasia on April 29, 2018, 11:08:25 AM
Improved Combat Expertise from Complete Warrior?

Hmm... I have no idea how to judge how much to take away from my BaB, though. I mean, what's a good bet? 5? With AC of 32, is +5 enough to bring me to safe levels?

Dune, what do you think of Keen Intellect from Oriental Adventures?

Benefit: You may use your Intelligence modifier instead of your Wisdom modifier when making Heal, Sense Motive, Spot, or Survival checks. You may also use your Intelligence modifier instead of Wisdom when making a Will saving throw.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 30, 2018, 12:00:43 AM
Quote from: Anastasia on April 21, 2018, 10:34:07 AM
Moore and Tryll, I have something I'd like the two of you to fill out.  Same reasoning as the previous post.

1. I'm starting fresh and building something strong. I'll need allies for sure. Who and what realms do I want as allies?
I'll be looking for the eclectic, eccentric, and strange. Anyone who would fit in at the Court of Stars is who I want. The lost, the driven, and the chromatically-challenged. Might take some time to do charity work for that Lathander guy, we owe him a bushel basket of favors. Also, Selune and Ilmater just because.

Actually, considering we could be used to clear any hospital in an hour, Ilmater's priests would probably adore us.

Quote2. I've seen that Creation has some really horrible things in it. As I accomplish my goals, who in particular do I really want to stop?
Shar's gotta go. Probably Pale Night, too. Just because of the eladrin thing a while back. Was a dick move.

Quote3. Aurora won! Yay! Am I worried Hell will exact reprisals on me and am I doing anything about it?
CONSTANT VIGILANCE! Any time we leave Lifasa, we're exceptionally aware of our surroundings! You never know who might be an undead spy working for the demon lord wannabe, Lixer! Go for the eyes and use force effects on everyone you meet, just to be certain!

Quote4. How people view me is important, right? What sort of reputation do you think you have now?
I'm assuming that people are starting to know that Calleigh and her flying cloud of mist/tremendously clever and witty giant ghost-squid boss are both good people and Good People. With any luck, we won't have to live homeless on the streets of Brightwater again any time soon! Nice!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 30, 2018, 10:26:07 AM
Quote from: Iron Dragoon on April 29, 2018, 06:10:05 PM
Quote from: Iron Dragoon on April 29, 2018, 12:49:05 PM
Quote from: Anastasia on April 29, 2018, 11:08:25 AM
Improved Combat Expertise from Complete Warrior?

Hmm... I have no idea how to judge how much to take away from my BaB, though. I mean, what's a good bet? 5? With AC of 32, is +5 enough to bring me to safe levels?

Dune, what do you think of Keen Intellect from Oriental Adventures?

Benefit: You may use your Intelligence modifier instead of your Wisdom modifier when making Heal, Sense Motive, Spot, or Survival checks. You may also use your Intelligence modifier instead of Wisdom when making a Will saving throw.

Yeah, sure.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 30, 2018, 10:28:45 AM
Quote from: Yuthirin on April 30, 2018, 12:00:43 AMI'll be looking for the eclectic, eccentric, and strange. Anyone who would fit in at the Court of Stars is who I want. The lost, the driven, and the chromatically-challenged. Might take some time to do charity work for that Lathander guy, we owe him a bushel basket of favors. Also, Selune and Ilmater just because.

Actually, considering we could be used to clear any hospital in an hour, Ilmater's priests would probably adore us.

All of those make sense.

To be fair, a high level cleric of Ilmater could clear a hospital in an hour, too. Or a healer. But yeah, those aren't exactly common.

QuoteShar's gotta go. Probably Pale Night, too. Just because of the eladrin thing a while back. Was a dick move.

Sounds good.

QuoteCONSTANT VIGILANCE! Any time we leave Lifasa, we're exceptionally aware of our surroundings! You never know who might be an undead spy working for the demon lord wannabe, Lixer! Go for the eyes and use force effects on everyone you meet, just to be certain!

Shoot 'em all and let the DM sort out the bodies, huh?

QuoteI'm assuming that people are starting to know that Calleigh and her flying cloud of mist/tremendously clever and witty giant ghost-squid boss are both good people and Good People. With any luck, we won't have to live homeless on the streets of Brightwater again any time soon! Nice!

Indeed. If nothing else, you'll have plenty of places to stay in Lifasa.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 30, 2018, 11:14:57 AM
Okay, I'd like a status report of how everyone's doing with their sheets. Are you done? Are any changes in the offing? Ect ect ect. Talk to me, since I'm looking at a start date.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 30, 2018, 11:39:19 AM
Nothing's changed, I'm ready!
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 30, 2018, 11:51:02 AM
Mostly done. Looking for ways to shore up my defenses. I've got 40k in gold, and my AC is now 38, and my Will save is 23. My HP is bad, and I lack evasion. Suggestions? I've also got the cloak of minor displacement going. Other than poking at that, my actual character sheet is finished.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 30, 2018, 12:00:04 PM
Quote from: Iron Dragoon on April 30, 2018, 11:51:02 AM
Mostly done. Looking for ways to shore up my defenses. I've got 40k in gold, and my AC is now 38, and my Will save is 23. My HP is bad, and I lack evasion. Suggestions? I've also got the cloak of minor displacement going. Other than poking at that, my actual character sheet is finished.

Epic Mage Armor is obvious, that's a huge AC bump for most casters.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 30, 2018, 12:15:28 PM
Quote from: Anastasia on April 30, 2018, 12:00:04 PM
Epic Mage Armor is obvious, that's a huge AC bump for most casters.

Yeah, I planned on it. It sorta renders the armor I bought useless, which is why I asked about paying for a different type of Armor Bonus on it instead of just Enhancement.

If I rely on EMA, though, it can be dispelled. And Alyssa is nowhere near as good at defending against that as Surraruthru was. And for someone who's whole thing is survival/exploration, that's a bit of an issue. So at this point, while I'll use it and probably rely on it, it doesn't feel like a suitable answer.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 30, 2018, 12:20:32 PM
Short term I'd consider shelling out for a +6 con booster for now, the extra HP isn't a bad idea since you're having defense problems. Your belt is +4, right?

I'd make a longer term goal to boost your defenses and get helpers.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 30, 2018, 12:24:27 PM
Even if I sold my armor back, I'm at 76,175gp. I'm not trying to get end point gear right now. So if you think what I've got makes me survivable, I'll just save the cash for use later.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 30, 2018, 01:32:35 PM
Tentatively done. I may change a few spells and skills around but I may not, haven't really decided.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 30, 2018, 01:42:16 PM
Natural Armor, Ring of Protection/Deflection and Epic Mage Armor are pretty much your best AC-boosting options. The first even sometimes stacks with innate natural armor, if you've got any or plan on going there. A shield is another option, with enchantment (of course) either naturally or via magic vestment. I'm particularly fond of animated shields, though I know Eb hates those! There's also a cleric spell to boost a shield with Sacred, which is pretty sweet and you should be able to access both via Factotum. Other than that, you could always go the monk/battle dancer way and grab Wis or Cha or Int to AC from that (Dune said that animated shields don't get in the way of monks and their abilities). The rest is esoteric, so you're better off pursuing it in play.

If you're looking for a single point of improvement, there Bite of X line of spells is your best bet. Unlike cool spells that turn you into an angel or a dragon, the Bites give you natural armor and more Dex and Con in one sweet package. And Bite of the Werebear is only lvl7 arcane.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 30, 2018, 03:08:51 PM
Good suggestions. I'll look into this stuff.

Quote from: Corwin on April 30, 2018, 01:42:16 PM
Natural Armor, Ring of Protection/Deflection and Epic Mage Armor are pretty much your best AC-boosting options. The first even sometimes stacks with innate natural armor, if you've got any or plan on going there.

Got +3 NA on my bracers. I might look into Ring of Protection, though.

Quote from: Corwin on April 30, 2018, 01:42:16 PMA shield is another option, with enchantment (of course) either naturally or via magic vestment. I'm particularly fond of animated shields, though I know Eb hates those!

I've got an Animated Shield. +1 right now. Plan to upgrade it at some point.

Quote from: Corwin on April 30, 2018, 01:42:16 PMThere's also a cleric spell to boost a shield with Sacred, which is pretty sweet and you should be able to access both via Factotum. Other than that, you could always go the monk/battle dancer way and grab Wis or Cha or Int to AC from that (Dune said that animated shields don't get in the way of monks and their abilities). The rest is esoteric, so you're better off pursuing it in play.

The Cleric spell I'll look into. Any buff I do on Factotum side will need a super long duration though, since I can only memorize one casting of a spell at a time.

Quote from: Corwin on April 30, 2018, 01:42:16 PMIf you're looking for a single point of improvement, there Bite of X line of spells is your best bet. Unlike cool spells that turn you into an angel or a dragon, the Bites give you natural armor and more Dex and Con in one sweet package. And Bite of the Werebear is only lvl7 arcane.

I'll look into these. Hadn't even considered them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 30, 2018, 05:17:10 PM
Quote from: Anastasia on April 30, 2018, 11:14:57 AM
Okay, I'd like a status report of how everyone's doing with their sheets. Are you done? Are any changes in the offing? Ect ect ect. Talk to me, since I'm looking at a start date.
I believe I am now finished.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 30, 2018, 05:18:08 PM
Hey Eb, did you ever go back and kill Bwimb the Elder in B3?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 30, 2018, 05:51:15 PM
Nope, he's a dick though so he's on Afina's list.

It's a big list is all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 30, 2018, 05:52:03 PM
Quote from: Ebiris on April 30, 2018, 05:51:15 PM
Nope, he's a dick though so he's on Afina's list.

It's a big list is all.

Scheduling is truly Afina's biggest enemy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 30, 2018, 05:53:45 PM
I'm pretty sure Neph's done as well, so our starting date is pretty much a matter of how fast I get my end in order.

At this point it'll probably be sooner than later, I wanna get going. So if yo uhave any last minute tweaks or changes, say so now. I mostly have a bit of DM work to do, anything on the todo list that has to be done before game start will be done soon.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 30, 2018, 06:25:09 PM
Quote from: Ebiris on April 30, 2018, 05:51:15 PM
Nope, he's a dick though so he's on Afina's list.

It's a big list is all.
I may or may not be removing him from her list in the near future.

Bwimb II is up to something and I think we're probably going to scope her out. I have a bad feeling that she and Calleigh are going to be best friends.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 30, 2018, 07:53:42 PM
Just remember to pack acid immunity, she's a hugger.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on April 30, 2018, 08:19:43 PM
Noted!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 30, 2018, 08:22:29 PM
How scary.

Okay, we'll start soon, exact day TBA. Eb, let me know if you need more time for any adjustments.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 30, 2018, 08:25:06 PM
Think I'm set.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 30, 2018, 08:37:53 PM
Quote from: Ebiris on April 30, 2018, 08:25:06 PM
Think I'm set.

Did you end up making any changes?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 30, 2018, 08:43:28 PM
Dropped knowledge nature for swimming.

May have been inspired by Jessica there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 30, 2018, 08:50:00 PM
Quote from: Ebiris on April 30, 2018, 08:43:28 PM
Dropped knowledge nature for swimming.

May have been inspired by Jessica there.

Indeed. Alicia can't drown or anything, but still useful enough when you're in water.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 30, 2018, 10:14:27 PM
Posts are up. No hurry, it is an early start, but I'm rip-raring to go.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 01, 2018, 12:13:27 PM
Question, Echoing Spell returns the spell to me at -4 CL every time it's cast. Would things like Practiced Spellcaster or Spell Enhancer help mitigation a portion that?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 01, 2018, 12:31:18 PM
Quote from: Iron Dragoon on May 01, 2018, 12:13:27 PM
Question, Echoing Spell returns the spell to me at -4 CL every time it's cast. Would things like Practiced Spellcaster or Spell Enhancer help mitigation a portion that?

Yes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 01, 2018, 12:32:20 PM
This is less a reminder and more of a reality with 5 different nodes going on, but here goes. In the event I'm posting and not posting to a particular node for no obvious reason, feel free to poke me on IRC or drop me a message in nagging. When this happens, it's usually an honest mistake or I'm researching something. So letting me know gets clarity and possibly posting if it's a mistake.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 01, 2018, 08:42:03 PM
Hopefully it's not too late to make some changes.

Dropping the 5th level spell thalassemia (touch people to turn their blood into seawater) for lightning leap (turn into lightning and move across battlefield). Mainly because 'quicken dimension hop to get into melee and full attack' is stymied by dimensional blocks which are pretty common in most dungeons at these levels.

I also want to drop 6th level mental pinnacle (become a budget psion) for something else but it's late and nothing really appeals so I'm going to bed now, but that's possibly on the table.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 01, 2018, 10:50:50 PM
Quote from: Ebiris on May 01, 2018, 08:42:03 PM
Hopefully it's not too late to make some changes.

Dropping the 5th level spell thalassemia (touch people to turn their blood into seawater) for lightning leap (turn into lightning and move across battlefield). Mainly because 'quicken dimension hop to get into melee and full attack' is stymied by dimensional blocks which are pretty common in most dungeons at these levels.

I also want to drop 6th level mental pinnacle (become a budget psion) for something else but it's late and nothing really appeals so I'm going to bed now, but that's possibly on the table.

It's cool, I started early so I can't fault anyone for this.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 02, 2018, 09:52:03 AM
For people who came to the game later than B1 (basically anyone but Eb and Cor in this context): Cor suggested making small flavor blocks for the NPCs from there, as an aid to all of you. Do y'all want this sorta thing and do you feel it's helpful?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 02, 2018, 09:54:09 AM
Quote from: Anastasia on May 02, 2018, 09:52:03 AM
For people who came to the game later than B1 (basically anyone but Eb and Cor in this context): Cor suggested making small flavor blocks for the NPCs from there, as an aid to all of you. Do y'all want this sorta thing and do you feel it's helpful?

Something like that would be helpful. How many times did I have to ask who someone was in B3?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 02, 2018, 09:54:55 AM
What's the interaction between metamagic feats and Factotum casting?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 02, 2018, 10:06:58 AM
Quote from: Iron Dragoon on May 02, 2018, 09:54:09 AM
Quote from: Anastasia on May 02, 2018, 09:52:03 AM
For people who came to the game later than B1 (basically anyone but Eb and Cor in this context): Cor suggested making small flavor blocks for the NPCs from there, as an aid to all of you. Do y'all want this sorta thing and do you feel it's helpful?

Something like that would be helpful. How many times did I have to ask who someone was in B3?

Okay. That's one in favor.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 02, 2018, 10:08:52 AM
Quote from: Iron Dragoon on May 02, 2018, 09:54:55 AM
What's the interaction between metamagic feats and Factotum casting?

They work as normal. Just remember your maximum spell level limit, you can apply any metamagic you know.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 02, 2018, 11:17:45 AM
Quote from: Anastasia on May 02, 2018, 09:52:03 AM
For people who came to the game later than B1 (basically anyone but Eb and Cor in this context): Cor suggested making small flavor blocks for the NPCs from there, as an aid to all of you. Do y'all want this sorta thing and do you feel it's helpful?

It would be a "Nice to Have" for me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 02, 2018, 11:27:54 AM
Quote from: Nephrite on May 02, 2018, 11:17:45 AM
Quote from: Anastasia on May 02, 2018, 09:52:03 AM
For people who came to the game later than B1 (basically anyone but Eb and Cor in this context): Cor suggested making small flavor blocks for the NPCs from there, as an aid to all of you. Do y'all want this sorta thing and do you feel it's helpful?

It would be a "Nice to Have" for me.

That's two. Okay. I'll work on this in some free time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on May 02, 2018, 01:03:33 PM
Quote from: Anastasia on May 02, 2018, 09:52:03 AM
For people who came to the game later than B1 (basically anyone but Eb and Cor in this context): Cor suggested making small flavor blocks for the NPCs from there, as an aid to all of you. Do y'all want this sorta thing and do you feel it's helpful?
Please.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 02, 2018, 01:03:59 PM
Quote from: Yuthirin on May 02, 2018, 01:03:33 PM
Quote from: Anastasia on May 02, 2018, 09:52:03 AM
For people who came to the game later than B1 (basically anyone but Eb and Cor in this context): Cor suggested making small flavor blocks for the NPCs from there, as an aid to all of you. Do y'all want this sorta thing and do you feel it's helpful?
Please.

Shall work on it then for sure, probably tomorrow morning.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 02, 2018, 01:09:13 PM
Fortunately, some have flavor blocks from R&S postings, so I'll start with those. Why do work again when you've done it once already?

Antenora Reynes:
Spoiler: ShowHide


Background

Antenora was born as an erinyes in Cania, Della the Bloodflier. Her life was unremarkable by Hell's standards until Zquujaj's invasion of Avernus. The pressure this put on Hell caused a great deal of upheaval. In Della's case, the thought of Hell's perfect order being disrupted was unacceptable. She called on favors and escaped Hell for one of the many worlds of the Prime Material Plane, intent on forging her own kingdom of iron law there.

It is there she met Alicia Reynes and the Crimson Guard. Her schemes were defeated and Antenora was brought low in battle. She plead for her life and promised to reform herself, desperate to avoid a return to Hell. To the surprise of all, Alicia stepped forward and accepted her offer. She took Della into her own house, where she took the name Antenora. Make no mistake, for she had no intentions of reforming. It would be a simple matter to corrupt Alicia and her household and start anew.

That did not happen. Antenora found a match in Alicia, who routinely engaged Antenora in debate. Here she agreed with Antenora's devotion to law and used it as common ground to attack evil. Remarkably, Antenora found her arguments matched and often defeated. This was joined by a regime of seeing the acts of good firsthand, as well as growing fond of Alicia and her allies. Alicia's sheer charisma joined by cold logic and personal entreaties began to melt Antenora's will. Without the support of Hell and subjected to Alicia's own will, Antenora's resolve began to crack.

This crack allowed sorrow to follow. Soon, Alicia's sister, who had fallen under the thrall of Hell, sought to escape Hell's grasp on her. This required the aid of an extraplanar entity, who tasked Alicia and her sister Beth to travel to Stygia and free souls held in the Halls of the Vanquished. While they did succeed, the quest came to a tragic end. The disturbance in the Halls of the Vanquished caught the attention of Duke Agares, who barred the exit and confronted the intruders. In a short battle Alicia was brought to the brink of death, as she was no match for Agares.

The frozen floor of the Halls began to crack and black Styx-water began to flow in. Beth saw her chance, willingly exposing herself to the Styx to save Alicia and slip by Agares. The two escaped thanks to the sacrifice of Beth, who lost all her memories to the hungers of the Styx. Antenora saw the aftermath and Alicia's heartbroken tears, yet she did not triumph in them. She only felt miserable at Alicia's sadness, and at that moment began to truly understand her own misery in evil.

This sacrifice and miracle began the process of Antenora rising from Hell's grasp. In time she survived the painful loss of evil itself, and then a transformation into a mortal form to atone. She was forever at Alicia's side as a warrior-in-arms, taking on the vows of a paladin and the unbridled wrath of a hellreaver. She was with Alicia and the Crimson Guard for all the great battles and the exploration of the gnomish ruins. She stood with Alicia against countless assassination attempts by Baator, as even the mighty Spark Hunters were vanquished.

When Alicia became a quasi-deity after defeating Triel's Furnace, Antenora rose with her. She became a full angel and oversees mortal souls that pass into Sylica, Alicia and Syala's divine realm. She also oversees redemption for Sylica and promotes it to any and all. Antenora knows she is a rarity, but it does not stop her. She sincerely believes that evil can be defeated and that even fiends can be saved. No matter if only one in a million efforts will bear fruit, she relentlessly applies herself to her newfound duties.

Antenora's name is used in various rituals by the faithful of Alicia and Syala, especially spells relating to bravery, redemption and hope. As both faiths are still small and newborn, this practice has not spread far yet.

Appearance

Antenora appears as a tall angel with black hair. Her body is flawlessly formed and symmetrical. Her wings are tingled opal blue, which match eyes solidly colored the same. Oftentimes a glow of the same color surrounds her in a gentle halo of light. This beauty is matched with the steely spirit of a crusader, as she has firm posture and an unrelenting gaze. While beautiful, most see her as inspiring more than alluring.

Antenora wears her armor and white dress in most instances. Otherwise she prefers dresses in white and a few bits of gold jewelry. She dresses simply, favoring function over form. When she's not involved in her duties, she cares little for what she wears and sticks to white out of personal preference.

Mortals who see Antenora find her easy to understand. Something about her speaks to them, be it hope for those free of evil to fear and hate to those lost in evil's misery. Immortals share this, with good immortals finding her reassuring. She is the pinnacle of Good's ability to redeem and defeat evil itself. Those of evil conversely see her with nothing but hatred. Devils deserve special mention, as they all wish to defeat and capture her. Traitors are not suffered by Baator, and should she be captured and brought to Hell, the captor would be richly rewarded.

Personality

The Opal Angel of Redemption can be best described as a crusader. She is forthright, firm and filled with conviction for her cause. She is not a soft nor a weak woman, but instead projects confident power. She strives to set an example and inspire others, to show that even the darkest soul has hope of a better life.

Servants and minions are treated well. Antenora believes that a leader should teach by example, much as Alicia taught her. She does not forget the virtue of kindness and believes it is well applied to those that follow you. To equals, friends and family, Antenora softens. In these times Antenora allows herself to relax. Antenora prefers to be a follower in these situations rather than a leader. She spend centuries struggling for meaningless authority in Baator, she has no desire to repeat that mistake with those dear to her.

Enemies are met by an offer of reformation, especially fiends. Should one accept, Antenora will go to any length to see that they have a fair chance to atone. Those that reject this offer find that Antenora will rarely ask twice. While she values redemption of all types, she has great insight to the folly of evil. Those steeped in it are often beyond reasoning and must be defeated instead.

In truth, all of these interactions greatly bolster Antenora. She finds all aspects of her new life satisfying. Her rise showed her the flaws of evil and how empty her own life in Baator was. The merest authentic interaction in the Heavens is worth more to her than her centuries of life in Hell. She refuses to allow herself to forget this. She holds onto what she learned, for this knowledge allows her to confront evil on a level few celestials can.

Relations

Antenora's family in Cania is a long forgotten memory to her and she has no further contact with them. However, Antenora's natural charisma and her circle of friends has allowed her to fill this gap. She is on good terms with those that serve her, often blurring the lines from superior to friend. She keeps some reservation from them as is only proper for her station, but this provides her a large pool of friends to draw on.

Meanwhile, Antenora relation with Alicia is that of a savior, a sister, a mother, a friend, her deity and many more feelings. Her thoughts about her are tremendously complex, but she is loyal to Alicia beyond all other things. She serves her loyally and without any reservations at all. She took Alicia's last name as a sign of respect, love and loyalty.

Antenora's relationship with Alicia is only exceeded by one - her wife, Marie. She has fallen madly in love with the eladrin shapeshifter and the two are happily together. The relationship was born over long arguments over law and chaos that morphed into deeper feelings. While the two still routinely argue, it is mostly a pretext for their affections than any real fire now.

Her relations with the rest of Sylica are all warm. She is friends with Jessica Reynes, Latha, Ebony and other figures there. As one of the highest ranking celestials in Sylica, she knows many people there and has a great deal of authority.

Beyond Sylica, Antenora maintains a string of friendships across the planes. She keeps in contact with risen fiends when she finds them. One example is Mial, a succubus purified by Empress Sulia. These friends understand each other in ways no other can. Otherwise, Antenora is known in most courts and planes as a servant of the newly risen deity Alicia. Antenora's past is no secret, and thus most are aware of it.

As for enemies, all of Hell considers Antenora a traitor to be exterminated. To turn away from Hell is the greatest insult to its order and an example must be made of her. Antenora's current position keeps her safe from most reprisals, but several more powerful entities have tried. The Spark Hunters attempted to capture her and Alicia but ultimately failed, while the efforts of the now deceased Duke Agares were fended off repeatedly. Infiltration attempts by the Order of the Lie have likewise been foiled, including the redemption of a corrupted pixie asset sent to spy in Sylica.

The sole exception to Hell's wrath is Beezlebub. As Alicia was the one to finally defeat Triel's Furnace, he has taken a personal interest in Alicia and by extension Antenora. His interest is more on the effect Alicia has had on Antenora rather than Antenora herself, but nonetheless results in him withholding his agents from working against her.

Combat

Antenora is never afraid to enter combat. While she attempts to defuse battles by turning her foes towards redemption, she knows that oftentimes that combat is inevitable. Against opponents that are no great threat, she relies on her spell-like abilities. Righteous smite, flame strike, superb dispelling and holy word are her favorite choices. She relies on divine succor in case an opponent gets in a lucky blow, chaining together two in a single round should it be needed.

More worthy opponents are faced by direct charges. Antenora charges in, using her smite, furious strike and power attack abilities to eliminate an opponent in a single blow. If Antenora has swift actions left after this, she invokes a paladin spell relevant to the battle. The next round focuses on repositioning, healing and preparing for another charge. If needed, Antenora will use the boots of the battle charger's ability or a greater teleport. Opponents that can press her cause her to fight on the defensive, using her various healing abilities as she whittles down her foes. Her goal is to weaken them enough that a charge can break them completely.

Generally, Antenora will not retreat unless commanded by Alicia or if she is engaged in a meaningless battle. The latter mostly occurs against dedicated diabolical attacks against her, as Antenora knows enough of Hell's methodology to greatly fear unfolding ambushes. As a side effect of this, Antenora rarely battles alone. This is not out of cowardice, but out of the simple fact that if Hell catches her with sufficient forces off guard, such as Nessian Pit Fiends or powerful unique devils, that she may be overwhelmed and dragged back to Hell. She has no illusions on what will happen to her should this occur, and fears that she will be taken to Asmodeus himself to account for her diabolical heresy. If nothing else, the insult of sullying the reputation of the Spark Hunters demands the King of Hell's attention.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 02, 2018, 01:17:44 PM
Next. At the time I couldn't get Jessica's flavor block past an outline for whatever reason, so I rolled with it. I might expand this a bit later.

Jessica Reynes: [spoiler]

- Jessica was once Beth Reynes, Alicia's blood sister and a mean-hearted bitch. She made her life as an assassin, trading lives for money.

- In time, she took an assignment to assassinate Archduke Salman of the United Baronies. She failed, was defeated by the Crimson Guard and captured. Circumstances, including her sister Alicia joining the Crimson Guard, lead to her execution being postponed.

- Unfortunately, Alicia had kicked up a fight with Hell over the fate of Antenora, an erinyes who Alicia sought to redeem. The sisters did not have a good relationship and a hellish envoy offered Beth a chance at revenge in exchange for her soul. Beth accepted. Alicia defeated the efforts and ultimately confronted Beth. Turns out the deal Beth got was invalid, as it was predicated on Beth becoming an erinyes - but no devils are promoted into that form, erinyes are born instead.

- With her soul damned and her confidence shaken, Alicia gets through to Beth and the two finally make a shaky peace. They sought atonement for Beth, which involved traveling to the 5th layer of Hell and raiding the Halls of the Vanquished, a repository of foes defeated by Baator.

- In the end, the sisters freed several unjustly held souls and celestials, before being confronted by Duke Agares as they tried to escape. The might of a Duke of Hell was far beyond Alicia and she was brought to death's door by the Duke's assault. The icy floor of the museum was crumbling and the black waters of the Styx were splashing in. In an act of genuine altruism, Beth braved the waters of the Styx to escape Agares with Alicia and activate their magic to flee Hell.

- While Alicia survived thanks to Beth's sacrifice, Beth's memories were lost to the Styx. The woman left behind was the opposite of Beth: kind, gentle and warm. With Beth's memories lost to the Styx (and thus Asmodeus or perhaps the imprisoned Levistus), she took the name of Jessica and started a new life with her sister. A hard life at first, as few were willing to forgive the woman who wore the face of the popular Archduke's attempted assassin.

- Despite this, Jessica endured. She found love and a husband while slowly discovering the lethal arts Beth left behind. Only this time she used them in defense of her new family: her husband Roald, her sister Alicia and her friends; the astral deva Latha, the courre eladrin Marie and the risen erinyes Antenora. She took on the role of group mother, maintaining the house and making sure all were taken care of.

- Jessica found herself living with exemplars of good, even her sister was made into a half-celestial by Mystra defeating a horror of madness from the Beyond - a nightmare that could unravel Creation itself if allowed to exist in it long.

- This exposure to so much concentrated Good and the essence of the Heavens lead Jessica to become a native outsider. In time, Alicia's struggles to protect the United Baronies became more intense, harder as many enemies sought to tear down what the Crimson Guard and the United Baronies had built. When Mystra herself offered Jessica celestial blood and power to aid her sister, Jessica took the offer.

- In time, Alicia and her lover Syala cleared Triel's Furnace, vanquishing the impossibly ancient remnant of Beezlebub before his fall from grace. The plane itself attached to Alicia and Syala, beginning their rise as demigoddesses. Jessica followed her family to the new realm, Sylica. Since that time, she has become a full celestial as she continues as she has before.

- In essence, the Styx scrubbed all that Beth was away. What was left was what Beth never had - compassion, gentleness and protectiveness. Yet the legacy of Beth's life lingered in the form of her assassin's skills. Jessica is the result of this unusual fusion, a result guided by the light her sister surrounded herself with. In many ways Jessica is a result of Alicia's meteoric rise to power, as few can claim to be surrounded by angels and offered power by a goddess.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on May 02, 2018, 01:36:43 PM
Requesting Flavor Thread.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 02, 2018, 01:44:28 PM
I'll probably put something together like that at some point, yes. Right now I'm gathering what I have so I know what I need to do and what I don't.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 02, 2018, 04:43:06 PM
> Alicia post.
> First node goal hit, though Moore's like one or two posts away from his first one.
> He just vanished awhile.

Not a huge deal, just heads up. The first node goals are often a bit easy to down right softballs for the sake of demonstration. Moore's right next tone too, in case it wasn't obvious to him.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 02, 2018, 04:49:23 PM
+1 int from my node, used to boost duskblade DCs and regain knowledge (nature)!
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 02, 2018, 07:54:49 PM
Struggling to pick a 6th level spell, so I made my own!

QuoteTelepathic Intercept
Divination
Level: Brd 4, Sor/Wiz 6
Components: V, S
Casting time: 1 standard action
Range: Personal
Area: 5-ft./level radius spread centred on you
Duration: 10 minutes/level (D)
Saving Throw: None/see text
Spell Resistance: None

Upon casting this spell you hear a faint murmur of faraway speech before it fades into silence.

For the duration of this spell you become instantly aware whenever a creature within its radius communicates via telepathy, regardless of who it is communicating with or where they are. As a free action you can intercept their telepathic 'speech', however the creature is entitled to a will saving throw and upon success becomes aware that someone is listening in (though they gain no special awareness as to who is responsible).

I remembered that meeting with the devils back in B3 where you said they had tons of snarking and bluffing going on telepathically that we were ignorant of. Now we can listen in! And also know if the nice devil smiling and nodding at our cover story is really screaming 'Guards! Guards!' in his head.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 02, 2018, 11:00:54 PM
That looks like a variant of telepathy tap from the BoED. Compare and contrast that, would you?

It doesn't really need to be a sanctified spell, that one's not really germane to good. I mean it's useful since a lot of fiends have telepathy, but it's like healing. Certainly useful against them, but not precisely something drenched in holy power, anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 03, 2018, 10:21:11 AM
Preview:

Xandra

Trumpet Archon 30//War Mage 10/Paladin 2/Mage of the Illuminated Temple 18

She trades her innate trumpet archon clerical casting for a seer ability. I've also wanted to use that PrC for awhile now, find out of it's balanced or broken.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 03, 2018, 12:04:20 PM
Quick hit: Warmages are a strange class as far as spell-list goes. How I'm probably going to run one for epic for now? They get all the evocation spells as epic spells. Should work for the short term.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 03, 2018, 01:13:16 PM
Quote from: Anastasia on May 02, 2018, 11:00:54 PM
That looks like a variant of telepathy tap from the BoED. Compare and contrast that, would you?

It doesn't really need to be a sanctified spell, that one's not really germane to good. I mean it's useful since a lot of fiends have telepathy, but it's like healing. Certainly useful against them, but not precisely something drenched in holy power, anyway.

Yeah, telepathy tap's straight up better except for duration. I'll just alter reality that if I need to eavesdrop.

I'll see about some other swap tonight maybe, mental pinnacle can stay a bit longer.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 03, 2018, 01:39:52 PM
Quote from: Ebiris on May 03, 2018, 01:13:16 PM
Quote from: Anastasia on May 02, 2018, 11:00:54 PM
That looks like a variant of telepathy tap from the BoED. Compare and contrast that, would you?

It doesn't really need to be a sanctified spell, that one's not really germane to good. I mean it's useful since a lot of fiends have telepathy, but it's like healing. Certainly useful against them, but not precisely something drenched in holy power, anyway.

Yeah, telepathy tap's straight up better except for duration. I'll just alter reality that if I need to eavesdrop.

I'll see about some other swap tonight maybe, mental pinnacle can stay a bit longer.

Cool, cool.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 04, 2018, 10:38:47 PM
Redistributed skill points so that I have at least 1 point in almost every skill, excepting those with sub-skills like Perform.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 04, 2018, 10:42:27 PM
One thing I'd like to try and do is weekly summaries of my thoughts of the past week's sessions. I dunno if I'll stick to this, but let's try. In order of newest to oldest.

Alyssa: A solid enough start. A lot of her first days is feeling out who she is and what she does, as well as starting to paint in the Guild. I'll note that her going off on that page who barged in felt fairly defining - she wasn't going to tolerate that shit right off. She feels very no nonsense and just a smidge of a bitch. Not meant as an insult, just a statement. There's potential here, let's see how it develops in the future.

Tryll: Another solid start. Dana as a ringer works wonders, as it feels like she comes in, has a strong statement and immediately helps define things. Dana in particular has a particular voice that works well and makes things feel like it's well defined. Not as much to say here as Tryll's coming off B3 and thus well defined. Good choice to grab Dana though, I have to say. Also Calleigh trolls everyone, as usual.

Moore: A very strong start. You get bonus points for going to Xandra - she was set up to be a NPC later down the line, but visiting her early unlocked a recruitment chance early. She was one of the little bits of setup I did in B3, so hitting her up was an excellent choice. It got you a party member quickly, just in time for what's going to potentially be a tough mini dungeon or two. Well played. Otherwise it's Moore, he's fresh so not a ton to say here. I did like today's discussion about morality and motives, though.

Alicia: Of all the characters, I feel Alicia's slotted in the neatest to a completed role. She's very much a veteran of several story arcs and is a mature character. This is good, as it's letting her get right to brass tacks. If anything I wish the pace was a little slower to have more NPC setup time, but it's been solid so far. Everything feels solid enough here, and as Syala and Alicia noted, they're not a heaven for sitting around. Do expect a bit of down time after the Lixer thing hashes out, though, if just to touch base with some NPCs and sort a few things.

Seira: See Alicia's writeup, the same general sentiment applies. That being said, it's fun to have her deal with Kascha again, not to mention Amaryl. Amaryl's a bit of a sticky wicket, trying to capture her as well as taking her late game confident surge to the logical next steps. She still hesitated once or twice, but fundamentally I'm trying to play her as more assertive. I don't feel like the younger Amaryl would've added a lot of what she added to those conservations. That being said, Seira feels fine and it's all about redefining and getting to feel it with the NPCs, so more on that after Lixer, too.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 04, 2018, 10:47:38 PM
Yeah, it feels strange we haven't even had Antenora get any time on screen at all yet. But the way she is she'll more than make up for it in time so at least I'm giving other people a shot to start out with. I need to put up a todo post like Yuth has on his board since there's a few other things to look in on and pursue going forward, but operation free Zariel gets priority for now since it's a good window of opportunity and hopefully it'll get me and Seira off to a strong start of kicking in doors and punching shitty devils.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 04, 2018, 10:51:48 PM
Quote from: Ebiris on May 04, 2018, 10:47:38 PM
Yeah, it feels strange we haven't even had Antenora get any time on screen at all yet. But the way she is she'll more than make up for it in time so at least I'm giving other people a shot to start out with. I need to put up a todo post like Yuth has on his board since there's a few other things to look in on and pursue going forward, but operation free Zariel gets priority for now since it's a good window of opportunity and hopefully it'll get me and Seira off to a strong start of kicking in doors and punching shitty devils.

Antenora I'm okay with, since she got screen time in B3 a few times. Granted, I tend to underplay her since she's mostly business around people she isn't close to, but still. It'll work itself out, as you said.

Wholeheartedly second a todo list, let me know once it's up and I'll sticky. It's really helping me and theirs help me, too.

OOC, it's worth noting that this will really be feeling out how divinities fight and some of the bullshit they can pull. The upside is that you can pull the same bullshit if you fight in your realm, so it's not all bad. Deities just have a gigantic homefield advantage. The Incarnations set it up so deities can die, but it's never meant to be remotely easy, even for other deities. This is probably a good thing, since things would be fucked if they died a lot more and Ao was in control of who ascended to replace them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on May 04, 2018, 10:53:38 PM
Quote from: Anastasia on May 04, 2018, 10:42:27 PMAlso Calleigh trolls everyone, as usual.
The Troll Train has absolutely no brakes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 04, 2018, 10:54:58 PM
Quote from: Yuthirin on May 04, 2018, 10:53:38 PM
Quote from: Anastasia on May 04, 2018, 10:42:27 PMAlso Calleigh trolls everyone, as usual.
The Troll Train has absolutely no brakes.

It should be a lot of fun to see unfold. It usually is, even if that valkyrie there regrets it.

FYI, I'm just waiting for Marie and Calleigh to meet. That'll be...something. Yes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 04, 2018, 10:56:09 PM
Quote from: Anastasia on May 04, 2018, 10:42:27 PM
Alyssa: A solid enough start. A lot of her first days is feeling out who she is and what she does, as well as starting to paint in the Guild. I'll note that her going off on that page who barged in felt fairly defining - she wasn't going to tolerate that shit right off. She feels very no nonsense and just a smidge of a bitch. Not meant as an insult, just a statement. There's potential here, let's see how it develops in the future.

That's sort of what I was going for. She's a hardened adventurer and in a position of power. She's got no time for BS, so she cuts it down quickly. As far as the page goes, she knows they talk and if one page was willing to bust into her rooms, others likely are. A bit of intimidation there would spread faster than anything else and nip it in the bud.

I haven't had much of a chance to do any relaxed RP with her yet and feel out her non-work hours attitude, but that'll come. She won't be as harsh there as normal, I think. She'll be defensive of her off-time for sure though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on May 04, 2018, 10:56:20 PM
Quote from: Anastasia on May 04, 2018, 10:54:58 PM
Quote from: Yuthirin on May 04, 2018, 10:53:38 PM
Quote from: Anastasia on May 04, 2018, 10:42:27 PMAlso Calleigh trolls everyone, as usual.
The Troll Train has absolutely no brakes.

It should be a lot of fun to see unfold. It usually is, even if that valkyrie there regrets it.

FYI, I'm just waiting for Marie and Calleigh to meet. That'll be...something. Yes.
That assumes she agrees to be Dana's punching bag.

Also, yes. More courreses.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 04, 2018, 11:00:41 PM
Quote from: Iron Dragoon on May 04, 2018, 10:56:09 PMThat's sort of what I was going for. She's a hardened adventurer and in a position of power. She's got no time for BS, so she cuts it down quickly. As far as the page goes, she knows they talk and if one page was willing to bust into her rooms, others likely are. A bit of intimidation there would spread faster than anything else and nip it in the bud.

Fair, fair. To be honest it's mainly a way of dealing with it that I personally dislike - I'm really not the sort of person to fault someone like that so directly, but rather correct more gently. I don't fault Alyssa for it, but it made an impression on me right off. That's a good thing over all and the logic's sound. The second page was polite for just that reason.

QuoteI haven't had much of a chance to do any relaxed RP with her yet and feel out her non-work hours attitude, but that'll come. She won't be as harsh there as normal, I think. She'll be defensive of her off-time for sure though.

That one's on me, since after all, I plunged you right into the shit.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 04, 2018, 11:01:05 PM
Quote from: Yuthirin on May 04, 2018, 10:56:20 PM
Quote from: Anastasia on May 04, 2018, 10:54:58 PM
Quote from: Yuthirin on May 04, 2018, 10:53:38 PM
Quote from: Anastasia on May 04, 2018, 10:42:27 PMAlso Calleigh trolls everyone, as usual.
The Troll Train has absolutely no brakes.

It should be a lot of fun to see unfold. It usually is, even if that valkyrie there regrets it.

FYI, I'm just waiting for Marie and Calleigh to meet. That'll be...something. Yes.
That assumes she agrees to be Dana's punching bag.

Also, yes. More courreses.

I imagine it'll be a thing of DM terror, much like Afina and Moore's dreaded combination attack.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 04, 2018, 11:05:33 PM
Quote from: Anastasia on May 04, 2018, 11:00:41 PM
Fair, fair. To be honest it's mainly a way of dealing with it that I personally dislike - I'm really not the sort of person to fault someone like that so directly, but rather correct more gently. I don't fault Alyssa for it, but it made an impression on me right off. That's a good thing over all and the logic's sound. The second page was polite for just that reason.

Eh, yeah, but I'm also considering that part of her as an inexperienced over-reaction. I never fully set her current age, but I'm gonna peg it as 24-ish. She did the dragon thing at 23, so I figure a year of growing power would fit. A 24 year old becoming the head of an Order and shoved into leadership isn't really prepared for it, and combined with the challenges to her authority I'm assuming happened in the last year, she's found it faster/easier to stomp on things and not tolerate little things so they don't become big things. I can see that part smoothing over as things happen, but for now, I'm gonna stick with it.

Quote from: Anastasia on May 04, 2018, 11:00:41 PM
That one's on me, since after all, I plunged you right into the shit.

Eh, that's fine, I wasn't concerned or bothered by it. All that'll happen is more OOC questions to clarify background/assumed knowledge and things.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 04, 2018, 11:07:57 PM
On a different note, I have a thing for the to-do list.

Epic usages of Craft: Mapmaking and Profession: Cartographer.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 04, 2018, 11:10:01 PM
Quote from: Anastasia on May 04, 2018, 11:01:05 PM
I imagine it'll be a thing of DM terror, much like Afina and Moore's dreaded combination attack.

PIXIE-HA LOVE LOVE 90% DISCOUNT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 04, 2018, 11:11:38 PM
Quote from: Iron Dragoon on May 04, 2018, 11:05:33 PM
Quote from: Anastasia on May 04, 2018, 11:00:41 PM
Fair, fair. To be honest it's mainly a way of dealing with it that I personally dislike - I'm really not the sort of person to fault someone like that so directly, but rather correct more gently. I don't fault Alyssa for it, but it made an impression on me right off. That's a good thing over all and the logic's sound. The second page was polite for just that reason.

Eh, yeah, but I'm also considering that part of her as an inexperienced over-reaction. I never fully set her current age, but I'm gonna peg it as 24-ish. She did the dragon thing at 23, so I figure a year of growing power would fit. A 24 year old becoming the head of an Order and shoved into leadership isn't really prepared for it, and combined with the challenges to her authority I'm assuming happened in the last year, she's found it faster/easier to stomp on things and not tolerate little things so they don't become big things. I can see that part smoothing over as things happen, but for now, I'm gonna stick with it.

Makes sense in general. Some newness is fine, she really is rather young for her position.

QuoteEh, that's fine, I wasn't concerned or bothered by it. All that'll happen is more OOC questions to clarify background/assumed knowledge and things.

That's fine, I figured a running start would do better. Shar tends to be a go getter and isn't afraid to be a prime bitch.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on May 04, 2018, 11:13:58 PM
Quote from: Nephrite on May 04, 2018, 11:10:01 PM
Quote from: Anastasia on May 04, 2018, 11:01:05 PM
I imagine it'll be a thing of DM terror, much like Afina and Moore's dreaded combination attack.

PIXIE-HA LOVE LOVE 90% DISCOUNT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

In the depths of Dune's nightmares, the echoes of forgotten terrors can be heard: "EVERYTHING NOW 99% OFF!"
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 04, 2018, 11:16:22 PM
Quote from: Nephrite on May 04, 2018, 11:10:01 PM
Quote from: Anastasia on May 04, 2018, 11:01:05 PM
I imagine it'll be a thing of DM terror, much like Afina and Moore's dreaded combination attack.

PIXIE-HA LOVE LOVE 90% DISCOUNT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

There is no hope.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 06, 2018, 05:30:10 PM
> Incidentally, I will say this: Someone already missed a genuine plot skip if they caught something and thought very carefully.
<Ebiris> Stuff like that always makes me feel dumb!
> Sorry, sorry.
> I just like pointing it out occasionally. It would've taken that person thinking about some things and really putting a few different ideas together along with a reasonable but not certain assumption.
<Lucille> post
<Lucille> What does that even mean?
<Ebiris> post
> Seira post of just making sure we'r eon the same page since I'm running 5 different nodes.
> It means if someone at the right point put a few things together, made a single assumption and was on the ball, they could've figured out something big.
> Longshot admittedly.
> But I do try to put those in there sometimes, and occasionally someone gets one.

---

If anyone can put together a good guess, SR PM it to me. If anyone gets it right I may have a reward for them. It was something that happened in the past week of gaming.

Do not post them here, please.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 06, 2018, 05:37:11 PM
Also flavor topic is a todo tonight. For the Yuths.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 07, 2018, 01:11:02 PM
Be a few in case anyone's waiting on me, I have to add proxy template to Donald.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 07, 2018, 02:37:05 PM
Note to self: Don't use Rumbling in names in the future. It trips myself and Neph up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 07, 2018, 03:36:14 PM
Since my avatar is her own person I decided she would have Greater Arcane Sight Permanency'd. Otherwise, poor Amaryl will eventually get drowned by all the telepathy links.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 07, 2018, 03:36:45 PM
Sure, just note the change, not a big deal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 08, 2018, 03:37:40 PM
Moore's thread is amazing right now, by the way. I'm having a blast with the sign language.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 08, 2018, 05:18:40 PM
23:16 <Lucille> BTW, where can't I teleport? In the fortress?
23:16 <Lucille> Since I could presumably teleport across Avernus at the same time Alicia gates in
23:17 <Lucille> This isn't blocked?
23:17 <Lucille> Also, would Lixer know where I teleported to?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 08, 2018, 07:22:48 PM
Quick note while I remember, Ebony will be given proxy status for going to Langersun since she's an epic outsider. So keep that in mind for statting her. She'll get the Silver Fire SDA.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 08, 2018, 10:27:43 PM
Quote from: Ebiris on May 08, 2018, 07:22:48 PM
Quick note while I remember, Ebony will be given proxy status for going to Langersun since she's an epic outsider. So keep that in mind for statting her. She'll get the Silver Fire SDA.

Okay, I'll note that when I put together her block and stuff.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 08, 2018, 10:28:33 PM
Quote from: Corwin on May 08, 2018, 05:18:40 PM
23:16 <Lucille> BTW, where can't I teleport? In the fortress?
23:16 <Lucille> Since I could presumably teleport across Avernus at the same time Alicia gates in
23:17 <Lucille> This isn't blocked?
23:17 <Lucille> Also, would Lixer know where I teleported to?

Anywhere that's not dimensionally locked, astrally severed or otherwise barricaded against teleportation. Any random chunk of Avernus is probably okay, locations are dicier.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 08, 2018, 10:45:41 PM
Hell Striker trivia: Hell Striker isn't talkative for a magic weapon, but it does speak up sometimes. Usually when something is obviously wrong or it has a bad feeling. Example: When Alicia need a splash of cold water in Malcanthet's realm. It also never had a channel to actual deity it knows will listen, so that's also a thing.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 09, 2018, 01:45:19 AM
Also, would Lixer know where I teleported to?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 09, 2018, 11:12:34 PM
Quote from: Corwin on May 09, 2018, 01:45:19 AM
Also, would Lixer know where I teleported to?

Generally not, though he could use magic to track you down or similar means, which in turn would contest with your defenses and so on and so forth.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 10, 2018, 06:53:24 AM
Catching up on other threads again!

QuoteI'm keeping track of the spells for this, don't worry. That makes 7, by the way. Who knew regular Plane Shift might ever be useful!

Greater plane shift was Jaela's second favorite spell for a reason.  :)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 10, 2018, 10:10:03 AM
That is very true, Cor.

---

> roll 4#1d8 Ebony
<Kobot> Kotono rolled 4#1d8 Ebony --> [ 1d8=1 ]{1}, [ 1d8=5 ]{5}, [ 1d8=5 ]{5}, [ 1d8=4 ]{4}
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 10, 2018, 11:21:36 AM
Since Ebony can't take the Silver Fire SDA due to lacking the magic domain, and none of Alicia's other SDAs really fit, she'll be given a custom ability.

Spellfire Grace (Di)
If you make a successful fortitude save that would normally reduce the effect of a spell or supernatural ability against you, it is instead negated entirely, and the power infused into you as temporary hp equal to 2 x the spell's caster level (or hit dice of the creature responsible in the case of supernatural abilities). Temporary hp gained in this manner does not stack, and the ability has no effect on spells or supernatural abilities that are negated by a successful fortitude save.

Basically fort only mettle just for magic stuff but with an extra buff thrown in. Alicia used to have spellfire so it's thematic, and it should keep Ebony alive if she has to eat a half dozen horrible fort effects in a row like that one time in Castle Crumbling.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 10, 2018, 11:47:17 AM
Two new SDAs added the divine rules, Dragon Ascension and Silver Fire. Just updating things and changelogs there, nothing groundbreaking.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 10, 2018, 11:47:46 AM
This reminded me! Donald didn't get a divine power when I proxified him so now he is DRAGON.

DRAGON ASCENSION
Prerequisite: Must have nurtured and awakened a draconic spark within your soul.
Benefit: Seira has nurtured the draconic nature within her, gaining the power of a true dragon. Her type changes to dragon and she gains all the benefits and drawbacks of that type. She also gains the fire subtype and all the traits of it. The main benefit of this ability is that Seira now has a draconic form - that of a red dragon. She may transform as a swift action and may stay in either form indefinitely. This transformation follows the rules of the polymorph subschool except as follows. She transforms into a red dragon of an age category matching her hit dice. For example, at 34 hit dice, her transformation is that of an ancient red dragon. Seira may cast spells freely in this form and gains the benefit of the eschew materials feat while in it. Seira retains all of her class abilities, only limited by abilities that would not work in dragon form. In all respects, this transformation is treated as being Seira's natural form. A true seeing spell shows both her normal and dragon forms.


Dune, don't forget to post it to the SDAs.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 10, 2018, 11:49:04 AM
Very minor adjustments but looks good, Eb. This replaces salient divine ability on the proxy template, as discussed in the customizing proxies section of that article.

Spellfire Grace (Su)

If you make a successful fortitude save that would normally reduce the effect of a spell or supernatural ability against you, it is instead negated entirely, and the power infused into you as temporary hp equal to 2 x the spell's caster level (or hit dice of the creature responsible in the case of supernatural abilities). Temporary hp gained in this manner does not stack, and the ability has no effect on spells or supernatural abilities that are negated by a successful fortitude save.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2018, 08:55:41 AM
Crossposting some good IRC discussion from yesterday before getting into things with the weekly analysis.

<Ebiris> He is a bitch, he has to have gotten daddy to make his avatar for him somehow.
<Seira> Yeah it's bullshit
<Seira> Maybe he ate Bel for that
<Seira> And I bet he has more than the one, too
<Ebiris> He probably has a higher divine rank than us, just having Lord of the First status would jumpstart you like how the padisha of the marid starts at a decently high status right after seizing the throne.
<Ebiris> Still, skipping the avatar creation time is cheating.
<Seira> Of course it is
<Seira> Tell him he's lame
<Ebiris> I will assuming I survive him and his liches focus firing me down.
<Ebiris> Maybe I should use mirror image!!!
<Seira> Do it!
<Seira> I know I will
<Seira> Also I will use invis
<Seira> In fact, am using invis
* Kotono laughs at avatar Alicia.
> Nice thing to catch that though, that is unusual that he has one.
<Seira> WWZ could've been an awesome movie
<Seira> If, you know, it were made
<Ebiris> Smooshing a partially formed avatar while we were raiding the place would've been a good consolation prize, too.
<Seira> It's a good point, maybe I'll come across another avatar in a vat of goo and kill it
> Seirapost.
<Ebiris> I need to figure out where to grow my next avatar when we hit DvR 2.
<Seira> And how she'll look
> It is a good point, he really shouldn't have an avatar yet. Someone's up to no good.
> But let's be honest, we know it's almost certainly Asmodeus being a prick.
> He's good at that.
<Ebiris> Even he'd take a week to make his avatar. If we'd gone yesterday it might not have been finished yet!
> Assuming he didn't somehow have one made before Bel even fell because fuck you, he's Asmodeus.
> But yeah, that's a fair question to wonder.

1. Lixer is higher than DvR1, though I'll refrain from saying anything more than that on his status. More saliently, Eb was on the ball about how a pre-set planar lord role comes with more DvR than just managing to become a demipower. Most have lower caps as well - for example, as long as Asmodeus's current order endures, no other Lord of the Nine can get past DvR18, and that's only in the case of Mephistopheles. Archomentals are usually capped at DvR10 as well due to how the elemental powers set up that playing field.

2. Noting that Lixer has skipped avatar creation time is also a good observation. This isn't something inbuilt to his station, it's most probably Asmodeus pulling strings. How he did that is left to your imagination. By any time demarcation, he simply shouldn't have had the time to make avatars yet. It takes them time to set up and form.

<Ebiris> So glad I remembered anticipate teleportation. I was just pasting in all my spells and I saw it there and was like ohshit.
> Good catch.
> It's the sorta thing that has counter-counter measures in a lot of cases in divine realms and attempts to mitigate it (or simply teleporting outside of its range) but Lixer is new. A rookie mistake, basically, one he wouldn't even make often before it.
<Ebiris> He has a disposable avatar he can actually send out to fight people with instead of hiding and trusting minions, it must be novel and exciting.
<Ebiris> But yeah teleporting at a distance is only prudent at this level. That's why we gated in a ways from the outer line ourselves.

It's worth noting that Lixer is new at this. Having an avatar to fight nearly risk free lead to a simple, rookie mistake he'd unlikely make if he wasn't a power. Generally, most deities simply teleport outside of anticipate teleport shenanigans if they're facing foes who can do that, and some have more specific counter measures developed.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2018, 10:00:28 AM
Okay, weekly analysis time.

Alicia: A decent week, albeit one mostly in setup and shortened due to RL. I thought the bit with discussing spell names was good, as well as her first combat starting well. I also think she was the one who got the least time to grow this week, just a consequence of where the plot was and how things went. That should fix itself in time, preferably after having giving Lixer a good ass beating. It's nice for Latha to get some time, even if it's in a role she has to be serious in rather than letting her hair down a little bit. That's really the downside to going right after Liixer, I admit.

Seira: A solid enough week. I felt the early bits dragged - and sorry about a mild letdown with that mercane report, but Eligaas isn't that flagrantly stupid and careless to let that ever get out beyond his victim. But anyway, it was solid over all and I felt the tension of the infiltration is going just fine. But like Alicia, I am craving character moments for them more, chances to connect and reconnect with other characters. So once Lixer is over, both of you can expect some focus on the homefront. Also, I like how firmly Donald's coming into view. He's always had a strong voice, plus Elle also got a chance to have some time and fun at his expense. That was good stuff.

Moore: Overall, the week was solid progress towards your goal of dealing with Shar's intrusion into Mineral. The charades bits were genuinely hilarious to me, especially in the cases where the meaning wasn't immediately obvious, as well as giving chances to fill in more work with your two companions. Cresiel is very focused and serious as has been seen before. He's not cruel or cold, as you can see a glimpse of with his treatment of your rescued hostage, but simply not a person given lightly to frivolity. He'd rather hit evil with a giant hammer, isn't that enough?

Side note: I tend to vaguely quote and allude to biblical verses with Mount Celestia, and Cresiel's comment about the hostage's race being nearly over is an allusion to 2 Timothy 4:7. In a general sense, Mount Celestia tends to key reasonably close to Christianity and that moral set while Arborea tends to be a more person-centric and modern morality of 'whatever, as long as you're doing what's right'. One of the ways LG and CG stand apart is essentially a contrast between Christian based morality (believing in something above you, that all that is good and right comes from it, that what is here is only temporary and one must strive to reach something infinitely superior) versus a more modern morality (do good, be a good person, have the freedom to do what you want as long as you're not a dick). In the context of Balmuria it doesn't mean one is right and the other wrong, it's just another way to define the sides and add flavor.

If you really want to be reductionist, you can boil the two down to Mount Celestia being a Christian's hope for Heaven and the glories of God there, while Arborea can be a humanist's hope for a happy world where everything finally works for the better. I think that over emphasizes those aspects and misses a lot of the nuance of the two sides, but you could see it like that.

PS. If you ever want an extra clarifying insight into that, consider how Queen Morwel's defining aspect is her dream. Emphasis on HER dream. Her vision, her desire. That's extremely person-centric.

Tryll: Poor Miranda.

Okay, more seriously, I had fun this week. Word of advice for Tryll, though: Just wandering in infinitely large planes isn't really an on the ball plan to find a particular person, barring someone like Lathander who will find you anyway if they wanna talk to you. That all being said, I did enjoy the wandering in Elysium. The gossipy woman was enjoyable, especially her distorted view of Aurora. Gossip does tend to distort things, does it not? Also, plot begins to loom for Tryll and friends, can't wait to get to that next week. Also, I like Miranda and I hope she grows more soon.

Alyssa: Progress, progress. The meeting with the Red Knight was solid and overall you're taking moves to fix the Sharran problem. You have a possible first node companion lined up, as well as making contacts across the planes. Alyssa being hardened definitely shows, extremely cautious as well. I like it, I want to see more, but she's still new enough it's hard to say much beyond how much I enjoyed that discussion with the Red Knight. The Red Knight called out exactly why Alyssa needed her help, pointed out how it would benefit both of them and why she should say yes. I felt it was a powerful appearance.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 11, 2018, 11:14:55 AM
Quote
Alicia: A decent week, albeit one mostly in setup and shortened due to RL. I thought the bit with discussing spell names was good, as well as her first combat starting well. I also think she was the one who got the least time to grow this week, just a consequence of where the plot was and how things went. That should fix itself in time, preferably after having giving Lixer a good ass beating. It's nice for Latha to get some time, even if it's in a role she has to be serious in rather than letting her hair down a little bit. That's really the downside to going right after Liixer, I admit.

Yeah, but it's good that Alicia and Seira are working together right off the bat, and it lets us open with a splash. It's like when B3 opened by killing a bunch of devils in a bar, just with higher stakes! Also this is totally fulfilling Latha's node goal.

The little spell name discussion was neat. I'm kinda finding my feet with running her in combat, not sure where I might've been able to push more or less. Spell slots are okay for now but I don't want to run out the tank on mooks, though at the same time I don't want those mooks to keep gathering in numbers. I may have to learn contagious fireburst soon.

Hopefully momentum will be preserved and I can play up Alicia schooling Lixer on godly combat, I think that'd be neat and play well to her portfolio.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2018, 11:41:38 AM
Quote from: Ebiris on May 11, 2018, 11:14:55 AM
Quote
Alicia: A decent week, albeit one mostly in setup and shortened due to RL. I thought the bit with discussing spell names was good, as well as her first combat starting well. I also think she was the one who got the least time to grow this week, just a consequence of where the plot was and how things went. That should fix itself in time, preferably after having giving Lixer a good ass beating. It's nice for Latha to get some time, even if it's in a role she has to be serious in rather than letting her hair down a little bit. That's really the downside to going right after Liixer, I admit.

Yeah, but it's good that Alicia and Seira are working together right off the bat, and it lets us open with a splash. It's like when B3 opened by killing a bunch of devils in a bar, just with higher stakes! Also this is totally fulfilling Latha's node goal.

Oh yes, this should qualify nicely for it.

QuoteThe little spell name discussion was neat. I'm kinda finding my feet with running her in combat, not sure where I might've been able to push more or less. Spell slots are okay for now but I don't want to run out the tank on mooks, though at the same time I don't want those mooks to keep gathering in numbers. I may have to learn contagious fireburst soon.

The spell discussion was nice and I liked how it flowed. It was just one of those things that puts you into the world, you know?

I'm probably going to soft ban contagious fireburst soon and let that just be Afina's thing. It at least needs a serious re-examination because seriously. So if you're thinking about it, please hold off. I let it finish B3 and meant to do this in downtime, but I forgot.

QuoteHopefully momentum will be preserved and I can play up Alicia schooling Lixer on godly combat, I think that'd be neat and play well to her portfolio.

It would and going in and beating up Lixer is worth quite a lot. That's the sort of thing that reinforces your portfolio neatly and is a good part of divine growth.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2018, 11:46:30 AM
Todo list updated and streamlined, just FYI.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 11, 2018, 01:36:12 PM
Quote from: Anastasia
Alyssa: Progress, progress. The meeting with the Red Knight was solid and overall you're taking moves to fix the Sharran problem. You have a possible first node companion lined up, as well as making contacts across the planes. Alyssa being hardened definitely shows, extremely cautious as well. I like it, I want to see more, but she's still new enough it's hard to say much beyond how much I enjoyed that discussion with the Red Knight. The Red Knight called out exactly why Alyssa needed her help, pointed out how it would benefit both of them and why she should say yes. I felt it was a powerful appearance.

I've been trying to be very cautious about dealing with things, in this case, Gods. Alyssa will have read enough lore to know that Gods, even good ones, always get more out of a deal than they give. I'm playing on her age and newness to the arena to keep her from catching on some things, but she knows when to be cautious.

She's also keeping a mental tally of who and how many times people are dodging her questions.

She doesn't quite trust the Red Knight yet, though she doesn't feel she's against her. She just thinks the Red Knight is doing something like positioning Alyssa to gain more attention and try to lure Shar or Malcanthet into making a more overt and personal effort that the Red Knight can capitalize on.

The fact that she so readily hit all the points Alyssa wanted to improve on without touching on any of her strengths much at all made her think of the Red Knight as an over eager salesman.

Add to the, that she semi-avoided going into details about how to do any of it, and the fact that she was pretty blase about finding a commander didn't help much either. OOC I know this was a combo of DM hasn't planned that out and it being a bit below a God's real concern, but IC those were Alyssa's primary reasons for being there, so it didn't fully sit well.

She's starting to get annoyed at not finding Shaundakul, but knows it's chance/a God's will. So she's trying to push through the random stuff as quickly as she can, but is watching for opportunities. Albert, for example, could be a powerful Ally if she can make an item that gives him control. She could even use it as a recruiting tool for more weres if she can.

All in all, I feel she's shaping up into a headstrong but cautious leader, which is what I wanted.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 11, 2018, 03:41:39 PM
Oh, also forgot to mention about the Hell Striker quest hook. While I was initially quite thrown off by it happening like that, it was nice being able to dig a little then go, 'Oh, I have someone who can handle that!'. Ebony would've been good to bring back to be in my node, having a high tier bard on demand is always super useful, but having her at Aurora offers more long term rewards. Maybe that'll change in the future. Assuming she doesn't die again, the place is bad for her health.

Also proxying her was basically necessary because I can't send her to the prime without causing spiritual wounds, and fits with Alicia just rotating proxy-ness around based on need, but she's a very useful and thematic pick there so once I hit DvR 2 it'll be made official and permanent for her.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 11, 2018, 06:03:10 PM
Let's see, general thoughts.

Obviously, hiding that you brainwashed a mercane is sensible. I don't really get why hiding the actual outcome of the Bel/Lixer battle was a thing, but whatever.

I was really hoping for a B3-equivalent opening, and I think we're getting it. Also, speaking of portfolios and matching them, I got thinking about it the other day and I figured that being known for sneakiness is the opposite of being sneaky. If that makes sense? But yeah, while Seira could take to the battlefield, this is the sort of mission that plays to her strengths and I hope she gets to shine there.

Nice to interact with Alicia, and I hope to do it more. It was even nicer to interact with my friends. I'm definitely happy to do more of that later.

Not sure how the Node thing works, but I did, on reflection, follow up on the Kascha thing and nothing really happened there. Did I take it too literally? I did talk to her about her experiences with Aurora.

You mustn't have looked at my spell list, because I do have the contagious fireburst. Aside from an obvious tie to Simmer and other Aurora persons, fire is kind of my thing and it's a very good fire spell. In fact, there are no other good epic fire spells for wizards, at least up to lvl13. It's mostly anti-mook anyway, and unlike Afina we actually have other ways of clearing a battlefield, so I'm not sure what the problem is? It was only effective with retarded devils placing themselves every ten feet.

Finally, not even sure what I'd like to see more: Seira meeting Lixer (his avatar?) for a climatic duel inside his fortress of angst, or Seira accomplishing the mission competently and avoiding notice.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2018, 06:07:48 PM
Quote from: Iron Dragoon on May 11, 2018, 01:36:12 PMShe doesn't quite trust the Red Knight yet, though she doesn't feel she's against her. She just thinks the Red Knight is doing something like positioning Alyssa to gain more attention and try to lure Shar or Malcanthet into making a more overt and personal effort that the Red Knight can capitalize on.

The fact that she so readily hit all the points Alyssa wanted to improve on without touching on any of her strengths much at all made her think of the Red Knight as an over eager salesman.

Add to the, that she semi-avoided going into details about how to do any of it, and the fact that she was pretty blase about finding a commander didn't help much either. OOC I know this was a combo of DM hasn't planned that out and it being a bit below a God's real concern, but IC those were Alyssa's primary reasons for being there, so it didn't fully sit well.

That's an interesting take there. I'd personally interpret it - and I'm not saying it what the Red Knight did or her thoughts - of pointing out weaknesses to fix as a strategy, as focusing on strengths in this situation wasn't useful. Show what can be done to help, not embellish what's already sufficient. That, and she already has planned exactly who she wanted to send and who would be there and how suitable they would be.

QuoteShe's starting to get annoyed at not finding Shaundakul, but knows it's chance/a God's will. So she's trying to push through the random stuff as quickly as she can, but is watching for opportunities. Albert, for example, could be a powerful Ally if she can make an item that gives him control. She could even use it as a recruiting tool for more weres if she can.

Trying to find Shaundakul is basically a luck check unless he wants to find you or you have the deific means to cut past the crap and contact him directly. It's his nature as a traveler.

QuoteAll in all, I feel she's shaping up into a headstrong but cautious leader, which is what I wanted.

It's a good start, but I think she needs a tad more seasoning, which fits her character.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 11, 2018, 06:48:13 PM
Yeah, I got what you mean with the Red Knight, but remember I said she's new to leadership and I'm playing off the assumption that she's been questioned alot and probably not given a ton of solid actual feed back,so she's a bit sensitive about having weakness poked at, even if it's something she knows about. She's also not used to dealing with soldiers and generals, so blunt and straight forward isn't something she really fits with. I'm also sorta running with the idea of factionalism and politics being rampant in the order, so the Red Knight's attitude is kind of new territory.

Also, she was honestly expecting some kind of stop-gap type thing until those proper solution were able to be put into place, so the total lack of that kind of put her off. That's sorta what I meant by mentioning strengths. Something like, "You lack physical combat power. Have your summoners focus on Earth elementals and you necromancers on debuff and fewer but more powerful undead mixed with the elementals."

More OOC-wise, I'm trying to decide if I want to play off of the Order's strengths or or go the long route and do more traditional things. Something like conjured soldiers or the like, or phantasmal soldiers. Probably some sort of mix is where I'll end up, I think. I'm also considering doing an expanded version of Evacuation Rune that will move a larger group and using it for a sort of oh shit I need reinforcement button for a QRF team to jump to. Probably have team leaders carry them, and then something to sudden summon a group of phantasmal soldiers or undead fighters or something. Sudden explosive numbers and instant reinforcement seems like a tactic that would work well with a smaller force like the order has.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2018, 06:58:33 PM
Quote from: Ebiris on May 11, 2018, 03:41:39 PMOh, also forgot to mention about the Hell Striker quest hook. While I was initially quite thrown off by it happening like that, it was nice being able to dig a little then go, 'Oh, I have someone who can handle that!'. Ebony would've been good to bring back to be in my node, having a high tier bard on demand is always super useful, but having her at Aurora offers more long term rewards. Maybe that'll change in the future. Assuming she doesn't die again, the place is bad for her health.

Also proxying her was basically necessary because I can't send her to the prime without causing spiritual wounds, and fits with Alicia just rotating proxy-ness around based on need, but she's a very useful and thematic pick there so once I hit DvR 2 it'll be made official and permanent for her.

That was really the point of it. You have tons of resources and I'd like them to be used. All nodes have varying resources I'm putting into play - yours and Seiras have the most as a conceit of the setup, but y'all should be using what you have.

There's tons of ways to give y'all hooks and keep things moving while not muddying things down. I intend to use those, give you a sense of scale and scope.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 11, 2018, 09:57:54 PM
I genuinely enjoyed the limitations of needing to work with the hand signals and things, if just because it let the expressive bard do all the talking while the other two had to more or less follow along.

It's been interesting just to see them all work together in the limited time they have had, because although both Xandra and Cresiel are from Celestia, they both have very different approaches and ways of getting where they're going.

Moore's intent on chipping away a little at Cresiel's steadfastness just because he's managed to get where he is (I mean Moore) by following what he thinks is his path and not necessarily anyone else's. In essence, he's taking Morwel's path and yet following it on Celestia's roads, if that makes any sense.

Honestly, in terms of actual battle prowess, the three of them are pretty good in terms of having all their bases covered. Cresiel can heal himself a bit while bashing skulls, Xandra blows stuff up and Moore fills in wherever he needs to.

The 10 minute songs are already paying great dividends in terms of resources, too, which is nice. 
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2018, 10:02:49 PM
Quote from: Corwin on May 11, 2018, 06:03:10 PMLet's see, general thoughts.

Obviously, hiding that you brainwashed a mercane is sensible. I don't really get why hiding the actual outcome of the Bel/Lixer battle was a thing, but whatever.

Politics and power. If nothing else, knowledge is power. Then again, Eligaas looks to be some new and exciting variety of batshit insane, so who can say?

QuoteI was really hoping for a B3-equivalent opening, and I think we're getting it.

You are. A bit of setup, you're not in a situation to start you with a tavern brawl, but close enough.

QuoteAlso, speaking of portfolios and matching them, I got thinking about it the other day and I figured that being known for sneakiness is the opposite of being sneaky. If that makes sense? But yeah, while Seira could take to the battlefield, this is the sort of mission that plays to her strengths and I hope she gets to shine there.

A bit of a paradox there, yeah. Being known as a deity is a higher tier than being so sneaky you aren't known at all, though. For example, Shar touches on a lot of aspects of being sneaky and she's well known. I get what you're saying, it's just one of life's little ironies.

QuoteNice to interact with Alicia, and I hope to do it more. It was even nicer to interact with my friends. I'm definitely happy to do more of that later.

Yeah, Donald's been great so far and Elle was solid. So was Amaryl and Kascha, it's good to get the band together. Kascha in particular, since she's grown a lot and that growth makes good fodder. Really I feel like there's a fertile field there of you just interacting with them, once this Lixer scenario is finished. The interplay between you and Alicia was solid, as was the small bits you had with Latha and Sulia.

QuoteNot sure how the Node thing works, but I did, on reflection, follow up on the Kascha thing and nothing really happened there. Did I take it too literally? I did talk to her about her experiences with Aurora.

Kascha's isn't finished yet, that's all. You were on the right path, it just sort of subsumed into other things. As this is new and guidance is good, a one on one talk with her (or maybe a three way conversation) would be best. Generally, if something that looks like a node goal doesn't trigger it, it's one of the following. 1. You needed to take it further. 2. You misunderstood it. 3. Poke the DM to make sure he hasn't just forgotten to update it.

Since this is her first node goal, it's really just a chance and reason for her to spend some time directly with you, really pick her mind over Aurora in detail and relate to you. She has a lot of thoughts there that she didn't get to touch on. It was sort of a side thing to other things that were going on if I recall, and that made sure it didn't get enough time.

QuoteYou mustn't have looked at my spell list, because I do have the contagious fireburst. Aside from an obvious tie to Simmer and other Aurora persons, fire is kind of my thing and it's a very good fire spell. In fact, there are no other good epic fire spells for wizards, at least up to lvl13. It's mostly anti-mook anyway, and unlike Afina we actually have other ways of clearing a battlefield, so I'm not sure what the problem is? It was only effective with retarded devils placing themselves every ten feet.

The real issue, I think, is that there's no limit to the fireburst chains. It gets a little silly in a situation where packed people result in a massive chain reaction. 

Anyway, you have it. Hm. Lemme think a bit, get back to you.

QuoteFinally, not even sure what I'd like to see more: Seira meeting Lixer (his avatar?) for a climatic duel inside his fortress of angst, or Seira accomplishing the mission competently and avoiding notice.

Win-win.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2018, 10:07:08 PM
Quote from: Iron Dragoon on May 11, 2018, 06:48:13 PMYeah, I got what you mean with the Red Knight, but remember I said she's new to leadership and I'm playing off the assumption that she's been questioned alot and probably not given a ton of solid actual feed back,so she's a bit sensitive about having weakness poked at, even if it's something she knows about. She's also not used to dealing with soldiers and generals, so blunt and straight forward isn't something she really fits with. I'm also sorta running with the idea of factionalism and politics being rampant in the order, so the Red Knight's attitude is kind of new territory.

Yes. The Red Knight expects a well oiled military machine and acts like that. Of course there's politics even in her military, but first and foremost, people do their job and cut the bullshit. Those that don't aren't long for their positions in her army. She's rather like the ideal of Baator in that respect. Alyssa isn't that and it shows with how they interacted.

QuoteAlso, she was honestly expecting some kind of stop-gap type thing until those proper solution were able to be put into place, so the total lack of that kind of put her off. That's sorta what I meant by mentioning strengths. Something like, "You lack physical combat power. Have your summoners focus on Earth elementals and you necromancers on debuff and fewer but more powerful undead mixed with the elementals."

Well, she is sending reinforcements with military experience, ones commanded to do things like that to help out. She's a general, a general tells the officers what to do and they make sure it gets done. That's part of it, part of it's just her approach and my presentation of it.

QuoteMore OOC-wise, I'm trying to decide if I want to play off of the Order's strengths or or go the long route and do more traditional things. Something like conjured soldiers or the like, or phantasmal soldiers. Probably some sort of mix is where I'll end up, I think. I'm also considering doing an expanded version of Evacuation Rune that will move a larger group and using it for a sort of oh shit I need reinforcement button for a QRF team to jump to. Probably have team leaders carry them, and then something to sudden summon a group of phantasmal soldiers or undead fighters or something. Sudden explosive numbers and instant reinforcement seems like a tactic that would work well with a smaller force like the order has.

I'm still feeling out the order a lot, so keep that all in mind. Right now you really just have a few people in it.

By the way, a list in your todo topic of known order personalities is a good idea, along with basic facts/traits of each one. If you wanna do that I'd really appreciate it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2018, 10:24:20 PM
Quote from: Nephrite on May 11, 2018, 09:57:54 PMI genuinely enjoyed the limitations of needing to work with the hand signals and things, if just because it let the expressive bard do all the talking while the other two had to more or less follow along.

It really was a fun gimmick and worth the headache with superior invisibility.

QuoteIt's been interesting just to see them all work together in the limited time they have had, because although both Xandra and Cresiel are from Celestia, they both have very different approaches and ways of getting where they're going.

They really do. Cresiel's the stern face, the loyal knight, the relentless champion. Sure, his style is defensive but he still goes forth and deals out justice in Mount Celestia's name. Cor compared him to a terminator in IRC and I think that was fairly spot on. He's simply not going to give up or break. He didn't break under Lixer's torments, he didn't break in captivity and he didn't break when blasted with Shar's unholy power. His faith in Mount Celestia and Chronias is unbroken and perhaps unbreakable, very much like an angel of the Lord, to go back to the Christianity comparisons and allusions to Celestia again.

Xandra is more mystical, more focused on Chronias than what is around her. She works to purposes beyond lesser men, a prophet-servant who has fully subsumed her will to the will of the Holy Mountain. She is very much in the model of 'God works in mysterious ways', as you saw with her interactions with you in B3. Like Moore, she sees and hears more beyond the ken of normal mortality. The voice in White has been a considerable part of Moore's story in B3 and now B6, and Xandra will help provide more insights into it. In a way she takes up the role Sylvie began to touch on in B3 as she became more and more affected by 21.

QuoteMoore's intent on chipping away a little at Cresiel's steadfastness just because he's managed to get where he is (I mean Moore) by following what he thinks is his path and not necessarily anyone else's. In essence, he's taking Morwel's path and yet following it on Celestia's roads, if that makes any sense.

That's a tough one and interesting to see how it plays - because in the end, Cresiel has chosen to follow something greater than himself. If Queen Morwel offers freedom within her dream and the ultimate freedom of the self, Chronias offers service and submission within the path to its light and the ultimate completion of the self when you reach it.

In a real sense when you look at it at that level, it's a choice between choosing between the self to be the ultimate good or something higher to be the ultimate good. Then again, isn't it freedom to consider and submit to the path of Celestia? Likewise, isn't it self completion to become part of Morwel's dream and find goodness within yourself?

Interestingly, I feel this also says all you need to know about neutral good and the Archangels. Is there a happy medium between these two? If not a true unison, then at least a harmony where both can be explored?

(Sidenote: I spent a long time back in B1 figuring out ways to make the different ultimate expressions of good meaningfully different. I feel D&D struggles with that a lot, and I can't blame it. You really have to put some philosophical and religious thought into it due to the nature of the questions. 2nd/3rd edition's lore provides a decent patina and even the roots to build a lot more, but you still have to do the building yourself. )

QuoteHonestly, in terms of actual battle prowess, the three of them are pretty good in terms of having all their bases covered. Cresiel can heal himself a bit while bashing skulls, Xandra blows stuff up and Moore fills in wherever he needs to.

They are. It's a promising team. I'm going to fine tune epic Warmage spells one day, but right now any sor/wiz evocation spell is working well enough.

QuoteThe 10 minute songs are already paying great dividends in terms of resources, too, which is nice.

They really are. Epic bards are terrifying for that. But not as terrifying as 80% off.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 11, 2018, 10:34:08 PM
I think I agree that D&D at its base doesn't do much a good job of ever defining what the alignments are beyond the basic idea of each of them. There's always the old standby of "But what if a paladin has to uphold an evil law" or whatever.

The idea of neutral good vs. chaotic or lawful good is really interesting because there's an -awful- lot of overlap between them sometimes. To borrow on B5 for a minute, a lot of what they did was lawful and chaotic at the same time in some veins. It's all good in the end, so why sweat it?

It's been interesting to see Cresiel's genuine surprise at what Moore can hear and the messages he can apparently understand. Does it really come from Chronias? What if it doesn't? Does it matter in the end if he's doing "good" work?

I think all of this showcases, at least to me, that it's really, really difficult to try and find a niche as a "true neutral" individual. I don't even know how that'd play out in the Balmuria universe, because  I think a character like that would just come off as incredibly wishy-washy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2018, 10:48:54 PM
Quote from: Nephrite on May 11, 2018, 10:34:08 PMI think I agree that D&D at its base doesn't do much a good job of ever defining what the alignments are beyond the basic idea of each of them. There's always the old standby of "But what if a paladin has to uphold an evil law" or whatever.

Yeah, I think D&D does a really good job of laying the bones, but it's only bones. I also think this is ultimately the right choice for the system. Let's be honest, not everyone is going to agree with what I've put out in defining alignment. Humans don't agree on these things universally, just look at history. So leaving the bones of it and letting people build is probably the best choice at the general level D&D has to work at.

As a rule for a paladin, avoiding a chaotic or evil act is more important failing to commit a lawful or good act. Even then, good usually trumps law when it comes down to things, due to the nature of how good and evil work. Morality's important - law and chaos are something that came from the Incarnations after all, while good and evil grew within Creation. OOC we get good and evil a lot easier than law and chaos, so that always felt like a natural tack to take.

QuoteThe idea of neutral good vs. chaotic or lawful good is really interesting because there's an -awful- lot of overlap between them sometimes. To borrow on B5 for a minute, a lot of what they did was lawful and chaotic at the same time in some veins. It's all good in the end, so why sweat it?

There is a lot overlap. After all, they're all good in alignment. They just disagree with how to implement and be good, but the fundamentals of good are still there.

Quote]It's been interesting to see Cresiel's genuine surprise at what Moore can hear and the messages he can apparently understand. Does it really come from Chronias? What if it doesn't? Does it matter in the end if he's doing "good" work?

Those are all really good questions and tie back to the issues raised between the flavors of good.

QuoteI think all of this showcases, at least to me, that it's really, really difficult to try and find a niche as a "true neutral" individual. I don't even know how that'd play out in the Balmuria universe, because  I think a character like that would just come off as incredibly wishy-washy.

I view neutral as not being wishy-washy or in balance, but simply apathetic to it and not keeling strongly enough in any direction to do that. Lemme look at a few true neutral characters from previous games.

Sylvie: Has issues and went through a ton of growth. In the end she's focused on other things and has 21, so a bad example in any case.
Adrian: Wasn't ever sworn to anyone until the very end of the game and was only interested in saving Lifasa. He was willing to do a lot to save Lifasa, and even in the end that was eroded away. If he shows up in B6 he'll probably be CG at that point due to falling in with Selune. He probably could've had an alignment change later in B3, honestly.
Dana: Is Dana. Is only neutral because there's a halfway decent person in there in spite of her many...quirks. Also gives no fucks about good or evil, generally. Is also Dana.
Sage Vul'lath: He's a gith and has no real problem with some evil, but he's also intentionally straddling the line. He's aware of planar realities, he's just staying out of it for now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 12, 2018, 12:34:42 AM
Also, I'm really thinking that the weekly recaps are provoking good discussion and analysis so far. What do you all think? I'm certainly going to keep them going as of now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 12, 2018, 12:57:07 AM
Working on Emily now, a few comments as I go.

- Base Attack/CMB/CMD: +29/+40=+29+10Str+1haste/ - +40 for her CMB, but her strength score is 24 for +7. Where's the +10 strength come from?

Actually just that, I got pulled out for a late night Walmart trip so I'm tired. More tomorrow.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 12, 2018, 06:40:51 AM
Must've been a mistake, I also see it for the Fireclaw attack but not the damage. Should be +7.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 12, 2018, 10:31:07 AM
Quote from: Corwin on May 12, 2018, 06:40:51 AM
Must've been a mistake, I also see it for the Fireclaw attack but not the damage. Should be +7.

Okay, cool. These things happen.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on May 12, 2018, 04:43:34 PM
Quote from: Anastasia on May 11, 2018, 10:00:28 AMTryll: Poor Miranda.
That girl needs to learn how to stand up for herself, or Dana'll never respect her.

Quote from: Anastasia on May 11, 2018, 10:00:28 AMOkay, more seriously, I had fun this week. Word of advice for Tryll, though: Just wandering in infinitely large planes isn't really an on the ball plan to find a particular person, barring someone like Lathander who will find you anyway if they wanna talk to you. That all being said, I did enjoy the wandering in Elysium. The gossipy woman was enjoyable, especially her distorted view of Aurora. Gossip does tend to distort things, does it not? Also, plot begins to loom for Tryll and friends, can't wait to get to that next week. Also, I like Miranda and I hope she grows more soon.
Eh, I'm still running Tryll as who he is, a very old creature who is still rediscovering their sense of urgency. He's a bit scatter-brained, and tends to forget that he can't just wander forever until he finds what he wants. It's something he's used to. He showed a bit of it in B3.  He'll figure it out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 12, 2018, 04:48:20 PM
Quote from: Yuthirin on May 12, 2018, 04:43:34 PMThat girl needs to learn how to stand up for herself, or Dana'll never respect her.

Miranda can, but she's been blitzed pretty hard by first that battle, then Dana, then her own impossible improvement. She'll sort it out in time, but right now she's still mentally reeling from everything.

QuoteEh, I'm still running Tryll as who he is, a very old creature who is still rediscovering their sense of urgency. He's a bit scatter-brained, and tends to forget that he can't just wander forever until he finds what he wants. It's something he's used to. He showed a bit of it in B3.  He'll figure it out.

Fair enough. He does tend to meander a bit, yes. Just sorta cloud-squiddy, drifting along in a haze of squid.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on May 12, 2018, 04:52:07 PM
Quote from: Anastasia on May 12, 2018, 04:48:20 PMMiranda can, but she's been blitzed pretty hard by first that battle, then Dana, then her own impossible improvement. She'll sort it out in time, but right now she's still mentally reeling from everything.
She needs to do it soon, because shit's gonna get WEIRD.

QuoteFair enough. He does tend to meander a bit, yes. Just sorta cloud-squiddy, drifting along in a haze of squid.
Floating through the planes, with Calleigh causing havoc.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 12, 2018, 05:03:15 PM
Fair enough all around.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 12, 2018, 05:03:34 PM
Quick Cor post: Working on that PrC we discussed, but not until tonight, as I mostly was tossing around ideas today.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 13, 2018, 12:14:26 PM
Dune, important question for when we resume on Monday.

QuoteVivacious Spell [Epic, Exalted, Metamagic]
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.

If this got applied to Mass Heal, would it hurt everyone it applied to by changing the positive energy to divine, or would it still heal as normal but inflict divine damage on undead (because it specifies 'damage')?

Also I just realised it's not important at all because Latha can't spontaneously cast so won't have it memorised for her to use, but knowing for future reference would be handy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 13, 2018, 12:17:30 PM
Any damage the spell inflicts means that it applies to damage it inflicts. If it's healing you, it's not inflicting damage and thus not changing the positive energy. Besides, vivacious spell is rooted in positive energy from energize spell anyway, so it doesn't make sense for it to interfere like that.

It would apply if you used heal/mass heal on an undead creature, of course.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 14, 2018, 10:10:30 AM
Quote from: Corwin on April 27, 2018, 04:19:11 PMFireclaw: Short Sword +1 of Elemental Harmony (+2) Sacred (+1) Evil Outsider Bane (+1) Undead Bane (+1) Fire (+1)/GMW+5 [+7 effective, 98,000gp]

I presume you mean flaming, not fire? As in +1d6 fire damage?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 14, 2018, 10:41:35 AM
QuoteSkills: Acrobatics (15) +20, Diplomacy (30) +43*, Escape Artist (5) +10, Intimidate (30) +40, Knowledge/Arcana (30) +48*, Knowledge/Dungeoneering (20) +35, Knowledge/Geography (5) +20, Knowledge/Engineering (5) +20, Knowledge/History (5) +20, Knowledge/Local (2) +20*, Knowledge/Nature (17) +35*, Knowledge/Nobility (2) +20*, Knowledge/Planes (30) +48*, Knowledge/Religion (30) +48*, Perception (30) +38*, Perform/Sing (10) +20, Sense Motive (30) +38*, Spellcraft (30) +38*, Survival (2) +10*, Swim (2) +9

Also, walk me through Emily's knowledge skills? They all seem 10 points too high, is that a mistake or are you factoring something else in?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 14, 2018, 11:17:56 AM
QuoteI presume you mean flaming, not fire? As in +1d6 fire damage?

Yeah, sure
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 14, 2018, 11:28:04 AM
Skills:

Skills: 5int+4+2class=11*30; *=class skill; Knowledge/Nature is a class skill via Knowledge Devotion; +10 insight to all Knowledge skills from Lore of the Gods
Skills: Acrobatics (15) +20, Diplomacy (30) +43*, Escape Artist (5) +10, Intimidate (30) +40, Knowledge/Arcana (30) +48*, Knowledge/Dungeoneering (20) +35, Knowledge/Geography (5) +20, Knowledge/Engineering (5) +20, Knowledge/History (5) +20, Knowledge/Local (2) +20*, Knowledge/Nature (17) +35*, Knowledge/Nobility (2) +20*, Knowledge/Planes (30) +48*, Knowledge/Religion (30) +48*, Perception (30) +38*, Perform/Sing (10) +20, Sense Motive (30) +38*, Spellcraft (30) +38*, Survival (2) +10*, Swim (2) +9

Counting the numbers in parenthesis we reach 330, which is 30 levels times 11.
11 is 5int+4houserule+2class
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 14, 2018, 11:48:07 AM
One problem - her base int is 14, it's only 20 with a booster. Nonpermanent boosts to intelligence don't apply to skill point gain, remember?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 14, 2018, 12:53:56 PM
No, I'm pretty sure I'm actually right here  >_>

We're using pathfinder skills, so take a glance here:
https://www.d20pfsrd.com/basics-ability-scores/ability-scores/#Intelligence_Int

After all, since skills increase per level and we no longer keep track of what's a class skill at which level, upkeep of skills has grown much simpler.

Quote
Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.

Quote
"All bonuses are retroactive when an ability score increases, be they bonuses to damage, to skill ranks, to hit points, to saves, to skill checks... all of them. Skill ranks not being retroactive are a 3.5 convention we specifically removed from the game because it was a weird exception to the rule, and since now there are no exceptions to this rule, there's no need to specifically state that skill ranks are retroactively granted if your Intelligence goes up."
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 14, 2018, 01:04:18 PM
That's true, but PF intelligence boosting items have a selected skill that it boosts rather than just giving you skill points to distribute freely.

https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/headband-of-vast-intelligence

QuoteIf I wear a headband of vast intelligence, do I get retroactive skill ranks for my Int increase in addition to the skill ranks associated with the item?

No. The skill associated with the magic item represents the "retroactive" skill ranks you'd get from the item increasing your Intelligence. You don't get the item's built-in skill ranks and another set to assign however you want.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 14, 2018, 01:24:00 PM
That prevents double-dipping since the headbands give skills themselves, yes. But that's functionally the same thing since we are allowed to rebuild anyhow. It'd make more sense to say we get skills from headbands instead of tying skills to them, though I'm fine with listing the skills tied to +int items it if that's how we want to go.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 14, 2018, 01:25:41 PM
Probably easier that way for when you're in antimagic/disjunctioned/sent through a portal that strips you naked.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 14, 2018, 01:27:45 PM
I'll rule on this tonight since I'm DMing right now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on May 14, 2018, 03:22:19 PM
Now is a great time to talk about character portraits!
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 14, 2018, 03:37:31 PM
What is the actual dispel check for Disjunction?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 14, 2018, 03:41:15 PM
Quote
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: This spell replaces Mage's Disjunction.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 14, 2018, 04:00:40 PM
Quote from: Yuthirin on May 14, 2018, 03:22:19 PM
Now is a great time to talk about character portraits!

I'll make a character portrait thread in a bit.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on May 14, 2018, 05:28:46 PM
Quote from: Anastasia on May 14, 2018, 04:00:40 PM
Quote from: Yuthirin on May 14, 2018, 03:22:19 PM
Now is a great time to talk about character portraits!
EXCITEMENT

I'll make a character portrait thread in a bit.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 14, 2018, 10:57:17 PM
So excited you had a tragic quote mishap? I hope there's survivors.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 15, 2018, 11:36:59 AM
Okay, before I rule on the whole skills and Int booster thing, I should clarify a few points here.

- For deities, I grant the skill points from the enhancement bonus as if it was their true Intelligence, due to the bonus being innate and impossible to remove. Alicia and Seira benefit, the others have something to look forward to.
- Exception: That doesn't apply to proxies, as the template can be taken away. Double exception: In the event of a rogue proxy who manages to make the proxy template their own so it can't be taken away (as mentioned in the article about proxies), they count the bonus as if they were a deity. Assuming they live long enough to benefit from it, anyway.
- In a case where a creature has a genuinely permanent enhancement bonus to Intelligence, I count that as well. This is exceedingly rare and usually a contingency.
- Permanent Intelligence boosters are counted for skill points, such as if Alyssa gets +2 Intelligence from a node bonus.
- Non permanent Intelligence boosters, including items and spells, are not counted nor do they grant any skills. This is pure 3.5 here, since I think 3.5 had the right of it due to how skill points work.

Do any of you need adjustments based on this? I wasn't really aware of this rule to be entirely honest, so this one sort of surprised me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 15, 2018, 12:20:31 PM
I'll check my math when I get home.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 15, 2018, 12:52:22 PM
Cool, lemme know.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 15, 2018, 01:01:27 PM
I'm pretty sure I did my math based on not having boosters but I'll verify and get back to you.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 15, 2018, 01:18:27 PM
Cool, lemme know x2.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 15, 2018, 02:13:16 PM
Dune,

Did you forget that you're the one that's up to post for me?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 15, 2018, 02:18:42 PM
Hey, are avatars static from when they're made or do they improve along with the deity when we gain levels?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 15, 2018, 02:22:29 PM
They improve. So if you gain a level, so does the avatar - they get the exact same level, naturally, as they're just projections of the deity.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 15, 2018, 02:31:25 PM
Quote from: Nephrite on May 15, 2018, 02:13:16 PM
Dune,

Did you forget that you're the one that's up to post for me?

Yes, thanks for bringing it up. Fixed sorry, just running full bore, thanks for the reminder.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 15, 2018, 04:00:14 PM
Note to self: Try and avoid multi node combat situations when you have another combat going. That means 3 combats at the minimum and that's a huge upkeep DMwise.

Nothing on y'all, more of something I'm going to keep in mind and try to work with in the future.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 16, 2018, 12:55:37 AM
Eb and Cor posts in the morning, today was crazy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 16, 2018, 10:27:32 AM
I won't be posting until about 1130 AM EST. Triple combats have been rough so far, so I'm taking a little extra time to relax this morning.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 16, 2018, 10:28:26 AM
Don't forget my question about disjunction!

*Gets out whip*
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 16, 2018, 11:42:13 AM
Mind deleting the post from my IC thread?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 16, 2018, 11:46:15 AM
Okay.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 16, 2018, 12:28:29 PM
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: This spell replaces Mage's Disjunction.

Relevant parts that Eb pasted. Were there other questions, Neph?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 16, 2018, 12:29:12 PM
Quote from: Nephrite on May 16, 2018, 11:46:15 AM
Okay.

Also, generally, a post in your thread works best. I usually lurk on this board and refresh, going to posts which are marked as new. A new post trips that, and most of the times when I lose track is because it's a post waiting on me that isn't new.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 16, 2018, 12:43:52 PM
I'm good, thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 16, 2018, 04:29:18 PM
Bonus IRC discussions being cross posted for reference.

> Incidentally, I did prep for B6 stuff. I showed Cor some of the plot chain for Moore's current adventure, for example, since there was no way Seira gets involved barring tremendous shenanigans.
<Lucille> I would've abstained anyhow
> One thing I didn't cover was a Lixer attack since I was figuring post B3 we'd have a longer break from Hell. That's part of the strain.
<Lucille> Prolly done the Alicia thing
* Kotono nods.
> Which is fine, it's been a really interesting adventure, just a ton of work to run for me.
<Lucille> It's been important!
> It has been.
> Once this settles I'd like to go back to giving Hell a nice break, though. I let this one go since y'all had a good IC reason as well as an old plot thread to chase down, so fair enough.
<Ebiris> Covering an old B1 goal is useful for getting back into the swing of these characters. Like I'm rediscovering how Alicia likes to talk shit to ancient and powerful immortals.
> Oh yes.
> It's been a good adventure and a good choice, I'm just sayin'.
<Lucille> B1 goal! Cute fallen angel rescue! Also kicking Hell's teeth in.
> Precisely.
<Lucille> And I bet all the planar twitter will explode
> The closest thing is telepathic conversations with alter reality, which are fairly common as needed.
<Ebiris> Yeah, the celestial TV's obsolete now, it's all planar twitter these days.
> So close enough.
<Lucille> :)
> To shift gears here since I'm planning to paste this discussion into nagging and there's another part I wanted to cover?

> PC balance is a tough thing and really a combination of a lot of things working together. Moore's very good at boosting others, but fundamentally that's a lot easier to take in stride because it's enabling. Likewise Afina's defenses were superlative, but those kept her alive more than anything else.  When I talk about something being unbalanced, it's usually implied or outright is unbalancing in some way. Not automatically powerful, per se, though it often is. Something that impacts the game in an ultimately negative way from a mechanical perspective. Often because the escalation that it tends to provoke at that level of play may be untenable or undesirable, since I generally optimize in line with my players. Like in a game where level drain and ability damage are a big deal since it's a low level undead fest, something that blocks or mitigates that may be unbalanced in the balance there.  So if I'm saying I'm worried about Alicia's damage, it's not that she's hitting too hard, per se, but that dropping potentially 4-5k damage a round goes past being powerful offense and into causing mechanical issues. I think it's mostly the channeled spells boosted by metamagic that's adding most of the damage, right?
<Ebiris> Maximised generally works out to doubling what you'd roll on average, and Vivacious doubles again vs undead/evil outsiders. So those combusts would be quartered and the flux grasps halved - and also completely dinged off the resistances and immunities everyone at this level has.
* Kotono nods.
> I'm not gonna do anything until this adventure is over regardless and I'd like to make as little changes as possible. This is an epic campaign and a divine campaign, power is expected. I just don't want it to become out of line enough to cause mechanical headaches for everything else, or make other PCs feel they need to escalate to keep the damage up.
> I'll see how it all shakes out once it's done.
> As for the resistances that's also a really fair point. Hm.
<Ebiris> Still that potential 5k damage ends up only being a tenth of that because everything gets dodged anyway. But fundamentally the whole concept is full attack -> kill. Alicia's defences aren't that great so she needs to be able to kill stuff before it kills her in effect. She can't spend a couple of rounds whittling something down with impunity the way Afina could.
* Kotono nods.
> To be fair, Lixer and Glasya are scaled up a bit since the intent of this adventure was to make a world establishing point. As I mentioned, you two are both overperforming.
> Your full attacks getting dodged a lot shouldn't be routine.
<Ebiris> Yeah, my expectation was going in and making a statement by performing well. "I'm a badass war goddess, this is what I do, respect it."
> Which you're doing. Pushing in a Lord of the First's shit is something Zquujaj did and look at the hype it got him. It's also meant to show you two have a lot of room to grow and spur you on. Your looming Vegeta to take an early DBZ reference.
<Ebiris> Zquujaj was also in mind actually as a reason why this is do-able. He was an epic pit fiend but I mentally hadn't pegged him as being where Alicia currently is.
> At absolute worst I'd just rule full attack channeling only affects each target once per round. RAW it's a smidge unclear the way it's written but probably works as you're running it.
> Well, he's 50 HD and had Pale Night supporting him.
<Ebiris> That'd kinda suck alright.
<Ebiris> 50 HD now, sure. But when Seira and Shamal and Deme met him who knows!
> So he was a least equal to Alicia overall there if not better but pure dint of HD. It's hard to really approximate what DvR's worth vs hit dice.
> So you're doing about as well, albeit the two of you had entirely different goals in Avernus.
> He was about the same. He dropped some super potent wishes and he's over hit diced for his DvR, remember.
<Ebiris> Power creep is a thing, expectations from early B1 may not match B6's current reality. But what Zquujaj did against an entrenched Bel I figured would be easier against a newbie Lixer.
> That is a factor, yes, even with Asmodeus having boosted him for precisely that reason.
> The White Voice said to one of you he's competing with Asmodeus, and in today's posts he mentioned in Seira's thread Lixer's stalling because he's wondering why his father isn't intervening. So obviously there's a lot going on with other players involved here.
> http://www.soulriders.net/forum/index.php/topic,104064.msg1108292.html#msg1108292 May makesome more sense with what was mentioned here in tinytext.
> Anyway, that digression aside, it's pretty much that. We'll see how it goes post adventure and move from there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 16, 2018, 05:43:03 PM
I have a lot of problems with judging power levels, too. Lief and Surraruthru were my first characters over level 12, I believe. Or the first one I remember being over level 12. I think the level 12 character was Thaeos way back in that 2e game with Serith. So jumping into a 20+ character with Lief was something I had problems with, even though he was already built for me.

Surraruthru was half a failure on his own what with the failed Nightmare Spinner build and then having to rebuild for True Dragon. The Monk version of him gave me the ridiculous damage that was fairly in line with Muirfinn and Afina, which were what I had to judge off of. The True Dragon rebuild crippled that but gave me huge boosts to group play, so I never really figured out where the acceptable balance point was with him.

I'm sorta running into similar issues with Alyssa, though I haven't done any *real* combat with her. I look at some of the other character sheets and see HPs of 700, ACs of 60+, attack bonuses of 50+ and then look at Alyssa. HP: 288. AC: 38. Attack: 43. It makes me a bit nervous and feels like I'm using a really flawed build, like back to the Nightmare Spinner thing. I know it probably isn't that horrible or flawed and is likely due to bonuses that come with primo gear and divinity, but man, go back to that pit fiend fight and it took me like four rounds to establish a solid routine and even then I still was low on HP the whole rest of the time. Stack on that I entirely lack SR, and I feel like I'm a bad Wizard/Fighter Gish.

I know it'll all work out, but still. When Tryll and Alica can dump just massive damage and I'm swinging for 4d12 and a possible 2-8 negative levels per round, man... Makes me feel like I studied history for a math test. =)
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 16, 2018, 10:37:44 PM
I'm sure this was DM arbitrated at some point in the past so my apologies, I'd like to ask about Shades (http://www.d20srd.org/srd/spells/shades.htm).

Does it work the same as the other Shadow-based spells and only works on (Creation) and (Summoning) spells, or does Shades work on any Conjuration School spell from the wizard/sorc list? I ask because Greater Shadow Conjuration still has the specification but Shades does not.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 16, 2018, 10:39:14 PM
Quote from: Nephrite on May 16, 2018, 10:37:44 PM
I'm sure this was DM arbitrated at some point in the past so my apologies, I'd like to ask about Shades (http://www.d20srd.org/srd/spells/shades.htm).

Does it work the same as the other Shadow-based spells and only works on (Creation) and (Summoning) spells, or does Shades work on any Conjuration School spell from the wizard/sorc list? I ask because Greater Shadow Conjuration still has the specification but Shades does not.

It says works as shadow conjuration, so it follows any rules in that spell that it doesn't directly amend. It only mentions the spell level, not removing that limitation, so it would still apply if it's in shadow conjuration.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 16, 2018, 10:45:09 PM
Doesn't it directly amend it by saying "except that it mimics sorcerer and wizard conjuration spells of 8th level or lower." ?

Greater Shadow Evocation says the same, like so: "except that it can duplicate any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower."


I'm really not trying to be pedantic here, I promise -- are you saying that it'd need to say "Except that it can mimic any sorcerer and wizard conjuration spell of 8th level or lower" or something like that?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 16, 2018, 10:48:09 PM
Quote from: Nephrite on May 16, 2018, 10:45:09 PM
Doesn't it directly amend it by saying "except that it mimics sorcerer and wizard conjuration spells of 8th level or lower." ?

Greater Shadow Evocation says the same, like so: "except that it can duplicate any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower."


I'm really not trying to be pedantic here, I promise -- are you saying that it'd need to say "Except that it can mimic any sorcerer and wizard conjuration spell of 8th level or lower" or something like that?

Tell you what, lemme do some googling on it after session and sort it out there, unless you need it for this battle you're currently in?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 16, 2018, 10:49:52 PM
Please take your time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2018, 12:33:17 AM
Quote from: Iron Dragoon on May 16, 2018, 05:43:03 PMI know it'll all work out, but still. When Tryll and Alica can dump just massive damage and I'm swinging for 4d12 and a possible 2-8 negative levels per round, man... Makes me feel like I studied history for a math test. =)

You're right in that you have the most room to grow by a mile. I wouldn't worry too much quite yet, just see how things shake out.

I am trying to avoid the keeping up with the Joneses mindset with the way nodes are set up and independent, on another note. It's inevitable to some degree no matter, and moreover, I've seen it from pretty much all of you within 2 and a half weeks of gaming. That hope was pretty much a fantasy in retrospect. Fortunately I set it up so gains can be made and growth can happen fairly well.

Also regardless of power, I'm trying to give each of you stakes in the plot and things going on. I think that's working quite well - from Io to Lixer, to the White Voice to node bonds.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 17, 2018, 12:37:28 AM
Quote from: Anastasia on May 17, 2018, 12:33:17 AM
You're right in that you have the most room to grow by a mile. I wouldn't worry too much quite yet, just see how things shake out.

I am trying to avoid the keeping up with the Joneses mindset with the way nodes are set up and independent, on another note. It's inevitable to some degree no matter, and moreover, I've seen it from pretty much all of you within 2 and a half weeks of gaming. That hope was pretty much a fantasy in retrospect. Fortunately I set it up so gains can be made and growth can happen fairly well.

Also regardless of power, I'm trying to give each of you stakes in the plot and things going on. I think that's working quite well - from Io to Lixer, to the White Voice to node bonds.

Yeah, I'm not meaning so much that I want to be on par with them, but what I'm anticipating is that we'll be facing the same sorts of threats. After all, we're all going to be going after Shar. So while I don't mind being behind them, I'm just concerned that mechancially my build might not be able to keep up, so to speak. It's mostly a nagging concern left over from Surraruthru v1. That build didn't work out simply because of the mind-affecting immunity. There just wasn't space in the build to make up for it. I just don't want to run into the same issue here and have to completely change things up to be viable.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2018, 12:45:38 AM
Fair enough all around. We'll see how it goes, you should be fine since your baseline's pretty flexible and can be tweaked with new feats and spell choices.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 17, 2018, 02:31:43 AM
Quote from: Nephrite on May 16, 2018, 10:37:44 PM
I'm sure this was DM arbitrated at some point in the past so my apologies, I'd like to ask about Shades (http://www.d20srd.org/srd/spells/shades.htm).

Does it work the same as the other Shadow-based spells and only works on (Creation) and (Summoning) spells, or does Shades work on any Conjuration School spell from the wizard/sorc list? I ask because Greater Shadow Conjuration still has the specification but Shades does not.

Out of curiosity, what other subschools does Conjuration has? Teleportation? I don't think it'd apply for Shades from context. Healing? That's usually divine and not on the sorc/wiz lists. I think that covers all Conjuration subschools. Maybe Calling? It's pretty much the same as summoning, anyways.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 17, 2018, 02:49:03 AM
Quote from: Iron Dragoon on May 16, 2018, 05:43:03 PM
I have a lot of problems with judging power levels, too. Lief and Surraruthru were my first characters over level 12, I believe. Or the first one I remember being over level 12. I think the level 12 character was Thaeos way back in that 2e game with Serith. So jumping into a 20+ character with Lief was something I had problems with, even though he was already built for me.

Surraruthru was half a failure on his own what with the failed Nightmare Spinner build and then having to rebuild for True Dragon. The Monk version of him gave me the ridiculous damage that was fairly in line with Muirfinn and Afina, which were what I had to judge off of. The True Dragon rebuild crippled that but gave me huge boosts to group play, so I never really figured out where the acceptable balance point was with him.

I'm sorta running into similar issues with Alyssa, though I haven't done any *real* combat with her. I look at some of the other character sheets and see HPs of 700, ACs of 60+, attack bonuses of 50+ and then look at Alyssa. HP: 288. AC: 38. Attack: 43. It makes me a bit nervous and feels like I'm using a really flawed build, like back to the Nightmare Spinner thing. I know it probably isn't that horrible or flawed and is likely due to bonuses that come with primo gear and divinity, but man, go back to that pit fiend fight and it took me like four rounds to establish a solid routine and even then I still was low on HP the whole rest of the time. Stack on that I entirely lack SR, and I feel like I'm a bad Wizard/Fighter Gish.

I know it'll all work out, but still. When Tryll and Alica can dump just massive damage and I'm swinging for 4d12 and a possible 2-8 negative levels per round, man... Makes me feel like I studied history for a math test. =)

If you don't mind me commenting, this is really because of the limitations of 3.5 as a system. It streamlines some things, and puts up obstacles before others. It's true the GM can rework everything to allow for any concept, but I feel it's best to not rely on the GM's mercy and his balancing act. For example, in gestalt gishes (caster//melee fighter) are the best approach bar none. Any concept can be played in a fun way, but if you seek out competence in combat that's the only viable way the system itself allows sans GM intervention. Amaryl, who uses the ranged attack approach relies on custom material to really come into her own, and on content that may not have been allowed for a purely melee build. Seira, who needs SA, relies on the GM's kindness not to throw SA-immune enemies her way, on having NPCs willing and able to flank with her and on items that allow limited uses for SAing the unSAable. A mounted paladin will often find that his steed can't go into the same caverns the party is exploring, and if it can, that there is no space to properly charge more often than not. That alone makes the other paladin variants superior, and so on.

So what to do if you really want to play a cool dude on a horse that charges things on behalf of his god? You're either stuck figuring out bullshit loopholes in the rules to let you bring your horse to these places, like maybe shrinking in size, or relying on GM lenience through an agreement, possibly unspoken, that he'll let you use your cool concept enough for it not to feel like a failure.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2018, 09:10:21 AM
Quote from: Corwin on May 17, 2018, 02:31:43 AM
Quote from: Nephrite on May 16, 2018, 10:37:44 PM
I'm sure this was DM arbitrated at some point in the past so my apologies, I'd like to ask about Shades (http://www.d20srd.org/srd/spells/shades.htm).

Does it work the same as the other Shadow-based spells and only works on (Creation) and (Summoning) spells, or does Shades work on any Conjuration School spell from the wizard/sorc list? I ask because Greater Shadow Conjuration still has the specification but Shades does not.

Out of curiosity, what other subschools does Conjuration has? Teleportation? I don't think it'd apply for Shades from context. Healing? That's usually divine and not on the sorc/wiz lists. I think that covers all Conjuration subschools. Maybe Calling? It's pretty much the same as summoning, anyways.

That's about my thinking, too. I'm going to rule it holds onto the limitation of base shadow conjuration. Of course, you could make a custom spell to explore this further if you wanted, Neph.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2018, 09:46:00 AM
Quote from: Corwin on May 17, 2018, 02:49:03 AM
Quote from: Iron Dragoon on May 16, 2018, 05:43:03 PM
I have a lot of problems with judging power levels, too. Lief and Surraruthru were my first characters over level 12, I believe. Or the first one I remember being over level 12. I think the level 12 character was Thaeos way back in that 2e game with Serith. So jumping into a 20+ character with Lief was something I had problems with, even though he was already built for me.

Surraruthru was half a failure on his own what with the failed Nightmare Spinner build and then having to rebuild for True Dragon. The Monk version of him gave me the ridiculous damage that was fairly in line with Muirfinn and Afina, which were what I had to judge off of. The True Dragon rebuild crippled that but gave me huge boosts to group play, so I never really figured out where the acceptable balance point was with him.

I'm sorta running into similar issues with Alyssa, though I haven't done any *real* combat with her. I look at some of the other character sheets and see HPs of 700, ACs of 60+, attack bonuses of 50+ and then look at Alyssa. HP: 288. AC: 38. Attack: 43. It makes me a bit nervous and feels like I'm using a really flawed build, like back to the Nightmare Spinner thing. I know it probably isn't that horrible or flawed and is likely due to bonuses that come with primo gear and divinity, but man, go back to that pit fiend fight and it took me like four rounds to establish a solid routine and even then I still was low on HP the whole rest of the time. Stack on that I entirely lack SR, and I feel like I'm a bad Wizard/Fighter Gish.

I know it'll all work out, but still. When Tryll and Alica can dump just massive damage and I'm swinging for 4d12 and a possible 2-8 negative levels per round, man... Makes me feel like I studied history for a math test. =)

If you don't mind me commenting, this is really because of the limitations of 3.5 as a system. It streamlines some things, and puts up obstacles before others. It's true the GM can rework everything to allow for any concept, but I feel it's best to not rely on the GM's mercy and his balancing act. For example, in gestalt gishes (caster//melee fighter) are the best approach bar none. Any concept can be played in a fun way, but if you seek out competence in combat that's the only viable way the system itself allows sans GM intervention. Amaryl, who uses the ranged attack approach relies on custom material to really come into her own, and on content that may not have been allowed for a purely melee build. Seira, who needs SA, relies on the GM's kindness not to throw SA-immune enemies her way, on having NPCs willing and able to flank with her and on items that allow limited uses for SAing the unSAable. A mounted paladin will often find that his steed can't go into the same caverns the party is exploring, and if it can, that there is no space to properly charge more often than not. That alone makes the other paladin variants superior, and so on.

So what to do if you really want to play a cool dude on a horse that charges things on behalf of his god? You're either stuck figuring out bullshit loopholes in the rules to let you bring your horse to these places, like maybe shrinking in size, or relying on GM lenience through an agreement, possibly unspoken, that he'll let you use your cool concept enough for it not to feel like a failure.

I agree with what you say in broad strokes, but lemme toss in my two cents.

1. Fighter/mages tend to be best, though I don't think it applies intrinsically to melee fighters. Amaryl does fine for example, though more on her in a bit. But more importantly, variety and a good build tend to be the best. There's a good reason one of the best features of a deity is basically near free-form reality altering at will. It's not mechanically overwhelming, but it's an incredibly versatile tool box. (Note to self: Write about alter reality in the next post.) As long as you accomplish that in gestalt, you'll be fine, no matter the mechanisms you use to do so.

2. To be fair for Amaryl, the roots of her build are all in canon material. Swift hunters are a thing after all, her custom PrC and a few of her custom spells are just gilding the lily. Most people who get custom material are like that, using it to help refine and expand something 3.5 begins. I see that as a strength of the system and a great boon, the simple ability to use the mechanical frame work to make new feats, PrCs, spells and so on. It's added a tremendous amount of good to Balmuria and a huge amount of new flexibility.

3. Funny story - I view those sort of limitations (SA, mount, ect) as a good thing. As long as the DM uses those wisely (and you don't choose them in a campaign that inherently counters them, but that's on the player if so), limitations are useful. Seira facing an SA immune enemy makes her use different tactics and strategies. Crystal in a situation that Hope can't participate in? She fights differently and has different approaches.  It's a chance to challenge the player and mix it up, using different ways and means to accomplish your goals. So I disagree with your point about relying on the DM for them. If anything, I see it as a way for the DM to keep things interesting, to be able to mix things up. It's really the same principle as those 'strip you naked portals' I use every so often. Your gear's great, but occasionally it's nice to take it away and see you scramble without it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2018, 09:46:51 AM
Okay, this morning I'm going to do a quick round of posts, finish up Emily and start on Jarem. If time somehow permits due to an act of God Almighty, I'll do some portrait work then.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2018, 10:03:37 AM
Relevant for Neph: Just added superior shadow evocation to the Spell Collection. It's from Lucy, mentioning since shadow conjuration came up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2018, 10:08:05 AM
Emily's up in Seira's minor ally topic. Her spell list needs work/revision, those are in todos. She won't see action right away so I have time here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2018, 10:14:18 AM
For the record, I'm not quite sure how I posted Emily in Alicia's current topic, but I blame Shar. (That and having it open in another tab. But mostly Shar.)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2018, 10:34:09 AM
For Alyssa

Jarem Aruwood

Cleric (Crusader variant) 30//Knight 30

He's going to have some focus in tripping, so bear that in mind. More information as I work him out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on May 17, 2018, 11:20:37 AM
Quote from: Anastasia on May 15, 2018, 11:36:59 AM
Okay, before I rule on the whole skills and Int booster thing, I should clarify a few points here.

- For deities, I grant the skill points from the enhancement bonus as if it was their true Intelligence, due to the bonus being innate and impossible to remove. Alicia and Seira benefit, the others have something to look forward to.
- Exception: That doesn't apply to proxies, as the template can be taken away. Double exception: In the event of a rogue proxy who manages to make the proxy template their own so it can't be taken away (as mentioned in the article about proxies), they count the bonus as if they were a deity. Assuming they live long enough to benefit from it, anyway.
- In a case where a creature has a genuinely permanent enhancement bonus to Intelligence, I count that as well. This is exceedingly rare and usually a contingency.
- Permanent Intelligence boosters are counted for skill points, such as if Alyssa gets +2 Intelligence from a node bonus.
- Non permanent Intelligence boosters, including items and spells, are not counted nor do they grant any skills. This is pure 3.5 here, since I think 3.5 had the right of it due to how skill points work.

Do any of you need adjustments based on this? I wasn't really aware of this rule to be entirely honest, so this one sort of surprised me.
This is something I'll need to look at once I have a PC again.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2018, 11:21:34 AM
All good, do as you can, Yuth. PC issues suck.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2018, 12:26:30 PM
We'll begin at noon todya. That's 30 minutes from the time of this post.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2018, 12:51:23 PM
A preview, to be finished tonight or tomorrow.

Jarem Aruwood

Cleric (Crusader variant) 30//Knight 30

Use something for tripping.

Size/Type: Medium Humanoid (Human)
Hit Dice: 30d12+180+30
Initiative: +5
Speed: 30ft
Armor Class: (+5 dex, +11 armor, +5 insight, +1 dodge) +1 shield , shield applies to touch AC
Base Attack/CMB/CMD: +30/+
Attack: include -2 and shield bash extra attack
Full Attack:
Space/Reach: 5ft/5ft
Special Attacks: Spells, deific foes (Shar, Garagos, Cyric, Fraz Urb'Luu, Sune, Renbuu), turn deific foes 8/day (15d6; DC 30), smite 6/day
Special Qualities: Knight's challenge (fighting challenge+5, test of mettle, call to battle, knight's code, daunting challenge, bond of loyalty, loyal beyond death), shield block+4, bulwark of defense, armor mastery, vigilant defender, improved shield ally, impetuous endurance.
Saves: Fort +28, Ref +19, Will +29
Abilities: Str 22, Dex 20, Con 22, Int 20, Wis 31, Cha 21   
Skills:  10; 33+ability modifier.
Feats: Combat Expertise(1), Improved Trip(H), Mounted Combat(K2), Knock Down(3), Power Attack(C3), Shield Specialization(K5), Shield Ward(6), Toughness(C8), Law Devotion(9), Improved Shield Bash(K10), Agile Shield Fighter(12), Improved Combat Expertise(C13), Dodge(15), Great Fortitude(K15), Mobility(18), Spring Attack(C18)
Epic Feats: Epic Spell Capacity(21), knight is 23+3, crusader is ??? but probably same rate as cleric, which is 23+3. Make that epic progression next. Epic feats to focus on: epic trip, epic shield feats, epic agile shield fighter (need to make), epic toughness. Epic speed would be nice but probably not happening. Mabye some stat boosters for preq issues too, need to check.
Alignment: Lawful Neutral

Add epic agile shield fighter feat.

Red Breastplate

This armor is given to The Red Knight's favored servants. It is a deep, beautiful red and never rusts or becomes dirty. It is a breastplate+6 that has a maximum dexterity bonus equal to the wearer's Dexterity modifier and no armor check penalty. Additionally, for every 2 points the wearer's Intelligence is above 10 (12, 14, ect), the wearer gains a +1 insight bonus to armor class and saving throws. 
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2018, 01:06:12 PM
This is probably a question that's answered itself, but I'm guessing work IRC isn't happening, Moore?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 17, 2018, 01:10:59 PM
Not currently, no. Perhaps eventually.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2018, 01:12:50 PM
All good, was just curious.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2018, 01:21:48 PM
Now that Alicia and Seira have a bit of hands-on experience with Alter Reality, let's refresh on a clause of it. This isn't an attack or nagging or anything, I wanted y'all to feel it out first before going into this in detail, so you'd better understand.

QuoteA deity can effectively mimic any mortal spell effect, so long as it fits with the deity's portfolio. This limits the exact applications of this ability, as a deity cannot use this ability to do something against what they represent.

Now bear in mind what you represent, what your domains are and so on and so forth. That should provide some guidelines to the limits of alter reality for you.

Examples of no-nos:

Alicia using alter reality to burn a cache of holy magic tomes. Would be a double whammy of being against the good domain and the magic domain.
Seira using alter reality to crush the hopes of those who seek something better. Would be against her hope domain.

So just bear this in mind when you use alter reality.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 17, 2018, 01:25:41 PM
Fortunately magic and war are pretty broad in Alicia's case. She's used it mostly for 'girding herself for war' with self buffs. The stuff on Sylica with keeping her and Syala's conversations quiet could be alter reality with magic for... doing magic! Or could be manipulating the divine realm itself, it was kinda vague.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2018, 01:27:44 PM
It's pretty flexible, yeah. It's less about justifying what you're doing than making sure you aren't doing something against your portfolio.

I mean look, I know you could get into some logic games to justify a lot. I don't think it benefits any of us to. Instead, I'm focused on making sure you 1. Keep uses thematic in how you execut them when possible and 2. Avoiding things against your portfolio. Beyond that go nuts, I knew going in alter reality was a huge toolkit to use.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yulia on May 17, 2018, 01:53:48 PM
HEY LISTEN!

I'm going to make an effort on todos this weekend. If you have any for me, post them here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 18, 2018, 06:10:51 AM
The southern magician feat says that if you try to counterspell these spells you do it at a -4 penalty. Can that apply to all counterspelling?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 18, 2018, 10:33:03 AM
Quote from: Corwin on May 18, 2018, 06:10:51 AM
The southern magician feat says that if you try to counterspell these spells you do it at a -4 penalty. Can that apply to all counterspelling?

You mean to all spells you cast, not just those modified by the feat?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 18, 2018, 10:38:22 AM
No, the modified only spells. I mean whether I can counterspell something cast at me with a Superb Dispelling prepared using this feat, and have the enemy caster suffer a -4 penalty in the CL contest.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 18, 2018, 10:39:50 AM
No, I'd read it purely as applying to active attempts they make, not the attempts you make.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 18, 2018, 01:33:22 PM
I appreciate the fact that Dana's Father is just going to be called that forever.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 18, 2018, 01:48:10 PM
Quote from: Nephrite on May 18, 2018, 01:33:22 PM
I appreciate the fact that Dana's Father is just going to be called that forever.

It does amuse me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 18, 2018, 01:48:31 PM
Day 2 update.

Jarem Aruwood

Cleric (Crusader variant) 30//Knight 30

Use something for tripping.

Size/Type: Medium Humanoid (Human)
Hit Dice: 30d12+180+30+60 (462 hp)
Initiative: +5
Speed: 30ft, fly 60ft (good)
Armor Class: 55 (+5 dex, +11 armor, +5 insight, +1 dodge, +13 shield, +5 natural, +5 deflection)(25% miss chance)
Base Attack/CMB/CMD: +30/+
Attack: Dellos+43 (1d8+13 17-20 x2)
Full Attack: Dellos+41/+36/+31/+26 (1d8+13 17-20 x2) and Crimson Shield+41/+36 (2d6+18)
Space/Reach: 5ft/5ft
Special Attacks: Spells, deific foes+8 (Shar, Garagos, Cyric, Fraz Urb'Luu, Sune, Renbuu), turn deific foes 8/day (15d6; DC 30), smite 6/day
Special Qualities: Knight's challenge (fighting challenge+5, test of mettle, call to battle, knight's code, daunting challenge, bond of loyalty, loyal beyond death), shield block+6, bulwark of defense, armor mastery, vigilant defender, improved shield ally, impetuous endurance, evasion.
Saves: Fort +33, Ref +37, Will +34
Abilities: Str 24, Dex 20, Con 22, Int 20, Wis 31, Cha 21   
Skills: Diplomacy+38, Knowledge(N&R)+38, Knowledge(Religion)+38, Perform(Oratory)+38, Profession(General)+43, Spellcraft+38

4; 33+ability modifier. Wants oratory
Feats: Combat Expertise(1), Improved Trip(H), Mounted Combat(K2), Knock Down(3), Power Attack(C3), Shield Specialization(K5), Shield Ward(6), Toughness(C8), Law Devotion(9), Improved Shield Bash(K10), Agile Shield Fighter(12), Improved Combat Expertise(C13), Dodge(15), Great Fortitude(K15), Mobility(18), Spring Attack(C18)
Epic Feats: Great Ability(Strength)(21), Shield Barrier(K23), Epic Spell Capacity(C23), Epic Trip(24), Shield Evasion(K26), Improved Deific Foe(C26), Epic Agile Shield Fighter(27), Knight's Defense(K29), Improved Deific Foe(C29), Epic Toughness(30)
Alignment: Lawful Neutral



[Weapon]Dellos: Adamantine long sword+6, keen and sweeping. Can be used to make a trip attack and does not allow the target to trip you back if you fail.
[Armor]Red Breastplate: Breastplate+6, max dex equal's the wearer's, no armor check penalty. For every 2 points the wearer's Int is above 10, gain a +1 insight bonus to armor class and saving throws.
[Shield]Crimson Shield: Heavy Steel Shield+5. Also is enchanted as a weapon with shield spikes, a +6 enhancement bonus and the bashing and collision special properties.

[Neck]Amulet of Natural Armor+5: +5 enhancement bonus to natural armor.
[Ring 1]Ring of Defense+5: +5 deflection bonus to armor class and +5 resistance bonus to saving throws.
[Boots]Red Boots: Grants a permanent fly speed of 60ft (good) as well as a +6 enhancement bonus to all ability scores.

Epic Agile Shield Fighter [Epic]
Prerequisite: Agile Shield Fighter
Benefit: When you make a full attack, you may make a second attack with your shield, but with a -5 penalty.
Special: You may select this feat up to three times. The second time grants you a third attack with your shield a -10 penalty and the third time grants you a fourth attack with your shield with a -15 penalty.

+2 trip from sweeping, +10 trip feats, free attack + save to be unable to move for one round.

+5 bonus to shield damage from collision. Base 2d6 damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 18, 2018, 03:26:52 PM
How many NPCs can assist me on an attack with Aid Another?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 18, 2018, 05:28:07 PM
2.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 18, 2018, 11:22:57 PM
Weekly analysis time. I'm going to do the quicker ones first this time, since the longer ones involve combat analysis.  Those always eat up more words, especially first time ones that really get into how someone's performing.

Tryll

A strong week. Dana had a call out coming, I was going to crank up her behavior until someone called her on it. She had shit going on, it was addressed and life goes on. Beyond that it felt like a good establishing week. It got into Dana's mind off and on, as well as extended establishing conversation for Miranda. Good stuff overall, I enjoyed it and feel it's setting up a strong arc in Langersun. By the way, making a custom power that's a quicker, more reliable divination would make a lot of sense for Tryll.

Alyssa

More setup, but I feel you've made an alliance and begun to get things moving. All plans start from the ground floor and you're finally getting on the elevator on up. Jarem's new but has potential, plus you have a decent array of regents to interact with. The problem of keeping your guild in one piece along with the looming question of what Shar's game is works well. It's a slow start but frankly you need one and I'm happy with how it's going. Next week should be both fun and instructive on how Alyssa does in combat situations.

Moore

Okay, first of all, I really enjoy Grias being Grias. It's a nice bit of homefront life, you know? That being said, I think Moore's doing well enough. Cresiel's firmly established himself now, the way he kept going as the Eye of Shar blasted him outside of the temple set a strong mark, one he followed up against on the actual Blackball Eye of Shar. He has that fanatical unbendingness to him, that will that tells you that his mindset isn't human. Xandra not as strong an impression, but that was okay, Cresiel was making his mark then and there.

As far as combat goes, the Eye of Shar was a terrible matchup for you. 300ish damage per hit is horrifying for any part, and you lacked the easy tricks to take care of it. It would have been far worse with Xandra, either a TPK or a fighting retreat from it. Fortunately you managed to hold it off and finish Duran. Still, credit's due for pulling it off, that was a hard fight. A bit of worse luck at any point in that fight and you would've been in a far stickier wicket. Well done.

As a side note, finding out that WoC usage was a sidequest for later. You stumbled on it early, so congratulations on that. The trick is figuring out the other two, but you're ahead of the game there.

The rest of the fights weren't bad, even Rumbling Slide's interrupts were managed well. The team's solid right now. Cresiel's offense and healing, Xandra's attack magic and Moore's boosting and healing. It covers the bases well, now you just need a support element or two and you'll be alright.

Jarem over in Alyssa's node makes me half wish I went full knight with Cresiel, as the shield route with it is exceptional. Alas. The Shield Defense epic feat is really wonderful combined with Shield Barrier and Shield Evasion, making your shield a huge part of you, granting miss chance, regular and touch AC and evasion. That'll be Jarem's gimmick and it should be more than productive.

Seira

Character wise, this week was mostly some solid redevelopment and feeling out how Seira feels in combat, as well as interacting with Jessica and Elegy. They haven't had a lot of time to shine but they've produced well enough. I liked some of the banter with Lixer as well as Seira catching the tiny text right off. I was hoping you and Alicia would, as you're in a position more likely to than a typical mortal. The reactions to it are solid enough, too.

For both you and Alicia, let me repeat what I said on IRC: You two have over preformed here. There's a reason it's rare for anyone to come in and push in Hell's shit directly, the fact that you're doing as well as you are as DvR1s is exceptional. So bear in mind that anything I say mechanically should be understood to be through a lens of y'all being intentionally outmatched. Okay? Okay.

Mechanically, Seira feels very strong and competent. Maybe a smidge too much so, I'm not sure yet and it's hard to get a grasp on things. It's too early to say unless something comes out and punches me like HOLY SHIT 4-5K MELEE FULL ATTACK. If you are, barring something that's just flat mechanically busted, I'm inclined to balance it out with node rewards to others to help instead.

Mirror's Mimicry may get banned for upkeep reasons if nothing else. It's a DM side hassle on top of DvR possibly busting it super hard. I made this spell a loooong time ago and never used it since, and it may be one of those things that wasn't well reasoned in retrospect. We'll see how it goes. (Really, between that, time stop and the avatar, your action output was silly today.) This is fair warning about the spell for everyone.

Finally, the avatar's neat to have around, no doubt. However, and this is an OOC request, not a rule or an IC thing, I'd prefer bringing one along to bolster you to be a rare thing at best. It nearly doubles your output right now, resources and the DM effort to manage the character. They're more meant to be used for other things than a combat shadow - there's nothing in the rules that say they can't be, if I'm being totally honest, it's just something I'd rather avoid. If it turns into every day is bring an avatar to the adventure day, I'll do a rule because that's getting into gameplay I simply don't want. They're really meant to be ways to delegate, ways to adventure on the Prime and ways to help manage your divine holdings, not a copy a PC for doubled fire power.

Now my bitching being said, I think Seira's working mechanically and working well. She feels like she's equipped with what she needs to do. I'm not worried about her performing at all, so things should be fine on that front.

Alicia

Okay, I admit it. I really got invested in you battle outside of Avernus since it's an amazing set piece. Nothing against what Seira's doing, but facing down a Hellish army is hard to top. I thought you handled it well and straddled the right line with your trash talk, provoking without being silly or out of game theme (Donald has that problem sometimes). Only downside is Latha - I'm playing her fairly blandly right at the moment, before flinging sun, because I have so much going on. I feel like she needs downtime to really reinvest in her character. This is very much a hindsight 20/20 thing, so it should fix herself after this adventure.

Also Donald was hilarious all week, half the time being great and half the time being wince worthy. That's really where I am for him, so I'm glad he's hit the ground running.

Anyway, mechanically? You feel solid enough. I mean, it's Alicia, her build works. Swording + magic + high saves. It's a classic combo that rarely under performs, so you're doing fine there. Quick cast only amps it, as does arcane channeling. We discussed the full attack damage this week, we'll see how that goes from here. I think the real problem is arcane channeling, that may be what I address if I need to, not sure how. We'll see how everything unloads post adventure and work from there.

Alter size is proving its worth already, it's a neat ability that gives you all sorts of options. I just have to resist the urge to cackle, 'Make my Alicia grow!'. Also keeping it limited to Colossal mechanically is a good idea, rather than trying mechanically represent the size further. Otherwise the ability would be a mechanical headache, so I think it's in the right place.

Overall you feel about right, so you should be fine going ahead.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on May 18, 2018, 11:25:33 PM
I have a bunch of custom powers in progress. On my hard drive. Of my computer that does not work.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 18, 2018, 11:26:57 PM
Quote from: Yuthirin on May 18, 2018, 11:25:33 PM
I have a bunch of custom powers in progress. On my hard drive. Of my computer that does not work.

/me pats.

Hang in there, tortle. I can't wait to see 'em. Any previews of what you're brewing up that you wanna share?
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on May 18, 2018, 11:30:13 PM
True Celestial Conduit should terrify you
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 18, 2018, 11:32:57 PM
Quote from: Yuthirin on May 18, 2018, 11:30:13 PM
True Celestial Conduit should terrify you

/me whimpers in terror.

Should be interesting to see.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 18, 2018, 11:40:38 PM
The Eye of Shar unfortunately got lucky twice against Moore, which is really annoying, but thankfully I invested in enough hit points for him that he could survive A Hit, which is all he needed to ever do.

I have contingencies in place for these things!

I also like the homefront slice of life style of things, since it's interesting that even when you're taking care of epic-level things you still sit around and eat icecream at home.

As for Cresiel, I think the problem with going full knight with him is it's like... okay, but then you lose all the cool Hellreaver stuff. I get what you mean, but Knight's problem is and always will be how to keep things from just walking away from you.

Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on May 18, 2018, 11:53:02 PM
Quote from: Anastasia on May 18, 2018, 11:32:57 PM
Quote from: Yuthirin on May 18, 2018, 11:30:13 PM
True Celestial Conduit should terrify you

/me whimpers in terror.

Should be interesting to see.
ive got some old notes saved as messages to myself. I'll see what I can do this weekend
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 19, 2018, 01:00:32 AM
Quote from: Anastasia on May 18, 2018, 11:22:57 PM
Weekly analysis time. I'm going to do the quicker ones first this time, since the longer ones involve combat analysis.  Those always eat up more words, especially first time ones that really get into how someone's performing.

Alyssa

More setup, but I feel you've made an alliance and begun to get things moving. All plans start from the ground floor and you're finally getting on the elevator on up. Jarem's new but has potential, plus you have a decent array of regents to interact with. The problem of keeping your guild in one piece along with the looming question of what Shar's game is works well. It's a slow start but frankly you need one and I'm happy with how it's going. Next week should be both fun and instructive on how Alyssa does in combat situations.

Yes, the slow build is a thing. I'll admit I'm sort of floundering on how to prioritize things, though. I'd like to get some more detailed info on the Regents; overview type stuff like their specialties and general opinions on things, so I can have an idea of how to approach things with them.

I'm not sure what to do with Jarem and his people, really. It's kinda weird since they're just like... There... and I don't really have anyone to interact with other than just Jarem, and it's just been talking so far. I like the development that's happening, but I haven't really accomplished anything. I wanna start work on improving the Order, but that's kind of resource dependent, and I'm honestly not sure where the Order stands in that regard. Like, how many research groups do I have? What are they working on? What's my budget? I don't have a line on any of that.

I need to figure out buffs I can get get from them, also. What spell ranges are we looking at and how many spells can I concievably get from them? What are the actual break downs of their numbers?

Locking down an effective selection of spells for Alyssa is proving to be weird, now that I've had to revise her spells a couple times. I have to have things that buff defenses and also weapons, but her weapon selection isn't fantastic yet.

Lifedrinker is her best weapon, but it's easily negated since it's only a +1, and if anything is immune to negative levels, it's basically moot.

The other weapons haven't seen action yet (soon to be fixed), but Desiccating, while seeming good on the surface is only +1d4. 

Magebane will be a solid hit I think, though I'm quesitoning Shattermantle. The fact that it expires at the beginning of my next turn means that I won't be able to take advantage of it, though anyone who goes after me will. It's a toss up.

Corrosive will be solid, I think, at +1d6 damage. I think I might need to change up some of my enchantments, though I'm not sure what would be a good combo. I'm thinking I'm probably going to have to take the Improved Critical Feat somehow, but then I sorta get locked into a single weapon type. I recall seeing stuff about applying any weapon feat to all weapons, but I don't recall how to do it. I think it was Aptitude Enchantment? Kaorti resin is a thing, but that also requires specific Exotic Weapon Proficiency.

The spells that impact weapons are something I'm having to dig through. Sonic Weapon is a solid use of a low level slot for 1d6. Frost Weapon is something I've considered, another +1d6, but I'm unsure on relying on Cold damage. Brilliant Blade is a thing, but that's just for hitting purposes and not damage. Dolorous Blow is a solid choice, which I'm thinking will likely make a regular showing. Enlarge Weapon is a thing, too. I'm not really sure past that, though. Mostr of the other enchantments rely on a Fort save, which suuuuuuuccccks.

The only built-in fixes for this I see are going to Factotum and using Cunning Breach and Cunning Strike. Both are hard choices to rely on because of the low number of Inspiration I have, which means I need to get an Inspiring/Inspirational Surge Weapon. Both of those aren't great fixes as they are only +2 points or function off of a crit. They help, but they're not a reliable staple.

I think I need to get some Wands/Rods/Staffs to expand a bit, but that's money dependent.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 19, 2018, 02:06:20 AM
On a different note, how do Epic Spells listed on the SRD work? Like, if I wanted to take Greater Spell Resistance? Since we're starting at level 30, do I just get it in my spellbook? Are there any restricted Epic Spells from the SRD?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 19, 2018, 05:49:43 AM
Bringing the SeirAvatar was a conscious choice. It obviously doubles my ability, letting me punch above my weight. Also, I wasn't certain whether I'd be able to flank properly in this situation, so that ensured I could bring my best powers to bear. Finally, I wanted to go all out at gamestart and see how I match against everything. Still undecided on that one, since Seira is pulling off neat stuff but not really on the level of the others, even with that effectively doubled power.

Once I get an idea of what's needed to achieve my goals, I'm not going to send myself and my avatar off together unless it's important for me to go all out again. Incidentally, the Zariel plot would have been one such moment anyway, even if we didn't open with it.

I'd be sad to see Mirror's Mimicry go. You can talk all you want about how we're intentionally outmatched, but if I can't even drown these superpowered assholes with numbers I'm left with very unsatisfying prospects. Space to grow, sure. Growing enough to casually bridge a +50 numerical gap that apparently exists between DvR1 and DvR5? And without even being able to choose items to fill in the gap? I really can't get past that. Also I kinda like how I can use a bunch of actions to chat on divine twitter mid-battle and other stuff with them, but that's just flavor.

A weak area I've discovered for Seira is the counterspelling business. I didn't consider how much of Jaela and Surru's competence came from a booster item, there. And of course even elite mooks facing me have higher CL than me  :(

The combat demo seems to have oversold me on the effectiveness of my spells against enemies. I've expended far more on the gate guards than against a nessian, and only whittled them down some. Not sure what it means for my magical lineup yet, but I do have melee to fall back on. Having the indoors fighting areas be too small for my dragon form was also a miscalculation I really should've seen ahead of time. Luckily, the Miracle SLA is tiding me over until alter reality goes from limited wish to wish, supplying some extra versatility like with delayed blast fireballs.

I wonder whether I could use Gate in a similar way to B3 where we could summon Aurora dudes with it. Like, anyone at my Node? Anyone currently at the Cauldron? It would be an interesting way to summon help as needed.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 19, 2018, 06:12:46 AM
A question that came up for me, btw. Does Arcane Spellsurge work on SLAs as well, or only on spells? It forces you to autoquicken spells, so you can't use standards for them anymore, but does that happen for SLAs too?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 19, 2018, 06:15:55 AM
Iddy, buy Cauldron Steel! We have the best weapons! Made by a genuine gnome! For an extra +2, we'll throw in the best enchantment, too! It revolutionizes the energy damage field!
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 19, 2018, 07:31:48 AM
Latha is very much a downside right now, her passivity and requirement to be told what to do/double check with Alicia every round is becoming aggravating. Feels like I've brought Rei Ayanami along for the ride. Hopefully she'll get her head together with some downtime character stuff, yeah. Donald is hitting his marks perfectly, for good and ill. Sulia feels kinda quiet, and this is her first actual combat outing so I feel she could be doing more to make a solid impression.

The big set piece battle was pretty great, wading through hordes of devils, catching Lixer's avatar in a trap and taking him out before he could do anything, felt satisfying. I remember in B3 when Muirfinn went to the Abyss with Antenora and they were just slaughtering demons by the bucketload and I was totally jealous, so it's nice to be getting into that vibe. Things stalled out pretty hard when I engaged Glasya unfortunately - before it felt like I was making a difference keeping Lixer occupied, steadily pushing in with the aim of attacking the fortress directly and ensuring Seira could do her business without much attention on her. Now Glasya's got us completely tangled up and Lixer hasn't been involving himself in our side of it so feels like the objective failed there.

The trash talk is good but you can see it sputter out a bit during the Glasya fight as well. Started out riding high on life and throwing down the gauntlet to Lixer as a real 'welcome to the big leagues' sort of thing, but that's been completely turned around now I'm up against someone who's been in the top tier a lot longer than Alicia. It feels like Glasya's just having fun fooling around while we're struggling to keep our heads above water, so the banter's having to walk a line of not sacrificing my pride and keeping Glasya engaged without either infuriating her so she goes wild on us or boring her so she just kills us without dragging it out.

About the only way I can see of killing Glasya now is coordinating a time-stop with my avatar then opening a gate next to Glasya so Avatarlicia can five foot step through and unload a fully buffed smite/moment of prescience/vivacious flux grasp full attack on her. Even then the avatar's got about minus five to hit on Alicia, and that's probably enough for her to end up missing short of twenties. Either way I don't really want to use that tactic because it'd open the door for it to be used against us, and Glasya has a lot more avatars.

So yeah, basically stalling now and hoping Seira does her part, but every turn I'm weaker than the last so can only hold out so long.

As far as mechanics go, we talked about it in chat and PM. I don't feel Alicia's terribly well optimised since I took a fairly straightforward build with the only dipping being those two fighter levels so I would have enough feats for the TWF chain, and Alicia's numbers are lagging behind Seira's in basically all aspects, but being able to kill anything she full attacks is what she was built for and so losing that would leave me with no interesting gimmicks to have fun with. And as we're already seeing, once she burns through her high level spell slots she can't really sustain that performance.

I mean I could drop the double-bladed sword again and then I'd have half the attacks and thus half the damage, and that'd still probably kill stuff pretty well - the potential damage number is impressive but also overkill and thus wasted anyway. But considering how many kung fu bears/dragons we've seen pumping out over a dozen attacks a round in previous games, it feels a bit harsh to be penalised when the TWF regime is already so costly in terms of feats and penalties to attack.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 19, 2018, 08:40:02 AM
Quote from: Nephrite on May 18, 2018, 11:40:38 PM
The Eye of Shar unfortunately got lucky twice against Moore, which is really annoying, but thankfully I invested in enough hit points for him that he could survive A Hit, which is all he needed to ever do.

I have contingencies in place for these things!

Yeah, having enough hit points to make it through things like this is important, even if you build well enough that it shouldn't happen often. Glad to see you managed it, that Eye could drop the damage with a quickness. Incidentally it was gestalted with scout, which is where the extra 10d6 came from.

QuoteI also like the homefront slice of life style of things, since it's interesting that even when you're taking care of epic-level things you still sit around and eat icecream at home.

Those are the scenes that remind you it's people and not huge blocks of numbers, yes. They're very important.

QuoteAs for Cresiel, I think the problem with going full knight with him is it's like... okay, but then you lose all the cool Hellreaver stuff. I get what you mean, but Knight's problem is and always will be how to keep things from just walking away from you.

There's ways and means, but yeah. Jarem is going to use cleric magic and tripping to see to that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 19, 2018, 08:40:36 AM
Quote from: Yuthirin on May 18, 2018, 11:53:02 PM
Quote from: Anastasia on May 18, 2018, 11:32:57 PM
Quote from: Yuthirin on May 18, 2018, 11:30:13 PM
True Celestial Conduit should terrify you

/me whimpers in terror.

Should be interesting to see.
ive got some old notes saved as messages to myself. I'll see what I can do this weekend

Awesome. Don't feel like you have to do it if you're still on phone and it's a hassle, though. I can wait if you'd rather do it on a functioning PC.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 19, 2018, 08:54:01 AM
Quote from: Iron Dragoon on May 19, 2018, 01:00:32 AMYes, the slow build is a thing. I'll admit I'm sort of floundering on how to prioritize things, though. I'd like to get some more detailed info on the Regents; overview type stuff like their specialties and general opinions on things, so I can have an idea of how to approach things with them.

That's fine, I may prep up a post about that for Monday. I've mostly been filling in the numbers so far as we go, setting up since you have the most setup to do. You're starting from scratch, so this sort of thing is expected due to your concept. You wanted a guild, so I'm focusing on establishing personalities, political allegiances and personal opinions. Little things like Yorel's jab at Elaire and the rich says a lot about both of them, for example, without outright saying it.

QuoteI'm not sure what to do with Jarem and his people, really. It's kinda weird since they're just like... There... and I don't really have anyone to interact with other than just Jarem, and it's just been talking so far. I like the development that's happening, but I haven't really accomplished anything. I wanna start work on improving the Order, but that's kind of resource dependent, and I'm honestly not sure where the Order stands in that regard. Like, how many research groups do I have? What are they working on? What's my budget? I don't have a line on any of that.

Now a lot of the sausage making of your guild is likely to stay off screen. Really, you can assume they have the income to take care of anything basic that you need, while anything that's an improvement will need to be started and funded by you. Generally, for the sake of research and getting things done, you have enough people.

QuoteI need to figure out buffs I can get get from them, also. What spell ranges are we looking at and how many spells can I concievably get from them? What are the actual break downs of their numbers?

If you don't involve regents, 5th-6th level by members paying dues by directly helping out. Regents can go higher, a few even to 9th level, but none into epic magic.

QuoteLocking down an effective selection of spells for Alyssa is proving to be weird, now that I've had to revise her spells a couple times. I have to have things that buff defenses and also weapons, but her weapon selection isn't fantastic yet.

Yeah, growing pains are rough, no doubt about it. That's the sort of thing that firms up as you get experience with her, and you're gonna on the treasure ship. This is gonna be your tutorial dungeon, so to speak, so don't worry about it so much.

QuoteLifedrinker is her best weapon, but it's easily negated since it's only a +1, and if anything is immune to negative levels, it's basically moot.

The other weapons haven't seen action yet (soon to be fixed), but Desiccating, while seeming good on the surface is only +1d4. 

Magebane will be a solid hit I think, though I'm quesitoning Shattermantle. The fact that it expires at the beginning of my next turn means that I won't be able to take advantage of it, though anyone who goes after me will. It's a toss up.

Corrosive will be solid, I think, at +1d6 damage. I think I might need to change up some of my enchantments, though I'm not sure what would be a good combo. I'm thinking I'm probably going to have to take the Improved Critical Feat somehow, but then I sorta get locked into a single weapon type. I recall seeing stuff about applying any weapon feat to all weapons, but I don't recall how to do it. I think it was Aptitude Enchantment? Kaorti resin is a thing, but that also requires specific Exotic Weapon Proficiency.

The spells that impact weapons are something I'm having to dig through. Sonic Weapon is a solid use of a low level slot for 1d6. Frost Weapon is something I've considered, another +1d6, but I'm unsure on relying on Cold damage. Brilliant Blade is a thing, but that's just for hitting purposes and not damage. Dolorous Blow is a solid choice, which I'm thinking will likely make a regular showing. Enlarge Weapon is a thing, too. I'm not really sure past that, though. Mostr of the other enchantments rely on a Fort save, which suuuuuuuccccks.

The only built-in fixes for this I see are going to Factotum and using Cunning Breach and Cunning Strike. Both are hard choices to rely on because of the low number of Inspiration I have, which means I need to get an Inspiring/Inspirational Surge Weapon. Both of those aren't great fixes as they are only +2 points or function off of a crit. They help, but they're not a reliable staple.

I think I need to get some Wands/Rods/Staffs to expand a bit, but that's money dependent.

Yes. Your weapon situation will naturally clarify itself with use, plus you'll likely find new weapons to use. I'll be interested to see how it hashes out there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 19, 2018, 08:55:08 AM
Quote from: Iron Dragoon on May 19, 2018, 02:06:20 AM
On a different note, how do Epic Spells listed on the SRD work? Like, if I wanted to take Greater Spell Resistance? Since we're starting at level 30, do I just get it in my spellbook? Are there any restricted Epic Spells from the SRD?

All of them are banned, as we use a different epic magic system. It's entirely possible to convert one though, feel free to point out any you want to take and we'll work it out. The power level on those spells varies wildly, so touch base with me and we'll see where it fits.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 19, 2018, 09:29:17 AM
Quote from: Corwin on May 19, 2018, 05:49:43 AMBringing the SeirAvatar was a conscious choice. It obviously doubles my ability, letting me punch above my weight. Also, I wasn't certain whether I'd be able to flank properly in this situation, so that ensured I could bring my best powers to bear. Finally, I wanted to go all out at gamestart and see how I match against everything. Still undecided on that one, since Seira is pulling off neat stuff but not really on the level of the others, even with that effectively doubled power.

/me nods.

I'd say what you're pulling off is less a function of your power and more because you have the stealth part of the mission. Alicia's up there making lots of noise, so naturally gets some big guns pointed at her. It's one of those little paradoxes in life - if you were having to do the things Alicia was doing right now, it would mean your stealth mission went tits up. The fact that you've made it this far into Noir Jardin is impressive, even if it's not as obviously attention-getting as Alicia's work outside.

QuoteI'd be sad to see Mirror's Mimicry go. You can talk all you want about how we're intentionally outmatched, but if I can't even drown these superpowered assholes with numbers I'm left with very unsatisfying prospects. Space to grow, sure. Growing enough to casually bridge a +50 numerical gap that apparently exists between DvR1 and DvR5? And without even being able to choose items to fill in the gap? I really can't get past that. Also I kinda like how I can use a bunch of actions to chat on divine twitter mid-battle and other stuff with them, but that's just flavor.

I'm sure you can survive just fine without spamming half a dozen extra turns a round.

Okay, that being said, I think it's best to understand that you're attacking Hell - aka Plans and Preparations Unlimited. The boss's kids, no less, the boss who has a rep of being one of the best planners and preparers in Creation. Deities who prepare are fearsome as you've seen, and combine that with how Asmodeus and Hell tends to work? Things will work out, I got this, we got this. It's setting a tone for attacking Hell, it isn't meant to set a tone for everything going forward.

(It's worth noting that both Glasya and Lixer are over hit diced a bit at 45 hit dice. Glasya's mostly grown into divine rank to match, but Lixer has not for obvious reasons. That's contributing to them being powerful here, too. Again, nothing insurmountable with time and some growth on your end, but it's another reason why this is a hefty first challenge.)

QuoteA weak area I've discovered for Seira is the counterspelling business. I didn't consider how much of Jaela and Surru's competence came from a booster item, there. And of course even elite mooks facing me have higher CL than me  :(

A team of epic, Lixer empowered mages? Sure, they can reasonably compete. Same way your elite minions friends can compete, too. If someone attacked the Cauldron, I imagine Amaryl, Donald, Elle and everyone would be fighting with you. Same principle here, you're attacking Lixer's private holding when he's consolidating, so naturally he's going to have top of the line aides. 

QuoteThe combat demo seems to have oversold me on the effectiveness of my spells against enemies. I've expended far more on the gate guards than against a nessian, and only whittled them down some. Not sure what it means for my magical lineup yet, but I do have melee to fall back on. Having the indoors fighting areas be too small for my dragon form was also a miscalculation I really should've seen ahead of time. Luckily, the Miracle SLA is tiding me over until alter reality goes from limited wish to wish, supplying some extra versatility like with delayed blast fireballs.

For clarity, what do you mean by the gate guards? The ones you fought in the first inner gate?

Anyway yeah, dragon form thing was one of those things that goes '...oh, that makes sense' as much as it sucks. Just an unfortunate conceit of where you're fighting.

Honestly, your sheer versatility helps patch a lot of situations and that's a good thing.

QuoteI wonder whether I could use Gate in a similar way to B3 where we could summon Aurora dudes with it. Like, anyone at my Node? Anyone currently at the Cauldron? It would be an interesting way to summon help as needed.

Funny story - I believe that usage of it was discussed in B1. I'd be fine with it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 19, 2018, 09:44:17 AM
QuoteA team of epic, Lixer empowered mages? Sure, they can reasonably compete. Same way your elite minions friends can compete, too. If someone attacked the Cauldron, I imagine Amaryl, Donald, Elle and everyone would be fighting with you. Same principle here, you're attacking Lixer's private holding when he's consolidating, so naturally he's going to have top of the line aides.

Just jumping in on this, it'd be a lot easier to take the epic elite liches seriously if they had some personality or threat beyond just being mobile spell turrets for Lixer. Where's his Abigor? Or... remember when we went into Hell to kill Agares in B1, and there was that epic charging devil we fought? Anyone that's able to fight on the level of Gods should have something theatrical about them to get us invested. So far Lixer's shown us 16 liches all of which seem to be more powerful than the Dark Six, but I couldn't tell you thing one about any of them.

I know you hated 4th edition with its lich minions at the epic tier, but that's exactly what we're seeing here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 19, 2018, 09:44:58 AM
Yes, it's unfortunate that I don't get to shine in combat because that's a failure condition. Still, maybe I'll get another chance assaulting some other place which is not Hell.

That said, even if we assume Hell is overprepared and all that, if I were to attack any other place I'd still hit the same issues. Don't tell me Shar's minions would be a walk in the park compared to this. Yes, I know I can beat up some Prime Material pre-epic dudes. >_>

Incidentally, Lixer being Asmodad's kid didn't really help him when a few PCs from Aurora kicked his shit in repeatedly.

I think it's unfair in the extreme to compare named NPCs on the same level as Seira or Alicia and who are their friends as nameless mooks who share the same init and act in tandem. That makes them by definition mooks, even if elite ones. And since an elite team of them died to Alicia and another is destined to die to me and I bet there are more, they're either not using a similar Node mechanic with a much higher max capacity or are disposable, unlike my NPCs. In comparison, they'd be equal to my squad commanders, who are no doubt elite but aren't even in the minor allies thread and don't have the same firepower as my NPCs.

The gate guards were the ones at the inner gate, yes. Melee worked fine on them; the spells I was sure were overwhelming against regular dudes, not so much. Will revise accordingly.

I am fairly versatile, yes. Seira is very much a jack of all trades.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 19, 2018, 10:01:44 AM
Quote from: Ebiris on May 19, 2018, 07:31:48 AMLatha is very much a downside right now, her passivity and requirement to be told what to do/double check with Alicia every round is becoming aggravating. Feels like I've brought Rei Ayanami along for the ride. Hopefully she'll get her head together with some downtime character stuff, yeah. Donald is hitting his marks perfectly, for good and ill. Sulia feels kinda quiet, and this is her first actual combat outing so I feel she could be doing more to make a solid impression.

Agreed about Latha. I feel like she connected best to you not in combat, but in discussions in your down time. I think that's what she needed over combat. She's a supporter, an advisor, a moral compass. She can fight but it was always rooted in that, and without it I feel like something's missing. I'm confident it will resolve itself, going to push that next week and when you hit downtime, though.

Sulia's just been overshadowed by Glasya and Donald, as well as mostly being off screen. That's another todo over the next week. I think she got lost more due to being so busy, she needs those moments quite a lot. She had some banter with Glasya which was a step in the right direction.

QuoteThe big set piece battle was pretty great, wading through hordes of devils, catching Lixer's avatar in a trap and taking him out before he could do anything, felt satisfying. I remember in B3 when Muirfinn went to the Abyss with Antenora and they were just slaughtering demons by the bucketload and I was totally jealous, so it's nice to be getting into that vibe.

One of the reasons I treat group rules the way I do is exactly for that. I've always wanted Balmuria combat to be about champions and heroes, powerful entities more akin to comic books or myths than army battles. Not that armies don't have a place, but the way I execute running larger groups intentionally encourages this.

QuoteThings stalled out pretty hard when I engaged Glasya unfortunately - before it felt like I was making a difference keeping Lixer occupied, steadily pushing in with the aim of attacking the fortress directly and ensuring Seira could do her business without much attention on her. Now Glasya's got us completely tangled up and Lixer hasn't been involving himself in our side of it so feels like the objective failed there.

Glasya's meant to be a huge roadblock, yeah. Not an impossible one, but definitely a challenge to find a way to deal with her.

QuoteThe trash talk is good but you can see it sputter out a bit during the Glasya fight as well. Started out riding high on life and throwing down the gauntlet to Lixer as a real 'welcome to the big leagues' sort of thing, but that's been completely turned around now I'm up against someone who's been in the top tier a lot longer than Alicia. It feels like Glasya's just having fun fooling around while we're struggling to keep our heads above water, so the banter's having to walk a line of not sacrificing my pride and keeping Glasya engaged without either infuriating her so she goes wild on us or boring her so she just kills us without dragging it out.

Pretty much, it's been interesting to me on account of it.

QuoteAbout the only way I can see of killing Glasya now is coordinating a time-stop with my avatar then opening a gate next to Glasya so Avatarlicia can five foot step through and unload a fully buffed smite/moment of prescience/vivacious flux grasp full attack on her. Even[q then the avatar's got about minus five to hit on Alicia, and that's probably enough for her to end up missing short of twenties. Either way I don't really want to use that tactic because it'd open the door for it to be used against us, and Glasya has a lot more avatars.

To touch on the avatar talk in Seira's post, that's another reason I want to discourage bringing avatars along. It starts becoming more and more a thing, which means it happens against you and becomes a huge hassle. I don't think that's gameplay any of us want. I'd really rather not make a rule about it as I said, but if I need to I will.

QuoteSo yeah, basically stalling now and hoping Seira does her part, but every turn I'm weaker than the last so can only hold out so long.

A heroic stand in Hell against vast odds? Welcome to being a Paladin in Hell. It's a nice call back to the Hall of the Vanquished, one that Alicia should write a better ending to this time.

QuoteAs far as mechanics go, we talked about it in chat and PM. I don't feel Alicia's terribly well optimised since I took a fairly straightforward build with the only dipping being those two fighter levels so I would have enough feats for the TWF chain, and Alicia's numbers are lagging behind Seira's in basically all aspects, but being able to kill anything she full attacks is what she was built for and so losing that would leave me with no interesting gimmicks to have fun with. And as we're already seeing, once she burns through her high level spell slots she can't really sustain that performance.

I agree. I just think there's a place where you're dealing worthy damage with an FA, one where you aren't dropping 4-5k damage a turn.

QuoteI mean I could drop the double-bladed sword again and then I'd have half the attacks and thus half the damage, and that'd still probably kill stuff pretty well - the potential damage number is impressive but also overkill and thus wasted anyway. But considering how many kung fu bears/dragons we've seen pumping out over a dozen attacks a round in previous games, it feels a bit harsh to be penalised when the TWF regime is already so costly in terms of feats and penalties to attack.

The number of attacks isn't the problem anyway. It's the channeling, and if I do take action against it, it'll be from that angle. Frankly I don't think you'd be broken with 12 or even 14 attacks if you weren't channeling like you are now. Your damage is good and reasonably in line otherwise, arcane channeling is just -that- good the way you've built.

Regardless I'm going to see how the adventure goes before making( any decisions. I'm more inclined to gently correct as needed in game than ban if I can, as I expect a high power level here. (Mirror's Mimicry is an exception. I meant to mention this in Seira's post and forgot, but I had misgivings about that spell before this game and wasn't using in on account of that.)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 19, 2018, 10:05:52 AM
Quote from: Ebiris on May 19, 2018, 09:44:17 AM
QuoteA team of epic, Lixer empowered mages? Sure, they can reasonably compete. Same way your elite minions friends can compete, too. If someone attacked the Cauldron, I imagine Amaryl, Donald, Elle and everyone would be fighting with you. Same principle here, you're attacking Lixer's private holding when he's consolidating, so naturally he's going to have top of the line aides.

Just jumping in on this, it'd be a lot easier to take the epic elite liches seriously if they had some personality or threat beyond just being mobile spell turrets for Lixer. Where's his Abigor? Or... remember when we went into Hell to kill Agares in B1, and there was that epic charging devil we fought? Anyone that's able to fight on the level of Gods should have something theatrical about them to get us invested. So far Lixer's shown us 16 liches all of which seem to be more powerful than the Dark Six, but I couldn't tell you thing one about any of them.

I know you hated 4th edition with its lich minions at the epic tier, but that's exactly what we're seeing here.

That's a fair point. To be fair I was hoping Seira would drop a Knowledge check on that and go into them that way, but I think it's mostly on me.

I'll note combat situation and hectic, blah blah blah, but you're not wrong.

Part of is shoestringing this adventure a bit, I didn't focus much on Lixer in pre game prep since I wasn't expecting this day one. But you're right and it's something I can shore up in the fights ahead.

I think that explains something from my end too, so thanks. Hadn't put it together.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 19, 2018, 10:11:08 AM
The numbers is what really sells them on being generic and this irrelevant. You're having them act on the same init for coordinated spells anyway, so replacing them with a solitary lich lieutenant that you could invest more character into would be great. Like even if any of them try talking now or whatever, they're just part of a crowd. But if it was one dude and he got some cool description about how gross and gnarly he looks and he lays out some sick burns and then Seira actually thinks 'Who the fuck is this guy?' and rolls a knowledge check and gets told 'He's a real piece of shit that's who he is!' it becomes that much more exciting and now she's got a serious threat to contend with and some motivation to kill him beyond the fact that he's standing in her way.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 19, 2018, 10:16:19 AM
Quote from: Corwin on May 19, 2018, 09:44:58 AMYes, it's unfortunate that I don't get to shine in combat because that's a failure condition. Still, maybe I'll get another chance assaulting some other place which is not Hell.

That said, even if we assume Hell is overprepared and all that, if I were to attack any other place I'd still hit the same issues. Don't tell me Shar's minions would be a walk in the park compared to this. Yes, I know I can beat up some Prime Material pre-epic dudes. >_>

Shar's also noted to be powerful in general and annoying so. I concede the point in that case but point to previously established things so I can just go >_> instead.

QuoteIncidentally, Lixer being Asmodad's kid didn't really help him when a few PCs from Aurora kicked his shit in repeatedly.

Less reason to invest. As big as a thing as Aurora was, Lixer wasn't Lord of the First yet. Asmodeus has more reasons to support him now. It's one thing for Lixer to get set back in a private quarrel with an enemy of Hell.  It's another for the Lord of the First to get bitched around. It becomes a political issue for him.

QuoteI think it's unfair in the extreme to compare named NPCs on the same level as Seira or Alicia and who are their friends as nameless mooks who share the same init and act in tandem. That makes them by definition mooks, even if elite ones. And since an elite team of them died to Alicia and another is destined to die to me and I bet there are more, they're either not using a similar Node mechanic with a much higher max capacity or are disposable, unlike my NPCs. In comparison, they'd be equal to my squad commanders, who are no doubt elite but aren't even in the minor allies thread and don't have the same firepower as my NPCs.

With my comment to Eb first as a note, you aren't wrong. It's just I honestly haven't done a good job at presenting them as what they are. That's a to do over the week, flush them out more (assuming they don't die super fast) and bear it in mind for the future.

In retrospect I should have probably delayed this adventure a little longer, I think it needed a little more ramp up since I was prepping this on the fly. That's not on either of you, really.

QuoteThe gate guards were the ones at the inner gate, yes. Melee worked fine on them; the spells I was sure were overwhelming against regular dudes, not so much. Will revise accordingly.

I recall you opened with spells that softened them so that melee cleaned up. Could've been vice-versa easily enough.

QuoteI am fairly versatile, yes. Seira is very much a jack of all trades.

It shows and works fairly well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 19, 2018, 10:17:43 AM
Quote from: Ebiris on May 19, 2018, 10:11:08 AM
The numbers is what really sells them on being generic and this irrelevant. You're having them act on the same init for coordinated spells anyway, so replacing them with a solitary lich lieutenant that you could invest more character into would be great. Like even if any of them try talking now or whatever, they're just part of a crowd. But if it was one dude and he got some cool description about how gross and gnarly he looks and he lays out some sick burns and then Seira actually thinks 'Who the fuck is this guy?' and rolls a knowledge check and gets told 'He's a real piece of shit that's who he is!' it becomes that much more exciting and now she's got a serious threat to contend with and some motivation to kill him beyond the fact that he's standing in her way.

Yeah, that's good and on base. In retrospect that would've been better. Dunno why I didn't do that in prep. I'll remember that down the road, I'll chalk it up to the comments about this adventure needing more time in the oven in retrospect. Some of the side things show that I got a little surprised by this one.

I'm not happy about this, but it's also okay. First adventures are learning for everyone, even the DM. Even if the lesson is 'slow them down when they decide to go off script first thing so you can get your shit together', but hindsight and all that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 19, 2018, 10:20:22 AM
Quote from: Corwin on May 19, 2018, 06:15:55 AM
Iddy, buy Cauldron Steel! We have the best weapons! Made by a genuine gnome! For an extra +2, we'll throw in the best enchantment, too! It revolutionizes the energy damage field!

Cor! Send a caravan to me! I don't know you exist!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 19, 2018, 10:21:25 AM
Quote from: Iron Dragoon on May 19, 2018, 10:20:22 AM
Quote from: Corwin on May 19, 2018, 06:15:55 AM
Iddy, buy Cauldron Steel! We have the best weapons! Made by a genuine gnome! For an extra +2, we'll throw in the best enchantment, too! It revolutionizes the energy damage field!

Cor! Send a caravan to me! I don't know you exist!

This is a good thing and can be a way for you two to interact a bit. I'll see about bringing it up or having a reference to nudge you, it's a good plot point.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 19, 2018, 10:27:52 AM
Quote from: Anastasia on May 19, 2018, 10:21:25 AM
This is a good thing and can be a way for you two to interact a bit. I'll see about bringing it up or having a reference to nudge you, it's a good plot point.

I've been thinking about this, too. Dana's from my prime, so there's an easy drop for Yuth, and I remember seeing someone's NPC with a weapon that has Shaundakul's name in it, so there's another one.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 19, 2018, 10:29:02 AM
Yes. You're all independent nodes any which way, but reasons to occasionally touch base and interact are good.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 19, 2018, 10:35:09 AM
Quote from: Anastasia on May 19, 2018, 08:55:08 AM
All of them are banned, as we use a different epic magic system. It's entirely possible to convert one though, feel free to point out any you want to take and we'll work it out. The power level on those spells varies wildly, so touch base with me and we'll see where it fits.

I was looking at a handful, and I'm guessing most are banned.

Ruin/Greater Ruin (maybe banned?), Kinetic Control, Raise Island (Which you mentioned), Epic Spell Reflection (probably banned), Greater Spell Resistance.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 19, 2018, 10:53:29 AM
Ruin and Greater Ruin aren't an issue mechanically except for the crazy 12000ft range. Are you interested in that sort of range?

Kinetic Control is fine with some clean up and conversion.

Raise Island's fine once converted since the casting time is a bit much.

Yeah, no epic spell reflection.

Greater Spell Resistance sucks. http://www.d20srd.org/srd/spells/spellResistance.htm This spell matches or even beats it at your levels, except for duration. Just make a longer duration version of that spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 19, 2018, 11:04:36 AM
Quote from: Anastasia on May 19, 2018, 10:53:29 AM
Ruin and Greater Ruin aren't an issue mechanically except for the crazy 12000ft range. Are you interested in that sort of range?

Nah, mostly as another source of DPS. It stacks right there with Queen's Displeasure, but it sorta all falls on a nuts and bolts question. If it's not going to be too mechanically different from spells like the other ones (like the type of save or whatever), then I can just stick to those to save you work.

Quote from: Anastasia on May 19, 2018, 10:53:29 AM
Kinetic Control is fine with some clean up and conversion.

Yeah, I think it'd make a solid defensive buff for me.

Quote from: Anastasia on May 19, 2018, 10:53:29 AM
Raise Island's fine once converted since the casting time is a bit much.

Cool. See Cor's thing about Genesis. If it'd do the same basic thing at roughly the same level, that's good enough/better.

Quote from: Anastasia on May 19, 2018, 10:53:29 AM
Yeah, no epic spell reflection.

Figured =)

Quote from: Anastasia on May 19, 2018, 10:53:29 AM
Greater Spell Resistance sucks. http://www.d20srd.org/srd/spells/spellResistance.htm This spell matches or even beats it at your levels, except for duration. Just make a longer duration version of that spell.

I've got that memorized and echoing via Factotum already. It'd be SR 33 for me, with a 21 minute duration. Buffing the duration is kinda iffy. I can only memorize 1 of my highest level spell (7th), so it's best to keep it at Echoing and just work from there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 19, 2018, 11:05:08 AM
<Lucille> This is more of a curiousity for me, Dune
<Lucille> I vaguely recall you saying Genesis was too much for a mortal spell, and bumping demiplane-making to epic
<Lucille> Am I recalling it wrong?
<Kotono> Yes. I should probably just fix that, I don't think I ever got around to doing that. Post thi sin nagging so I cna to do it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 19, 2018, 02:35:54 PM
Quote from: Corwin on May 19, 2018, 06:12:46 AM
A question that came up for me, btw. Does Arcane Spellsurge work on SLAs as well, or only on spells? It forces you to autoquicken spells, so you can't use standards for them anymore, but does that happen for SLAs too?

Only on spells. Arcane spells in particular, since it specifies. SLAs aren't mentioned.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 19, 2018, 02:43:56 PM
Thanks. I've got a couple item questions as well.

Is this eligible?
http://www.soulriders.net/forum/index.php/topic,101784.msg1076551.html#msg1076551
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 19, 2018, 03:11:31 PM
Also, I forgot at the time but we all have Spell Turning, including Jessica. Since the spell landed on her prior to my turn and it's still my turn, would it apply retroactively to protect her?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 19, 2018, 03:31:29 PM
[18:49] <Seira> And another item question. I have two luck-based items that give me +3 luck to saves, AC, skill checks and ability checks. Divine Favor is a lvl1 spell that gives +3 luck to attack and damage for one minute. How much would it cost for me to add that functionality to my gear instead?
[18:49] <Seira> Greater Luckstone [80,000gp]: A magical four leaf clover; its possessor gains a +3 luck bonus to saves, skill checks and ability checks. [equipped]
[18:49] <Seira> Krystear Emblem: This emblem is from a faraway world, the symbol of an ancient kingdom there. It channels good fortune around the wearer, granting a +3 luck bonus to armor class. This is a slotless accessory. [equipped]
[18:51] <Seira> I'm considering consolidating my items like you suggested after this plays out
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 19, 2018, 04:35:03 PM
I'd like feebdack on these spells.

Visage Of The Dragon
Spoiler: ShowHide

Visage Of The Dragon
Transmutation [Acid, Cold, Electricity, Fire, or Sonic]
Level: Sor/Wiz 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You tap into the connection between magic itself and the blood of dragons. Your appearance changes to reflect the dragon you have sought to
emulate.

Your creature type changes to dragon for the duration of the spell.

You undergo the following transformations:
• You grow draconic wings that allow you to fly at twice your normal speed (average maneuverability).
• You gain +4 natural armor.
• You gain low-light vision and darkvision out to 60ft.
• You gain immunity to your chosen energy type.
• You gain immunity to sleep and paralysis effects.
• You gain a breath weapon that deals 6d8 points of damage of your chosen energy (60ft line or 30ft cone). A successful Reflex save (DC 10 + 1/2 HD + Con modifier) reduces damage by half.
• You gain the following bonuses to your ability scores: +8 Str, +2 Con, +2 Int, +2 Cha.


Similarly to how Greater Visage of the Deity is essentially a half-celestial template on a per round basis, I decided to make one for the half-dragon one. Since that's LA+3 rather than +4, I figured it'd be comfortable at lvl8. Only the one spell instead of three, since I don't find interest in the lower variants of either chain. But if it's necessary, this would be the Greater Visage of the Dragon in the chain.

Nightstalker's Transformation, Greater
Spoiler: ShowHide

Nightstalker's Transformation, Greater
Transmutation
Level: Sor/wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

Moving the potion you hold in a circle before you, you finish speaking the words of the spell before quaffing the potion in one gulp. A moment later you find your mind and body filled with abilities you lacked before.

You gain a +4 enhancement bonus to Dexterity, a +3 luck bonus to Armor Class, a +5 luck bonus on Reflex saving throws, a +15 competence bonus on Perception and Stealth checks, and proficiency with all simple weapons plus the hand crossbow, rapier, sap, shortbow, and short sword. You also gain the Weapon Finesse feat and the evasion ability (PH 50). You deal an extra 3d6 points of damage whenever you attack an opponent that you flank or an opponent denied its Dexterity bonus to Armor Class. This extra damage works like the rogue's sneak attack ability.

You retain your spellcasting ability.

Material Component: A potion of cat's grace, which you drink (and whose effect is subsumed by this spell's effect).


There are two changes, on top of adjusting the skills to our pathfinder variant. The main one is that spells are no longer nuked, and the other is that the competence bonus to skills is now +15 instead of +5.

Seira's Draconic Visage
Spoiler: ShowHide

Seira's Draconic Visage
Transmutation [Fire]
Level: Sor/Wiz ???
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

A spell created by Seira herself, designed to showcase her combat spirit. It draws its inspiration from two seemingly opposite aspects of her, the primal draconic power running through her veins and the carefully thought-out approach to combat she all-too-often favors, managing to perfectly mesh them for an unstoppable juggernaut!

You undergo the following transformations:
• You grow draconic wings that allow you to fly at twice your normal speed (perfect maneuverability).
• You gain +4 natural armor.
• You gain low-light vision and darkvision out to 60ft.
• You gain immunity to fire.
• You gain immunity to sleep and paralysis effects.
• You gain a breath weapon that deals 10d10 points of damage of fire (120ft line or 60ft cone). A successful Reflex save (DC 10 + 1/2 HD + Con modifier) reduces damage by half.
• You gain the following bonuses to your ability scores: +8 Str, +2 Con, +2 Int, +2 Cha.

You gain proficiency with Seira's favorite weapon (short sword) and the Weapon Focus feat for it, as well as the ability to use it with a monk's flurry. You also gain the Weapon Finesse feat and the evasion ability (PH 50).

You gain a +3 luck bonus to Armor Class, a +5 luck bonus on Reflex saving throws and a +15 competence bonus on Perception and Stealth checks.

You deal an extra 5d6 points of damage whenever you attack an opponent that you flank or an opponent denied its Dexterity bonus to Armor Class. This extra damage works like the rogue's sneak attack ability.


This one is a combination of the other two, more focused for Seira and with a few improvements (better breath weapon, weapon focus with her favorite weapon and allowing the monk's flurry with it, and of course 5d6 SA instead of 3d6). Not really sure what level it should be. It's a bit better than Might of the Solar (lvl11), so lvl12 - lvl15?

My intention is to make a few 'nova' spells with a Seira theme that could be used at times of need, rather than precast. Maybe cut duration drastically like with Hanna's Charge, but make it an immediate action? I'd certainly like to know how that would affect the spell's level. Anyway, there would also be a comparable paladinSeira spell and a wizardSeira one.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 20, 2018, 07:35:17 AM
Power interaction question.

I have the following item:
Armband of the Spark [50,000gp]: This armband, when worn, allows the user to channel life energy. Three times per day, they may activate it's powers as a swift action. For the next minute, they may deal critical hits and precision damage to creatures normally immune to such. [worn]

This allows me to sneak attack and crit undead liches. Does it also allow me to use stunning fist on them?

The stunning fist writeup includes this restriction:
Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

So if their immunity to crits can somehow be negated, does it mean they are now eligible while the Armband of the Spark's powers are in effect?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 20, 2018, 10:33:00 AM
These are snippets, but this question came up:

<Seira> Dex-boosting is fairly simple with the Seira spell you yourself invented
<Seira> Protection/deflection is a lvl1 spell
<Kotono> To be fair, that was Surru. Alyssa doesn't automatically know that spell.
<Seira> These alone should boost your ac by at least 10

> And which spells boost int past +4? Fox's CUnning is only +4?
<Seira> You came up with one
<Seira> lvl8, per hour
> I don't know those spells. Those are in the Aurora library. Alyssa isn't there.
<Seira> That's not how it works....
> You get them because you're allied with Aurora and Surraruthru made them in your name.
> <Kotono> To be fair, that was Surru. Alyssa doesn't automatically know that spell.
> Yeah, it is.
<Ebiris> Have Alyssa invent a version that's identical but has her name on it instead?
<Seira> It was Dune defending you not automatically using it first
<Seira> Not Dune saying you cannot know this generic not-epic spell that has no special prereqs
<Seira> Unlike other spells that do
<Seira> He also said you'd know of Seira and the Cauldron due to your knowledge ranks, so....
<Seira> Geez, you're a factotum epic wizard
<Seira> It's not exactly hidden anathemic lore here
> I'll ask and if he says yes, then yeah, I'll get those.
<Seira> In fact, Aurora's very recent and very cool victory likely put it all on the mapo

So the question is, would Alyssa know those spells or would she have to make a new version with a different name?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 20, 2018, 07:56:11 PM
Quote from: Corwin on May 19, 2018, 02:43:56 PM
Thanks. I've got a couple item questions as well.

Is this eligible?
http://www.soulriders.net/forum/index.php/topic,101784.msg1076551.html#msg1076551

Eligible for what?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 20, 2018, 07:56:56 PM
Quote from: Corwin on May 19, 2018, 03:11:31 PM
Also, I forgot at the time but we all have Spell Turning, including Jessica. Since the spell landed on her prior to my turn and it's still my turn, would it apply retroactively to protect her?

It partially turns it but as she's protected and the caster's immune, there's really not much point to going into it. I'll make a note of it, though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 20, 2018, 09:14:39 PM
Quote from: Corwin on May 19, 2018, 03:31:29 PM
[18:49] <Seira> And another item question. I have two luck-based items that give me +3 luck to saves, AC, skill checks and ability checks. Divine Favor is a lvl1 spell that gives +3 luck to attack and damage for one minute. How much would it cost for me to add that functionality to my gear instead?
[18:49] <Seira> Greater Luckstone [80,000gp]: A magical four leaf clover; its possessor gains a +3 luck bonus to saves, skill checks and ability checks. [equipped]
[18:49] <Seira> Krystear Emblem: This emblem is from a faraway world, the symbol of an ancient kingdom there. It channels good fortune around the wearer, granting a +3 luck bonus to armor class. This is a slotless accessory. [equipped]
[18:51] <Seira> I'm considering consolidating my items like you suggested after this plays out

You just want to merge one item onto the other, right?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 21, 2018, 12:32:29 AM
QuoteVisage Of The Dragon
Spoiler: ShowHide

Visage Of The Dragon
Transmutation [Acid, Cold, Electricity, Fire, or Sonic]
Level: Sor/Wiz 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You tap into the connection between magic itself and the blood of dragons. Your appearance changes to reflect the dragon you have sought to emulate.

Your creature type changes to dragon for the duration of the spell.

You undergo the following transformations:
• You grow draconic wings that allow you to fly at twice your normal speed (average maneuverability).
• You gain +4 natural armor.
• You gain low-light vision and darkvision out to 60ft.
• You gain immunity to your chosen energy type.
• You gain immunity to sleep and paralysis effects.
• You gain a breath weapon that deals 6d8 points of damage of your chosen energy (60ft line or 30ft cone). A successful Reflex save (DC 10 + 1/2 HD + Con modifier) reduces damage by half.
• You gain the following bonuses to your ability scores: +8 Str, +2 Con, +2 Int, +2 Cha.


Similarly to how Greater Visage of the Deity is essentially a half-celestial template on a per round basis, I decided to make one for the half-dragon one. Since that's LA+3 rather than +4, I figured it'd be comfortable at lvl8. Only the one spell instead of three, since I don't find interest in the lower variants of either chain. But if it's necessary, this would be the Greater Visage of the Dragon in the chain.

I'd actually put it as a 9th level spell, first of all. The mechanical boosts are better in some cases (more AC, an energy immunity instead of minor resistances, focused Strength gain instead of being an all rounder) and some of what makes the half celestial template good isn't covered by Greater Visage of the Deity (SLAs come to mind here).

It needs text at the beginning to tell you to choose between dragon types (red, gold, silver, blue, ect) and have that determine your element, and possibly auto sync if you have previous affinity to one of those types. Anyway, that being said, I also wouldn't allow a half dragon or true dragon to use it. It's like adding the half dragon template to a true dragon - technically legal RAW, but one of those stupid things that doesn't make sense without some mental gymnastics. Informally (and y'all might've infringed on this one in B3, I don't remember), I've refrained from half celestials using Greater Visage of the Deity for the same reason.

That all being said, I have zero problem with the spell overall.

QuoteNightstalker's Transformation, Greater
Spoiler: ShowHide

Nightstalker's Transformation, Greater
Transmutation
Level: Sor/wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

Moving the potion you hold in a circle before you, you finish speaking the words of the spell before quaffing the potion in one gulp. A moment later you find your mind and body filled with abilities you lacked before.

You gain a +4 enhancement bonus to Dexterity, a +3 luck bonus to Armor Class, a +5 luck bonus on Reflex saving throws, a +15 competence bonus on Perception and Stealth checks, and proficiency with all simple weapons plus the hand crossbow, rapier, sap, shortbow, and short sword. You also gain the Weapon Finesse feat and the evasion ability (PH 50). You deal an extra 3d6 points of damage whenever you attack an opponent that you flank or an opponent denied its Dexterity bonus to Armor Class. This extra damage works like the rogue's sneak attack ability.

You retain your spellcasting ability.

Material Component: A potion of cat's grace, which you drink (and whose effect is subsumed by this spell's effect).


There are two changes, on top of adjusting the skills to our pathfinder variant. The main one is that spells are no longer nuked, and the other is that the competence bonus to skills is now +15 instead of +5.

Mechanically, 9 or 10 is fine, I'll sleep on it and give you an answer tomorrow sometime.

I'm a little wary of giving out evasion like that since I've always felt a spell that does that is going to be nabbed hard, due to how common Ref half damage spells are. This isn't really a concern with Seira, but more of just a general design thing I'm noting.

QuoteSeira's Draconic Visage
Spoiler: ShowHide

Seira's Draconic Visage
Transmutation [Fire]
Level: Sor/Wiz ???
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

A spell created by Seira herself, designed to showcase her combat spirit. It draws its inspiration from two seemingly opposite aspects of her, the primal draconic power running through her veins and the carefully thought-out approach to combat she all-too-often favors, managing to perfectly mesh them for an unstoppable juggernaut!

You undergo the following transformations:
• You grow draconic wings that allow you to fly at twice your normal speed (perfect maneuverability).
• You gain +4 natural armor.
• You gain low-light vision and darkvision out to 60ft.
• You gain immunity to fire.
• You gain immunity to sleep and paralysis effects.
• You gain a breath weapon that deals 10d10 points of damage of fire (120ft line or 60ft cone). A successful Reflex save (DC 10 + 1/2 HD + Con modifier) reduces damage by half.
• You gain the following bonuses to your ability scores: +8 Str, +2 Con, +2 Int, +2 Cha.

You gain proficiency with Seira's favorite weapon (short sword) and the Weapon Focus feat for it, as well as the ability to use it with a monk's flurry. You also gain the Weapon Finesse feat and the evasion ability (PH 50).

You gain a +3 luck bonus to Armor Class, a +5 luck bonus on Reflex saving throws and a +15 competence bonus on Perception and Stealth checks.

You deal an extra 5d6 points of damage whenever you attack an opponent that you flank or an opponent denied its Dexterity bonus to Armor Class. This extra damage works like the rogue's sneak attack ability.


This one is a combination of the other two, more focused for Seira and with a few improvements (better breath weapon, weapon focus with her favorite weapon and allowing the monk's flurry with it, and of course 5d6 SA instead of 3d6). Not really sure what level it should be. It's a bit better than Might of the Solar (lvl11), so lvl12 - lvl15?

My intention is to make a few 'nova' spells with a Seira theme that could be used at times of need, rather than precast. Maybe cut duration drastically like with Hanna's Charge, but make it an immediate action? I'd certainly like to know how that would affect the spell's level. Anyway, there would also be a comparable paladinSeira spell and a wizardSeira one.

Lemme think about that and get back to you in the morning, because getting the other one right in my head's going to impact this one.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 21, 2018, 12:52:38 AM
Useful IRC conversation being cross posted.

<Iddy> Speaking of, do we get hints to node bonuses?
<Iddy> Like Jarem's thingy?
> Jarem ("She seems alright. Let's see how she handles herself.")
> Yes, that tells you a rough idea of what they're thinking and the next node goal for them.
<Iddy> Ah, I thought that was just a thought snippet.
<Iddy> Gotcha.
> Jarem: Bonus Feat (???).
> Sometimes the exact bonus is listed, sometimes not.
> Depends on various factors.
<Iddy> Yeah, I saw that being the reward, but thought the (???) might be the requirement to unlock it or something.
> No, that just means precisely what feat it is is either hidden, not decided or variable depending on how the event unfolds.
> In this case it's the last, since his generalities are wide open there.
> I usually won't spoil things beyond this, but first one so everyone gets a bit of exposition when they ask.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 21, 2018, 01:00:51 AM
Node Goal Hints:

1. Check the thoughts of the NPC in the node topic, this is a hint towards the next goal for them. It usually gives you a hint of varying usefulness and narrows it down a good deal.
2. Node goals take time. Sometimes you start something and get sidetracked, and it turns out it wasn't enough to fulfill the node goal. If you think that might be the case, go back and put more time into it.
3. If all else fails with getting a particular node goal, read the hint again and see if you may have misunderstood it. You never know.
4. Node goals occasionally change without being fulfilled. Sometimes this is because a goal is now impossible, a current event pushes something big for the NPC into the limelight or you've botched a goal enough to where their interests move to something else.
5. Generally, when you clear a node goal in a dungeon, it doesn't resolve until leaving the dungeon or it's neutralized, but this isn't an absolute rule.
6. The power of the reward and the difficulty of it are often linked, but not always. This is particularly true of node goals provoked by extremely difficult tasks completed. In that case, consider that task the gatekeeper ot getting at that new node goal.
7. The emotional states of your NPCs, as noted in the node topics, impacts both node rewards and the node goals they display. So keep that in mind.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 21, 2018, 01:04:34 AM
Quote from: Corwin on May 20, 2018, 07:35:17 AM
Power interaction question.

I have the following item:
Armband of the Spark [50,000gp]: This armband, when worn, allows the user to channel life energy. Three times per day, they may activate it's powers as a swift action. For the next minute, they may deal critical hits and precision damage to creatures normally immune to such. [worn]

This allows me to sneak attack and crit undead liches. Does it also allow me to use stunning fist on them?

The stunning fist writeup includes this restriction:
Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

So if their immunity to crits can somehow be negated, does it mean they are now eligible while the Armband of the Spark's powers are in effect?

RAW? It's irrelevant, since undead are independently immune to stunning regardless, and stunning fist isn't precision damage or a critical hit so the armband wouldn't apply to it.

My take? No, but it's given me some neat ideas for upgrades to the armband through node goals.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 21, 2018, 01:06:14 AM
Quote from: Iron Dragoon on May 20, 2018, 10:33:00 AM
These are snippets, but this question came up:

<Seira> Dex-boosting is fairly simple with the Seira spell you yourself invented
<Seira> Protection/deflection is a lvl1 spell
<Kotono> To be fair, that was Surru. Alyssa doesn't automatically know that spell.
<Seira> These alone should boost your ac by at least 10

> And which spells boost int past +4? Fox's Cunning is only +4?
<Seira> You came up with one
<Seira> lvl8, per hour
> I don't know those spells. Those are in the Aurora library. Alyssa isn't there.
<Seira> That's not how it works....
> You get them because you're allied with Aurora and Surraruthru made them in your name.
> <Kotono> To be fair, that was Surru. Alyssa doesn't automatically know that spell.
> Yeah, it is.
<Ebiris> Have Alyssa invent a version that's identical but has her name on it instead?
<Seira> It was Dune defending you not automatically using it first
<Seira> Not Dune saying you cannot know this generic not-epic spell that has no special prereqs
<Seira> Unlike other spells that do
<Seira> He also said you'd know of Seira and the Cauldron due to your knowledge ranks, so....
<Seira> Geez, you're a factotum epic wizard
<Seira> It's not exactly hidden anathemic lore here
> I'll ask and if he says yes, then yeah, I'll get those.
<Seira> In fact, Aurora's very recent and very cool victory likely put it all on the mapo

So the question is, would Alyssa know those spells or would she have to make a new version with a different name?

You wouldn't know Surru's spells offhand, no. Of course, one could find them in time and that's a nice thing to grab in the future. Your spellbook's pretty scanty, so I'll probably throw some things your way with that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 21, 2018, 01:48:16 AM
Quote from: Anastasia on May 20, 2018, 07:56:11 PM
Quote from: Corwin on May 19, 2018, 02:43:56 PM
Thanks. I've got a couple item questions as well.

Is this eligible?
http://www.soulriders.net/forum/index.php/topic,101784.msg1076551.html#msg1076551

Eligible for what?

For purchase.

Quote from: Anastasia on May 20, 2018, 09:14:39 PM
Quote from: Corwin on May 19, 2018, 03:31:29 PM
[18:49] <Seira> And another item question. I have two luck-based items that give me +3 luck to saves, AC, skill checks and ability checks. Divine Favor is a lvl1 spell that gives +3 luck to attack and damage for one minute. How much would it cost for me to add that functionality to my gear instead?
[18:49] <Seira> Greater Luckstone [80,000gp]: A magical four leaf clover; its possessor gains a +3 luck bonus to saves, skill checks and ability checks. [equipped]
[18:49] <Seira> Krystear Emblem: This emblem is from a faraway world, the symbol of an ancient kingdom there. It channels good fortune around the wearer, granting a +3 luck bonus to armor class. This is a slotless accessory. [equipped]
[18:51] <Seira> I'm considering consolidating my items like you suggested after this plays out

You just want to merge one item onto the other, right?

No. Merging the items as is doesn't really require permission, since they're all slotless as is. I'm asking about adding the Divine Favor functionality of +3 luck to attack and damage to the final item, or essentially what the cost of a slotless item like that would be.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 21, 2018, 01:55:41 AM
Quote
Mechanically, 9 or 10 is fine, I'll sleep on it and give you an answer tomorrow sometime.

I'm a little wary of giving out evasion like that since I've always felt a spell that does that is going to be nabbed hard, due to how common Ref half damage spells are. This isn't really a concern with Seira, but more of just a general design thing I'm noting.

The original Nightstalker's Transformation, which Seira's used in the past, already gives this. It's not something this 'greater' spell variant adds. If you do nix it in a retooling, let's drop the spell's level comparably.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 21, 2018, 11:08:26 AM
Let me say this: I'm impressed. Maybe it was low hanging fruit, but I'm impressed. That all being said, Mirror's Mimicry is banned after this adventure. Using it and time stop together for uh...dozens of effective actions is something I'm going no to pretty hard. It's really just an Afina tactic taken up to 11, but yeah.

Admittedly it's a stress test, but this isn't uncommon conditions for it to be used here and that's simply way out of line. I frown on abusing the action economy at all, and that's like taking a precision air strike to it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 21, 2018, 11:14:18 AM
Quote from: Corwin on May 21, 2018, 01:48:16 AMFor purchase.

You'd know about it from Aurora, so I don't really have any objection to it on those grounds.

QuoteNo. Merging the items as is doesn't really require permission, since they're all slotless as is. I'm asking about adding the Divine Favor functionality of +3 luck to attack and damage to the final item, or essentially what the cost of a slotless item like that would be.

Adding divine favor to an item as an always active spell would be a good place to start, with the CL elevated to reach the +3. Start from there and post what that would be, we'll see from there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 21, 2018, 11:15:56 AM
Quote from: Corwin on May 21, 2018, 01:55:41 AM
Quote
Mechanically, 9 or 10 is fine, I'll sleep on it and give you an answer tomorrow sometime.

I'm a little wary of giving out evasion like that since I've always felt a spell that does that is going to be nabbed hard, due to how common Ref half damage spells are. This isn't really a concern with Seira, but more of just a general design thing I'm noting.

The original Nightstalker's Transformation, which Seira's used in the past, already gives this. It's not something this 'greater' spell variant adds. If you do nix it in a retooling, let's drop the spell's level comparably.

It also has the no spells downside to make it something that isn't fire and forget for evasion. The previous spell makes it so the evasion has a fairly considerable downside.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 21, 2018, 12:11:16 PM
So which level would the +spells -evasion version be?
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on May 21, 2018, 12:48:47 PM
Quote from: Anastasia on May 21, 2018, 11:08:26 AM
Let me say this: I'm impressed. Maybe it was low hanging fruit, but I'm impressed. That all being said, Mirror's Mimicry is banned after this adventure. Using it and time stop together for uh...dozens of effective actions is something I'm going no to pretty hard. It's really just an Afina tactic taken up to 11, but yeah.

Admittedly it's a stress test, but this isn't uncommon conditions for it to be used here and that's simply way out of line. I frown on abusing the action economy at all, and that's like taking a precision air strike to it.
lol'd
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 21, 2018, 03:20:59 PM
Two 13th level spells and a 10th level spell cleared a room of 9 liches! I only get the two lvl13 slots.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 22, 2018, 04:53:50 PM
Spell proposal, based off of the Cleric Undead Bane Weapon spell:

Blade of Bane
Transmutation
Level: Sorc/Wiz 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You give a weapon the bane special ability in addition to any other properties it has. Against a creature type selected on casting, your weapon's enhancement bonus (if any) is 2 higher than normal and it deals an extra 2d6 points of damage against foes of that type.

Alternatively, you can affect up to fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together, such as in the same quiver. Projectiles (but not thrown weapons) lose their transmutation when fired.

Edit: It's probably too powerful for the level; if so, how about treating it the same way as Circle of Protection? CoP lists itself as Law/Evil/Chaos/Good, so why not the same thing for this?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 22, 2018, 06:04:01 PM
Dune, do you by chance have an estimate for the level of Seira's Draconic Visage and the evasion-lacking casting-enabled Nightstalker's Transformation variant?

I'm asking because I want to post other spells, but how I design them depends on how this works out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 22, 2018, 11:23:34 PM
ANOTHER!

Dancing Blade of the Arcane Duelist
Transmutation
Level: Sorc/Wiz 4
Components: V, S, M,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One sword
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

When you cast this spell, you cause the target sword to hover and attack on its own, aiding a character you designate. The sword must be either unattended (in which case you choose which creature it will fight for, so long as both creature and weapon are within range) or in the possession of a willing ally who benefits from the spell.

A mage's dancing blade attacks using the initiative modifier and caster level of the creature it fights for as it's base attack bonus, though it gains no other attack or damage modifiers the creature might have (including those from Strength) and takes a -4 penalty on its attack rolls if the creature it fights for doesn't have proficiency with a weapon of its kind. The sword moves with the creature it fights for (and so can take the full attack action if that creature does), staying within 5 feet at all times and dropping to the ground if that creature is reduced to 0 or fewer hit points.

Controlling the sword requires no concentration, and the designated creature can fight with another weapon at the same time. A dancing blade prevents two opponents from flanking the creature it fights for (though that creature can be flanked by additional opponents).

Material Component: A tiny stick puppet.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 22, 2018, 11:25:47 PM
Nagging is going to be a morning thing, just FYI.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 23, 2018, 01:08:21 PM
Due to RL tech support issues, nagging backlog won't be gotten to until tonight or tomorrow. Sorry all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 23, 2018, 03:45:52 PM
QuoteSeira's Draconic Visage
Spoiler: ShowHide

Seira's Draconic Visage
Transmutation [Fire]
Level: Sor/Wiz ???
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

A spell created by Seira herself, designed to showcase her combat spirit. It draws its inspiration from two seemingly opposite aspects of her, the primal draconic power running through her veins and the carefully thought-out approach to combat she all-too-often favors, managing to perfectly mesh them for an unstoppable juggernaut!

You undergo the following transformations:
• You grow draconic wings that allow you to fly at twice your normal speed (perfect maneuverability).
• You gain +4 natural armor.
• You gain low-light vision and darkvision out to 60ft.
• You gain immunity to fire.
• You gain immunity to sleep and paralysis effects.
• You gain a breath weapon that deals 10d10 points of damage of fire (120ft line or 60ft cone). A successful Reflex save (DC 10 + 1/2 HD + Con modifier) reduces damage by half.
• You gain the following bonuses to your ability scores: +8 Str, +2 Con, +2 Int, +2 Cha.

You gain proficiency with Seira's favorite weapon (short sword) and the Weapon Focus feat for it, as well as the ability to use it with a monk's flurry. You also gain the Weapon Finesse feat and the evasion ability (PH 50).

You gain a +3 luck bonus to Armor Class, a +5 luck bonus on Reflex saving throws and a +15 competence bonus on Perception and Stealth checks.

You deal an extra 5d6 points of damage whenever you attack an opponent that you flank or an opponent denied its Dexterity bonus to Armor Class. This extra damage works like the rogue's sneak attack ability.


This one is a combination of the other two, more focused for Seira and with a few improvements (better breath weapon, weapon focus with her favorite weapon and allowing the monk's flurry with it, and of course 5d6 SA instead of 3d6). Not really sure what level it should be. It's a bit better than Might of the Solar (lvl11), so lvl12 - lvl15?

My intention is to make a few 'nova' spells with a Seira theme that could be used at times of need, rather than precast. Maybe cut duration drastically like with Hanna's Charge, but make it an immediate action? I'd certainly like to know how that would affect the spell's level. Anyway, there would also be a comparable paladinSeira spell and a wizardSeira one.

Lemme think about that and get back to you in the morning, because getting the other one right in my head's going to impact this one.
[/quote]

We'll say 12 for it for now, see how that goes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 23, 2018, 04:19:08 PM
More spells!

Holy Transformation
Spoiler: ShowHide

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

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.


For reference: http://www.soulriders.net/forum/index.php/topic,101729.msg1026277.html#msg1026277
This spell was supposed to go into the Spell Collection, but I don't see it there. Still, it's been in use plenty.

Seira's Glorious Visage
Spoiler: ShowHide
Seira's Glorious Visage
Transmutation [Good, Fire]
Level: Cleric 13, Paladin 7
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You assume the physical appearance and many of the qualities and abilities of a movanic deva. 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, Dexterity and Constitution. You gain darkvision out to 60ft. You gain a +4 sacred bonus on saving throws. You gain damage reduction 5/evil. Your base land speed increases by 10 feet. Your touch attacks and any melee weapons you wield become infused with this power as well. They are treated as good-aligned weapons for the purpose of overcoming damage reduction.

You create a silvery glow around your body that provides illumination to a radius of 20 feet. Anyone within those 20 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. You gain a -20 circumstance penalty on Stealth checks made while under the effect of this spell.

You gain the ability to use Dragonfire Wrath as a paladin of Seira. Add +1d8 fire to your damage rolls against an evil foe for every 5 levels you have. For the duration of this spell, you also gain the Stand Fast paladin ability as a paladin of your level.

Any fire you generate during the duration of the spell becomes goldenfire, ignoring fire resistance or immunity and dealing x1.5 more damage to Evil targets and no damage at all to Neutral and Good targets.


The base here largely combines Holy Transformation (lvl7) and Grace (lvl3), and then adds two of Seira's paladin powers (Dragonfire Wrath and Stand Fast) and Goldenfire (which she technically doesn't have on that level except for the breath weapon, but feels like it fits given Seira's growth). I put it at lvl13, though Goldenfire is pretty good, I can see the range as 13-15 going off the other Visage spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 23, 2018, 05:33:57 PM
That was clever giving him that stone, Neph.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 23, 2018, 06:48:43 PM
It was serendipity.

Now, hopefully he didn't see something he wasn't supposed to or anything...
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 24, 2018, 02:44:04 AM
Submitting these for approval/updating. They're just alterations of energy type of the Sonic Weapon spell. I did not alter the spell level for any of them, including the Force variation. I figured since Sonic and Force are both fairly equally rare/hard to resist, they'd probably stay about the same level. These are the first set of spells being submitted with the intent to expand Alyssa's current tactic flexibility. I figure the cold/fire/electric versions won't see much use, but since I'm doing it, thought I shoud be comprehensive about it:

Acid Weapon
Transmutation [Acid]
Level: Bard 2, Sorcerer 2, Wizard 2, Spellthief 2,
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)

As you whisper the spell's arcane words, you drop a single drop of acid on the blade, shrouding the weapon in a thin sheen of acid.

While the spell is in effect, the affected weapon deals an extra 1d6 points of acid damage with each successful attack. The acid energy does not harm the weapon's wielder. Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition.

Cold Weapon
Transmutation [Cold]
Level: Bard 2, Sorcerer 2, Wizard 2, Spellthief 2,
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)

As you whisper the spell's arcane words, you breathe a single breath of visibly cold breath on the blade, shrouding the weapon in a thin sheen of frozen condensation.

While the spell is in effect, the affected weapon deals an extra 1d6 points of cold damage with each successful attack. The cold energy does not harm the weapon's wielder. Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition.

Electric Weapon
Transmutation [Electric]
Level: Bard 2, Sorcerer 2, Wizard 2, Spellthief 2,
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)

As you whisper the spell's arcane words, your hair stands on end briefly from transfering static electicity into the weapon, shrouding the weapon in a thin sheen of electricity.

While the spell is in effect, the affected weapon deals an extra 1d6 points of electric damage with each successful attack. The electric energy does not harm the weapon's wielder. Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition.

Fire Weapon
Transmutation [Fire]
Level: Bard 2, Sorcerer 2, Wizard 2, Spellthief 2,
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)

As you whisper the spell's arcane words, a haze of heat rises off of the weapon, shrouding it in a thin sheen of heat.

While the spell is in effect, the affected weapon deals an extra 1d6 points of fire damage with each successful attack. The fire energy does not harm the weapon's wielder. Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition.

Force Weapon
Transmutation [Force]
Level: Bard 2, Sorcerer 2, Wizard 2, Spellthief 2,
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)

As you whisper the spell's arcane words, the weapon is sheathed in a silvery light, shrouding it in a thin sheen of force energy.

While the spell is in effect, the affected weapon deals an extra 1d6 points of force damage with each successful attack. The force energy does not harm the weapon's wielder. Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 24, 2018, 03:06:23 AM
Round 2. The following are spell versions of various weapon enchantments in the MiC. I've based the spell level off of the CL and prerequisite spell listed in the MiC entries for the enchantments. I tried to balance duration and level as best as I could judge, going off of the spell/CL listed in the MiC:

Blade of No Retreat
Transmutation
Level: Sorc/Wiz 5
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)

The touched weapon is briefly shrouded in green energy. The next successful attack you make with it before the end of your turn prevents the target from using any form of extradimensional travel, as the dimensional anchor spell. This effect lasts until the beginning of your next turn. In all other ways, this effect functions as a Dimensional Anchor spell.

Blade of Divine Wrath
Transmutation
Level: Clr 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level (D)

The touched weapon shines with an inner light, bathing the area in light for a moment before dimming to a dull glow. Whenever you hold such a weapon in your hand, you can expend a turn undead attempt to imbue it with divine power for 1 round. If your next successful attack with it hits an undead target, the weapon deals an extra 1d6 points of damage per point of Charisma bonus you possess (minimum 1d6).

Blade of Impeding
Transmutation
Level: Sorc/Wiz 6
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level (D)

The weapon breifly distorts crazily as it absorbs grey energy. When a creature is struck by the enchanted weapon, it's ability to cast spells or use spell-like abilities is impeded for 1d6 rounds. To cast an impeded spell or use an impeded spell-like ability, the creature must attempt a Spellcraft check, Intelligence check, or Charisma check (whichever one is made with the highest bonus). The DC for this check is 15 + the spell level. If the check succeeds, the effect functions normally; if the check fails, the effect does not function and the spell or the use of the spell-like ability is lost.

Shattering Blade
Transmutation
Level: Sorc/Wiz 5
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level (D)

The touched weapon briefly gains cracks of purple energy in it. Each time the weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 2 for 1 round. The penalties for multiple hits during the same round stack.

Blade of the Vampire
Transmutation
Level: Sorc/Wiz 4
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)

The touched weapon is briefly shrouded in blood. A vampiric weapon deals an extra 1d6 points of damage to any living creature it hits, and you heal damage equal to this amount.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 24, 2018, 10:53:19 AM
Oh Dune, can I retrain Divine Might for Whirlwind Attack now we're out of combat?

Also what was that thing we could have figured out to let us skip the plot?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 24, 2018, 10:59:54 AM
Quote from: Iron Dragoon on May 22, 2018, 04:53:50 PM
Spell proposal, based off of the Cleric Undead Bane Weapon spell:

Blade of Bane
Transmutation
Level: Sorc/Wiz 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You give a weapon the bane special ability in addition to any other properties it has. Against a creature type selected on casting, your weapon's enhancement bonus (if any) is 2 higher than normal and it deals an extra 2d6 points of damage against foes of that type.

Alternatively, you can affect up to fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together, such as in the same quiver. Projectiles (but not thrown weapons) lose their transmutation when fired.

Edit: It's probably too powerful for the level; if so, how about treating it the same way as Circle of Protection? CoP lists itself as Law/Evil/Chaos/Good, so why not the same thing for this?

Yeah, make it a 5th level spell and we'll work from there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 24, 2018, 11:00:38 AM
Yes, please tell us, I must admit it's been bothering me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 24, 2018, 11:11:27 AM
Quote from: Iron Dragoon on May 22, 2018, 11:23:34 PM
ANOTHER!

Dancing Blade of the Arcane Duelist
Transmutation
Level: Sorc/Wiz 4
Components: V, S, M,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One sword
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

When you cast this spell, you cause the target sword to hover and attack on its own, aiding a character you designate. The sword must be either unattended (in which case you choose which creature it will fight for, so long as both creature and weapon are within range) or in the possession of a willing ally who benefits from the spell.

A mage's dancing blade attacks using the initiative modifier and caster level of the creature it fights for as it's base attack bonus, though it gains no other attack or damage modifiers the creature might have (including those from Strength) and takes a -4 penalty on its attack rolls if the creature it fights for doesn't have proficiency with a weapon of its kind. The sword moves with the creature it fights for (and so can take the full attack action if that creature does), staying within 5 feet at all times and dropping to the ground if that creature is reduced to 0 or fewer hit points.

Controlling the sword requires no concentration, and the designated creature can fight with another weapon at the same time. A dancing blade prevents two opponents from flanking the creature it fights for (though that creature can be flanked by additional opponents).

Material Component: A tiny stick puppet.

What's the differences between this and similar spells?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 24, 2018, 11:13:30 AM
Quote from: Anastasia on May 24, 2018, 10:59:54 AM
Yeah, make it a 5th level spell and we'll work from there.

Roger Roger. Will update at home after work.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 24, 2018, 11:16:41 AM
Quote from: Anastasia on May 24, 2018, 11:11:27 AM
What's the differences between this and similar spells?

Uses CL as BaB. There's a couple other similar spells that do that, like some conjured force sword thingy IIRC.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 24, 2018, 11:48:42 AM
Quote from: Corwin on May 23, 2018, 04:19:08 PM
More spells!

Holy Transformation
Spoiler: ShowHide

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

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.


For reference: http://www.soulriders.net/forum/index.php/topic,101729.msg1026277.html#msg1026277
This spell was supposed to go into the Spell Collection, but I don't see it there. Still, it's been in use plenty.

Thanks. Include that when I ask for all of your developed spells at the end of this cycle, so I can add them all at once.

QuoteSeira's Glorious Visage
Spoiler: ShowHide
Seira's Glorious Visage
Transmutation [Good, Fire]
Level: Cleric 13, Paladin 7
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You assume the physical appearance and many of the qualities and abilities of a movanic deva. 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, Dexterity and Constitution. You gain darkvision out to 60ft. You gain a +4 sacred bonus on saving throws. You gain damage reduction 5/evil. Your base land speed increases by 10 feet. Your touch attacks and any melee weapons you wield become infused with this power as well. They are treated as good-aligned weapons for the purpose of overcoming damage reduction.

You create a silvery glow around your body that provides illumination to a radius of 20 feet. Anyone within those 20 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. You gain a -20 circumstance penalty on Stealth checks made while under the effect of this spell.

You gain the ability to use Dragonfire Wrath as a paladin of Seira. Add +1d8 fire to your damage rolls against an evil foe for every 5 levels you have. For the duration of this spell, you also gain the Stand Fast paladin ability as a paladin of your level.

Any fire you generate during the duration of the spell becomes goldenfire, ignoring fire resistance or immunity and dealing x1.5 more damage to Evil targets and no damage at all to Neutral and Good targets.


The base here largely combines Holy Transformation (lvl7) and Grace (lvl3), and then adds two of Seira's paladin powers (Dragonfire Wrath and Stand Fast) and Goldenfire (which she technically doesn't have on that level except for the breath weapon, but feels like it fits given Seira's growth). I put it at lvl13, though Goldenfire is pretty good, I can see the range as 13-15 going off the other Visage spell.

Honest opinion? I think you have a bit too much going on here. That's a problem with combo spells like this - honesty greater visage of the deity has it too if I'm being real here, even with the understanding that's a temporary half celestial/fiendish template - and it feels like there's either a lot of unneeded cruft or you're trying to do everything in a single spell. I'd suggest paring away some of the extraneous stuff and focusing on the unique things here more. Drop what you don't need, keep what you do and then mix/adjust to a final product.

I'd suggest focusing it, honing it down and sharpening it. This helps provide ease of use, keeps the spell level under control and sharpens the thematics of the spell.

Also, the final result, especially if it deals with goldenfire, would be best if it is a 'kept in the faith' spell, like we were talking about on IRC. Remember, Seira can use goldenfire safely. Most mortals can't, look at the goldenfire spell metamagic.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 24, 2018, 11:50:27 AM
Quote from: Nephrite on May 23, 2018, 06:48:43 PM
It was serendipity.

Now, hopefully he didn't see something he wasn't supposed to or anything...

That's a fair concern.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 24, 2018, 11:51:51 AM
Quote from: Iron Dragoon on May 24, 2018, 02:44:04 AM
Submitting these for approval/updating. They're just alterations of energy type of the Sonic Weapon spell. I did not alter the spell level for any of them, including the Force variation. I figured since Sonic and Force are both fairly equally rare/hard to resist, they'd probably stay about the same level. These are the first set of spells being submitted with the intent to expand Alyssa's current tactic flexibility. I figure the cold/fire/electric versions won't see much use, but since I'm doing it, thought I shoud be comprehensive about it:

Acid Weapon
Transmutation [Acid]
Level: Bard 2, Sorcerer 2, Wizard 2, Spellthief 2,
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)

As you whisper the spell's arcane words, you drop a single drop of acid on the blade, shrouding the weapon in a thin sheen of acid.

While the spell is in effect, the affected weapon deals an extra 1d6 points of acid damage with each successful attack. The acid energy does not harm the weapon's wielder. Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition.

Cold Weapon
Transmutation [Cold]
Level: Bard 2, Sorcerer 2, Wizard 2, Spellthief 2,
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)

As you whisper the spell's arcane words, you breathe a single breath of visibly cold breath on the blade, shrouding the weapon in a thin sheen of frozen condensation.

While the spell is in effect, the affected weapon deals an extra 1d6 points of cold damage with each successful attack. The cold energy does not harm the weapon's wielder. Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition.

Electric Weapon
Transmutation [Electric]
Level: Bard 2, Sorcerer 2, Wizard 2, Spellthief 2,
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)

As you whisper the spell's arcane words, your hair stands on end briefly from transfering static electicity into the weapon, shrouding the weapon in a thin sheen of electricity.

While the spell is in effect, the affected weapon deals an extra 1d6 points of electric damage with each successful attack. The electric energy does not harm the weapon's wielder. Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition.

Fire Weapon
Transmutation [Fire]
Level: Bard 2, Sorcerer 2, Wizard 2, Spellthief 2,
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)

As you whisper the spell's arcane words, a haze of heat rises off of the weapon, shrouding it in a thin sheen of heat.

While the spell is in effect, the affected weapon deals an extra 1d6 points of fire damage with each successful attack. The fire energy does not harm the weapon's wielder. Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition.

Force Weapon
Transmutation [Force]
Level: Bard 2, Sorcerer 2, Wizard 2, Spellthief 2,
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)

As you whisper the spell's arcane words, the weapon is sheathed in a silvery light, shrouding it in a thin sheen of force energy.

While the spell is in effect, the affected weapon deals an extra 1d6 points of force damage with each successful attack. The force energy does not harm the weapon's wielder. Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition.

I think what you're looking for is weapon of energy, Iddy. It's in the SC. Has the same rough ability with added flexibility at the time of casting.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 24, 2018, 12:01:46 PM
Quote from: Iron Dragoon on May 24, 2018, 03:06:23 AMRound 2. The following are spell versions of various weapon enchantments in the MiC. I've based the spell level off of the CL and prerequisite spell listed in the MiC entries for the enchantments. I tried to balance duration and level as best as I could judge, going off of the spell/CL listed in the MiC:

Blade of No Retreat
Transmutation
Level: Sorc/Wiz 5
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)

The touched weapon is briefly shrouded in green energy. The next successful attack you make with it before the end of your turn prevents the target from using any form of extradimensional travel, as the dimensional anchor spell. This effect lasts until the beginning of your next turn. In all other ways, this effect functions as a Dimensional Anchor spell.

I'd bump this up to 6th level. Dimensional anchor is a 4th level spell, and having the ability to apply it over and over again over the duration's worth more than +1 level.

QuoteBlade of Divine Wrath
Transmutation
Level: Clr 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level (D)

The touched weapon shines with an inner light, bathing the area in light for a moment before dimming to a dull glow. Whenever you hold such a weapon in your hand, you can expend a turn undead attempt to imbue it with divine power for 1 round. If your next successful attack with it hits an undead target, the weapon deals an extra 1d6 points of damage per point of Charisma bonus you possess (minimum 1d6).

What's that supposed to be copying? I mean, it reads like a feat.

QuoteBlade of Impeding
Transmutation
Level: Sorc/Wiz 6
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level (D)

The weapon briefly distorts crazily as it absorbs grey energy. When a creature is struck by the enchanted weapon, it's ability to cast spells or use spell-like abilities is impeded for 1d6 rounds. To cast an impeded spell or use an impeded spell-like ability, the creature must attempt a Spellcraft check, Intelligence check, or Charisma check (whichever one is made with the highest bonus). The DC for this check is 15 + the spell level. If the check succeeds, the effect functions normally; if the check fails, the effect does not function and the spell or the use of the spell-like ability is lost.

I'd change it to a flat Spellcraft check and drop the spell level to 5. The DC of the check isn't going to be competitive with how skills scale anyway.

QuoteShattering Blade
Transmutation
Level: Sorc/Wiz 5
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level (D)

The touched weapon briefly gains cracks of purple energy in it. Each time the weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 2 for 1 round. The penalties for multiple hits during the same round stack.[/quote

Looks okay.

QuoteBlade of the Vampire
Transmutation
Level: Sorc/Wiz 4
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)

The touched weapon is briefly shrouded in blood. A vampiric weapon deals an extra 1d6 points of damage to any living creature it hits, and you heal damage equal to this amount.

That's fine and about right, maybe a bit weak since I think psionics has that somewhere as a 2nd/3rd level power (but maybe psychic warrior only).
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 24, 2018, 12:03:13 PM
Quote from: Ebiris on May 24, 2018, 10:53:19 AM
Oh Dune, can I retrain Divine Might for Whirlwind Attack now we're out of combat?

Also what was that thing we could have figured out to let us skip the plot?

Sure, done.

It isn't spoiled yet, actually. Whatever it was, it either wasn't tied to your plot OR if it was, you haven't passed it yet.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 24, 2018, 12:04:11 PM
Quote from: Corwin on May 24, 2018, 11:00:38 AM
Yes, please tell us, I must admit it's been bothering me.

I'll let you all know about it when it happens.

Bonus hint: Moore made a private guess to me and was fairly close. Definitely was on the right track.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 24, 2018, 12:10:05 PM
May do a few more of these later, but I really need to post.

Dragonfire Burst
Evocation [Fire, Good]
Level: Pal 2
Components: V, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

Your dragonfire wrath burns hotter and with a hint of gold, dealing an extra 1d8 points of damage. Any melee attack you make while under dragonfire's wrath counts as good to overcome damage reduction for the duration of this spell.


Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 24, 2018, 12:50:23 PM
Making another draft of the secret Seira's faith spell Seira's Glorious Visage!
Spoiler: ShowHide

Seira's Glorious Visage
Transmutation [Good, Fire]
Level: Cleric 10, Paladin 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You assume the physical appearance and many of the qualities and abilities of a movanic deva. 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, Dexterity and Constitution. You gain darkvision out to 60ft. You gain a +4 sacred bonus on saving throws. You gain damage reduction 5/evil. Your base land speed increases by 10 feet. Your touch attacks and any melee weapons you wield become infused with this power as well. They are treated as good-aligned weapons for the purpose of overcoming damage reduction.

You create a silvery glow around your body that provides illumination to a radius of 20 feet. Anyone within those 20 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. You gain a -20 circumstance penalty on Stealth checks made while under the effect of this spell.

You gain the ability to use Dragonfire Wrath as a paladin of Seira. Add +1d8 fire to your damage rolls against an evil foe for every 5 levels you have. For the duration of this spell, you also gain the Stand Fast paladin ability as a paladin of your level.


You know how some spells let you cast them as swift if you're dragonblooded? Can there be something like that for the Seira followers? If so, would it cost another level?
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on May 24, 2018, 03:37:10 PM
Quote from: Anastasia on May 24, 2018, 12:04:11 PM
Quote from: Corwin on May 24, 2018, 11:00:38 AM
Yes, please tell us, I must admit it's been bothering me.

I'll let you all know about it when it happens.

Bonus hint: Moore made a private guess to me and was fairly close. Definitely was on the right track.

What the hell are you guys talking about
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 24, 2018, 05:07:30 PM
Quote from: Anastasia on May 24, 2018, 12:01:46 PM
Quote from: Iron Dragoon on May 24, 2018, 03:06:23 AM
QuoteBlade of Divine Wrath
Transmutation
Level: Clr 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level (D)

The touched weapon shines with an inner light, bathing the area in light for a moment before dimming to a dull glow. Whenever you hold such a weapon in your hand, you can expend a turn undead attempt to imbue it with divine power for 1 round. If your next successful attack with it hits an undead target, the weapon deals an extra 1d6 points of damage per point of Charisma bonus you possess (minimum 1d6).

What's that supposed to be copying? I mean, it reads like a feat.

Weapon enchantment of the same name in MiC, page 33.

DIVINE WRATH
Price: +1 bonus
Property: Weapon
Caster Level: 13th
Aura: Strong; (DC 21) evocation
Activation: Swift (mental)
This weapon has a golden sheen, and its grip is imprinted with a hand holding a lightning bolt. Divine wrath weapons are especially prized by paladins and clerics of Heironeous. Whenever you hold such a weapon in your hand, you can expend a turn undead attempt to imbue it with divine power for 1 round. If your next successful attack with it hits an undead target, the weapon deals an extra 1d6 points of damage per point of Charisma bonus you possess (minimum 1d6).
Prerequisites: Craft Magic Arms and Armor, searing light, turn undead, good alignment.
Cost to Create: Varies.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 24, 2018, 05:11:29 PM
Quote from: Anastasia on May 24, 2018, 11:51:51 AM
I think what you're looking for is weapon of energy, Iddy. It's in the SC. Has the same rough ability with added flexibility at the time of casting.

Yup, that's a way easier way of it. Totally missed that spell. Will be learning.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 24, 2018, 05:14:18 PM
Quote from: Anastasia on May 24, 2018, 12:01:46 PM
That's fine and about right, maybe a bit weak since I think psionics has that somewhere as a 2nd/3rd level power (but maybe psychic warrior only).

What about bumping it to a 1d8, if you think it's weak? Or dropping it to a Sorc/Wiz 3 spell? Either is fine with me. One gives a chance at a tiny bit more healing, the other helps with spell slot management. I almost prefer the second as most of the other spells are all level 4 or 5 anyway, so it'd be more helpful to me, personally.

If the impeding effect won't ever stack up against spellcraft DC then I guess there's not really a great reason to take it. I mean, if it won't work, it's a waste of spell, really.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 25, 2018, 11:38:55 AM
Feeling a bit below the weather plus my ringing in the ears is worse than usual today. Gonna be no posting until session start, about 90 minutes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 25, 2018, 12:06:58 PM
Feel better!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 25, 2018, 12:18:43 PM
Also I wrong topiced it, whoops. See downtime/away in a moment.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 25, 2018, 05:28:38 PM
Some quick notes about the Makim scenario. After that sort of messy scenario, I think this sort of thing is useful.

Was it possible to diplomacy him? Sure. Difficult? Absolutely. He's powerful, cagey and weary of planar events, as shown there. Really, the mistake was not realizing he was a very powerful man who generally gets what he wants and expects others to listen to him. Something of an asshole like that, but openly defying him once he's made a promise? Bad idea. He's the sort of man who made his own world because he didn't like the current one. That implies a certain amount of not taking shit from others and getting his way, as well as from ruling it so long.

If Moore had tried to deal any damage to Makim or his allies, he would've killed Moore after taking all his memories. He wouldn't have kept the soul despite his promise, because quite frankly, that's a fair cause for Celestia to attack him over. Doesn't want or need that.

If Moore had killed anyone there, he would've killed Moore and kept his soul, and used that as a message to Celestia to kindly fuck off, and deal with the inevitable consequences. Bad end territory there for sure.

Moore was right about something there. Makim isn't an evil or a bad person. He's not going to kill someone who's not attacking him, words aside. He has to live with himself at the end of the day, and he knows by now what he can and can't live with.

Aurora was a sincere factor in his logic as well, as who wants Aurora and company crashing down on them via Ilsenine calling in favors? It's a probably scenario to him and he'd rather not deal with it. Who would? Aurora's full of crazy fucks who challenged Hell head on and won, that's about 1000% more crazy adventurer bullshit than he has tolerance for.

Thematically, Makim represents someone who has seen the shape of Creation and voluntarily excluded themselves from it. Many quest for the answer, but others see it and decide it's not a quest they wish to pursue. Makim is one of those people.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 25, 2018, 05:38:40 PM
The way Moore sees it, he got exactly what he wanted out of the situation, just in a very roundabout way.

To him, everything Makim got to see through his eyes are reasons for him to eventually decide to come out of hiding and do something. It's a situation of being judged by your worth, right?

Should he have run? Maybe. But that wasn't really the point to him -- he didn't come all that way just to run away from something scary. He'll stand and accept the consequences of his actions.

it was also really obvious that he was used to getting his way -- but that's why he couldn't do what he wanted. What's the point of keeping the status quo when there's so much more at stake outside? It was a gamble, like you said, and in some ways it might've failed, but I think it succeeded, too. He made his point that he wasn't going to be intimidated by him. Whatever happens from that we'll have to see.

I mean, the whole thing could've been different if he went in with his allies, but that was never the point -- he never wanted to force him to do anything. Whether he eventually comes around we'll just have to see, won't we?

EDIT: And honestly, even just attacking him in the first place is probably grounds for a lot of shit for him -- I think it's a pretty big planar faux pas to just attack someone who's attempting diplomacy from a planar power like that, especially when it isn't as if he broke in and was trying to do harm.

It's irrelevant, because Moore's not the type of person who'd seek revenge for this at all -- but that certainly is a thing, at least OOC anyway.

EDIT2: One more. The more I think about it, the more Makim ends up just coming off as a baby with a magic wand. He threw a temper tantrum because he didn't get what he wants and wanted to throw his weight around. What did he prove? "I'm stronger than you?" He already knew that. He knew from the outset that he couldn't beat him. (well, maybe with an antimagic ray or something but still)

That's not how Moore sees it -- but that's certainly a way to look at it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 25, 2018, 05:45:48 PM
Holy shit all those secrets
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 25, 2018, 05:52:46 PM
Quote from: Nephrite on May 25, 2018, 05:38:40 PM
The way Moore sees it, he got exactly what he wanted out of the situation, just in a very roundabout way.

To him, everything Makim got to see through his eyes are reasons for him to eventually decide to come out of hiding and do something. It's a situation of being judged by your worth, right?

Should he have run? Maybe. But that wasn't really the point to him -- he didn't come all that way just to run away from something scary. He'll stand and accept the consequences of his actions.

it was also really obvious that he was used to getting his way -- but that's why he couldn't do what he wanted. What's the point of keeping the status quo when there's so much more at stake outside? It was a gamble, like you said, and in some ways it might've failed, but I think it succeeded, too. He made his point that he wasn't going to be intimidated by him. Whatever happens from that we'll have to see.

I mean, the whole thing could've been different if he went in with his allies, but that was never the point -- he never wanted to force him to do anything. Whether he eventually comes around we'll just have to see, won't we?

EDIT: And honestly, even just attacking him in the first place is probably grounds for a lot of shit for him -- I think it's a pretty big planar faux pas to just attack someone who's attempting diplomacy from a planar power like that, especially when it isn't as if he broke in and was trying to do harm.

It's irrelevant, because Moore's not the type of person who'd seek revenge for this at all -- but that certainly is a thing, at least OOC anyway.

EDIT2: One more. The more I think about it, the more Makim ends up just coming off as a baby with a magic wand. He threw a temper tantrum because he didn't get what he wants and wanted to throw his weight around. What did he prove? "I'm stronger than you?" He already knew that. He knew from the outset that he couldn't beat him. (well, maybe with an antimagic ray or something but still)

That's not how Moore sees it -- but that's certainly a way to look at it.

I will say this without getting into the deeper discussion since posting - seeing Moore's memories did have an impact. What sort of an impact is left to your imagination. Lengthier posts will come a little later.

Also yes Cor, info sec is a thing and kaboom.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 25, 2018, 10:50:44 PM
Quote from: Anastasia on May 24, 2018, 12:10:05 PM
May do a few more of these later, but I really need to post.

Dragonfire Burst
Evocation [Fire, Good]
Level: Pal 2
Components: V, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

Your dragonfire wrath burns hotter and with a hint of gold, dealing an extra 1d8 points of damage. Any melee attack you make while under dragonfire's wrath counts as good to overcome damage reduction for the duration of this spell.

Cor, for the sake of my ease of organization, could you include this spell with any others of yours when I ask for all the spells at the end of this cycle? Thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 26, 2018, 07:48:38 AM
Sorry all, fell asleep on DM work last night. I was out cold.

Quote from: Corwin on May 24, 2018, 12:50:23 PM
Making another draft of the secret Seira's faith spell Seira's Glorious Visage!
Spoiler: ShowHide

Seira's Glorious Visage
Transmutation [Good, Fire]
Level: Cleric 10, Paladin 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You assume the physical appearance and many of the qualities and abilities of a movanic deva. 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, Dexterity and Constitution. You gain darkvision out to 60ft. You gain a +4 sacred bonus on saving throws. You gain damage reduction 5/evil. Your base land speed increases by 10 feet. Your touch attacks and any melee weapons you wield become infused with this power as well. They are treated as good-aligned weapons for the purpose of overcoming damage reduction.

You create a silvery glow around your body that provides illumination to a radius of 20 feet. Anyone within those 20 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. You gain a -20 circumstance penalty on Stealth checks made while under the effect of this spell.

You gain the ability to use Dragonfire Wrath as a paladin of Seira. Add +1d8 fire to your damage rolls against an evil foe for every 5 levels you have. For the duration of this spell, you also gain the Stand Fast paladin ability as a paladin of your level.


You know how some spells let you cast them as swift if you're dragonblooded? Can there be something like that for the Seira followers? If so, would it cost another level?

I believe this just chopped off the goldenfire stuff and no other changes?

Re: Dragonblooded. It probably would, but I'd have to research how those spells work. I don't think I've ever used them much.

I'd suggest something like clr 10, pal 8. Paladins are delayed casting after all. They'd both get this at level 21 assuming full casting as it stands, which generally isn't quite how it works out for more spells. Should also explicitly specify if it stacks with paladin of Seira dragonfire wrath (as written I'd say no but it's not clearly written, so be specific there). Arguably, it would be better to write it as bonus fire damage and not directly copy a class feature, which can be stickier. Example: Your melee attack rolls deal an extra 1d8 fire damage, this damage rises by 1d18 per five caster levels, include reference to Seira paladins here to draw the connection'. Incidentally, I'd also clarify damage roll as as weapon damage rolls or similar, as the way you write it implies it would affect all damage rolls.

QuoteThrough your devotion to Seira you can call on purifying flames to cleanse evil. Once per day you may cloak a melee or natural weapon in these flames as a swift action, dealing grievous harm to evil. You deal an extra 1d8 points of fire damage per strike.

It's the sort of little thing D&D cares about.The base ability makes a note to clarify what precisely it applies to (melee weapons and natural weapons).

---

Powerwise, let's compare it to some single target booster spells of the same general area. I'm generally thinking of 1 round/level spells that enhance the caster. I'm not including polymorph subschool spells here, as while they do fit that criteria, have enough of their own rules going on that I don't feel it's a productive comparison.

- Vs Bite of the Werebear (top of the line spell for that chain, level 6 druid and level 7 wizard): Numbers are much smaller, but a far better bonus type, sacred vs enhancement. It lacks the bonus feats and some of the add ons there, but adds its own gimmicks to it. Bite of the Werebear feels like it's better if you just have one spell on you (hi druids) for sheer number escalation, but in a more powerful environment, the better damage type and other parts of this spell beat it pretty cleanly.

- Vs Greater Visage of the Deity (cleric 9): Less stat boosts and typed vs untyped, though admittedly the difference isn't as large as it might look on first glance (total 12 vs total 20, a few +2s slow deity down). Rest of it goes to the Seira spell, it offers more and the rest ofthe benefits of the template aren't that stellar besides flight (which is probably redundant at that level anyway). I'd say the extra damage puts this spell above Greater Visage of the Deity, with the holy aura-esque aura around you just cementing it.  Exception: Some really MAD types may get more out of deity, like Stille.

- Vs Might of the Solar (wizard 11): Basically a scaled up version of Bite of the Werebear with an added bane function to your weapons. Barring niche situations where the bonus isn't all that productive to use (hi anyone with DvR0 or higher), Might of the Solar strikes me as a little better. +18 to all three physical stats is huge, even if being enhancement takes a bite out of the gain. Glorious Visage has a lot more versatility, which makes it closer (and arguably a better spell, depending on how much you value combo platter boosts).

So 10's in the right ballpark. I may bump it up based on play experience.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 26, 2018, 07:50:33 AM
Quote from: Yuthirin on May 24, 2018, 03:37:10 PM
Quote from: Anastasia on May 24, 2018, 12:04:11 PM
Quote from: Corwin on May 24, 2018, 11:00:38 AM
Yes, please tell us, I must admit it's been bothering me.

I'll let you all know about it when it happens.

Bonus hint: Moore made a private guess to me and was fairly close. Definitely was on the right track.

What the hell are you guys talking about

Back in week 1, I mentioned that someone had the chance to put some pieces together and make a significant plot skip if they realized it. I didn't say who missed it so it's a matter of some consideration. It could be assembled together based on things that person should know, but it would require putting some things together as well a few reasoned considerations and a bit of luck. A long shot but plausible in other words. Neph examined it and came fairly close to the right answer.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 26, 2018, 07:51:33 AM
Quote from: Iron Dragoon on May 24, 2018, 05:07:30 PM
Quote from: Anastasia on May 24, 2018, 12:01:46 PM
Quote from: Iron Dragoon on May 24, 2018, 03:06:23 AM
QuoteBlade of Divine Wrath
Transmutation
Level: Clr 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level (D)

The touched weapon shines with an inner light, bathing the area in light for a moment before dimming to a dull glow. Whenever you hold such a weapon in your hand, you can expend a turn undead attempt to imbue it with divine power for 1 round. If your next successful attack with it hits an undead target, the weapon deals an extra 1d6 points of damage per point of Charisma bonus you possess (minimum 1d6).

What's that supposed to be copying? I mean, it reads like a feat.

Weapon enchantment of the same name in MiC, page 33.

DIVINE WRATH
Price: +1 bonus
Property: Weapon
Caster Level: 13th
Aura: Strong; (DC 21) evocation
Activation: Swift (mental)
This weapon has a golden sheen, and its grip is imprinted with a hand holding a lightning bolt. Divine wrath weapons are especially prized by paladins and clerics of Heironeous. Whenever you hold such a weapon in your hand, you can expend a turn undead attempt to imbue it with divine power for 1 round. If your next successful attack with it hits an undead target, the weapon deals an extra 1d6 points of damage per point of Charisma bonus you possess (minimum 1d6).
Prerequisites: Craft Magic Arms and Armor, searing light, turn undead, good alignment.
Cost to Create: Varies.

I probably wouldn't do that as a spell, it doesn't really fit. That sort of ability trading is usually the domain of feats or the occasional weapon or armor enhancement.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 26, 2018, 07:52:15 AM
Quote from: Iron Dragoon on May 24, 2018, 05:14:18 PM
Quote from: Anastasia on May 24, 2018, 12:01:46 PM
That's fine and about right, maybe a bit weak since I think psionics has that somewhere as a 2nd/3rd level power (but maybe psychic warrior only).

What about bumping it to a 1d8, if you think it's weak? Or dropping it to a Sorc/Wiz 3 spell? Either is fine with me. One gives a chance at a tiny bit more healing, the other helps with spell slot management. I almost prefer the second as most of the other spells are all level 4 or 5 anyway, so it'd be more helpful to me, personally.

If the impeding effect won't ever stack up against spellcraft DC then I guess there's not really a great reason to take it. I mean, if it won't work, it's a waste of spell, really.

Yeah sure, edit it to 1d8 and have that edit in place when I ask for the round up at the end of this spell creation cycle.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 26, 2018, 08:05:35 AM
Quote from: Nephrite on May 25, 2018, 05:38:40 PM
The way Moore sees it, he got exactly what he wanted out of the situation, just in a very roundabout way.

To him, everything Makim got to see through his eyes are reasons for him to eventually decide to come out of hiding and do something. It's a situation of being judged by your worth, right?

Sure, but that assume he thinks enough like you to agree with that. Different people have different views, after all, and even good people can disagree on a lot of things. Makim's alignment is some non-evil (not spoiling), but he's also chosen to focus on creating his own thing rather than fighting the good fight. Is that the wrong thing to do? Is it the wrong thing to do for a mortal soul to pass on and simply enjoy paradise rather than fighting evil for eternity?

Weighty questions to be sure.

QuoteIt was also really obvious that he was used to getting his way -- but that's why he couldn't do what he wanted. What's the point of keeping the status quo when there's so much more at stake outside? It was a gamble, like you said, and in some ways it might've failed, but I think it succeeded, too. He made his point that he wasn't going to be intimidated by him. Whatever happens from that we'll have to see.

Epic wizards of his caliber do tend to get their way, even if involves playing a game of chicken with killing someone. As he said, he doesn't like killing and he has to be able to live with himself, so killing someone who isn't attacking others (his comments about your words being a sword aside) isn't something he wants to do. He outright said he was hoping you'd run and that would be the end of it.

Ironically he still got his way, since he was willing to snack on your memories if all else failed. Just not the way he directly wanted.

QuoteEDIT: And honestly, even just attacking him in the first place is probably grounds for a lot of shit for him -- I think it's a pretty big planar faux pas to just attack someone who's attempting diplomacy from a planar power like that, especially when it isn't as if he broke in and was trying to do harm.

Hospitality is a thing and abusing it like that can be rough. I mean, it happens anyway, but it's bad form. Makim would also note it's bad form to keep going when your host asks you to stop something, too.

QuoteEDIT2: One more. The more I think about it, the more Makim ends up just coming off as a baby with a magic wand. He threw a temper tantrum because he didn't get what he wants and wanted to throw his weight around. What did he prove? "I'm stronger than you?" He already knew that. He knew from the outset that he couldn't beat him. (well, maybe with an antimagic ray or something but still)

That's not how Moore sees it -- but that's certainly a way to look at it.

From what Makim did and said, I think the way he wanted to come off was this: I don't want to, but I'll do what I need to stay out of the meaningless, eternal wars of Creation. If my freedom requires your demise to remind everyone that I'm not participating, then so be it.

Moore's really lucky he wasn't willing to provoke the shit storm of a response Moore's death would cause. Aurora was the main factor there - Celestia's one thing, but a group of adventurers who may not give a fuck and with Medi's legacy? Yeah, that's a risky calculus.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 26, 2018, 08:48:08 AM
Weekly commentary time.

Tryll

Good stuff all week, I have to say. The Langersun plotline continues apace, with signs of trouble afloat everywhere. Fortunately Tryll's really good at finding things and willing to ignore privacy, so those followers of Imix were easily captured. Benyen and Dana just sort of happened and wasn't planned, poor Ebony. She's really wishing she put ranks into Perform (Cockblocking) now, isn't she? Really, no deeper comments this week, as it was mostly a transitional week after last week's Dana call out and Miranda chat. Next week should see more plot as you get deeper into the Langersun thing. By the way, I may try and sit down with you tomorrow sometime for a bonus session, so you can catch up. I'll see when you're around on IRC and where I'm at.

Also, I imagine Miranda staying at home and knitting, waiting for everyone to come back. Funny how that one worked out for her.

Alicia

The climax of the Avernus adventure was very solid and a nice recovery, I felt. I also felt that both Sulia and Latha got some needed development and framing after last week's missteps there, so that was all in all productive. I personally really enjoyed the Sulia and Ilmater interaction, both the obvious and more subtle interplays there. The rest of the week was good - framing the node boosts and trying to figure out why they're happening (this was always planned, rather than just making them a conceit everyone accepts without comment), then some strong character development.

Really, the entire bits of Alicia developing herself and benig a deity were all good this week. The challenge between Auril and Alicia is a longer term thing that should be fun to see unfold. Syala did good with the same general things, by the way, I liked how she came off there. She's deeper than just casual violence, and hasn't been in a violent situation yet.

Alyssa

This week was pretty much the ship dungeon scenario. I think that's going well, it's a decent dungeon gimmick that offers all sorts of interesting things. It's a little too early into it to say more, but next week should be fun. Otherwise, it's all about getting a grasp of how exactly Jarem and Alyssa interact, Jarem's openly feeling it out IC and Alyssa's semi sarcastic, semi oblivious replies (depending on how you interpret them) are great. Jarem's a bit of a player, working on establishing that just so without being too gimmicky or obnoxious is a trick. I'm not sure if he's successful at it or not overall, that'll probably depend on how he firms up as a character.

Combatwise, the dire tiger was no great challenge, just a warm up. Party functioned exactly as expected for it. Jarem struggles a bit with damage without spells or deific foes playing into it, so that fight was meant to establish that as a baseline. Still, against a dire tiger, he was able to deal more than enough damage.

Moore

This one will be short since the Makim thing is being discussed elsewhere. That aside, it was a solid enough week. Lots of homefront setup after a Sharran adventure and development, then more to bookend the week.  Not a lot to say here since I made a post about Makim before this, that's basically the elephant in the room.  At worst - you managed to survive, keep on surviving. Do not die.

I really enjoy Grias, by the way. He manages a fussy note or two while also being competent, it's nice.

Seira

See Alicia's comments for the fallout from Noir Jarden's climax and then dealing with Ilmater. Anyway, the rest of it was good - some time for Kascha to be in the sun and have fun referencing B3, then some strong Amaryl work to close out the week. In particular I like how she came off there - strong but also a supporter. As I said in chat, she's able to stand on her own, that includes being able to choose to support another instead of taking the forefront. That's part of who she is, after all. Donald had some great times too, he was strong throughout Noir Jardin.

Misc

Elegy did alright as a one shot character, he might return. I was feeling out his tone but he got a bit overshadowed by the circumstances of the affair. I was thinking a bit resigned and snarky by the end of it, really.

I never really gave too many details about Langersun beyond the absolute basics, so the rest of this is filling in the gaps. It's a cameo area by and large, and unless that changes, I don't see the need to. It was originally going to get more focus back in B3, but it never happened and Dana outgrew that quest. For all Dana's...well, Dana, she's not deeply vindictive. She gets over things by and large. She lives in the moment. She's gotten over Daddy and his stunts.

Makim and Seira can relate to a degree - Seira (and Cor OOC) struggled with some of the same sentiments in B1. It's a hard thing to face eternity and realize you can't smite it down. The ultimate battle of Creation has never been one settled with sword and sorcery, but in the quiet recesses of each and every soul within Creation. It's ultimately a question of philosophy, not a question of which side can successfully beat up the other. Oh sure, that happens plenty incidentally, but conflict is inevitable with the ethos competing and the greater divine Competition.

Speaking of, Auril's challenge - and using the word competition - is something deities do. Think the book of Job from the Bible. It's simply another way for the opposing sites to fight. Sometimes they really do pick particular challenges and certain mortals as pieces in that great game. Presenting it the way I did was meant to introduce the concept in a way besides an OOC info dump. I'm trying to avoid those and slowly build in deific concepts in play instead.

Finally, I'm probably going to enforce a new rule with rank checks. It'll read something like this 'For each divine immunity/thing that needs to be bypassed with one, the first check you make for that one decides if you succeed or not at it for the encounter.  For example, Glasya delaing negative levels for Alicia would check once, and that would determine if she can deal negative levels to her until the end of the encounter. If she then also did Charisma damage to her, that would be a second check to overcome that immunity.'

Basically looking to reduce the number of extraneous checks needed. Debating if that's precisely how I want to do it. It doesn't quite follow in form of similar things, though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 26, 2018, 08:58:51 AM
Elegy might send Seira a thank you note for the crystal! And for getting him out safely. It's cool if he comes visit again.

Makim's answer to the problems of creation is understandable, and I have to wonder who his wife is.

Kascha is best kid sister.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 26, 2018, 09:11:49 AM
The climax really picked things back up for Avernus, I liked Seira interrupting the beam-o-war between Lixer and Zariel before fleeing as everything blew up. Similarly for all that getting stonewalled by Glasya rankled, ending that fight with an inconclusive draw isn't bad for setting things up. Glasya's style of corruptive evil is the sort that Alicia is focused against in particular, so it sets things up for further confrontations whether directly or through intermediaries.

Speaking of, getting into a competition with Auril is interesting since her brand of evil is pretty far down Alicia's list. Under normal circumstances they really wouldn't have much to do with one another. Can see it as Auril bigging herself up by picking fights outside her usual foes, since she's trying to step into Talos's shoes and be the main evil nature deity, picking and winning these sorts of fights can be seen as a way of expanding her own influence and reach. Also got a faint vibe of her deciding to show the newbie how it's done, like maybe making an example of her sure but also giving Alicia herself a chance to compete and be recognised on that sort of deific stage. If nothing else we know from B1 that Auril's got no love for Shar so there could be a bunch of layers going on here.

Back in Sylica I liked the post-Avernus wrap with everyone there. Was good to play with Marie acting the maid and being helpful/needling Antenora. Marie's pretty much retired from flying around shooting arrows at stuff and sticking to Alicia as a familiar, I feel like she almost exclusively spends her time managing stuff in Sylica these days. Might find a chance to change that and bring her out on an adventure soon, if not I may retire her early and let her take those banked up promotions.

As far as the deific stuff goes, it's a balance that's tricky to maintain. As an adventurer/hero Alicia would go around sticking her nose in everyone's business and being a do-gooder that was very visible and prominent. But since she never got much in the way of direct deific intervention in her life she doesn't feel right being very visible now she's a deity. But what's the point of having all that power if she can't do good with it? And what's the point of mortal life if everything dances on the strings of a deity watching over it? So she tries to find the middle in her dealings with the prime, to help people without stifling them or making them think everything'll be okay because a goddess is watching over them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 26, 2018, 09:13:25 AM
Quote from: Corwin on May 26, 2018, 08:58:51 AM
Elegy might send Seira a thank you note for the crystal! And for getting him out safely. It's cool if he comes visit again.

He may in time, but at the moment you have enough on your plate.

QuoteMakim's answer to the problems of creation is understandable, and I have to wonder who his wife is.

His wife has never shown up before or anything, she's a nymph sorceress. Isn't likely to come up anytime soon and is hardly a spoiler.

I don't think I quite agree with the choices Makim's made, but I understand why.

QuoteKascha is best kid sister.

Kid sister, mom, big sister. She fills all the roles well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 26, 2018, 09:26:20 AM
And another protospell! This one seeks to boost casters directly.

My inspiration:

Spell Enhancer
Spoiler: ShowHide
Spell Enhancer
(Spell Compendium, p. 198)

Transmutation
Level: Sorcerer 4, Wizard 4, Spellthief 4,
Components: V,
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You utter an ancient word tied to the fundamental principles of magic and immediately begin casting another spell.

This spell enhances the next spell you cast, making it more difficult for targets to resist. The next spell you cast this round is cast at +2 caster level, and its save DC increases by 1.


Duelward
Spoiler: ShowHide

Duelward
(Complete Arcane, p. 103)

Abjuration
Level: Sorcerer 5, Wizard 5,
Components: V, S, M,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until discharged (D)

You mantle yourself in a powerful magical field that facilitates your defense against enemy spells. While a duelward is in effect, counterspelling is an immediate action for you, allowing you to counterspell even when it is not your turn without having previously readied an action. You also gain a +4 competence bonus on Spellcraft checks made to identify spells being cast.

The first time you successfully counterspell while the spell is in effect (whether you counterspell as an immediate action or not), duelward is discharged.

Material Component: A miniature silk glove.


Thus!

Seira's Arcane Thesis
Spoiler: ShowHide
Seira's Arcane Thesis
Transmutation
Level: Sorcerer ??, Wizard ??
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You mantle yourself in a powerful magical field that facilitates both your magical offense and defense. Your spells are stronger and much harder to resist, cast at +10 caster level, and their save DC increased by 5. As for your defense against hostile magic, counterspelling is an immediate action for you, allowing you to counterspell even when it is not your turn without having previously readied an action. You must still have the immediate actions available to counterspell in this manner.


Also, this spell gets the leftovers of what I hoped to accomplish with already-posted spells:

Seira's Majestic Visage
Spoiler: ShowHide

Seira's Majestic Visage
Transmutation
Level: Cleric ???, Wiz/Sor ???, Druid ???
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

A spell created by Seira herself through inspiration of her friend Alicia, designed to elevate the caster into a class of their own while faced with terrible odds. The caster is surrounded by a fiery haze, radiant and terrible beyond measure. Her allies are reassured, even awed, while the evil she faces down is cowed with the surety of its defeat.

You become a blazingly hot beacon of the powers of good. Your creature type changes to outsider for the duration of the spell. Unlike other outsiders, you can be brought back from the dead if you are killed in this form.

You undergo the following transformations:
• You grow feathered wings that allow you to fly at twice your normal speed (good maneuverability).
• You gain +1 natural armor.
• You gain low-light vision.
• You gain resistance to acid 10, cold 10, and electricity 10.
• You gain immunity to disease.
• You gain a +4 racial bonus on saving throws against poison.
• You gain damage reduction 10/magic.
• You gain spell resistance 25.
• You gain the following bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.

You gain a +10 enhancement bonus on Diplomacy checks with Good characters, and a +10 enhancement bonus on Intimidate checks with Evil characters for the duration of the spell.

Any fire you generate during the duration of the spell becomes Goldenfire, ignoring fire resistance or immunity and dealing x1.5 more damage to Evil targets and no damage at all to Neutral and Good targets.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 26, 2018, 09:42:53 AM
Quote from: Ebiris on May 26, 2018, 09:11:49 AMThe climax really picked things back up for Avernus, I liked Seira interrupting the beam-o-war between Lixer and Zariel before fleeing as everything blew up. Similarly for all that getting stonewalled by Glasya rankled, ending that fight with an inconclusive draw isn't bad for setting things up. Glasya's style of corruptive evil is the sort that Alicia is focused against in particular, so it sets things up for further confrontations whether directly or through intermediaries.

I liked Seira's interrupt there as well. That was a nice one-two-three combo that resolved quickly, and it showed Lixer simply wasn't willing to risk things going even further afoul. Rather he went for the blow it all up approach, but Zariel was able to use some of the last of her divine control over Avernus to teleport through the severed astral links. The entire scenario was suited for that IF and big if, Seira was quick about it and didn't try to push her luck. Lixer teleporting away wasn't waving the white flag, it was him switching to a new and deadly tactic.

Agreed on the Glasya fight. Good ending to it and I think it sets up things well later. A lot of stuff on Avernus was meant to be future set up.

QuoteSpeaking of, getting into a competition with Auril is interesting since her brand of evil is pretty far down Alicia's list. Under normal circumstances they really wouldn't have much to do with one another. Can see it as Auril bigging herself up by picking fights outside her usual foes, since she's trying to step into Talos's shoes and be the main evil nature deity, picking and winning these sorts of fights can be seen as a way of expanding her own influence and reach. Also got a faint vibe of her deciding to show the newbie how it's done, like maybe making an example of her sure but also giving Alicia herself a chance to compete and be recognised on that sort of deific stage. If nothing else we know from B1 that Auril's got no love for Shar so there could be a bunch of layers going on here.

That's fairly on point and one part really is: There's a bunch of motivations in play for Auril. Sure it was meant to be a demo, but it's also well reasoned and she has her motivations for doing so. Auril made the most sense to use here for tons of reasons, so I rolled with it.

Also, this shows that not every deific encounter between opposites is automatically a battle. Sometimes they simply compete, talk or ignore each other. Deities work on a lot of layers and sometimes it's not about fighting each other directly. Especially because everyone has a reason to need to be able to talk to everyone at some point. The Red Knight's flavor block has one example of this:

QuoteIt is said that Asmodeus and the Red Knight are both aware, and aware that they are aware, and making contingency plans about the other being aware that they are aware...and so forth and so on. Asmodeus would indeed like to make her bend the knee to him, but is content to leave her unchallenged. In the event Tempus is ever destroyed or dethroned, the Red Knight taking over would be to order's advantage, even if she makes no further move towards Baator. In truth, both are aware of each other's plans for each other and make countermeasures accordingly. Though neither would easily admit it, they find it an enjoyable past time. In the rare cases that a devil comes to venerate the Red Knight, the two engage in a grand game of chess with the offending devil as the prize.

Images like that are just as valid as throwing 50+ hit dice deities against each other in cage deathmatches.

QuoteBack in Sylica I liked the post-Avernus wrap with everyone there. Was good to play with Marie acting the maid and being helpful/needling Antenora. Marie's pretty much retired from flying around shooting arrows at stuff and sticking to Alicia as a familiar, I feel like she almost exclusively spends her time managing stuff in Sylica these days. Might find a chance to change that and bring her out on an adventure soon, if not I may retire her early and let her take those banked up promotions.

Agreed with Marie. Her being around isn't about being a secretary entirely, but being a character. Whatever facilitates that best is my preference.

QuoteAs far as the deific stuff goes, it's a balance that's tricky to maintain. As an adventurer/hero Alicia would go around sticking her nose in everyone's business and being a do-gooder that was very visible and prominent. But since she never got much in the way of direct deific intervention in her life she doesn't feel right being very visible now she's a deity. But what's the point of having all that power if she can't do good with it? And what's the point of mortal life if everything dances on the strings of a deity watching over it? So she tries to find the middle in her dealings with the prime, to help people without stifling them or making them think everything'll be okay because a goddess is watching over them.

That's a pertinent question every deity has to answer early on in their divine careers. The answers vary far and wide, and sometimes change as they gain experience. Finding that balance is part of the early game for both you and Seira. Simply nudging things a bit for a good outcome (the spider and the bell) is how a lot of deities act, especially when they want to be subtle. A nudge here, a push there and you get the outcome with no one the wiser.

Deities have tons of tools to affect the world and spread what they are. Choosing how to use those and which ones to use is part of growing into the position. Alicia strikes me like you played her - a supporter, helping quietly when needed but only bringing the thunder when really appropriate.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 26, 2018, 09:55:40 AM
Seira doesn't mind Alicia's way of handling things, she just finds a different approach suits her best.

As for Lixer, despite the odds being against me I had a shot at killing him! Just look at my avatar getting two natural twenties in the same attack routine~

So he totes ran away in time.

But what was that about Seira not wasting her time? She pretty much headed down and then agreed to trust Zariel without lengthy interrogations, is that what you meant?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 26, 2018, 10:09:55 AM
Quote from: Anastasia on May 26, 2018, 08:48:08 AM
Alyssa

This week was pretty much the ship dungeon scenario. I think that's going well, it's a decent dungeon gimmick that offers all sorts of interesting things. It's a little too early into it to say more, but next week should be fun. Otherwise, it's all about getting a grasp of how exactly Jarem and Alyssa interact, Jarem's openly feeling it out IC and Alyssa's semi sarcastic, semi oblivious replies (depending on how you interpret them) are great. Jarem's a bit of a player, working on establishing that just so without being too gimmicky or obnoxious is a trick. I'm not sure if he's successful at it or not overall, that'll probably depend on how he firms up as a character.

Combatwise, the dire tiger was no great challenge, just a warm up. Party functioned exactly as expected for it. Jarem struggles a bit with damage without spells or deific foes playing into it, so that fight was meant to establish that as a baseline. Still, against a dire tiger, he was able to deal more than enough damage.

Yeah, Alyssa knows what flirting is (for the most part), but she's always been either head-in-book for research or dealing with leadership issues. So while she catches the more blatant stuff, I'm having her miss some of the less blatant stuff. She also wary of getting into a relationship with anyone until she can figure out how to judge if someone's using it as an angle to influence her power. Add in that Jarem is brand new and loyal to the Red Knight, she's a bit wary but willing to flirt as it's something she doesn't have much of a chance to do normally.

Combatwise, I'm not really happy with Alyssa here. Part of it is that I'm still feeling out how many spells she needs to have for defensive purposes and part of it is that having banned Evocation, she has absolute crap for damage spells. I know Transmutation has a few, but they're pretty few and far between, so I'm going to have to write some up or find some better options.

I also need to know what the ruling would be on her having used TK to wield a weapon there would be. It was a super close in space and I dunno if one of my weapons would have been able to zip by Jarem. Normally I would have just Dimension Door'd behind the tiger, but the dungeon kinda prevents that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 26, 2018, 02:08:16 PM
QuoteSeira's Arcane Thesis
Spoiler: ShowHide
Seira's Arcane Thesis
Transmutation
Level: Sorcerer ??, Wizard ??
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You mantle yourself in a powerful magical field that facilitates both your magical offense and defense. Your spells are stronger and much harder to resist, cast at +10 caster level, and their save DC increased by 5. As for your defense against hostile magic, counterspelling is an immediate action for you, allowing you to counterspell even when it is not your turn without having previously readied an action. You must still have the immediate actions available to counterspell in this manner.

Way high, higher than you can cast. A +10 caster level booster, I can't think of anything like that, let alone the save DC increase and the 1 round/level duration. I'm just gonna nix this one right now, you waaaaaaaaaaaaay overshot. To be honest I don't think I'd allow that spell at any level, it's just too crazy-good.

QuoteAlso, this spell gets the leftovers of what I hoped to accomplish with already-posted spells:

Seira's Majestic Visage
[spoiler]
Seira's Majestic Visage
Transmutation
Level: Cleric ???, Wiz/Sor ???, Druid ???
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

A spell created by Seira herself through inspiration of her friend Alicia, designed to elevate the caster into a class of their own while faced with terrible odds. The caster is surrounded by a fiery haze, radiant and terrible beyond measure. Her allies are reassured, even awed, while the evil she faces down is cowed with the surety of its defeat.

You become a blazingly hot beacon of the powers of good. Your creature type changes to outsider for the duration of the spell. Unlike other outsiders, you can be brought back from the dead if you are killed in this form.

You undergo the following transformations:
• You grow feathered wings that allow you to fly at twice your normal speed (good maneuverability).
• You gain +1 natural armor.
• You gain low-light vision.
• You gain resistance to acid 10, cold 10, and electricity 10.
• You gain immunity to disease.
• You gain a +4 racial bonus on saving throws against poison.
• You gain damage reduction 10/magic.
• You gain spell resistance 25.
• You gain the following bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.

You gain a +10 enhancement bonus on Diplomacy checks with Good characters, and a +10 enhancement bonus on Intimidate checks with Evil characters for the duration of the spell.

Any fire you generate during the duration of the spell becomes Goldenfire, ignoring fire resistance or immunity and dealing x1.5 more damage to Evil targets and no damage at all to Neutral and Good targets.

Okay, so it's basically Greater Visage + social bonuses + goldenfire, right?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 26, 2018, 02:10:19 PM
Quote from: Corwin on May 26, 2018, 09:55:40 AM
Seira doesn't mind Alicia's way of handling things, she just finds a different approach suits her best.

Pretty much. Compare and contrast the approaches, it's interesting.

QuoteAs for Lixer, despite the odds being against me I had a shot at killing him! Just look at my avatar getting two natural twenties in the same attack routine~

So he totes ran away in time.

Maybe theoretically possible, I'd have to run the numbers carefully. Odds of getting enough 20s to do it and enough good damage dice rolls to do it are probably in the range of winning the lottery, though.

QuoteBut what was that about Seira not wasting her time? She pretty much headed down and then agreed to trust Zariel without lengthy interrogations, is that what you meant?

I meant not wasting time before Lixer brought the green hellfire and worse down on your heads, yes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 26, 2018, 02:13:35 PM
Quote from: Iron Dragoon on May 26, 2018, 10:09:55 AMYeah, Alyssa knows what flirting is (for the most part), but she's always been either head-in-book for research or dealing with leadership issues. So while she catches the more blatant stuff, I'm having her miss some of the less blatant stuff. She also wary of getting into a relationship with anyone until she can figure out how to judge if someone's using it as an angle to influence her power. Add in that Jarem is brand new and loyal to the Red Knight, she's a bit wary but willing to flirt as it's something she doesn't have much of a chance to do normally.

Yeah, I figured you were feeling it out, too. The comments yesterday about settling on a nickname for Alyssa fits - he was trying a few along various lines, feeling which one fit her. It about fits what I figured for Alyssa as well as points out that she's not quite as experienced as you'd expect in various life matters. It fit her pretty well.

QuoteCombatwise, I'm not really happy with Alyssa here. Part of it is that I'm still feeling out how many spells she needs to have for defensive purposes and part of it is that having banned Evocation, she has absolute crap for damage spells. I know Transmutation has a few, but they're pretty few and far between, so I'm going to have to write some up or find some better options.

That's fine, this is also a bit of a tutorial dungeon for you to feel things out as well as get some loot. Assuming you survive of course.

QuoteI also need to know what the ruling would be on her having used TK to wield a weapon there would be. It was a super close in space and I dunno if one of my weapons would have been able to zip by Jarem. Normally I would have just Dimension Door'd behind the tiger, but the dungeon kinda prevents that.

I probably would've allowed it, a weapon's easier to get by than an entire person there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on May 26, 2018, 02:29:02 PM
Quote from: Anastasia on May 26, 2018, 08:48:08 AMTryll

Good stuff all week, I have to say. The Langersun plotline continues apace, with signs of trouble afloat everywhere. Fortunately Tryll's really good at finding things and willing to ignore privacy, so those followers of Imix were easily captured. Benyen and Dana just sort of happened and wasn't planned, poor Ebony. She's really wishing she put ranks into Perform (Cockblocking) now, isn't she? Really, no deeper comments this week, as it was mostly a transitional week after last week's Dana call out and Miranda chat. Next week should see more plot as you get deeper into the Langersun thing. By the way, I may try and sit down with you tomorrow sometime for a bonus session, so you can catch up. I'll see when you're around on IRC and where I'm at.

Also, I imagine Miranda staying at home and knitting, waiting for everyone to come back. Funny how that one worked out for her.

Miranda is SUPPOSED to be looking for a way to safely go onto prime planes, not sit around and knit. GET BACK TO WORK!

Also session tomorrow is fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 26, 2018, 02:32:37 PM
Knitting is important, you know. Anyway, I'll see what time we're both on tomorrow and work from there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on May 26, 2018, 02:33:18 PM
Quote from: Anastasia on May 26, 2018, 02:32:37 PM
Knitting is important, you know. Anyway, I'll see what time we're both on tomorrow and work from there.
Sounds good.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 26, 2018, 02:58:14 PM
Quote from: Anastasia on May 26, 2018, 02:08:16 PM
Okay, so it's basically Greater Visage + social bonuses + goldenfire, right?

Correct. The social bonuses are a discount voice of the dragon.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 26, 2018, 03:01:33 PM
Working on some spells now that I have time. These are first drafts unless noted otherwise.

Started with this one. It's an accessory for Seira's paladins for a little extra oomph.

Dragonfire Burst
Evocation [Fire, Good]
Level: Pal 2
Components: V, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

Your dragonfire wrath burns hotter and with a hint of gold, dealing an extra 1d8 points of damage. Any melee attack you make while under dragonfire's wrath counts as good to overcome damage reduction for the duration of this spell.

The main draw is the slow nonlethal damage recovery. It feels like the sort of thing that should have a save attached, though. Hm.

Paladin's Mercy
Transmutation
Level: Pal 2
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

By invoking this spell, your next smite evil attempt deals an extra 1d6 points of damage and all the damage is nonlethal damage. If a creature is rendered unconscious from the nonlethal damage from this smite, they only recover 1d4 nonlethal hit points per hour (or the hit points they would recover normally, whichever is lower), until all the damage from the smite is recovered. Magical healing is not impeded and functions normally.

From Moore's thread. This one's finished, just crossposting it while I'm at it. It was originally made for another person's stat block.

Sekmid's Trap
Evocation [Force]
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Area: Cylinder (30ft radius, 60ft tall)
Duration: 1 round/3 levels
Saving Throw: None
Spell Resistance: See text

By casting Sekmid's trap, you create a cylinder of force that traps creatures in the area within it. The cylinder has the same properties of a wall of force and can be destroyed by the same means. Destroying the cylinder ends the spell, including the magic missiles.

On the round you cast it nothing else happens, but on the second round and every round thereafter, magic missiles fill the cylinder and deal damage to every creature within it. These do 1d4+1 damage per two caster levels, maximum 20d4+20. A creature takes damage each round after the first. While the walls of the cylinder do not allow spell resistance, the magic missiles do. In all other aspects, these missiles are identical to the missiles generated by the magic missile spell.

Might bump this one to 15.

Kassim's Inescapable Tomb
Abjuration/Evocation [Force]
Level: Sor/Wiz 14

This spell is identical to Sekmid's trap, except as noted here. Gusts of wind and ear-splitting screams of sound fill the cylinder. Spells and spell-like abilities cast from within the cylinder require a Concentration check (DC equal to the spell's save DC + 10) to cast due to the conditions. The area inside of the cylinder is treated as being under a dimensional lock spell.

The wind and conditions have no bearing on the magic missiles created by the spell, which still strike true.

This spell is only know to Kassim, Kossuth and a few of his elite wizards, the Sultan of the Efreet and Faerinaal (the latter of which due to a trade).

Another spell I'm not sure about the level for.

Kassim's Sky Flower
Evocation [Fire]
Level: Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: One burning flower
Duration: 1 round/level
Saving Throw: Reflex half; see text
Spell Resistance: Yes

This spell creates a phantasmal flower of fire at the point you designate, three feet tall and similar in appearance to a lotus made of flames. This flower is impervious to attacks and damage, though it can be dispelled as normal. The flower can be placed in thin air or in a place that would not normally support it (save for water), so long as it is within range of the spell.

Each round on your turn as a free action, you can command the flower to emit fireballs in all directions within 100ft. All creatures within the radius are struck by dozens of tiny fireballs, dealing 15d6 points of fire damage per round. A Reflex save halves this damage, but due to the difficulty of dodging that many attacks, the saves suffer a -6 penalty. Additionally, the barrage of fireballs renders any squares within range as difficult terrain that round.

Hi Makim. This one may need more clarifying text. It's a hard one to price because it's good and at the same time possible to deal with if you know how the spell works.

Makim's Acid Hunters
Evocation [Acid]
Level: Sor/Wiz 13
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell creates a pair of small acid clouds that float around the target. If the target takes any action besides a move action or a free action, the clouds attack the target automatically. Treat this as two ranged touch attacks that deal 10d6 points of acid damage each. There is no limit to the number of attacks the clouds can make for the duration, each action besides a move action or a free action triggers two additional attacks.

However, the spell has limitations. The clouds follow the target, but can only move up to 50ft in a round. Creatures that move further than that leave the clouds behind, though the clouds will pursue them each around on the caster's turn, moving 50ft closer to them. The clouds can fly with perfect maneuverability as well as pass through anywhere air can pass through, such as the gap underneath a door.

This spells is known to Makim and a few of his most trusted lieutenants, it has not spread beyond that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 26, 2018, 04:30:56 PM
Think this got a little lost: http://www.soulriders.net/forum/index.php/topic,104100.msg1113323.html#msg1113323

On second look, the spell already functions off of CL + casting stat for attack. I don't know why I was doing it otherwise.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 27, 2018, 02:25:35 PM
Could we get the Stone Skewers spell added to the Sorc/Wiz list? Transmutation damage spells are few and far between, and that one's already done, so it'd be a quick throw in.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 28, 2018, 03:09:07 PM
I wasn't sure what level to make this, so the +7 is just the sum of the weapon enchantments. Holy+2, Transmuting+2, each of the banes is +1.

Blade of the Righteous
Transmutation
Level: Brd +12, Sor/Wiz +12
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One weapon touched
Duration 1 round/level
Saving Throw: None
Spell Resistance: No

The touched weapon become the pinnacle of evil slaying, becoming a +5 weapon of Holy Undead and Evil Outsider Bane of Transmuting. The affected weapon gains the Holy property, imparting an additional 2d6 points of damage against all of evil alignment. In addition, the weapon gains the Bane property against Evil and Lawful outsiders, as well as the undead. Finally, the weapon gains the Transmuting property, able to adjust its composition to overcome the DR of the target the round after a successful strike. It retains this composition until a new target is hit or for 10 rounds.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 29, 2018, 09:35:10 AM
Quote from: Corwin on May 26, 2018, 02:58:14 PM
Quote from: Anastasia on May 26, 2018, 02:08:16 PM
Okay, so it's basically Greater Visage + social bonuses + goldenfire, right?

Correct. The social bonuses are a discount voice of the dragon.

Okay, start at 9th since greater visage. Social bonuses push it to 10, since greater visage is a strong 9th level spell as it is. The last part's honestly hard to adjudicate. Let's try 12 for now, see how it shakes out balance wise.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 29, 2018, 09:40:52 AM
Quote from: Iron Dragoon on May 27, 2018, 02:25:35 PM
Could we get the Stone Skewers spell added to the Sorc/Wiz list? Transmutation damage spells are few and far between, and that one's already done, so it'd be a quick throw in.

Okay.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 29, 2018, 09:42:06 AM
Quote from: Iron Dragoon on May 28, 2018, 03:09:07 PM
I wasn't sure what level to make this, so the +7 is just the sum of the weapon enchantments. Holy+2, Transmuting+2, each of the banes is +1.

Blade of the Righteous
Transmutation
Level: Brd +12, Sor/Wiz +12
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One weapon touched
Duration 1 round/level
Saving Throw: None
Spell Resistance: No

The touched weapon become the pinnacle of evil slaying, becoming a +5 weapon of Holy Undead and Evil Outsider Bane of Transmuting. The affected weapon gains the Holy property, imparting an additional 2d6 points of damage against all of evil alignment. In addition, the weapon gains the Bane property against Evil and Lawful outsiders, as well as the undead. Finally, the weapon gains the Transmuting property, able to adjust its composition to overcome the DR of the target the round after a successful strike. It retains this composition until a new target is hit or for 10 rounds.

Okay, the text claims it gives bane against evil and lawful outsider, but it's only evil outsider bane. That needs to be clarified on which you intend for it to be.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 29, 2018, 02:59:07 PM
I'm glad today is officially cake day in Balmuria.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 29, 2018, 04:33:14 PM
Quote from: Nephrite on May 29, 2018, 02:59:07 PM
I'm glad today is officially cake day in Balmuria.

I know. I have brownie mix in the kitchen, today makes me want to consider making them after work. Maybe that or a mug brownie, never tried that.

Edit: Maybe peanut butter bars, but I'd have to go shopping. Besides, those need to cool and set overnight in the fridge. Mmm, peanut butter cookies with chocolate drizzle. Mmm. Or maybe just chocolate dipped. Mmm.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 29, 2018, 09:22:23 PM
Better/more clear?

Blade of the Righteous
Transmutation
Level: Brd +12, Sor/Wiz +12
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One weapon touched
Duration 1 round/level
Saving Throw: None
Spell Resistance: No

The touched weapon become the pinnacle of evil slaying, becoming a +5 weapon of Holy and the Bane of Evil Outsiders, Lawful Outsiders, and Undead of Transmuting. The affected weapon gains the Holy property, imparting an additional 2d6 points of damage against all of evil alignment. In addition, the weapon gains the Bane property against Evil Outsiders and Lawful Outsiders, as well as the Undead. Finally, the weapon gains the Transmuting property, able to adjust its composition to overcome the DR of the target the round after a successful strike. It retains this composition until a new target is hit or for 10 rounds.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 30, 2018, 10:48:39 AM
So, the spells I've been posting and tinkering with have been an effort to try and get things streamlined. With the help of a couple others, I got this, with then intent to invest in a select few really good weapons.


Alyssa's Aerial Assembly
Transmutation/Conjuration
Level: Brd 11, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One weapon touched
Duration 1 round/level
Saving Throw: None
Spell Resistance: No

With a word and a gesture, the weapon you touch becomes blurred, then sudden splits into copies of itself.

This spell creates one copy per caster level of the targeted weapon, which retain all effects of the original weapon. Additionally, the original weapon and all copies become animated as the Dancing Blade spell, with the additional ability to gain the benefits of feats and abilities the caster might have.

Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 30, 2018, 04:52:39 PM
Question regarding item familiar. It requires a magic item/weapon. In this example I'll use Life-Drinker, which is a +1 great axe.

Once I establish it as my familiar, it says enchantments are reduced to half cost. So, if I wanted to add another +4 to make it a +5, then Transmuting (+2), Holy (+2), Ghost Touch (+1), that's a total bonus of +10. the d20srd chart lists +10 as 200,000gp, so it'd be 100,000gp for the item familiar, yes?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 30, 2018, 05:03:33 PM
1st draft of Epic Mapmaking. Wasn't sure how to do a balanced DC bump to have a single map include multiple or all of the features.

Craft (Mapmaking)



   
   
   
   
   
TaskDC
Detecting Map50
Tracking Map60
Teleporting Map70
Map fo the Universe90


Detecting Map
The map you create must be of an area you have a thorough knowledge of. You must be familiar with the local flora, fauna, and geography. A Detecting Map can show you the location of any object, resource, or creature you desire. This effect displays and records the location of the detected item and is usable 3/day, and each use can display a different object, resource, or creature. The targets detected are displayed this way for 24 hours.

Tracking Map
A Tracking Map can track the designated object, resource, or creature you desire in real-time. The map can only display one Tracking at a time, but can the target can be changed 3/day. The tracking effect lasts for 1 hour per character level of the creator.

Teleporting Map
A Teleporting Map will allow the user and anyone touching him to teleport to any position on the map 3/day as a Greater Teleport spell.

Map of the Universe
A Map of the Universe records all of the places its user has ever been. It records the area around the user up to 1 mile per caster level of the creator, and a single map records all locations, regardless of planes. Additionally, by laying the Map of the Universe over another map, it can copy all information into itself. Furthermore, the map can be changed to display any place that has been recorded and allow the user to travel to a designated point as a Greater Plane Shift spell 3/day. Finally, once per day, the user can use the map to display the entirety of the world they are on for 24 hours. They can use this revealed map to detect, track, and teleport anywhere in the world, though none of the information is permanently recorded unless the user travels to a specific location.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 30, 2018, 08:58:25 PM
Sing the Holy Choir
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Bard 7
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 3 rounds

When you cast this spell, your next use of any 'Inspire' bardic music can be augmented in two ways, chosen by you at the time casting. You can either create music so holy and good that it infuses the weapons those who hear you carry and wield, giving them the Holy Power weapon property for their next attack, or create such harmonious music that those that hear it gain the Consecrate and Widen Spell metamagic feats for their next spell.

These bonuses are in addition to the normal benefits of the 'Inspire' abilities. If you do not use an 'Inspire' ability before the spell's duration expires, the effects are lost.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 31, 2018, 12:45:41 AM
Iddy pointed this out to me in the Spell Collection, does this spell supersede Shades? I don't know how long ago you made it or under what pretense.

Superior Shadow Evocation
Illusion (Shadow)
Level: Brd 10, 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: DM Nagging: It's pretty much my job
Post by: Corwin on May 31, 2018, 09:45:56 AM
I made that spell. It is part of a different spell tree than Shades.
If you glance at the SRD spell list, you'll see there are Shadow Conjuration and Shadow Evocation trees. I wanted a 'greater' Shadow Evocation spell parallel to the top Shadow Conjuration spell (which is Shades).
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 31, 2018, 10:12:57 AM
This is what I get for posting something at 11:30 at night.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 31, 2018, 01:38:43 PM
Posting here tonight or the next time I'm not short on sleep. Apologies on continued delay.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 31, 2018, 02:14:08 PM
T-t-t-t-tell me about Lovitar!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 31, 2018, 03:34:01 PM
Preview 1 for Neph.

Kaja

Fighter 30//Half Dragon 4/Swashbuckler 3/Duelist 3/Dervish 20

Size/Type: Medium Dragon
Hit Dice: 30d10+240+30+60 (500 hp)
Initiative: +15
Speed: 65ft
Armor Class: 56 (+11 dex, +4 natural, +16 armor, +8 int, +5 dervish, +1 dodge, +1 ws)
Base Attack/CMB/CMD: +30/+42/78
Attack: Gem+55 (1d6+37 plus +2 hit/damage vs evil plus 2d6 holy plus 2d6 axiomatic plus 4d6 crit 15-20 x4)
Full Attack: add bite 1d6 base include rend
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon, insightful strike, dervish dance 10/day (+10 attack/damage), a thousand cuts 3/day.
Special Qualities: Immunity to fire, paralysis and sleep, resistance to acid, cold and electricity 30, low light vision, darkvision 60ft, dragonscale husk, armor of god+6, grace+1, enhanced mobility, acrobatic charge, improved reaction+4, uncanny grace, movement mastery, slashing blades, dance of death, elaborate parry, tireless dance.
Saves: Fort +, Ref +, Will + (+2 enchantment) +1 reflex grace +2 will
Abilities: Str 34, Dex 33, Con 26, Int 26, Wis 14, Cha 18
Skills:   needs perform and tumble/acrobatics, whichever it is.
Feats: Dodge(1), Weapon Focus(Scimitar)(F1), Combat Expertise(F2), Two-Weapon Fighting(3), Weapon Specialization(Scimitar)(F4), Weapon Finesse(S1), Mobility(6), Improved Two-Weapon Fighting(F6), Improved Critical(Scimitar)(9), Melee Weapon Mastery(Slashing)(F10), Exalted Weapon Mastery(12), Power Attack(F12), Spring Attack(D3), Greater Weapon Focus(Scimitar)(F14), Greater Two-Weapon Fighting(15), Greater Weapon Specialization(Scimitar)(F16), Improved Dragonscale Husk(18), Weapon Supremacy(F18), Toughness(F20)
Epic Feats: Epic Dragonscale Husk(21), Epic Weapon Focus(Scimitar)(F22), Great Ability(Dexterity)(24), Endless Cuts(D24), Epic Weapon Specialization(Scimitar)(F24), Epic Toughness(F26), Great Ability(Dexterity)(27), Overwhelming Critical(Scimitar)(F28), Two-Weapon Rend(D28), Great Ability(Dexterity)(30), Devastating Critical(Scimitar)(F30)
Alignment: Neutral Exalted

Baseline is Fire Elf with half dragon template.

+2 perception

Armor of God at 8.

Take dragonscale husk, scale it for epic.

[Weapon 1]: Gem: Scimitar+7, holy and axiomatic. Has a base critical hit multiplier of x3.
[Weapon 2]: Gold: Scimitar:+7, holy and axiomatic. Has a base critical hit multiplier of x3.

[Neck]Gold Eye Pendant: This pendant grants a +8 enhancement bonus to Strength, Dexterity and Constitution as well as a +4 enhancement bonus to Intelligence, Wisdom and Charisma.

Improved Dragonscale Husk [General]
Prerequisite: Dragonscale Husk
Benefit: Your dragonscale husk is treated as light armor for the purpose of your speed and determining if you can use class features and other abilities. Increase the maximum dexterity bonus to +4 and decrease the armor check penalty to -2.

Epic Dragonscale Husk [Epic]
Prerequisite: Improved Dragonscale Husk
Benefit: Your dragonscale husk now counts as light armor or no armor for the purpose of your speed and determining if you can use class features or other abilities. Use whichever is most beneficial in a situation. Your dragonscale husk now has no maximum dexterity bonus nor armor check penalty.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 31, 2018, 03:47:22 PM
That's a lotta fuckin' Fighter bonus feats.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 31, 2018, 03:51:54 PM
It is. He's basically hyper specialized, but he's really good at what he does.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 01, 2018, 07:19:08 AM
Spells, a bit cleaned up! Including the first one, which you wanted me to remind you of.

Dragonfire Burst
Spoiler: ShowHide
Dragonfire Burst
Evocation [Fire, Good]
Level: Pal 2
Components: V, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

Your dragonfire wrath burns hotter and with a hint of gold, dealing an extra 1d8 points of damage. Any melee attack you make while under dragonfire's wrath counts as good to overcome damage reduction for the duration of this spell.


Seira's Arcane Thesis
Spoiler: ShowHide
Seira's Arcane Thesis
Divination
Level: Sorcerer 10, Wizard 10
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You mantle yourself in a powerful magical field that facilitates both your magical offense and defense. Your spells are stronger and much harder to resist, cast with a +10 bonus on caster level checks for the purposes of overcoming spell resistance, and with their save DC increased by 5. As for your defense against hostile magic, counterspelling is an immediate action for you, allowing you to counterspell even when it is not your turn without having previously readied an action. You must still have the immediate actions available to counterspell in this manner.


Seira's Majestic Visage
Spoiler: ShowHide
Seira's Majestic Visage
Transmutation [Good]
Level: Cleric 12, Sorcerer 12, Wizard 12, Druid 12, Bard 10, Paladin 10, Duskblade 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You are surrounded by a fiery haze, radiant and terrible beyond measure. Your allies are reassured, even awed, while the evil you are facing down is cowed with the surety of its defeat. You become a blazingly hot beacon of the powers of good. Your creature type changes to outsider (good) for the duration of the spell. Unlike other outsiders, you can be brought back from the dead if you are killed in this form.

You undergo the following transformations:
• You grow feathered wings that allow you to fly at twice your normal speed (good maneuverability).
• You gain +1 natural armor.
• You gain low-light vision.
• You gain resistance to acid 10, cold 10, and electricity 10.
• You gain immunity to disease.
• You gain a +4 racial bonus on saving throws against poison.
• You gain damage reduction 10/magic.
• You gain spell resistance 25.
• You gain the following bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.

You gain a +10 enhancement bonus on Diplomacy checks with Good characters, and a +10 enhancement bonus on Intimidate checks with Evil characters for the duration of the spell.

Any fire you generate during the duration of the spell becomes Goldenfire, ignoring fire resistance or immunity and dealing x1.5 more damage to Evil targets and no damage at all to Neutral and Good targets.

This spell is a closely guarded secret of Seira's faith, only taught personally by Seira to her most capable faithful. The inspiration for the spell is Seira's friend Alicia overcoming terrible odds.

Special: Seira's faithful can cast this spell as a swift action.


Seira's Glorious Visage
Spoiler: ShowHide
Seira's Glorious Visage
Transmutation [Good, Fire]
Level: Cleric 10, Paladin 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You draw up to your full height, and your presence acquires the special quality that suggests to all who gaze upon you the favorable touch of divinity. You assume the physical appearance and many of the qualities and abilities of a movanic deva. While under the effect of the spell, your creature type changes to outsider (good) and your size changes to Medium. You gain a +4 sacred bonus to Strength, Dexterity and Constitution. You gain darkvision out to 60ft. You gain a +4 sacred bonus on saving throws. You gain damage reduction 5/evil. Your base land speed increases by 10 feet. Your touch attacks and any melee weapons you wield become infused with this power as well. They are treated as good-aligned weapons for the purpose of overcoming damage reduction.

Your melee or natural weapons are cloaked in flames, dealing grievous harm to evil. You deal an extra 1d8 points of fire damage per strike for every 5 caster levels you have. This extra fire damage stacks with any other sources of fire damage you might have, such as from Dragonfire Wrath. For the duration of this spell, you also gain the Stand Fast paladin ability as a paladin of your level. If you already are a paladin with this ability, your uses of it from both sources stack.

An aura of silvery glow springs into being around your body, providing illumination to a radius of 20 feet. Anyone within those 20 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. You gain a -20 circumstance penalty on Stealth checks made while under the effect of this spell.

This spell is a closely guarded secret of Seira's faith and is given to her most capable clerics and paladins.

Special: Outsiders cannot cast this spell.
Special: Seira's faithful can cast this spell as a swift action.


Seira's Draconic Visage
Spoiler: ShowHide
Seira's Draconic Visage
Transmutation [Fire]
Level: Sorcerer 12, Wizard 12
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

A spell created by Seira, it is designed to showcase her combat spirit and help those not blessed by the blood of dragons grasp the pinnacle of their power, however fleetingly. It draws its inspiration from two seemingly opposite aspects of her, the primal draconic power running through her veins and the carefully thought-out approach to combat she all-too-often favors, managing to perfectly mesh them for an unstoppable juggernaut!

You undergo the following transformations:
• You grow draconic wings that allow you to fly at twice your normal speed (perfect maneuverability).
• You gain +4 natural armor.
• You gain low-light vision and darkvision out to 60ft.
• You gain immunity to fire.
• You gain immunity to sleep and paralysis effects.
• You gain a breath weapon that deals 10d10 points of damage of fire (120ft line or 60ft cone). A successful Reflex save (DC 10 + 1/2 HD + Con modifier) reduces damage by half.
• You gain the following bonuses to your ability scores: +8 Str, +2 Con, +2 Int, +2 Cha.

You gain proficiency with Seira's favorite weapon (short sword) and the Weapon Focus feat for it, as well as the ability to use it with a monk's flurry. You also gain the Weapon Finesse feat and the evasion ability (PH 50).

You gain a +3 luck bonus to Armor Class, a +5 luck bonus on Reflex saving throws and a +15 competence bonus on Perception and Stealth checks.

You deal an extra 5d6 points of damage whenever you attack an opponent that you flank or an opponent denied its Dexterity bonus to Armor Class. This extra damage works like the rogue's sneak attack ability.

This spell is a closely guarded secret of Seira's faith.

Special: Dragonblooded cannot cast this spell.
Special: Clerics who serve Seira may select this spell as if it was on the cleric list.
Special: Seira's faithful can cast this spell as a swift action.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 01, 2018, 07:32:11 AM
What happens when a Martyr's Kiss is cast on a summoned creature or on a willing elemental?
What about willing mortals and immortals who are your faithful? Will their souls reach you after this spell executes? Are you restricted from reincarnating or elevating them after this?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 01, 2018, 08:26:40 AM
Now for fresh spells.

Blazing Radiance
Spoiler: ShowHide
Blazing Radiance
Evocation [Fire, Good]
Level: Sorcerer 12, Wizard 12, Duskblade 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You blast your enemy with a fiery ray. The ray requires a ranged touch attack to hit and deals 1d12 fire damage per caster level (maximum 40d12). Undead struck by the ray take double damage.


Basically an anti-undead single target ray.

Greater Dispelling Breath
Spoiler: ShowHide
Greater Dispelling Breath
Abjuration
Level: Sorcerer 12, Wizard 12
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round/level

This spell functions as Dispelling Breath, except as noted here. The dispel check made is 1d20 + 1 per caster level (maximum +40). Dispels made with this check an automatically destroy an antimagic field, as well as affect anything a magic disjunction can.


Exactly as it says on the tin.

Three-Fold Breath
Spoiler: ShowHide
Three-Fold Breath
Transmutation
Level: Sorcerer 11, Wizard 11
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round/level

You bring other aspects of your arcane might into play, imbuing your fiery breath weapon with concussive force and bright light.

You imbue your damaging breath weapon with concussive force that can stun those caught in its area. Creatures that take damage from the breath weapon are blinded for 1 minute per caster level. They must also make successful Fortitude saves (DC equal to your breath weapon save DC) or be stunned for 1 round.


Inspirations are Stunning Breath, Blinding Breath and Breath Flare. Also, Tiamat.

Harmonic Breath
Spoiler: ShowHide
Harmonic Breath
Transmutation
Level: Sorcerer 9, Wizard 9, Duskblade 6
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round/level

Your energy breath weapon deals whichever energy type that is most beneficial to you. For example, a creature immune to acid and cold, with resistance to electricity 30 and vulnerability to fire would take all fire damage from your breath weapon's energy damage.


A Cauldron research project! Suck it, Tiamat!

Seira's Unicorn Rainbow
Spoiler: ShowHide
Seira's Unicorn Apocalypse
Conjuration
Level: Sorcerer 11, Wizard 11
Components: V, S, F
Range: 120ft
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates a rainbow of colorful unicorn arrows. The caster makes a ranged touch attack with a flanking bonus that applies to every creature within the area of the spell. Each creature determines hits and misses as normal, with a hit subjecting them to a pair of unicorn arrows. This effect is identical to an unicorn arrow created by Seira's unicorn arrow spell, except that each arrow deals 1d8+CL damage (maximum +40). Creatures struck by this spell are subject to sneak attack regardless of how far the caster is from them. This only applies if the caster has sneak attack and the creature would be subject to sneak attack in the first place. The pair of unicorn arrows attacking each creature are considered flanking with each other.

At the DM's discretion, other types of damage similar to sneak attack may apply to these arrows. Such could include skirmish and sudden strike damage.

Focus
An ivory replica of an eagle riding a unicorn worth 2,500 gold.


Subaru is the inspiration for this spell. Also, rainbow unicorns!

Healing Flames
Spoiler: ShowHide
Healing Flames
Conjuration (Healing) [Fire, Good]
Level: Cleric 4, Paladin 4, Sorcerer 5, Wizard 5
Components: V, S, DF
Area: 10-ft.-radius burst, centered on you
Duration: Instantaneous
Saving Throw: Reflex half; see text;
Spell Resistance: Yes

You unleash a blast of holy flames that washes over all creatures in the area in a glorious display of divine power. This deals damage to evil creatures and heals good creatures in the area. The amount of damage dealt and the number of hit points restored in each case is 1d8 points per 2 caster levels (maximum 5d8).

Half of the damage this spell deals to evil creatures is fire damage, and half of the damage is pure divine power that is therefore not subject to reduction by energy resistance to fire-based attacks.

Neutral enemies within the spell's area of effect also take the fire damage, but do not take the divine damage. Neutral allies within the area are healed by half as much as good creatures. A successful Reflex saving throw halves the damage taken in all cases.


I found this pathfinder spell while looking for something similar and liked it!
https://www.d20pfsrd.com/magic/all-spells/h/healing-flames/
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 01, 2018, 08:47:42 AM
A review of my sheet revealed that the Battle Metamagic SDA relies on Widen Spell, and it's a feat I culled in the rebuild. Dropping Dragonfire Strike in the meantime in favor of Widen Spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 09:44:43 AM
Quote from: Iron Dragoon on May 29, 2018, 09:22:23 PM
Better/more clear?

Blade of the Righteous
Transmutation
Level: Brd +12, Sor/Wiz +12
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One weapon touched
Duration 1 round/level
Saving Throw: None
Spell Resistance: No

The touched weapon become the pinnacle of evil slaying, becoming a +5 weapon of Holy and the Bane of Evil Outsiders, Lawful Outsiders, and Undead of Transmuting. The affected weapon gains the Holy property, imparting an additional 2d6 points of damage against all of evil alignment. In addition, the weapon gains the Bane property against Evil Outsiders and Lawful Outsiders, as well as the Undead. Finally, the weapon gains the Transmuting property, able to adjust its composition to overcome the DR of the target the round after a successful strike. It retains this composition until a new target is hit or for 10 rounds.

Okay, let's compare and contrast the following spell.

QuoteShardread Weapon
Evocation [Good]
Level: Sanctified 11
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell allows you to transform a melee weapon that you touch. The weapon gains a +7 enhancement bonus. Against servants of Shar and creatures commonly associated with her (such as shadows or nightwalkers), it functions as a dread weapon.

The bonuses from this spell overwrite a weapon's normal properties, but it cannot affect an artifact.

For the sake of this spell, servants of Shar means creatures that worship Shar, serve her or otherwise work with her forces.

This spell was created by Selune, who has made a point to spread it far and wide.

Focus

The melee weapon to be enhanced.

Okay, so let's compare. A +12 weapon vs a +11 weapon, with the proviso that dread's +4 is probably underpriced a bit due to how specifically broad it is in this instance. I'd say they're in the same ballpark overall, so let's say 11. We can tweak it up or down a level later as needed.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 09:46:19 AM
Quote from: Iron Dragoon on May 30, 2018, 10:48:39 AM
So, the spells I've been posting and tinkering with have been an effort to try and get things streamlined. With the help of a couple others, I got this, with then intent to invest in a select few really good weapons.

Alyssa's Aerial Assembly
Transmutation/Conjuration
Level: Brd 11, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One weapon touched
Duration 1 round/level
Saving Throw: None
Spell Resistance: No

With a word and a gesture, the weapon you touch becomes blurred, then sudden splits into copies of itself.

This spell creates one copy per caster level of the targeted weapon, which retain all effects of the original weapon. Additionally, the original weapon and all copies become animated as the Dancing Blade spell, with the additional ability to gain the benefits of feats and abilities the caster might have.

Okay, walk me through how this would work in practice.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 09:53:37 AM
Quote from: Iron Dragoon on May 30, 2018, 04:52:39 PM
Question regarding item familiar. It requires a magic item/weapon. In this example I'll use Life-Drinker, which is a +1 great axe.

Once I establish it as my familiar, it says enchantments are reduced to half cost. So, if I wanted to add another +4 to make it a +5, then Transmuting (+2), Holy (+2), Ghost Touch (+1), that's a total bonus of +10. the d20srd chart lists +10 as 200,000gp, so it'd be 100,000gp for the item familiar, yes?

That sounds right, barring the cost of the baseline item, which wouldn't be discounted. (The +1 great axe part, and doesn't it have energy draining too?)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 10:17:46 AM
Quote from: Iron Dragoon on May 30, 2018, 05:03:33 PM
1st draft of Epic Mapmaking. Wasn't sure how to do a balanced DC bump to have a single map include multiple or all of the features.

Craft (Mapmaking)



   
   
   
   
   
TaskDC
Detecting Map50
Tracking Map60
Teleporting Map70
Map of the Universe90

Keeping this separate so I can reference it.

QuoteDetecting Map
The map you create must be of an area you have a thorough knowledge of. You must be familiar with the local flora, fauna, and geography. A Detecting Map can show you the location of any object, resource, or creature you desire. This effect displays and records the location of the detected item and is usable 3/day, and each use can display a different object, resource, or creature. The targets detected are displayed this way for 24 hours.

So it can show you the location of things on the map? Walk me through this, I'm not sure I grasp it or it needs a revision for clarity.

QuoteTracking Map
A Tracking Map can track the designated object, resource, or creature you desire in real-time. The map can only display one Tracking at a time, but can the target can be changed 3/day. The tracking effect lasts for 1 hour per character level of the creator.

Okay, so you make a map and it tracks the designated object, resource or creature? Sort of like a scrying effect that follows the target? What about if he goes off the boundaries of the map?

QuoteTeleporting Map
A Teleporting Map will allow the user and anyone touching him to teleport to any position on the map 3/day as a Greater Teleport spell.

Seems straight forward.

QuoteMap of the Universe
A Map of the Universe records all of the places its user has ever been. It records the area around the user up to 1 mile per caster level of the creator, and a single map records all locations, regardless of planes. Additionally, by laying the Map of the Universe over another map, it can copy all information into itself. Furthermore, the map can be changed to display any place that has been recorded and allow the user to travel to a designated point as a Greater Plane Shift spell 3/day. Finally, once per day, the user can use the map to display the entirety of the world they are on for 24 hours. They can use this revealed map to detect, track, and teleport anywhere in the world, though none of the information is permanently recorded unless the user travels to a specific location.

That sounds more like a magic item than an epic skill usage, frankly.

A lot of this feels like you're saying, 'I wanna make that one magic map from Harry Potter'.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 10:19:46 AM
Quote from: Nephrite on May 30, 2018, 08:58:25 PM
Sing the Holy Choir
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Bard 7
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 3 rounds

When you cast this spell, your next use of any 'Inspire' bardic music can be augmented in two ways, chosen by you at the time casting. You can either create music so holy and good that it infuses the weapons those who hear you carry and wield, giving them the Holy Power weapon property for their next attack, or create such harmonious music that those that hear it gain the Consecrate and Widen Spell metamagic feats for their next spell.

These bonuses are in addition to the normal benefits of the 'Inspire' abilities. If you do not use an 'Inspire' ability before the spell's duration expires, the effects are lost.

I'd bump it up for the swift action casting, not sure how much offhand. Also it should have the good descriptor regardless.

Lemme say...8? For now, see how it plays in reality.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 01, 2018, 10:23:04 AM
Quote from: Anastasia on June 01, 2018, 10:19:46 AM
Quote from: Nephrite on May 30, 2018, 08:58:25 PM
Sing the Holy Choir
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Bard 7
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 3 rounds

When you cast this spell, your next use of any 'Inspire' bardic music can be augmented in two ways, chosen by you at the time casting. You can either create music so holy and good that it infuses the weapons those who hear you carry and wield, giving them the Holy Power weapon property for their next attack, or create such harmonious music that those that hear it gain the Consecrate and Widen Spell metamagic feats for their next spell.

These bonuses are in addition to the normal benefits of the 'Inspire' abilities. If you do not use an 'Inspire' ability before the spell's duration expires, the effects are lost.

I'd bump it up for the swift action casting, not sure how much offhand. Also it should have the good descriptor regardless.

Lemme say...8? For now, see how it plays in reality.

Roger dodger.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 10:23:21 AM
Quote from: Nephrite on May 31, 2018, 02:14:08 PM
T-t-t-t-tell me about Lovitar!

http://forgottenrealms.wikia.com/wiki/Loviatar

I've never had a chance to use her much - Shar muscles in a bit on the sadism part in Balmuria and there's always Belial. I do reference her occasionally, but I've never had a campaign where she feels right as a serious force in them. Also it's Loviatar, I don't use her often so I usually make that typo without realizing it. Whoops.

Bane, Cyric, Loviatar and a few others tend to be backburnered a bit so far. I've never given them a serious chance to shine, which is really too bad. Alas, too many balls in the air. Someone has to get shafted.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 10:40:18 AM
Quote from: Corwin on June 01, 2018, 07:32:11 AM
What happens when a Martyr's Kiss is cast on a summoned creature or on a willing elemental?
What about willing mortals and immortals who are your faithful? Will their souls reach you after this spell executes? Are you restricted from reincarnating or elevating them after this?

RAW it would work just fine on a summoned creature, though I'd view that as missing the point of the spell and disallow the use. In particular, the willing part at the end. A summon generally obeys the caster (at least a typical summon monster one, stuff like planar ally is different) so I'd rule along those lines. The spell's really not meant to be used trivially like that, to summon monster X something and have them go super mode without the drawbacks.

Anyone willing is a different story. It would work fine, kill them and the soul would reach you normally. Though on reflection and as it is a really old spell, I think it could use some tightening. One sec while I do that. Okay, I changed the target to 'mortal creature touched' and a note in the spell notes that 'For the sake of this spell, a mortal is any creature that is not an outsider, construct, undead, elemental or fey.' The original intent of this spell was to give a mortal hero one last shot of glory before leaving their mortal life behind. It isn't meant to be thrown on a disposable summon or something that death isn't a huge deal to. It's very powerful because it's meant to be used in a narrow frame. I didn't really comprehend that all the way back then, and a lot of spell design is making what you want out of a spell perfectly clear and elaborated on.

It's one of those things you learn as you make spells. If you want a spell to do something, say precisely what you want it to do. Don't rely on intent or hopes, especially for something meant to be highly thematic like this spell. I trip over this one myself occasionally, hence sometimes editing spells for focus and clarity. It happens, learn and move on. (Side note: Managing that and reasonable brevity in spells is something of an art.)

Anyway, once they die under the spell, the soul goes where it's supposed to go normally. If after that a deity wants to reward them - and as a martyr of the faith that's quite possibly in the cards - that's okay. Even a resurrection or reincarnation wouldn't be out of the question, though the way Creation works means that direct, back to being a mortal resurrections after this wouldn't be common. More likely they're directly made into an outsider and divine servant.

Anyway, spell's hot patched and I'll probably tweak it more in the future. It is an early spell, after all. I may add a clause of 'a creature can benefit from this spell only once', though that's a bit heavy handed for my tastes. I just really, really dislike finding loopholes to try and work around the intent of this spell. It's meant to be a grand gesture, a great final thing, not something to take advantage of.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 10:43:55 AM
Quote from: Corwin on June 01, 2018, 08:47:42 AM
A review of my sheet revealed that the Battle Metamagic SDA relies on Widen Spell, and it's a feat I culled in the rebuild. Dropping Dragonfire Strike in the meantime in favor of Widen Spell.

So noted, these things happen.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 10:44:31 AM
Seira spell review a little later, gonna finish off Kaja and take a look at Xera before diving into more spell work.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 01, 2018, 10:46:14 AM
Quote from: Anastasia on June 01, 2018, 10:40:18 AM
Quote from: Corwin on June 01, 2018, 07:32:11 AM
What happens when a Martyr's Kiss is cast on a summoned creature or on a willing elemental?
What about willing mortals and immortals who are your faithful? Will their souls reach you after this spell executes? Are you restricted from reincarnating or elevating them after this?

RAW it would work just fine on a summoned creature, though I'd view that as missing the point of the spell and disallow the use. In particular, the willing part at the end. A summon generally obeys the caster (at least a typical summon monster one, stuff like planar ally is different) so I'd rule along those lines. The spell's really not meant to be used trivially like that, to summon monster X something and have them go super mode without the drawbacks.

Anyone willing is a different story. It would work fine, kill them and the soul would reach you normally. Though on reflection and as it is a really old spell, I think it could use some tightening. One sec while I do that. Okay, I changed the target to 'mortal creature touched' and a note in the spell notes that 'For the sake of this spell, a mortal is any creature that is not an outsider, construct, undead, elemental or fey.' The original intent of this spell was to give a mortal hero one last shot of glory before leaving their mortal life behind. It isn't meant to be thrown on a disposable summon or something that death isn't a huge deal to. It's very powerful because it's meant to be used in a narrow frame. I didn't really comprehend that all the way back then, and a lot of spell design is making what you want out of a spell perfectly clear and elaborated on.

It's one of those things you learn as you make spells. If you want a spell to do something, say precisely what you want it to do. Don't rely on intent or hopes, especially for something meant to be highly thematic like this spell. I trip over this one myself occasionally, hence sometimes editing spells for focus and clarity. It happens, learn and move on. (Side note: Managing that and reasonable brevity in spells is something of an art.)

Anyway, once they die under the spell, the soul goes where it's supposed to go normally. If after that a deity wants to reward them - and as a martyr of the faith that's quite possibly in the cards - that's okay. Even a resurrection or reincarnation wouldn't be out of the question, though the way Creation works means that direct, back to being a mortal resurrections after this wouldn't be common. More likely they're directly made into an outsider and divine servant.

Anyway, spell's hot patched and I'll probably tweak it more in the future. It is an early spell, after all. I may add a clause of 'a creature can benefit from this spell only once', though that's a bit heavy handed for my tastes. I just really, really dislike finding loopholes to try and work around the intent of this spell. It's meant to be a grand gesture, a great final thing, not something to take advantage of.

I want to use it but I'm not a cleric. Can it be part of the divine powerset or open to wizards or whichever?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 01, 2018, 11:48:40 AM
As a reminder, please get back to me on Shades.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 12:11:46 PM
Quote from: Nephrite on June 01, 2018, 11:48:40 AM
As a reminder, please get back to me on Shades.

Refresh me?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 01, 2018, 12:31:52 PM
You were going to arbitrate on whether or not it was limited to just conjuration and summoning spells, since the description doesn't actually mention that limitation and the lower version do.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 03:24:00 PM
It is so limited, we'll go with that and adjust if it needs adjusting.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 01, 2018, 04:57:50 PM
Quote from: Anastasia on June 01, 2018, 09:46:19 AM
Okay, walk me through how this would work in practice.

So let's say I have a +3 Holy longsword of Bane: Evil Outsider. I use it as the target of this spell and it produces a temporary copy of that sword. Sorta the same way the spell Mage's Sword produces a sword. Or like a Phantasmal-whatever produces a copy of something, I suppose. That 'copy' of the sword is also a +3 Holy longsword of Bane: Evil Outsider, but also gains the same effects as Dancing Sword.

Effectively it cuts down having to cast Dancing Sword, Weapon of Energy, etc. to a single spell, and loads the cost of those effects into buying the magic item that's being xeroxed.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 01, 2018, 04:59:15 PM
Quote from: Anastasia on June 01, 2018, 09:53:37 AM

That sounds right, barring the cost of the baseline item, which wouldn't be discounted. (The +1 great axe part, and doesn't it have energy draining too?)

Yeah it does. It's like 40k just for Life-Drinker. I dunno how'd that adjust cost factored in or anything.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 01, 2018, 07:24:19 PM
Quote from: Anastasia on June 01, 2018, 10:17:46 AM

QuoteDetecting Map
The map you create must be of an area you have a thorough knowledge of. You must be familiar with the local flora, fauna, and geography. A Detecting Map can show you the location of any object, resource, or creature you desire. This effect displays and records the location of the detected item and is usable 3/day, and each use can display a different object, resource, or creature. The targets detected are displayed this way for 24 hours.

So it can show you the location of things on the map? Walk me through this, I'm not sure I grasp it or it needs a revision for clarity.

Basically, yeah. Sorta like Locate Object sorta thing. "Show me iron deposits" a few locations highlight. "Show me Jarem" or "Show me deer" and the position he's at highlights, but doesn't track/update. Just a single ping location, not constant.

Quote from: Anastasia on June 01, 2018, 10:17:46 AM
QuoteTracking Map
A Tracking Map can track the designated object, resource, or creature you desire in real-time. The map can only display one Tracking at a time, but can the target can be changed 3/day. The tracking effect lasts for 1 hour per character level of the creator.

Okay, so you make a map and it tracks the designated object, resource or creature? Sort of like a scrying effect that follows the target? What about if he goes off the boundaries of the map?

Sorta like a scrying, but you can't really see anything from it. Just a blip on the map. If it goes outside of known/recorded areas, you lose it. For example, you can't track someone through a city on a GPS if your GPS doesn't have a map of the city loaded. Well, I mean, I suppose you can, but you won't know they're on 3rd and North Avenue, for example. It'll just be a big blank grey space on the GPS screen. Think of it more like if they go outside of recorded space, you lose their GPS signal.

Quote from: Anastasia on June 01, 2018, 10:17:46 AM
QuoteMap of the Universe
A Map of the Universe records all of the places its user has ever been. It records the area around the user up to 1 mile per caster level of the creator, and a single map records all locations, regardless of planes. Additionally, by laying the Map of the Universe over another map, it can copy all information into itself. Furthermore, the map can be changed to display any place that has been recorded and allow the user to travel to a designated point as a Greater Plane Shift spell 3/day. Finally, once per day, the user can use the map to display the entirety of the world they are on for 24 hours. They can use this revealed map to detect, track, and teleport anywhere in the world, though none of the information is permanently recorded unless the user travels to a specific location.

That sounds more like a magic item than an epic skill usage, frankly.

A lot of this feels like you're saying, 'I wanna make that one magic map from Harry Potter'.

Eh, I hadn't thought of it in the Harry Potter thing, but sorta, I guess? In my mind, it's more like a map you can put on a wall and scroll around through it like a tablet screen. Like in Command and Conquer style game. Go 'up' a layer/map and you go from like a mortal prime to a plane one step closer to a Celestial plane. Down a layer, closer to an infernal plane. If there's more than one planet in that mortal plane, you can zoom out to see the planet and then pan to a different one. Sort of like a holo-map, but on paper.

The reveal everything for 24 hours thing is so if, for example, I'm tracking someone that bounces to a world I've only been in one city on, but I *know* they're on that planet, I can reveal the whole thing for a day to find them. But if you find them after revealing, and then teleport to them, the city is permanently mapped out because you've been there. It's more like... I guess a precision guide for teleports/reveal fog of war type deal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 07:59:02 PM
6/1/18: Added 4 spells from Sulia: 0: Glowing Water, Tinder Spark. 10: Mass Superior Vigor, 12: Noble's Demand.

4 new spells up, in case any of them help anyone.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 08:56:28 PM
Dragonfire Burst added to spell collection.

QuoteSeira's Arcane Thesis
Divination
Level: Sor/Wiz 10
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You mantle yourself in a powerful magical field that facilitates both your magical offense and defense. Your spells are stronger and much harder to resist, cast with a +10 bonus on caster level checks for the purposes of overcoming spell resistance, and with their save DC increased by 5. As for your defense against hostile magic, counterspelling is an immediate action for you, allowing you to counterspell even when it is not your turn without having previously readied an action. You must still have the immediate actions available to counterspell in this manner.

From PM:

> Mmmm. If the counterspelling isn't anything new or crazy with the duration and not expiring, maybe...mmmm. It's basically a multitarget assay SR, which I'd put at something like level 6-7? Very roughly. Duelward is in the same range I think so a few more levels at least and then the DC bump. Hm. 13-14, very tentatively and not holding me to that since I have homework to do on that if it goes that far.

I haven't done that homework, will do it tonight and decide.

---

Did you add swift casting to each of the last three spells?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 09:27:47 PM
Quote from: Corwin on June 01, 2018, 08:26:40 AMBlazing Radiance
Blazing Radiance
Evocation [Fire, Good]
Level: Sorcerer 12, Wizard 12, Duskblade 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You blast your enemy with a fiery ray. The ray requires a ranged touch attack to hit and deals 1d12 fire damage per caster level (maximum 40d12). Undead struck by the ray take double damage.

Spell's fine (and fits duskblades well enough), but the doubler would bump it up to 13.

QuoteGreater Dispelling Breath
Abjuration
Level: Sorcerer 12, Wizard 12
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round/level

This spell functions as Dispelling Breath, except as noted here. The dispel check made is 1d20 + 1 per caster level (maximum +40). Dispels made with this check an automatically destroy an antimagic field, as well as affect anything a magic disjunction can.

Okay, so basically an upgraded spell here. Alright, let's take a look at the baseline spell. Okay, looks fine, it's pretty much a straight upgrade of the spell with magic disjunction stuff appended. Reasonable.

QuoteThree-Fold Breath
Transmutation
Level: Sorcerer 11, Wizard 11
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round/level

You bring other aspects of your arcane might into play, imbuing your fiery breath weapon with concussive force and bright light.

You imbue your damaging breath weapon with concussive force that can stun those caught in its area. Creatures that take damage from the breath weapon are blinded for 1 minute per caster level. They must also make successful Fortitude saves (DC equal to your breath weapon save DC) or be stunned for 1 round.

Let's not do no save blindness. The thing is, unless a creature has evasion, they're taking damage from the breath weapon regardless of the save. Therefore they're automatically blinded. The base spell specifics if they fail the save, not if they take damage from it.

QuoteHarmonic Breath
Transmutation
Level: Sorcerer 9, Wizard 9, Duskblade 6
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round/level

Your energy breath weapon deals whichever energy type that is most beneficial to you. For example, a creature immune to acid and cold, with resistance to electricity 30 and vulnerability to fire would take all fire damage from your breath weapon's energy damage.

Entirely reasonable for the level. But as much as Donald would like it for his transformation as long as he's your proxy, it's simply not in the limited range of spells duskblades get, so that needs to go.

QuoteSeira's Unicorn Rainbow
Conjuration
Level: Sorcerer 11, Wizard 11
Components: V, S, F
Range: 120ft
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates a rainbow of colorful unicorn arrows. The caster makes a ranged touch attack with a flanking bonus that applies to every creature within the area of the spell. Each creature determines hits and misses as normal, with a hit subjecting them to a pair of unicorn arrows. This effect is identical to an unicorn arrow created by Seira's unicorn arrow spell, except that each arrow deals 1d8+CL damage (maximum +40). Creatures struck by this spell are subject to sneak attack regardless of how far the caster is from them. This only applies if the caster has sneak attack and the creature would be subject to sneak attack in the first place. The pair of unicorn arrows attacking each creature are considered flanking with each other.

At the DM's discretion, other types of damage similar to sneak attack may apply to these arrows. Such could include skirmish and sudden strike damage.

Focus
An ivory replica of an eagle riding a unicorn worth 2,500 gold.

Seems alright, great for sneak attack types.

QuoteHealing Flames
Conjuration (Healing) [Fire, Good]
Level: Cleric 4, Paladin 4, Sorcerer 5, Wizard 5
Components: V, S, DF
Area: 10-ft.-radius burst, centered on you
Duration: Instantaneous
Saving Throw: Reflex half; see text;
Spell Resistance: Yes

You unleash a blast of holy flames that washes over all creatures in the area in a glorious display of divine power. This deals damage to evil creatures and heals good creatures in the area. The amount of damage dealt and the number of hit points restored in each case is 1d8 points per 2 caster levels (maximum 5d8).

Half of the damage this spell deals to evil creatures is fire damage, and half of the damage is pure divine power that is therefore not subject to reduction by energy resistance to fire-based attacks.

Neutral enemies within the spell's area of effect also take the fire damage, but do not take the divine damage. Neutral allies within the area are healed by half as much as good creatures. A successful Reflex saving throw halves the damage taken in all cases.

I'd bump it up a level or two for 3.5. Multitarget healing is hard in 3.5. But the base spell idea isn't objectionable at all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 09:33:07 PM
Quote from: Corwin on June 01, 2018, 10:46:14 AMI want to use it but I'm not a cleric. Can it be part of the divine powerset or open to wizards or whichever?

No, sorry. Emily or Xera could cast it for you if yo need it and they're handy, though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 09:34:32 PM
Quote from: Iron Dragoon on June 01, 2018, 04:57:50 PM
Quote from: Anastasia on June 01, 2018, 09:46:19 AM
Okay, walk me through how this would work in practice.

So let's say I have a +3 Holy longsword of Bane: Evil Outsider. I use it as the target of this spell and it produces a temporary copy of that sword. Sorta the same way the spell Mage's Sword produces a sword. Or like a Phantasmal-whatever produces a copy of something, I suppose. That 'copy' of the sword is also a +3 Holy longsword of Bane: Evil Outsider, but also gains the same effects as Dancing Sword.

Effectively it cuts down having to cast Dancing Sword, Weapon of Energy, etc. to a single spell, and loads the cost of those effects into buying the magic item that's being xeroxed.

So basically you'd get 30 dancing swords or whatever your CL is?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 09:36:39 PM
Quote from: Iron Dragoon on June 01, 2018, 04:59:15 PM
Quote from: Anastasia on June 01, 2018, 09:53:37 AM

That sounds right, barring the cost of the baseline item, which wouldn't be discounted. (The +1 great axe part, and doesn't it have energy draining too?)

Yeah it does. It's like 40k just for Life-Drinker. I dunno how'd that adjust cost factored in or anything.

Okay then. We'll consider that a +4 equivalent for the sake of adding things to it, so treat it as a baseline +5 weapon before you start improving it with item familiar.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 01, 2018, 09:46:35 PM
Quote from: Anastasia on June 01, 2018, 09:34:32 PM
Quote from: Iron Dragoon on June 01, 2018, 04:57:50 PM
Quote from: Anastasia on June 01, 2018, 09:46:19 AM
Okay, walk me through how this would work in practice.

So let's say I have a +3 Holy longsword of Bane: Evil Outsider. I use it as the target of this spell and it produces a temporary copy of that sword. Sorta the same way the spell Mage's Sword produces a sword. Or like a Phantasmal-whatever produces a copy of something, I suppose. That 'copy' of the sword is also a +3 Holy longsword of Bane: Evil Outsider, but also gains the same effects as Dancing Sword.

Effectively it cuts down having to cast Dancing Sword, Weapon of Energy, etc. to a single spell, and loads the cost of those effects into buying the magic item that's being xeroxed.

So basically you'd get 30 dancing swords or whatever your CL is?

Yeah. Chain Dancing swords gives me 21, so we can play with that if need be. -per CL was just something that seemed to fit.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 01, 2018, 09:53:40 PM
Quote from: Anastasia on June 01, 2018, 09:36:39 PM
Okay then. We'll consider that a +4 equivalent for the sake of adding things to it, so treat it as a baseline +5 weapon before you start improving it with item familiar.

Okay, well, there's +10 in bonuses, meaning the total bonuses is +15. The chart only goes up to +10, so what would the math be on it? I toyed with the math, but the multiplier isn't consistent between the bonuses.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 10:17:45 PM
Weekly Roundup Time!

Dicing them out this time.

<Serith> Kotono roll for Serith < 3 > [d5=3]
> roll 1d5 board order 1 Alicia 5 Seira high to low

Tryll

Langersun continues apace. Not a lot to say other than that 100 will have repercussions, but right now you're mid dungeon. We'll see about clearing some territory there soon and getting you moving again. I want to get things moving rather than you sitting in a long dungeon, since you feel a little outside of the plot's going ons right now. Missing a few night sessions didn't help, that's mostly on me. Fundamentally though, you don't have any of your node with you currently, which is something I regret setting up.

I may break my day off a little early and run you tonight, if you get home and are up to a posting session. I wanna see Tryll go.

> roll 1d5 board order 1 Alicia 5 Seira high to low
<Serith> Kotono roll for Serith < 1 > [d5=1]

Alicia

This week was almost pure plot advancement on your end, as well as a lot of setting up in the future. Good chats about this all around, mostly digesting what it all meant and setting longer term goals. I thought the hot springs talk was really good, advancing both Antenora and Latha's characters quite a bit. For Antenora, of course she had things worked out and already considered. That's very much who she is, and moreover, she'd consider that. Not out of grasping for power, but because she has taken the measure of it and realizes it's something that she could do and would help many others, including Alicia.

Latha, on the other hand, was about a mentor having to look within and how to define themselves against the past. Her name has always had an unspoken implication of exactly what she is, something discussed there and entirely relevant. Confronting that head on got me into her head and I thought lead to some good reflections, especially the suggestions about her and endurance. That's an aspect of her worth exploring in the future, and overall, I feel that entire scene was excellent for both characters. (Marie too, though I'm waiting for a chance for her and Antenora to really interact.)

It's nice to see all sorts of plot seeds I've laid out over the years finally getting to bloom. Things like Io vanishing or Eblis possibly being relevant to it all, y'know?

> roll 1d5 board order 1 Alicia 5 Seira high to lowCoo
<Serith> Kotono roll for Serith < 5 > [d5=5]

Seira

This was a solid week overall - just a lot of character work and setting up the next short term adventure. The Chan talk was fun and the elemental thing was a smashing success. Congrats on getting Omni - you got lucky with that 99 - and it nicely shored up another aspect of Seira. So that worked out well for everyone. Elle's finding her voice - she's having fun playing up the teacher angle but not doing it to death, the occasional comment as I feel her out. Sanzha's more reserved but that's on purpose. She was a little more direct with Afina as I recall, but I'm letting her find her footing in inter node dynamics.

> roll 1d5 board order 1 Alicia 5 Seira high to lowCoo
<Serith> Kotono roll for Serith < 2 > [d5=2]

Moore

Let's be honest, your week was about two things: Makim fallout and Cresiel.

As far as Makim goes, we've hashed that over but fallout from that will likely happen again in the near future. Not much to say there otherwise.

Cresiel, Cresiel, Cresiel. Amazing stuff there and a ton of fun. I could write a few paragraphs about it, but really, I think all that needs to be said is already said.  Villisa's a ton of fun and it's great showing them being so completely incompatible, as well as how they handle it. Sometimes you're related to someone who you don't click with and it's all about handling in. In Cresiel's instance, well...it's obvious he mostly lets her talk after token protests and signs of exasperation. That's interesting to read into.

Finally since the dice didn't' favor her, Alyssa.

Dungeon was finished this week. A bit of a skip I admit, but I'm realizing quickly I don't think I want a ton of super long dungeons this game. They will have a time and place, but right now I think I'd prefer to keep things moving. (Tryll's running into this.) Anyway, I liked how you handled things and the negotiations (or whatever happens) with the gith should be good.

Jarem's having fun right now, be fun to see how he grows from these early encounters.

Not a ton to say this week for the same reasons as Tryll - a lot of it was dungeon stuff which isn't the best for character grist.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 01, 2018, 10:27:28 PM
Quote from: Anastasia on June 01, 2018, 10:17:45 PM
Finally since the dice didn't' favor her, Alyssa.

Dungeon was finished this week. A bit of a skip I admit, but I'm realizing quickly I don't think I want a ton of super long dungeons this game. They will have a time and place, but right now I think I'd prefer to keep things moving. (Tryll's running into this.) Anyway, I liked how you handled things and the negotiations (or whatever happens) with the gith should be good.

Jarem's having fun right now, be fun to see how he grows from these early encounters.

Not a ton to say this week for the same reasons as Tryll - a lot of it was dungeon stuff which isn't the best for character grist.

Agreed, not a ton here. Need to find a good spread of spells. I need to figure out what buff spells are the most efficient. Part of why I didn't do a ton of buffing here is because it was mostly just Jarem and Alyssa, and Jarem had solid defenses already. Also, not a whole lot of combat needed it.

Weakness of gear showed itself. Other than that, yeah, not a whole lot there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 01, 2018, 10:39:38 PM
I don't have a lot to add to this week except yes, I imagine the other shoe is in the process of dropping right now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 10:59:21 PM
Quote from: Iron Dragoon on June 01, 2018, 10:27:28 PM
Quote from: Anastasia on June 01, 2018, 10:17:45 PM
Finally since the dice didn't' favor her, Alyssa.

Dungeon was finished this week. A bit of a skip I admit, but I'm realizing quickly I don't think I want a ton of super long dungeons this game. They will have a time and place, but right now I think I'd prefer to keep things moving. (Tryll's running into this.) Anyway, I liked how you handled things and the negotiations (or whatever happens) with the gith should be good.

Jarem's having fun right now, be fun to see how he grows from these early encounters.

Not a ton to say this week for the same reasons as Tryll - a lot of it was dungeon stuff which isn't the best for character grist.

Agreed, not a ton here. Need to find a good spread of spells. I need to figure out what buff spells are the most efficient. Part of why I didn't do a ton of buffing here is because it was mostly just Jarem and Alyssa, and Jarem had solid defenses already. Also, not a whole lot of combat needed it.

Weakness of gear showed itself. Other than that, yeah, not a whole lot there.

Yeah. I feel like what you need is a good long posting run, and our schedules don't always mesh for it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2018, 11:01:23 PM
Quote from: Nephrite on June 01, 2018, 10:39:38 PM
I don't have a lot to add to this week except yes, I imagine the other shoe is in the process of dropping right now.

Like a rock.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 01, 2018, 11:07:37 PM
Quote from: Anastasia on June 01, 2018, 10:59:21 PM
Yeah. I feel like what you need is a good long posting run, and our schedules don't always mesh for it.

Eh, yeah, but that's fairly normal. The only time I'm really around for posting is after work, and you leave not too long after I get home, and at night, so it is what it is. We'll get there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 02, 2018, 03:21:08 AM
Quote from: Anastasia on June 01, 2018, 08:56:28 PM
Dragonfire Burst added to spell collection.

QuoteSeira's Arcane Thesis
Divination
Level: Sor/Wiz 10
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You mantle yourself in a powerful magical field that facilitates both your magical offense and defense. Your spells are stronger and much harder to resist, cast with a +10 bonus on caster level checks for the purposes of overcoming spell resistance, and with their save DC increased by 5. As for your defense against hostile magic, counterspelling is an immediate action for you, allowing you to counterspell even when it is not your turn without having previously readied an action. You must still have the immediate actions available to counterspell in this manner.

From PM:

> Mmmm. If the counterspelling isn't anything new or crazy with the duration and not expiring, maybe...mmmm. It's basically a multitarget assay SR, which I'd put at something like level 6-7? Very roughly. Duelward is in the same range I think so a few more levels at least and then the DC bump. Hm. 13-14, very tentatively and not holding me to that since I have homework to do on that if it goes that far.

I haven't done that homework, will do it tonight and decide.

---

Did you add swift casting to each of the last three spells?

If you mean the three Visage spells, I did indeed! I asked you if it was possible to do the 'Seira worshippers' condition instead of 'dragonblooded cast this spell as swift' and you said you'd look into how dragonblooded spell boosts go. If you'll decide I can't, then I'll use the dragonblooded thing for all but the draconic visage for obvious reasons. This doesn't matter to Seira personally much since she has means for swift casting, but it seems like the sort of boon her faithful would enjoy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 02, 2018, 03:26:49 AM
Let's see here....

Approved spells:

Quote from: Corwin on June 01, 2018, 08:26:40 AMBlazing Radiance
Blazing Radiance
Evocation [Fire, Good]
Level: Sorcerer 13, Wizard 13, Duskblade 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You blast your enemy with a fiery ray. The ray requires a ranged touch attack to hit and deals 1d12 fire damage per caster level (maximum 40d12). Undead struck by the ray take double damage.

QuoteGreater Dispelling Breath
Abjuration
Level: Sorcerer 12, Wizard 12
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round/level

This spell functions as Dispelling Breath, except as noted here. The dispel check made is 1d20 + 1 per caster level (maximum +40). Dispels made with this check an automatically destroy an antimagic field, as well as affect anything a magic disjunction can.


QuoteSeira's Unicorn Rainbow
Conjuration
Level: Sorcerer 11, Wizard 11
Components: V, S, F
Range: 120ft
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates a rainbow of colorful unicorn arrows. The caster makes a ranged touch attack with a flanking bonus that applies to every creature within the area of the spell. Each creature determines hits and misses as normal, with a hit subjecting them to a pair of unicorn arrows. This effect is identical to an unicorn arrow created by Seira's unicorn arrow spell, except that each arrow deals 1d8+CL damage (maximum +40). Creatures struck by this spell are subject to sneak attack regardless of how far the caster is from them. This only applies if the caster has sneak attack and the creature would be subject to sneak attack in the first place. The pair of unicorn arrows attacking each creature are considered flanking with each other.

At the DM's discretion, other types of damage similar to sneak attack may apply to these arrows. Such could include skirmish and sudden strike damage.

Focus
An ivory replica of an eagle riding a unicorn worth 2,500 gold.


New drafts:

QuoteThree-Fold Breath
Transmutation
Level: Sorcerer 11, Wizard 11
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round/level

You bring other aspects of your arcane might into play, imbuing your fiery breath weapon with concussive force and bright light.

You imbue your damaging breath weapon with concussive force that can stun those caught in its area. Creatures that fail the breath weapon Reflex saves take full damage from the breath weapon and are blinded for 1 minute per caster level. They must also make successful Fortitude saves (DC equal to your breath weapon save DC) or be stunned for 1 round.

QuoteLet's not do no save blindness. The thing is, unless a creature has evasion, they're taking damage from the breath weapon regardless of the save. Therefore they're automatically blinded. The base spell specifics if they fail the save, not if they take damage from it.

Better? Honest mistake there.

QuoteHarmonic Breath
Transmutation
Level: Sorcerer 9, Wizard 9
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round/level

Your energy breath weapon deals whichever energy type that is most beneficial to you. For example, a creature immune to acid and cold, with resistance to electricity 30 and vulnerability to fire would take all fire damage from your breath weapon's energy damage.

QuoteEntirely reasonable for the level. But as much as Donald would like it for his transformation as long as he's your proxy, it's simply not in the limited range of spells duskblades get, so that needs to go.

Donald nuked, will consider a better alternative for him.

QuoteHealing Flames
Conjuration (Healing) [Fire, Good]
Level: Cleric 6, Paladin 5, Sorcerer 7, Wizard 7
Components: V, S, DF
Area: 10-ft.-radius burst, centered on you
Duration: Instantaneous
Saving Throw: Reflex half; see text;
Spell Resistance: Yes

You unleash a blast of holy flames that washes over all creatures in the area in a glorious display of divine power. This deals damage to evil creatures and heals good creatures in the area. The amount of damage dealt and the number of hit points restored in each case is 1d8 points per 2 caster levels (maximum 5d8).

Half of the damage this spell deals to evil creatures is fire damage, and half of the damage is pure divine power that is therefore not subject to reduction by energy resistance to fire-based attacks.

Neutral enemies within the spell's area of effect also take the fire damage, but do not take the divine damage. Neutral allies within the area are healed by half as much as good creatures. A successful Reflex saving throw halves the damage taken in all cases.

QuoteI'd bump it up a level or two for 3.5. Multitarget healing is hard in 3.5. But the base spell idea isn't objectionable at all.

I messed with the spell levels some, is it okay now?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 02, 2018, 03:29:32 AM
Quote from: Iron Dragoon on June 01, 2018, 09:53:40 PM
Quote from: Anastasia on June 01, 2018, 09:36:39 PM
Okay then. We'll consider that a +4 equivalent for the sake of adding things to it, so treat it as a baseline +5 weapon before you start improving it with item familiar.

Okay, well, there's +10 in bonuses, meaning the total bonuses is +15. The chart only goes up to +10, so what would the math be on it? I toyed with the math, but the multiplier isn't consistent between the bonuses.

Save yourself the headache and bond with a masterwork sword or a sword +1. Then sell your Life-Drinker later once you no longer need it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on June 02, 2018, 08:08:41 AM
QuoteAlicia

This week was almost pure plot advancement on your end, as well as a lot of setting up in the future. Good chats about this all around, mostly digesting what it all meant and setting longer term goals. I thought the hot springs talk was really good, advancing both Antenora and Latha's characters quite a bit. For Antenora, of course she had things worked out and already considered. That's very much who she is, and moreover, she'd consider that. Not out of grasping for power, but because she has taken the measure of it and realizes it's something that she could do and would help many others, including Alicia.

Latha, on the other hand, was about a mentor having to look within and how to define themselves against the past. Her name has always had an unspoken implication of exactly what she is, something discussed there and entirely relevant. Confronting that head on got me into her head and I thought lead to some good reflections, especially the suggestions about her and endurance. That's an aspect of her worth exploring in the future, and overall, I feel that entire scene was excellent for both characters. (Marie too, though I'm waiting for a chance for her and Antenora to really interact.)

It's nice to see all sorts of plot seeds I've laid out over the years finally getting to bloom. Things like Io vanishing or Eblis possibly being relevant to it all, y'know?

Very talky week. Got important plot coupons from Xerona, and it was nice to see Romiel as well. Then talking more with Jessica's family and then with Latha and Anty... then talking about the same stuff with Seira... by that point I was mentally checked out and wishing for something to stab.

Don't mean to sound so down on it but when you get to that point it feels like 'talking about talking' and it's hard to sustain interest. It was good and valuable to bring up Latha and Antenora's feelings on what sort of deities they might be, brought more out of Latha too. And having Marie get involved was nice, since by now she's pretty sharp and tuned into this sort of thing so has a lot to contribute from the worshipper side of the equation, which as a familiar and low-tier outsider she feels more in tune with. And when seeing Seira I enjoyed finally getting an IC reaction from her to the Kascha dragon curse debacle.

I just feel it could've been spaced out with some action, find a balance between these things y'know?

I'm not massively invested in the Oberuth's bad dreams subplot either, mainly since it just feels like it came out of nowhere. I'd completely forgotten that one scene in B1 where it came up - it might well have been the very last scene of that game or after it officially ended, I dunno. It just leaves it pretty weightless, like when it first got raised in B6 I was struggling to recall at what point during the Dark Six/Neverborn plotline had Oberuth been kidnapped and why was it never referred to afterwards because it just hadn't stuck in my memory at all. I have vague recollections of a few other hanging threads from the end of B1 that I'm hoping aren't relevant now because I sure don't remember them in enough detail to pick them back up.

Lastly I'm a bit worried that Zariel's getting lost in the shuffle, so I hope we can get back to dealing with her soon.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 02, 2018, 09:13:20 AM
I got to talk about different things so it worked out well for me! Also, success with the elemental side~

Re: Oberuth, it came out of the left field for me as well, though I do like Oberuth the character and that makes me invested. I'll help him!

I'm holding out hope that by crusading for Chan or against shitty efreet slavers I'll come across a usable proxy, but if not my friends across the planes might offer me a lead on one. Should be fair.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 02, 2018, 09:25:53 AM
Quote from: Iron Dragoon on June 01, 2018, 11:07:37 PM
Quote from: Anastasia on June 01, 2018, 10:59:21 PM
Yeah. I feel like what you need is a good long posting run, and our schedules don't always mesh for it.

Eh, yeah, but that's fairly normal. The only time I'm really around for posting is after work, and you leave not too long after I get home, and at night, so it is what it is. We'll get there.

We will, but I'd like a run with you some time. Maybe on a Sunday?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 02, 2018, 09:34:44 AM
Quote from: Ebiris on June 02, 2018, 08:08:41 AMVery talky week. Got important plot coupons from Xerona, and it was nice to see Romiel as well. Then talking more with Jessica's family and then with Latha and Anty... then talking about the same stuff with Seira... by that point I was mentally checked out and wishing for something to stab.

Don't mean to sound so down on it but when you get to that point it feels like 'talking about talking' and it's hard to sustain interest. It was good and valuable to bring up Latha and Antenora's feelings on what sort of deities they might be, brought more out of Latha too. And having Marie get involved was nice, since by now she's pretty sharp and tuned into this sort of thing so has a lot to contribute from the worshipper side of the equation, which as a familiar and low-tier outsider she feels more in tune with. And when seeing Seira I enjoyed finally getting an IC reaction from her to the Kascha dragon curse debacle.

I just feel it could've been spaced out with some action, find a balance between these things y'know?

Fair enough there. I mean I get it, you want that balance. Fortunately an adventure's coming up so that should resolve itself nicely. Watch out for the giant birds.

Really though, Avernus wasn't a great adventure for node interactions. This wasn't anyone's fault, just that Lixer and Glasya needed time onscreen plus it being a very high tempo and pressure adventure. There was no slack in it, only constant pressure against mounting odds. I wanted some reflective time to contrast that.

QuoteI'm not massively invested in the Oberuth's bad dreams subplot either, mainly since it just feels like it came out of nowhere. I'd completely forgotten that one scene in B1 where it came up - it might well have been the very last scene of that game or after it officially ended, I dunno. It just leaves it pretty weightless, like when it first got raised in B6 I was struggling to recall at what point during the Dark Six/Neverborn plotline had Oberuth been kidnapped and why was it never referred to afterwards because it just hadn't stuck in my memory at all. I have vague recollections of a few other hanging threads from the end of B1 that I'm hoping aren't relevant now because I sure don't remember them in enough detail to pick them back up.

Some are, some aren't. The ones that are will get refreshers as needed, Oberuth showed up to reframe his situation with that and start establishing hooks for it. I don't blame you at all, the point of this is to begin to set up interest for it, rather than immediately get a pay out. Oberuth's having problems, this establishes it and sets things up for the future. The scene at the end about it was important, but I realize it was a long time ago and it needs reestablishment. So this is it. I don't really expect you to be immediately super invested because of that.

Really, a lot of this week was groundwork for the future.

QuoteLastly I'm a bit worried that Zariel's getting lost in the shuffle, so I hope we can get back to dealing with her soon.

Fair enough. I figure y'all will tackle this post Raven's Nest, unless you decide to postphone that in favor of Zariel. Up to y'all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 02, 2018, 09:42:39 AM
Quote from: Corwin on June 02, 2018, 09:13:20 AM
I got to talk about different things so it worked out well for me! Also, success with the elemental side~

Re: Oberuth, it came out of the left field for me as well, though I do like Oberuth the character and that makes me invested. I'll help him!

I'm holding out hope that by crusading for Chan or against shitty efreet slavers I'll come across a usable proxy, but if not my friends across the planes might offer me a lead on one. Should be fair.

It may or may not, depending on how things work out. I mean, it may well be possible but a proxy gets away or you simply choose options that lead to it not happening. Or maybe you don't find one at all. Fortunately, kicking over enough divine anthills on this level usually produces a proxy or two, along with possibly an avatar.

If so, great. If not, well, more reasons to beat up bad guys. I think that all works out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 02, 2018, 09:59:07 AM
Quote from: Anastasia on June 02, 2018, 09:25:53 AM
Quote from: Iron Dragoon on June 01, 2018, 11:07:37 PM
Quote from: Anastasia on June 01, 2018, 10:59:21 PM
Yeah. I feel like what you need is a good long posting run, and our schedules don't always mesh for it.

Eh, yeah, but that's fairly normal. The only time I'm really around for posting is after work, and you leave not too long after I get home, and at night, so it is what it is. We'll get there.

We will, but I'd like a run with you some time. Maybe on a Sunday?

That's fine. I'm good whenever on the weekend, for the most part. Until blacksmithing starts again, at least.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 02, 2018, 10:03:01 AM
Quote from: Iron Dragoon on June 02, 2018, 09:59:07 AM
Quote from: Anastasia on June 02, 2018, 09:25:53 AM
Quote from: Iron Dragoon on June 01, 2018, 11:07:37 PM
Quote from: Anastasia on June 01, 2018, 10:59:21 PM
Yeah. I feel like what you need is a good long posting run, and our schedules don't always mesh for it.

Eh, yeah, but that's fairly normal. The only time I'm really around for posting is after work, and you leave not too long after I get home, and at night, so it is what it is. We'll get there.

We will, but I'd like a run with you some time. Maybe on a Sunday?

That's fine. I'm good whenever on the weekend, for the most part. Until blacksmithing starts again, at least.

Oh, that is true, when does that start back up?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 02, 2018, 11:46:56 AM
Uh, weekend after next I think.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 02, 2018, 02:15:18 PM
Okay, one thing. This isn't a huge deal but it's consistent, so lemme lay this out there.

When you format a spell, the for sorcerers and wizards it is as follows:

Level: Sor/Wiz 4

Not

Level: Sorcerer 4, Wizard 4.

Also, alphabetize the abbreviations.

Level: Clr 39, Drd 18, Sor/Wiz 0

Not

Level: Drd 18, Sor/Wiz 0, Clr 39.

It really isn't a huge deal, but it seems to be spreading a bit so just gonna toss that out now. It's how I format the spell collection spells, so I'd really appreciate it if y'all mimic that. Makes my workload a little smaller. Thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 02, 2018, 02:21:52 PM
6/2/18: Added 3 spells from Seira: 11: Seira's Unicorn Rainbow 12: Greater Dispelling Breath 13: Blazing Radiance

New spells in the collection, y'all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 02, 2018, 05:19:04 PM
QuoteThree-Fold Breath
Transmutation
Level: Sorcerer 11, Wizard 11
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round/level

You bring other aspects of your arcane might into play, imbuing your fiery breath weapon with concussive force and bright light.

You imbue your damaging breath weapon with concussive force that can stun those caught in its area. Creatures that fail the breath weapon Reflex saves take full damage from the breath weapon and are blinded for 1 minute per caster level. They must also make successful Fortitude saves (DC equal to your breath weapon save DC) or be stunned for 1 round.

Let's not do no save blindness. The thing is, unless a creature has evasion, they're taking damage from the breath weapon regardless of the save. Therefore they're automatically blinded. The base spell specifics if they fail the save, not if they take damage from it.

Better? Honest mistake there.

Figured it was a legit mixup. Anyway, I'd remove the bit about taking full damage - that's automatic already pending improved evasion being a factor and adds unneeded complication, unless your intent is to work around evasion, in which case you should say so directly.  Just that if you fail the Reflex save you get blinded.

QuoteHarmonic Breath
Transmutation
Level: Sorcerer 9, Wizard 9
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round/level

Your energy breath weapon deals whichever energy type that is most beneficial to you. For example, a creature immune to acid and cold, with resistance to electricity 30 and vulnerability to fire would take all fire damage from your breath weapon's energy damage.

Entirely reasonable for the level. But as much as Donald would like it for his transformation as long as he's your proxy, it's simply not in the limited range of spells duskblades get, so that needs to go.

Donald nuked, will consider a better alternative for him.

Done, added to the spell collection.

Healing Flames later, out of time before work.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 02, 2018, 05:32:14 PM
Take 3!

Three-Fold Breath
Transmutation
Level: Sor/Wiz 11
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round/level

You bring other aspects of your arcane might into play, imbuing your fiery breath weapon with concussive force and bright light.

You imbue your damaging breath weapon with concussive force that can stun those caught in its area. Creatures that fail the breath weapon Reflex saves are also blinded for 1 minute per caster level. They must also make successful Fortitude saves (DC equal to your breath weapon save DC) or be stunned for 1 round.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 02, 2018, 05:42:46 PM
Quote from: Anastasia on June 01, 2018, 10:17:45 PMTryll

Langersun continues apace. Not a lot to say other than that 100 will have repercussions, but right now you're mid dungeon. We'll see about clearing some territory there soon and getting you moving again. I want to get things moving rather than you sitting in a long dungeon, since you feel a little outside of the plot's going ons right now. Missing a few night sessions didn't help, that's mostly on me. Fundamentally though, you don't have any of your node with you currently, which is something I regret setting up.

I may break my day off a little early and run you tonight, if you get home and are up to a posting session. I wanna see Tryll go.
1. I'm assuming Dana's pregnant or something. That'd be HILARIOUS. Also a disaster.

2. I actually don't feel shuttered from the overarching plot. I consider each node to be a separate entity that may occasionally intersect. I don't feel like I'm missing out at all. To me, everyone's doing their own thing and I'm pretty happy with it.

3. On missing sessions, I haven't exactly been the best either. I leave early-mid morning session for work and my posting ability is negligible while doing so now. I get home at 7 AZ time and spend an hour walking my dog. I don't usually sit down until 8 pm and that's fairly late for you. I can make the occasional post from my phone, but the tap-interface doesn't translate well to editing text. It's all good, my dude.

4. Being without Dana or Miranda is a bit disappointing, but RP-wise I'm entirely unsurprised Dana went off with Benyen. It's very much in character for her. As for Miranda, I expect her to be looking for a proxy position. If she fails, I'm going to have to drag her in front of either Tempus or Queen Morwel in order to plead the case. Or get Hanna to tell us her secrets. Actually, a trip to Pazunia would be fun.

5. I'm up for a few weekend posts if you are. If not, no worries.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 03, 2018, 03:31:53 PM
Quote from: Anastasia on June 02, 2018, 10:03:01 AM
Oh, that is true, when does that start back up?

Correction, next weekend.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 04, 2018, 11:40:14 AM
Quote from: Corwin on June 02, 2018, 05:32:14 PM
Take 3!

Three-Fold Breath
Transmutation
Level: Sor/Wiz 11
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round/level

You bring other aspects of your arcane might into play, imbuing your fiery breath weapon with concussive force and bright light.

You imbue your damaging breath weapon with concussive force that can stun those caught in its area. Creatures that fail the breath weapon Reflex saves are also blinded for 1 minute per caster level. They must also make successful Fortitude saves (DC equal to your breath weapon save DC) or be stunned for 1 round.

Looks fine, added to the collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 04, 2018, 11:40:39 AM
Quote from: Iron Dragoon on June 03, 2018, 03:31:53 PM
Quote from: Anastasia on June 02, 2018, 10:03:01 AM
Oh, that is true, when does that start back up?

Correction, next weekend.

So noted.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 04, 2018, 11:45:01 AM
Quote from: Yuthirin on June 02, 2018, 05:42:46 PM1. I'm assuming Dana's pregnant or something. That'd be HILARIOUS. Also a disaster.

A hilarious disaster sounds about right.

Quote2. I actually don't feel shuttered from the overarching plot. I consider each node to be a separate entity that may occasionally intersect. I don't feel like I'm missing out at all. To me, everyone's doing their own thing and I'm pretty happy with it.

Glad to hear. I do try to keep the threads that connect this going and feed different facets and information to all of you.

Quote3. On missing sessions, I haven't exactly been the best either. I leave early-mid morning session for work and my posting ability is negligible while doing so now. I get home at 7 AZ time and spend an hour walking my dog. I don't usually sit down until 8 pm and that's fairly late for you. I can make the occasional post from my phone, but the tap-interface doesn't translate well to editing text. It's all good, my dude.

Yeah, I'm trying to stay up later but that's a bit tricky after work. We'll see how it goes and how we can sync up.

Quote4. Being without Dana or Miranda is a bit disappointing, but RP-wise I'm entirely unsurprised Dana went off with Benyen. It's very much in character for her. As for Miranda, I expect her to be looking for a proxy position. If she fails, I'm going to have to drag her in front of either Tempus or Queen Morwel in order to plead the case. Or get Hanna to tell us her secrets. Actually, a trip to Pazunia would be fun.

It really is, Dana saw the ball(s) and pounced. She does that a lot.

Miranda's in a spot, since one doesn't just go up to a deity and ask to be a proxy. I mean you can, but that's something a deity usually hands out to a trusted follower.  Emphasis on trusted, as there's ways and means for proxies to go bad and steal the proxy spark away for good.

Quote5. I'm up for a few weekend posts if you are. If not, no worries.

It went pretty well!

Meant to reply to this earlier and I just didn't for some stupid reason. My fault, I try and be prompt on weekly roundup discussion.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 04, 2018, 11:46:26 AM
Okay, on reflections lets do healing flames as clr 6 and pal 5.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 04, 2018, 01:02:58 PM
Okay, add it to the collection?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 05, 2018, 06:13:53 PM
Yuth, Seira was considering establishing a portal network for a few locations on Lifasa so people could get around easier (and caravans~)
I saw you had some intentions of opening gates? Were they going to be off-world, or do you plan on building a cross-Lifasa portal network as well?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 06, 2018, 12:21:23 PM
Iddy, could you get your spells together and note where we were at with each of them?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 06, 2018, 12:38:11 PM
Sure. Once I'm home I'll consolidate them into a single new post with annotations.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 06, 2018, 01:01:32 PM
Quote from: Corwin on June 05, 2018, 06:13:53 PM
Yuth, Seira was considering establishing a portal network for a few locations on Lifasa so people could get around easier (and caravans~)
I saw you had some intentions of opening gates? Were they going to be off-world, or do you plan on building a cross-Lifasa portal network as well?
I had intended to build a portal network across Lifasa to improve trade and transportation, as well as to help with repopulation. I hadn't intended them to lead off-plane. You're welcome to build an interplanar portal, you wouldn't be stepping on my toes doing so.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 06, 2018, 01:13:11 PM
Would you like to cooperate on the internal Lifasa portal network? Seira has a proven design for it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 06, 2018, 01:24:24 PM
Cor, link me to the latest visage post and where we were at, or just quote the post altogether, would you?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 06, 2018, 01:57:36 PM
Quote the first

Quote from: Corwin on June 02, 2018, 03:21:08 AM
Quote from: Anastasia on June 01, 2018, 08:56:28 PM
Dragonfire Burst added to spell collection.

QuoteSeira's Arcane Thesis
Divination
Level: Sor/Wiz 10
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You mantle yourself in a powerful magical field that facilitates both your magical offense and defense. Your spells are stronger and much harder to resist, cast with a +10 bonus on caster level checks for the purposes of overcoming spell resistance, and with their save DC increased by 5. As for your defense against hostile magic, counterspelling is an immediate action for you, allowing you to counterspell even when it is not your turn without having previously readied an action. You must still have the immediate actions available to counterspell in this manner.

From PM:

> Mmmm. If the counterspelling isn't anything new or crazy with the duration and not expiring, maybe...mmmm. It's basically a multitarget assay SR, which I'd put at something like level 6-7? Very roughly. Duelward is in the same range I think so a few more levels at least and then the DC bump. Hm. 13-14, very tentatively and not holding me to that since I have homework to do on that if it goes that far.

I haven't done that homework, will do it tonight and decide.

---

Did you add swift casting to each of the last three spells?

If you mean the three Visage spells, I did indeed! I asked you if it was possible to do the 'Seira worshippers' condition instead of 'dragonblooded cast this spell as swift' and you said you'd look into how dragonblooded spell boosts go. If you'll decide I can't, then I'll use the dragonblooded thing for all but the draconic visage for obvious reasons. This doesn't matter to Seira personally much since she has means for swift casting, but it seems like the sort of boon her faithful would enjoy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 06, 2018, 01:58:34 PM
Quote the second

Quote from: Corwin on June 01, 2018, 07:19:08 AM
Spells, a bit cleaned up! Including the first one, which you wanted me to remind you of.

Dragonfire Burst
Spoiler: ShowHide
Dragonfire Burst
Evocation [Fire, Good]
Level: Pal 2
Components: V, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

Your dragonfire wrath burns hotter and with a hint of gold, dealing an extra 1d8 points of damage. Any melee attack you make while under dragonfire's wrath counts as good to overcome damage reduction for the duration of this spell.


Seira's Arcane Thesis
Spoiler: ShowHide
Seira's Arcane Thesis
Divination
Level: Sorcerer 10, Wizard 10
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You mantle yourself in a powerful magical field that facilitates both your magical offense and defense. Your spells are stronger and much harder to resist, cast with a +10 bonus on caster level checks for the purposes of overcoming spell resistance, and with their save DC increased by 5. As for your defense against hostile magic, counterspelling is an immediate action for you, allowing you to counterspell even when it is not your turn without having previously readied an action. You must still have the immediate actions available to counterspell in this manner.


Seira's Majestic Visage
Spoiler: ShowHide
Seira's Majestic Visage
Transmutation [Good]
Level: Cleric 12, Sorcerer 12, Wizard 12, Druid 12, Bard 10, Paladin 10, Duskblade 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You are surrounded by a fiery haze, radiant and terrible beyond measure. Your allies are reassured, even awed, while the evil you are facing down is cowed with the surety of its defeat. You become a blazingly hot beacon of the powers of good. Your creature type changes to outsider (good) for the duration of the spell. Unlike other outsiders, you can be brought back from the dead if you are killed in this form.

You undergo the following transformations:
• You grow feathered wings that allow you to fly at twice your normal speed (good maneuverability).
• You gain +1 natural armor.
• You gain low-light vision.
• You gain resistance to acid 10, cold 10, and electricity 10.
• You gain immunity to disease.
• You gain a +4 racial bonus on saving throws against poison.
• You gain damage reduction 10/magic.
• You gain spell resistance 25.
• You gain the following bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.

You gain a +10 enhancement bonus on Diplomacy checks with Good characters, and a +10 enhancement bonus on Intimidate checks with Evil characters for the duration of the spell.

Any fire you generate during the duration of the spell becomes Goldenfire, ignoring fire resistance or immunity and dealing x1.5 more damage to Evil targets and no damage at all to Neutral and Good targets.

This spell is a closely guarded secret of Seira's faith, only taught personally by Seira to her most capable faithful. The inspiration for the spell is Seira's friend Alicia overcoming terrible odds.

Special: Seira's faithful can cast this spell as a swift action.


Seira's Glorious Visage
Spoiler: ShowHide
Seira's Glorious Visage
Transmutation [Good, Fire]
Level: Cleric 10, Paladin 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You draw up to your full height, and your presence acquires the special quality that suggests to all who gaze upon you the favorable touch of divinity. You assume the physical appearance and many of the qualities and abilities of a movanic deva. While under the effect of the spell, your creature type changes to outsider (good) and your size changes to Medium. You gain a +4 sacred bonus to Strength, Dexterity and Constitution. You gain darkvision out to 60ft. You gain a +4 sacred bonus on saving throws. You gain damage reduction 5/evil. Your base land speed increases by 10 feet. Your touch attacks and any melee weapons you wield become infused with this power as well. They are treated as good-aligned weapons for the purpose of overcoming damage reduction.

Your melee or natural weapons are cloaked in flames, dealing grievous harm to evil. You deal an extra 1d8 points of fire damage per strike for every 5 caster levels you have. This extra fire damage stacks with any other sources of fire damage you might have, such as from Dragonfire Wrath. For the duration of this spell, you also gain the Stand Fast paladin ability as a paladin of your level. If you already are a paladin with this ability, your uses of it from both sources stack.

An aura of silvery glow springs into being around your body, providing illumination to a radius of 20 feet. Anyone within those 20 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. You gain a -20 circumstance penalty on Stealth checks made while under the effect of this spell.

This spell is a closely guarded secret of Seira's faith and is given to her most capable clerics and paladins.

Special: Outsiders cannot cast this spell.
Special: Seira's faithful can cast this spell as a swift action.


Seira's Draconic Visage
Spoiler: ShowHide
Seira's Draconic Visage
Transmutation [Fire]
Level: Sorcerer 12, Wizard 12
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

A spell created by Seira, it is designed to showcase her combat spirit and help those not blessed by the blood of dragons grasp the pinnacle of their power, however fleetingly. It draws its inspiration from two seemingly opposite aspects of her, the primal draconic power running through her veins and the carefully thought-out approach to combat she all-too-often favors, managing to perfectly mesh them for an unstoppable juggernaut!

You undergo the following transformations:
• You grow draconic wings that allow you to fly at twice your normal speed (perfect maneuverability).
• You gain +4 natural armor.
• You gain low-light vision and darkvision out to 60ft.
• You gain immunity to fire.
• You gain immunity to sleep and paralysis effects.
• You gain a breath weapon that deals 10d10 points of damage of fire (120ft line or 60ft cone). A successful Reflex save (DC 10 + 1/2 HD + Con modifier) reduces damage by half.
• You gain the following bonuses to your ability scores: +8 Str, +2 Con, +2 Int, +2 Cha.

You gain proficiency with Seira's favorite weapon (short sword) and the Weapon Focus feat for it, as well as the ability to use it with a monk's flurry. You also gain the Weapon Finesse feat and the evasion ability (PH 50).

You gain a +3 luck bonus to Armor Class, a +5 luck bonus on Reflex saving throws and a +15 competence bonus on Perception and Stealth checks.

You deal an extra 5d6 points of damage whenever you attack an opponent that you flank or an opponent denied its Dexterity bonus to Armor Class. This extra damage works like the rogue's sneak attack ability.

This spell is a closely guarded secret of Seira's faith.

Special: Dragonblooded cannot cast this spell.
Special: Clerics who serve Seira may select this spell as if it was on the cleric list.
Special: Seira's faithful can cast this spell as a swift action.

Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 06, 2018, 05:06:49 PM
These are the three that basically made it through the attrition. Vamp Blade got the bump to 1d8, Righteous Blade you settled on level 11, and you never definitively said anything about Aerial Assembly after I clarified my intention to you.

Also noting the Epic Mapmaking stuff, just for the sake of it not getting lost.

Blade of the Vampire
Transmutation
Level: Sorc/Wiz 4
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)

The touched weapon is briefly shrouded in blood. A vampiric weapon deals an extra 1d8 points of damage to any living creature it hits, and you heal damage equal to this amount.

RE: http://www.soulriders.net/forum/index.php/topic,104100.msg1113723.html#msg1113723

Blade of the Righteous
Transmutation
Level: Brd 11, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One weapon touched
Duration 1 round/level
Saving Throw: None
Spell Resistance: No

The touched weapon become the pinnacle of evil slaying, becoming a +5 weapon of Holy and the Bane of Evil Outsiders, Lawful Outsiders, and Undead of Transmuting. The affected weapon gains the Holy property, imparting an additional 2d6 points of damage against all of evil alignment. In addition, the weapon gains the Bane property against Evil Outsiders and Lawful Outsiders, as well as the Undead. Finally, the weapon gains the Transmuting property, able to adjust its composition to overcome the DR of the target the round after a successful strike. It retains this composition until a new target is hit or for 10 rounds.

RE: http://www.soulriders.net/forum/index.php/topic,104100.msg1114562.html#msg1114562

Alyssa's Aerial Assembly
Transmutation/Conjuration
Level: Brd 11, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One weapon touched
Duration 1 round/level
Saving Throw: None
Spell Resistance: No

With a word and a gesture, the weapon you touch becomes blurred, then sudden splits into copies of itself.

This spell creates one copy per caster level of the targeted weapon, which retains all effects of the original weapon. Additionally, the original weapon and all copies become animated as the Dancing Blade spell, with the additional ability to gain the benefits of feats and abilities the caster might have.

RE: http://www.soulriders.net/forum/index.php/topic,104100.msg1114580.html#msg1114580
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 06, 2018, 09:36:34 PM
Quote from: Corwin on June 06, 2018, 01:13:11 PM
Would you like to cooperate on the internal Lifasa portal network? Seira has a proven design for it.
sure would!
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 06, 2018, 10:30:59 PM
Okay, Item Familiar. I don't have anywhere *near* enough cash to buy what I want, and after messing with the math, Cor's right. As much as I want the negative levels on hit, it's just way too expensive for me to use as a base, since I've got a working fund of 53,722gp. And that's every coin I've got. So, that leaves me with starting from scratch.

Scimitar: 15gp. +1: 2000+15=2015gp. Transmuting is a +2, so +3 for 18,015gp. Holy is a +2, so +5 is 50,015gp. Unless having access to the Arcane Order offers someone who can make stuff at a discount, that's the absolute max I can pull.

Now this a farther-down-the-line problem, but the abilities the Item Familiar gets for free still add to its cost. So +4 from those pulls it to a +9. If I toss in +4 to make it a +5 weapon, that's +13, which isn't on the scale.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 06, 2018, 11:17:16 PM
http://www.soulriders.net/forum/index.php?topic=103118.msg1093879#msg1093879

Relevant to Iddy, has epic price tables in the weapon/armor sections as well as the formula to continue past them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 06, 2018, 11:29:49 PM
Iddy, show me a typical attack routine that you'd throw down with Aerial Assembly.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 06, 2018, 11:39:35 PM
Quote from: Anastasia on June 06, 2018, 11:29:49 PM
Iddy, show me a typical attack routine that you'd throw down with Aerial Assembly.

Assuming I start wielding the weapon with TK before round 1 here. Also, while AAA is 1 weapon per CL, I'm fully expecting to have that cut down since the Dancing Blade routine caps at 21 weapons (with Chain Spell).

Round 1: Alyssa's Aerial Assembly (30 round duration, 30 weapons)

Round 2: Greater Magic Weapon (Reach, Echoing): 21 weapons

Round 3: Attack:
TK Weapon: ATK 1 @+38+5
TK Weapon: ATK 2 @+33+5
TK Weapon: ATK 3 @+28+5
TK Weapon: ATK 4 @+23+5

AAA Weapon 1: 39+5
AAA Weapon 2: 39+5
AAA Weapon 3: 39+5
AAA Weapon 4: 39+5
AAA Weapon 5: 39+5
AAA Weapon 6: 39+5
AAA Weapon 7: 39+5
AAA Weapon 8: 39+5
AAA Weapon 9: 39+5
AAA Weapon 10: 39+5
AAA Weapon 11: 39+5
AAA Weapon 12: 39+5
AAA Weapon 13: 39+5
AAA Weapon 14: 39+5
AAA Weapon 15: 39+5
AAA Weapon 16: 39+5
AAA Weapon 17: 39+5
AAA Weapon 18: 39+5
AAA Weapon 19: 39+5
AAA Weapon 20: 39+5
AAA Weapon 21: 39+5
AAA Weapon 22: 39+5
AAA Weapon 23: 39+5
AAA Weapon 24: 39+5
AAA Weapon 25: 39+5
AAA Weapon 26: 39+5
AAA Weapon 27: 39+5
AAA Weapon 28: 39+5
AAA Weapon 29: 39+5
AAA Weapon 30: 39+5
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 07, 2018, 10:40:54 AM
Quote from: Iron Dragoon on June 06, 2018, 10:30:59 PM
Okay, Item Familiar. I don't have anywhere *near* enough cash to buy what I want, and after messing with the math, Cor's right. As much as I want the negative levels on hit, it's just way too expensive for me to use as a base, since I've got a working fund of 53,722gp. And that's every coin I've got. So, that leaves me with starting from scratch.

Scimitar: 15gp. +1: 2000+15=2015gp. Transmuting is a +2, so +3 for 18,015gp. Holy is a +2, so +5 is 50,015gp. Unless having access to the Arcane Order offers someone who can make stuff at a discount, that's the absolute max I can pull.

Now this a farther-down-the-line problem, but the abilities the Item Familiar gets for free still add to its cost. So +4 from those pulls it to a +9. If I toss in +4 to make it a +5 weapon, that's +13, which isn't on the scale.

Okay. Run me through how it's gonna look for you now?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 07, 2018, 10:41:39 AM
Quote from: Yuthirin on June 06, 2018, 09:36:34 PM
Quote from: Corwin on June 06, 2018, 01:13:11 PM
Would you like to cooperate on the internal Lifasa portal network? Seira has a proven design for it.
sure would!

Okay, this sounds like a great way for you two to tag-team things. This should come up IC the next time one or both of you work on portals, most likely, so just bear it in mind.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 07, 2018, 10:43:14 AM
Quote from: Iron Dragoon on June 06, 2018, 11:39:35 PM
Quote from: Anastasia on June 06, 2018, 11:29:49 PM
Iddy, show me a typical attack routine that you'd throw down with Aerial Assembly.

Assuming I start wielding the weapon with TK before round 1 here. Also, while AAA is 1 weapon per CL, I'm fully expecting to have that cut down since the Dancing Blade routine caps at 21 weapons (with Chain Spell).

Round 1: Alyssa's Aerial Assembly (30 round duration, 30 weapons)

Round 2: Greater Magic Weapon (Reach, Echoing): 21 weapons

Round 3: Attack:
TK Weapon: ATK 1 @+38+5
TK Weapon: ATK 2 @+33+5
TK Weapon: ATK 3 @+28+5
TK Weapon: ATK 4 @+23+5

AAA Weapon 1: 39+5
AAA Weapon 2: 39+5
AAA Weapon 3: 39+5
AAA Weapon 4: 39+5
AAA Weapon 5: 39+5
AAA Weapon 6: 39+5
AAA Weapon 7: 39+5
AAA Weapon 8: 39+5
AAA Weapon 9: 39+5
AAA Weapon 10: 39+5
AAA Weapon 11: 39+5
AAA Weapon 12: 39+5
AAA Weapon 13: 39+5
AAA Weapon 14: 39+5
AAA Weapon 15: 39+5
AAA Weapon 16: 39+5
AAA Weapon 17: 39+5
AAA Weapon 18: 39+5
AAA Weapon 19: 39+5
AAA Weapon 20: 39+5
AAA Weapon 21: 39+5
AAA Weapon 22: 39+5
AAA Weapon 23: 39+5
AAA Weapon 24: 39+5
AAA Weapon 25: 39+5
AAA Weapon 26: 39+5
AAA Weapon 27: 39+5
AAA Weapon 28: 39+5
AAA Weapon 29: 39+5
AAA Weapon 30: 39+5

Okay, let's try and find a way of doing this that isn't requiring 30+ attack rolls a round it's in play. It's a neat image, but balance wise 30 attacks gets you a look, as well as the simple practicality of it. That many attack rolls is going to be a slow down to hash out each time you attack with it, which makes it rather impractical.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 07, 2018, 10:46:42 AM
Blade of the Vampire and Blade of the Righteous added to the spell collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 07, 2018, 10:58:43 AM
Revising and adjusting spells, will leave these up a day or two for comments before taking another look and/or spell collectioning them.

Added a saving throw and clarified some language and terminology issues. Also has a sanity check for mettle, as it is needed.

Paladin's Mercy
Transmutation
Level: Pal 2
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: Fort partial; see text

By invoking this spell, your next smite evil attempt deals an extra 1d6 points of damage and all the damage is nonlethal damage. If a creature is rendered unconscious from the nonlethal damage from this smite, they only heal 1d4 points of nonlethal damage per hour (or the hit points they would recover normally, whichever is lower), until all the damage from the smite is recovered. Magical healing is not impeded and functions normally. A Fortitude save negates the slowed nonlethal damage recovery. Mettle and similar abilities do not negate the rest of the damage on a successful save, only the slowed nonlethal damage recovery.

No changes here, this saw development cycles before it was posted.

Sekmid's Trap
Evocation [Force]
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Area: Cylinder (30ft radius, 60ft tall)
Duration: 1 round/3 levels
Saving Throw: None
Spell Resistance: See text

By casting Sekmid's trap, you create a cylinder of force that traps creatures in the area within it. The cylinder has the same properties of a wall of force and can be destroyed by the same means. Destroying the cylinder ends the spell, including the magic missiles.

On the round you cast it nothing else happens, but on the second round and every round thereafter, magic missiles fill the cylinder and deal damage to every creature within it. These do 1d4+1 damage per two caster levels, maximum 20d4+20. A creature takes damage each round after the first. While the walls of the cylinder do not allow spell resistance, the magic missiles do. In all other aspects, these missiles are identical to the missiles generated by the magic missile spell.

No changes.

Kassim's Inescapable Tomb
Abjuration/Evocation [Force]
Level: Sor/Wiz 14

This spell is identical to Sekmid's trap, except as noted here. Gusts of wind and ear-splitting screams of sound fill the cylinder. Spells and spell-like abilities cast from within the cylinder require a Concentration check (DC equal to the spell's save DC + 10) to cast due to the conditions. The area inside of the cylinder is treated as being under a dimensional lock spell.

The wind and conditions have no bearing on the magic missiles created by the spell, which still strike true.

This spell is only know to Kassim, Kossuth and a few of his elite wizards, the Sultan of the Efreet and Faerinaal (the latter of which due to a trade).

Slight terminology tweaks.

Kassim's Sky Flower
Evocation [Fire]
Level: Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: One burning flower
Duration: 1 round/level
Saving Throw: Reflex half; see text
Spell Resistance: Yes

This spell creates a phantasmal flower of fire at the point you designate, three feet tall and similar in appearance to a lotus made of flames. This flower is impervious to attacks and damage, though it can be dispelled as normal. The flower can be placed in thin air or in a place that would not normally support it (save for water), so long as it is within range of the spell.

Each round on your turn as a free action, you can command the flower to emit tiny fireballs in all directions within 100ft. All creatures within 100ft are struck by dozens of tiny fireballs, dealing 15d6 points of fire damage per round. A Reflex save halves this damage, but due to the difficulty of dodging that many attacks, the saves suffer a -6 penalty. Additionally, the barrage of fireballs renders any squares within range as difficult terrain that round.

Added an accidentally omitted material component as well as a bit more clarification. I'm really not sure where this spell should be level wise, it's one of those that probably needs more play time to really gauge.

Makim's Acid Hunters
Evocation [Acid]
Level: Sor/Wiz 13
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell creates a pair of small acid clouds that float around the target. If the target takes any action besides a move action or a free action, the clouds attack the target automatically. Treat this as two ranged touch attacks that deal 10d6 points of acid damage each. There is no limit to the number of attacks the clouds can make for the duration, each action besides a move action or a free action triggers two additional attacks.

However, the spell has limitations. The clouds follow the target, but can only move up to 50ft in a round. Creatures that move further than that leave the clouds behind, though the clouds will pursue them each round on the caster's turn, moving 50ft closer to them. The clouds can fly with perfect maneuverability as well as pass through anywhere air can pass through, such as the gap underneath a door.

The clouds are invulnerable attacks and effects, except for anything that produces winds of hurricane force or stronger, which disperse the clouds in one round. The clouds can be dispelled as normal.

This spells is known to Makim and a few of his most trusted lieutenants, it has not spread beyond that.

Material Component

A vial of acid mixed with a droplet of pure elemental air, worth 200 gold.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 07, 2018, 11:00:52 AM
I agree which is why I said I was expecting it to get cut. Some thing like 1 copy per 2 CL? Or 4 CL?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 07, 2018, 11:16:59 AM
QuoteSeira's Arcane Thesis
Divination
Level: Sor/Wiz 13
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You mantle yourself in a powerful magical field that facilitates both your magical offense and defense. Your spells are stronger and much harder to resist, cast with a +10 bonus on caster level checks for the purposes of overcoming spell resistance, and with their save DC increased by 5. As for your defense against hostile magic, counterspelling is an immediate action for you, allowing you to counterspell even when it is not your turn without having previously readied an action. You must still have the immediate actions available to counterspell in this manner.

We're gonna try this at 13, see how it hashes out. Added to the spell collection.

QuoteSeira's Majestic Visage
Transmutation [Good]
Level: Cleric 12, Sorcerer 12, Wizard 12, Druid 12, Bard 10, Paladin 10, Duskblade 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You are surrounded by a fiery haze, radiant and terrible beyond measure. Your allies are reassured, even awed, while the evil you are facing down is cowed with the surety of its defeat. You become a blazingly hot beacon of the powers of good. Your creature type changes to outsider (good) for the duration of the spell. Unlike other outsiders, you can be brought back from the dead if you are killed in this form.

You undergo the following transformations:
• You grow feathered wings that allow you to fly at twice your normal speed (good maneuverability).
• You gain +1 natural armor.
• You gain low-light vision.
• You gain resistance to acid 10, cold 10, and electricity 10.
• You gain immunity to disease.
• You gain a +4 racial bonus on saving throws against poison.
• You gain damage reduction 10/magic.
• You gain spell resistance 25.
• You gain the following bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.

You gain a +10 enhancement bonus on Diplomacy checks with Good characters, and a +10 enhancement bonus on Intimidate checks with Evil characters for the duration of the spell.

Any fire you generate during the duration of the spell becomes Goldenfire, ignoring fire resistance or immunity and dealing x1.5 more damage to Evil targets and no damage at all to Neutral and Good targets.

This spell is a closely guarded secret of Seira's faith, only taught personally by Seira to her most capable faithful. The inspiration for the spell is Seira's friend Alicia overcoming terrible odds.

Special: Seira's faithful can cast this spell as a swift action.

Okay, first of all. It's definitely a cleric spell, so that stays. Punting sor/wiz at the moment down the line. It's really not a druid spell, they focus on the natural world, not outsider shenanigans, so drop them from it. It's also really not a bardy spell - they do some transformations so it's not indefensible, but they seldom channel that sort of divine power directly. That's really a cleric's thing, though admittedly Moore tends to push it there and Ebony takes holy PrCs to that effect. It is a paladin spell without any doubt, they get greater visage at 9. It's a bit undercosted for them, but we'll leave that be for the moment. It's also really not a duskblade spell - that sort of transformation isn't really their thing.

Can you find any spells for sor/wiz that would match this sort of channel holy power and transform thing? It doesn't really fit them much, either.

I'm going to cut the entire cast it as a swift action thing, on review, it's just making it a bigger headache to balance.

I'd suggest writing it like this. Add in the description flavor to taste, I wrote it short on purpose.

QuoteSeira's Majestic Visage
Transmutation [Good]
Level: Placeholder

This spell functions as greater visage of the deity, except as noted here. You gain a +10 enhancement bonus on Diplomacy checks against good characters and the same bonus to Intimidate checks against evil characters. For the duration of this spell, any spell with the fire descriptor you cast is treated as goldenfire, ignoring fire resistance and immunity, as well as dealing 150% damage to evil targets, while dealing no damage to neutral or good targets. This does not stack with the benefits of the goldenfire spell feat.

This spell is a closely guarded secret of Seira's faith, only taught personally by Seira to her most capable faithful. The inspiration for the spell is Seira's friend Alicia overcoming terrible odds.

QuoteSeira's Glorious Visage
Transmutation [Good, Fire]
Level: Cleric 10, Paladin 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You draw up to your full height, and your presence acquires the special quality that suggests to all who gaze upon you the favorable touch of divinity. You assume the physical appearance and many of the qualities and abilities of a movanic deva. While under the effect of the spell, your creature type changes to outsider (good) and your size changes to Medium. You gain a +4 sacred bonus to Strength, Dexterity and Constitution. You gain darkvision out to 60ft. You gain a +4 sacred bonus on saving throws. You gain damage reduction 5/evil. Your base land speed increases by 10 feet. Your touch attacks and any melee weapons you wield become infused with this power as well. They are treated as good-aligned weapons for the purpose of overcoming damage reduction.

Your melee or natural weapons are cloaked in flames, dealing grievous harm to evil. You deal an extra 1d8 points of fire damage per strike for every 5 caster levels you have. This extra fire damage stacks with any other sources of fire damage you might have, such as from Dragonfire Wrath. For the duration of this spell, you also gain the Stand Fast paladin ability as a paladin of your level. If you already are a paladin with this ability, your uses of it from both sources stack.

An aura of silvery glow springs into being around your body, providing illumination to a radius of 20 feet. Anyone within those 20 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. You gain a -20 circumstance penalty on Stealth checks made while under the effect of this spell.

This spell is a closely guarded secret of Seira's faith and is given to her most capable clerics and paladins.

Special: Outsiders cannot cast this spell.
Special: Seira's faithful can cast this spell as a swift action.

Refresh me on which spells this is a combo of?

QuoteSeira's Draconic Visage
Transmutation [Fire]
Level: Sorcerer 12, Wizard 12
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

A spell created by Seira, it is designed to showcase her combat spirit and help those not blessed by the blood of dragons grasp the pinnacle of their power, however fleetingly. It draws its inspiration from two seemingly opposite aspects of her, the primal draconic power running through her veins and the carefully thought-out approach to combat she all-too-often favors, managing to perfectly mesh them for an unstoppable juggernaut!

You undergo the following transformations:
• You grow draconic wings that allow you to fly at twice your normal speed (perfect maneuverability).
• You gain +4 natural armor.
• You gain low-light vision and darkvision out to 60ft.
• You gain immunity to fire.
• You gain immunity to sleep and paralysis effects.
• You gain a breath weapon that deals 10d10 points of damage of fire (120ft line or 60ft cone). A successful Reflex save (DC 10 + 1/2 HD + Con modifier) reduces damage by half.
• You gain the following bonuses to your ability scores: +8 Str, +2 Con, +2 Int, +2 Cha.

You gain proficiency with Seira's favorite weapon (short sword) and the Weapon Focus feat for it, as well as the ability to use it with a monk's flurry. You also gain the Weapon Finesse feat and the evasion ability (PH 50).

You gain a +3 luck bonus to Armor Class, a +5 luck bonus on Reflex saving throws and a +15 competence bonus on Perception and Stealth checks.

You deal an extra 5d6 points of damage whenever you attack an opponent that you flank or an opponent denied its Dexterity bonus to Armor Class. This extra damage works like the rogue's sneak attack ability.

This spell is a closely guarded secret of Seira's faith.

Special: Dragonblooded cannot cast this spell.
Special: Clerics who serve Seira may select this spell as if it was on the cleric list.
Special: Seira's faithful can cast this spell as a swift action.

Again, refresh me on spells this draws from? Thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 07, 2018, 11:21:10 AM
Added a retired spell section to the spell collection. Right now it's just for mirror's mimicry, hopefully it stays low population.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 07, 2018, 11:21:31 AM
Quote from: Iron Dragoon on June 07, 2018, 11:00:52 AM
I agree which is why I said I was expecting it to get cut. Some thing like 1 copy per 2 CL? Or 4 CL?

Show me your attack routine with both 1/2 and 1/4th?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 07, 2018, 11:25:06 AM
At work and phone, so it might be messed up a little.

For 1/2:

TK Weapon: ATK 1 @+38+5
TK Weapon: ATK 2 @+33+5
TK Weapon: ATK 3 @+28+5
TK Weapon: ATK 4 @+23+5

AAA Weapon 1: 39+5
AAA Weapon 2: 39+5
AAA Weapon 3: 39+5
AAA Weapon 4: 39+5
AAA Weapon 5: 39+5
AAA Weapon 6: 39+5
AAA Weapon 7: 39+5
AAA Weapon 8: 39+5
AAA Weapon 9: 39+5
AAA Weapon 10: 39+5
AAA Weapon 11: 39+5
AAA Weapon 12: 39+5
AAA Weapon 13: 39+5
AAA Weapon 14: 39+5
AAA Weapon 15: 39+5

For 1/4:
TK Weapon: ATK 1 @+38+5
TK Weapon: ATK 2 @+33+5
TK Weapon: ATK 3 @+28+5
TK Weapon: ATK 4 @+23+5

AAA Weapon 1: 39+5
AAA Weapon 2: 39+5
AAA Weapon 3: 39+5
AAA Weapon 4: 39+5
AAA Weapon 5: 39+5
AAA Weapon 6: 39+5
AAA Weapon 7: 39+5
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 07, 2018, 11:26:04 AM
Glorious Visage used as inspiration Holy Transformation and Grace for the stats and aura. Flames and Stand Fast were the offensive/defensive addon for holy warriors following Seira, themed after her. That said, you and Eb thought Stand Fast was largely a gimmick, and while the fire is stackable with a Paladin of Seira's Dragonfire Wrath, it is just regular fire (not holy nor bypassing any resistance or immunity). +fire to melee damage spells exist, I can quote a few once I'm home if you need me to.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 07, 2018, 11:30:43 AM
Draconic Visage drew from a half-dragon variant to the half-celestial template-granting Greater Visage of the Deity, with Nightstalker's Transformation added in.
Specifically, it drew on two intermediate spells I wrote out: http://www.soulriders.net/forum/index.php/topic,104100.msg1112598/topicseen.html#msg1112598

That said, I feel that similarities between the Visage line of spells to the Bite line of spells, just to name a prominent wizard and druid variant, justify access to them. We're looking at be +4 untyped rather than 16 enhancement, and with people having +10 enhancement gear it rather seems equal, wouldn't you agree? I just didn't want to bother with extra, unnecessary math.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 07, 2018, 11:48:14 AM
Spell Creation Tips

Things I've found in spell creation that helps design good spells. This is for everyone's benefit, as hopefully it is useful.

1. The spell should be able to be summarized in one reasonably short sentence.

Generally, I've found the best spells are ones that are focused and on point. You have a fairly direct goal with them and the spell accomplishes them. For example: http://www.d20srd.org/srd/spellLists/sorcererWizardSpells.htm This has fairly snazzy and simple summaries of most spells, which tells you what you need to know right off. Examples on custom spells:

Miracle of Life: Cures 1d4+5 hit points to all creatures in one mile.
Shardread Weapon: Weapon becomes +7 and is a dread weapon against Sharrans.
Consumptive Dispelling: Dispels magic (+50 maximum) and inflicts negative levels for each spell dispelled.

This can help focus your spells. If you can't compress your spell down into something like this, it probably needs more focusing.

2. Make the spell then worry about the spell level.

I've found it's generally best to make your spell first, then figure out where it fits mechanically. Let it flow, see where you're at and adjust from there. You may need to adjust it if you over or undershot, that's okay. I've found doing it in reverse tends to restrict creativity and makes you more willing to make awkward sacrifices to try and cram a spell into the level you want. Honestly? Sometimes you write the spell and realize it isn't the level you wanted it to be. That's okay. Better to find that out naturally than to mess up your own spell trying to cram it into a hole it doesn't fit into.

3. When in doubt about terminology, check official spells.

A lot of proper 3.5-ese comes down to understanding how and why things are written the way they are. Language and phrasing matters a lot in 3.5, a misstatement or a misapplied mechanic can completely pervert the effect or intent of a spell. This comes down to understanding the rules. The differences between, say, a spread and a burst may seem unimportant, but it can really matter. Check your rules, check spells that are written and check the SRD. All of these can ease the difficulties of writing a spell and prevent mishaps.

4. Flavor, flavor, flavor.

I've found writing a spell with a flavor idea in mind helps, as well as using it to polish and hone the spell once it's written. Antenora's opal spells are a good example of this: She wants spells themed around that and her natural attributes - anti evil, purification, redemption, combat utility and so on. The idea is to forge it into a spell that if you saw her cast, you'd nod and think that it makes sense for her. Jarem's spell in nagging a few weeks ago is another example - it was honed down into a form that worked and told a bit of a story in the flavor, too.

5. But understand that flavor and mechanics both exist, and sometimes one has to trump another (and it's usually mechanics that wins).

The previous being said, you still have to understand that flavor or not, a spell has to be mechanically balanced. A spell's flavor is important, but not so important that it becomes a mechanical mess or broken. That defeats the purpose of the spell, because it's gonna be rejected or ultimately banned. This is best understood as a sanity check when writing the spell, as well as a review once you've finished it. Simply put, flavor isn't an excuse to produce something mechanically undesirable.

6. Get a second opinion.

One of the problems with creative work is that often times, the creator is blind to certain aspects of what they create. It's something that came from them, most of the time it appeals to them or otherwise naturally makes sense to them. Other people may disagree or point out bullshit, so by all means, get a second opinion. A second set of eyes can point out things you haven't noticed or didn't realize, or otherwise bring you back down to earth. This is useful and important, I use y'all and Gate sometimes for it, this really helps hone some of the things I do.

We all have our biases and at the end of the day, we can only do so much to mitigate them ourselves. Other people are generally more effective at it.

7. Err on the side of caution.

When in doubt, err on the side of caution and include a note of why and what you wanted to do differently. This helps the review process and lets the DM know where your mind was with the spell. If you're right, you save me pulling out the red pen and writing a windy post of why you need to change something. If you're wrong, I may agree you're wrong and adjust or suggest adjustments to the spell.

8. Understand that sometimes you have to trash a spell and start over.

Finally, one has to understand that not every spell attempt or effort ends up being fruitful. Sometimes the mechanics don't work, other times the power level's all wrong or otherwise the spell isn't coming together. This is more than okay, it happens. I'd estimate about 50% of my spell ideas never go anywhere, get discarded for being flawed or changed so much in creation that it's a new idea altogether. That's okay, too. Creative works are like that, self editing is a natural part of it. It can be a sign of wisdom to realize you've gone off course and need to begin anew, not a sign of weakness. Listen to your gut on this one. If your gut tells you a spell isn't working out, it's usually right. This gets more accurate the more spells you make and the more you understand how 3.5 works.

Bad ideas happen. Good ideas become bad ideas, this happens. A great idea turns into a 10 armed freak that jumps out of your screen and strangles your dog - well no, that doesn't happen, but the point is that sometimes knowing when to fold them is helpful.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 07, 2018, 11:55:13 AM
Quote from: Iron Dragoon on June 07, 2018, 11:25:06 AM
At work and phone, so it might be messed up a little.

For 1/2:

TK Weapon: ATK 1 @+38+5
TK Weapon: ATK 2 @+33+5
TK Weapon: ATK 3 @+28+5
TK Weapon: ATK 4 @+23+5

AAA Weapon 1: 39+5
AAA Weapon 2: 39+5
AAA Weapon 3: 39+5
AAA Weapon 4: 39+5
AAA Weapon 5: 39+5
AAA Weapon 6: 39+5
AAA Weapon 7: 39+5
AAA Weapon 8: 39+5
AAA Weapon 9: 39+5
AAA Weapon 10: 39+5
AAA Weapon 11: 39+5
AAA Weapon 12: 39+5
AAA Weapon 13: 39+5
AAA Weapon 14: 39+5
AAA Weapon 15: 39+5

For 1/4:
TK Weapon: ATK 1 @+38+5
TK Weapon: ATK 2 @+33+5
TK Weapon: ATK 3 @+28+5
TK Weapon: ATK 4 @+23+5

AAA Weapon 1: 39+5
AAA Weapon 2: 39+5
AAA Weapon 3: 39+5
AAA Weapon 4: 39+5
AAA Weapon 5: 39+5
AAA Weapon 6: 39+5
AAA Weapon 7: 39+5

Let's try 1/4th and see how that goes. Write up a version of AAA with 1/4th and we'll see how that works in play.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 07, 2018, 05:01:58 PM
Quote from: Anastasia on June 07, 2018, 11:55:13 AM
Let's try 1/4th and see how that goes. Write up a version of AAA with 1/4th and we'll see how that works in play.

Alyssa's Aerial Assembly
Transmutation/Conjuration
Level: Brd 11, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One weapon touched
Duration 1 round/level
Saving Throw: None
Spell Resistance: No

With a word and a gesture, the weapon you touch becomes blurred, then sudden splits into copies of itself.

This spell creates one copy per four caster levels of the targeted weapon, which retains all effects of the original weapon. Additionally, the original weapon and all copies become animated as the Dancing Blade spell, with the additional ability to gain the benefits of feats and abilities the caster might have.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 07, 2018, 05:07:19 PM
Quote from: Iron Dragoon on June 06, 2018, 05:06:49 PM
Blade of the Righteous
Transmutation
Level: Brd 11, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One weapon touched
Duration 1 round/level
Saving Throw: None
Spell Resistance: No

The touched weapon become the pinnacle of evil slaying, becoming a +5 weapon of Holy and the Bane of Evil Outsiders, Lawful Outsiders, and Undead of Transmuting. The affected weapon gains the Holy property, imparting an additional 2d6 points of damage against all of evil alignment. In addition, the weapon gains the Bane property against Evil Outsiders and Lawful Outsiders, as well as the Undead. Finally, the weapon gains the Transmuting property, able to adjust its composition to overcome the DR of the target the round after a successful strike. It retains this composition until a new target is hit or for 10 rounds.

I also feel like this should make its way to the Cleric spell list also. Feels very battle cleric-y.

Edit: Ignore this edit, edited instead of quoted. Whoops. DM reading comprehension failure.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 07, 2018, 05:37:33 PM
Quote from: Anastasia on June 07, 2018, 10:40:54 AM
Quote from: Iron Dragoon on June 06, 2018, 10:30:59 PM
Okay, Item Familiar. I don't have anywhere *near* enough cash to buy what I want, and after messing with the math, Cor's right. As much as I want the negative levels on hit, it's just way too expensive for me to use as a base, since I've got a working fund of 53,722gp. And that's every coin I've got. So, that leaves me with starting from scratch.

Scimitar: 15gp. +1: 2000+15=2015gp. Transmuting is a +2, so +3 for 18,015gp. Holy is a +2, so +5 is 50,015gp. Unless having access to the Arcane Order offers someone who can make stuff at a discount, that's the absolute max I can pull.

Now this a farther-down-the-line problem, but the abilities the Item Familiar gets for free still add to its cost. So +4 from those pulls it to a +9. If I toss in +4 to make it a +5 weapon, that's +13, which isn't on the scale.

Okay. Run me through how it's gonna look for you now?

OKay, for now, I'd get a +1 Holy Scimitar of Transmuting. Cost would be 50,015gp at a +5 total enchantment. That leaves me 3,707gp.

At that point, I make it an item familiar. Since I'm level 30, it'd get the following:

Level 1: Invest Life Energy, Invest Skill Ranks, Invest Spell Slots
Level 7: Sapience, Senses, Communication
Level 10: Special Ability (Ghost Touch, +1 bonus.)
Level 14: Special Ability (Improved Senses)
Level 18: Special Ability (Greater Senses)
Level 21: Special Ability (Increased Sapience)
Level 24: Special Ability (Bane: Aberrations, +1 Bonus)
Level 27: Special Ability (Bane: Outsiders, Evil, +1 Bonus)
Level 30: Special Ability (Bane: Undead, +1 Bonus)

After these abilities apply, the total enchantment bonus would be: +9. Any additional enchantments after this point would cost half.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 07, 2018, 10:40:11 PM
Looks good, Iddy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 07, 2018, 10:47:28 PM
As requested, here's a list of Moore's Folks who aren't already listed on the Node.

Moore's Home Base:

Grias, Lantern Archon
*Manages household affairs and keeps things organized.

Rackon, Human
*Sees to the pantry and keeps food in stock.

Annely, Hound Archon
*Cleaning and upkeep.

Stone, Golem
Rock, Golem
*Awakened stone golems who stand guard at the gate.

Seven Unnamed Hound Archons
*Will assuredly bite and growl at people.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 07, 2018, 10:48:39 PM
Don't forget the 7 hound archons.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 07, 2018, 10:52:38 PM
So noted.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 07, 2018, 10:55:04 PM
Okay, great. Can you put that on your board somewhere for reference?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 07, 2018, 11:31:16 PM
Would it be acceptable to add Heroics (Spell Compendium, 113) to the Bard spell list? I have no idea why it is just a Sor/Wiz spell, honestly.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 08, 2018, 08:35:21 AM
Iddy, CMD gets a base +10 to it, so yours is wrong. Was bored, glanced at your sheet.
As an aside, is your current sheet design comfortable for you? I found it very hard to find all the relevant information. Myself, I tend to keep a simplified sheet like you've seen Dune use, and a cheatsheet with all the relevant combat boosts and notes on how the math was done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 08, 2018, 10:40:00 AM
Thanks Cor.

Sheet setup is that same as for Surraruthru. Works great for me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 08, 2018, 11:27:59 AM
As a general rule, I don't care how y'all do your sheets, so long as it works for you and it isn't impossible to find something if I need to.

I use the format I do because I'm used to it and find it the best for me. Opinions vary and other people find different formats better.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 09, 2018, 12:53:15 PM
I'd like a couple of clarifications for Miracle/Wish, specifically about this line from the writeup in the houserules:
- Asking for a modified version of a spell is acceptable, including scaled up versions that are within the limits of the spell's power.

Say you're working with Miracle, so you could emulate any lvl8 cleric spell and any lvl7 other spell (or lower, of course).
Presumably, you could use it to cast Crown of Flame (Clr5, 2d6 anti-evil aura of 10ft radius). Using Miracle for a scaled-up version could increase the range, the duration, the damage and so on, which is pretty clear (and would likely be up to the GM in terms of balance).
I'd say that if you wanted to use Wish to cast a really strong fireball, you'd look at how fireball is Sor/Wiz3, and Delayed Blast Fireball is Sor/Wiz6 and does double max damage, and then consider what sort of lvl8 Sor/Wiz spells to blast people with energy exist and how hard they hit.

Assuming the above is correct, what about metamagic? I believe I've asked about this before and gotten general approval, but I don't see it in the houserules so I figured it's best to check. Let's take the above examples.

Could I cast a Maximized Crown of Flame (effective Clr8 spell) with Miracle? A Widened Empowered Fireball (effective Wiz/Sor8 spell) with Wish?

Would that be restricted to metamagic feats I had, or would it allow me to use, say, Chain Spell (which I don't have) with an emulated spell, so long as it fit the level restrictions?

What about my means for diminishing the cost of metamagic? If I have three epic Improved Metamagic feats, a Twinned spell only costs me a +1 adjustment instead of +4. If I were using Wish or Miracle to emulate a Twinned spell, would this count? Specifically, could I emulate a Twinned lvl7 spell, elevated to an effective lvl8 spell instead of effective lvl11 for someone without those Improved Metamagic feats? Could I emulate an Empowered Maximized Widened Crown of Flames with Miracle? Would it be an effective lvl8 cleric spell after the metamagic feat costs have been reduced to 1 each by the Improved Metamagic feats, or would they not apply to use of Miracle/Wish?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 09, 2018, 02:03:50 PM
Just a quick note: Weekly roundup at some point today or tomorrow, but taking some desired downtime. I'll let you all know if this threatens Monday's session.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 11, 2018, 08:54:19 AM
In regards to Jarem's spells, consider having him quick-sheet the following:

Legion's Gates
Bolts of Glory
Mass Regenerate
Visage of the Deity, Greater
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 11, 2018, 11:43:34 AM
Quote from: Iron Dragoon on June 11, 2018, 08:54:19 AM
In regards to Jarem's spells, consider having him quick-sheet the following:

Legion's Gates
Bolts of Glory
Mass Regenerate
Visage of the Deity, Greater

Done. Everything but bolts of glory was added, as that spell really felt off on Jarem.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 11, 2018, 11:59:36 AM
72. List of common spells in spoiler block format for easier spoiler block creation.

This is one of my todos. What spells do y'all feel are common enough to have spoiler block summaries for pre made?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 11, 2018, 12:41:46 PM
Haste, Greater Magic Weapon, Magic Vestment, Fortunate Fate, (Mass) Death Ward, Spell Turning, Vision of the Omniscient Eye, Celestial Valor, Greater Heroism, Recitation, Mind Blank, Nondetection, Glorious Rally and Good Hope. Let's start with those.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 11, 2018, 01:12:11 PM
Quote from: Corwin on June 11, 2018, 12:41:46 PM
Haste, Greater Magic Weapon, Magic Vestment, Fortunate Fate, (Mass) Death Ward, Spell Turning, Vision of the Omniscient Eye, Celestial Valor, Greater Heroism, Recitation, Mind Blank, Nondetection, Glorious Rally and Good Hope. Let's start with those.

Added. Formatting will probably be adjusted at some point.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 11, 2018, 02:33:03 PM
Quote from: Corwin on June 09, 2018, 12:53:15 PM
I'd like a couple of clarifications for Miracle/Wish, specifically about this line from the writeup in the houserules:
- Asking for a modified version of a spell is acceptable, including scaled up versions that are within the limits of the spell's power.

Say you're working with Miracle, so you could emulate any lvl8 cleric spell and any lvl7 other spell (or lower, of course).
Presumably, you could use it to cast Crown of Flame (Clr5, 2d6 anti-evil aura of 10ft radius). Using Miracle for a scaled-up version could increase the range, the duration, the damage and so on, which is pretty clear (and would likely be up to the GM in terms of balance).

Pretty much.

QuoteI'd say that if you wanted to use Wish to cast a really strong fireball, you'd look at how fireball is Sor/Wiz3, and Delayed Blast Fireball is Sor/Wiz6 and does double max damage, and then consider what sort of lvl8 Sor/Wiz spells to blast people with energy exist and how hard they hit.

Delayed blast fireball is sor/wiz 7, incidentally. You probably wouldn't see a lot of improvement since you'd only have a spell level to work with. But the basic logic there's sound.

QuoteAssuming the above is correct, what about metamagic? I believe I've asked about this before and gotten general approval, but I don't see it in the houserules so I figured it's best to check. Let's take the above examples.

Could I cast a Maximized Crown of Flame (effective Clr8 spell) with Miracle? A Widened Empowered Fireball (effective Wiz/Sor8 spell) with Wish?

Would that be restricted to metamagic feats I had, or would it allow me to use, say, Chain Spell (which I don't have) with an emulated spell, so long as it fit the level restrictions?

Can you dig up a quote or a discussion where it came up? I'd like to know what I said too for reference.

QuoteWhat about my means for diminishing the cost of metamagic? If I have three epic Improved Metamagic feats, a Twinned spell only costs me a +1 adjustment instead of +4. If I were using Wish or Miracle to emulate a Twinned spell, would this count? Specifically, could I emulate a Twinned lvl7 spell, elevated to an effective lvl8 spell instead of effective lvl11 for someone without those Improved Metamagic feats? Could I emulate an Empowered Maximized Widened Crown of Flames with Miracle? Would it be an effective lvl8 cleric spell after the metamagic feat costs have been reduced to 1 each by the Improved Metamagic feats, or would they not apply to use of Miracle/Wish?

I'd rule it doesn't apply. Just seems a lot less headachey that way. You're not really casting the spell in question, you're emulating it with another spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 11, 2018, 02:37:23 PM
Quote from: Iron Dragoon on June 07, 2018, 05:01:58 PM
Quote from: Anastasia on June 07, 2018, 11:55:13 AM
Let's try 1/4th and see how that goes. Write up a version of AAA with 1/4th and we'll see how that works in play.

Alyssa's Aerial Assembly
Transmutation/Conjuration
Level: Brd 11, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One weapon touched
Duration 1 round/level
Saving Throw: None
Spell Resistance: No

With a word and a gesture, the weapon you touch becomes blurred, then sudden splits into copies of itself.

This spell creates one copy per four caster levels of the targeted weapon, which retains all effects of the original weapon. Additionally, the original weapon and all copies become animated as the Dancing Blade spell, with the additional ability to gain the benefits of feats and abilities the caster might have.

Do me a favor and post an attack routine with it, including estimated damage output assuming all hit and damage per hit.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 11, 2018, 02:38:03 PM
Quote from: Anastasia on June 07, 2018, 11:48:14 AM
Spell Creation Tips

Things I've found in spell creation that helps design good spells. This is for everyone's benefit, as hopefully it is useful.

1. The spell should be able to be summarized in one reasonably short sentence.

Generally, I've found the best spells are ones that are focused and on point. You have a fairly direct goal with them and the spell accomplishes them. For example: http://www.d20srd.org/srd/spellLists/sorcererWizardSpells.htm This has fairly snazzy and simple summaries of most spells, which tells you what you need to know right off. Examples on custom spells:

Miracle of Life: Cures 1d4+5 hit points to all creatures in one mile.
Shardread Weapon: Weapon becomes +7 and is a dread weapon against Sharrans.
Consumptive Dispelling: Dispels magic (+50 maximum) and inflicts negative levels for each spell dispelled.

This can help focus your spells. If you can't compress your spell down into something like this, it probably needs more focusing.

2. Make the spell then worry about the spell level.

I've found it's generally best to make your spell first, then figure out where it fits mechanically. Let it flow, see where you're at and adjust from there. You may need to adjust it if you over or undershot, that's okay. I've found doing it in reverse tends to restrict creativity and makes you more willing to make awkward sacrifices to try and cram a spell into the level you want. Honestly? Sometimes you write the spell and realize it isn't the level you wanted it to be. That's okay. Better to find that out naturally than to mess up your own spell trying to cram it into a hole it doesn't fit into.

3. When in doubt about terminology, check official spells.

A lot of proper 3.5-ese comes down to understanding how and why things are written the way they are. Language and phrasing matters a lot in 3.5, a misstatement or a misapplied mechanic can completely pervert the effect or intent of a spell. This comes down to understanding the rules. The differences between, say, a spread and a burst may seem unimportant, but it can really matter. Check your rules, check spells that are written and check the SRD. All of these can ease the difficulties of writing a spell and prevent mishaps.

4. Flavor, flavor, flavor.

I've found writing a spell with a flavor idea in mind helps, as well as using it to polish and hone the spell once it's written. Antenora's opal spells are a good example of this: She wants spells themed around that and her natural attributes - anti evil, purification, redemption, combat utility and so on. The idea is to forge it into a spell that if you saw her cast, you'd nod and think that it makes sense for her. Jarem's spell in nagging a few weeks ago is another example - it was honed down into a form that worked and told a bit of a story in the flavor, too.

5. But understand that flavor and mechanics both exist, and sometimes one has to trump another (and it's usually mechanics that wins).

The previous being said, you still have to understand that flavor or not, a spell has to be mechanically balanced. A spell's flavor is important, but not so important that it becomes a mechanical mess or broken. That defeats the purpose of the spell, because it's gonna be rejected or ultimately banned. This is best understood as a sanity check when writing the spell, as well as a review once you've finished it. Simply put, flavor isn't an excuse to produce something mechanically undesirable.

6. Get a second opinion.

One of the problems with creative work is that often times, the creator is blind to certain aspects of what they create. It's something that came from them, most of the time it appeals to them or otherwise naturally makes sense to them. Other people may disagree or point out bullshit, so by all means, get a second opinion. A second set of eyes can point out things you haven't noticed or didn't realize, or otherwise bring you back down to earth. This is useful and important, I use y'all and Gate sometimes for it, this really helps hone some of the things I do.

We all have our biases and at the end of the day, we can only do so much to mitigate them ourselves. Other people are generally more effective at it.

7. Err on the side of caution.

When in doubt, err on the side of caution and include a note of why and what you wanted to do differently. This helps the review process and lets the DM know where your mind was with the spell. If you're right, you save me pulling out the red pen and writing a windy post of why you need to change something. If you're wrong, I may agree you're wrong and adjust or suggest adjustments to the spell.

8. Understand that sometimes you have to trash a spell and start over.

Finally, one has to understand that not every spell attempt or effort ends up being fruitful. Sometimes the mechanics don't work, other times the power level's all wrong or otherwise the spell isn't coming together. This is more than okay, it happens. I'd estimate about 50% of my spell ideas never go anywhere, get discarded for being flawed or changed so much in creation that it's a new idea altogether. That's okay, too. Creative works are like that, self editing is a natural part of it. It can be a sign of wisdom to realize you've gone off course and need to begin anew, not a sign of weakness. Listen to your gut on this one. If your gut tells you a spell isn't working out, it's usually right. This gets more accurate the more spells you make and the more you understand how 3.5 works.

Bad ideas happen. Good ideas become bad ideas, this happens. A great idea turns into a 10 armed freak that jumps out of your screen and strangles your dog - well no, that doesn't happen, but the point is that sometimes knowing when to fold them is helpful.

No one commented and I'm curious - was this useful to y'all at all?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 11, 2018, 02:45:14 PM
Quote from: Anastasia on June 11, 2018, 02:33:03 PM
Can you dig up a quote or a discussion where it came up? I'd like to know what I said too for reference.

The whole reason I'm asking for a fresh ruling here is that I'm relying on memory and don't want to. There's zero chance of finding a quote or even proving whether one exists.

From PM:

[20:38] <Seira> I'm honestly not sure whether you meant it in the 'similar effect' like the quote I presented, or the actual metamagic applied way
[20:38] <Seira> Functionally, they're very clear
[20:38] <Seira> But some things matter
[20:39] <Seira> Like, if you have a Sudden X metafeat, you could apply it on one and not the other
[20:39] <Seira> And if you had an ability that played off a metafeat, that works in the other way

Thus, it matters whether I could get a Widened Crown of Flame or Empowered Maximized Fireball via Wish/Miracle emulation or not.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 11, 2018, 03:12:42 PM
Quote from: Corwin on June 07, 2018, 11:26:04 AM
Glorious Visage used as inspiration Holy Transformation and Grace for the stats and aura. Flames and Stand Fast were the offensive/defensive addon for holy warriors following Seira, themed after her. That said, you and Eb thought Stand Fast was largely a gimmick, and while the fire is stackable with a Paladin of Seira's Dragonfire Wrath, it is just regular fire (not holy nor bypassing any resistance or immunity). +fire to melee damage spells exist, I can quote a few once I'm home if you need me to.

Okay. This assumes the holy transformation part hasn't been altered. Let me know if this is wrong, I didn't see changes on a scan but I could be wrong. Let's try framing this as turning into an angel with goldenfire for the thematics, that seems pretty on point. I'm coming up with a blank on a way to integrate stand fast to it as a coherent part of the whole - right now the basic idea is an angel wreathed in golden flames. The main transformation serves as an anchor, the extra damage tacks to that and so does the aura with a bit of tweaking, but I'm not coming up with a good way to sync in the stand fast part of it. Any suggestions?

Seira's Glorious Visage
Transmutation [Good, Fire]
Level: Clr 10, Pal 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell functions as holy transformation, with several new abilities as noted here.

Your melee and natural weapons are cloaked in flames, dealing an extra 1d8 points of fire damage per strike for every 5 caster levels you have. This stacks with other sources of fire damage, such as a flaming weapon or dragonfire wrath.

You glow with golden flames, providing illumination in a 20ft radius. All allies within 20ft gain a +4 deflection bonus to armor class and a +4 resistance bonus to saving throws against attacks made or effects created by evil creatures. You gain a -20 circumstance penalty to Hide checks for the duration.

This spell is a closely guarded secret of Seira's faith and is given to her most capable clerics and paladins.

---

More posts incoming, going to break this down spell by spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 11, 2018, 03:25:33 PM
Quote from: Anastasia on June 11, 2018, 03:12:42 PM
Quote from: Corwin on June 07, 2018, 11:26:04 AM
Glorious Visage used as inspiration Holy Transformation and Grace for the stats and aura. Flames and Stand Fast were the offensive/defensive addon for holy warriors following Seira, themed after her. That said, you and Eb thought Stand Fast was largely a gimmick, and while the fire is stackable with a Paladin of Seira's Dragonfire Wrath, it is just regular fire (not holy nor bypassing any resistance or immunity). +fire to melee damage spells exist, I can quote a few once I'm home if you need me to.

Okay. This assumes the holy transformation part hasn't been altered. Let me know if this is wrong, I didn't see changes on a scan but I could be wrong. Let's try framing this as turning into an angel with goldenfire for the thematics, that seems pretty on point. I'm coming up with a blank on a way to integrate stand fast to it as a coherent part of the whole - right now the basic idea is an angel wreathed in golden flames. The main transformation serves as an anchor, the extra damage tacks to that and so does the aura with a bit of tweaking, but I'm not coming up with a good way to sync in the stand fast part of it. Any suggestions?

Seira's Glorious Visage
Transmutation [Good, Fire]
Level: Clr 10, Pal 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell functions as holy transformation, with several new abilities as noted here.

Your melee and natural weapons are cloaked in flames, dealing an extra 1d8 points of fire damage per strike for every 5 caster levels you have. This stacks with other sources of fire damage, such as a flaming weapon or dragonfire wrath.

You glow with golden flames, providing illumination in a 20ft radius. All allies within 20ft gain a +4 deflection bonus to armor class and a +4 resistance bonus to saving throws against attacks made or effects created by evil creatures. You gain a -20 circumstance penalty to Hide checks for the duration.

Once during the spell as an immediate action, you may bestow you

This spell is a closely guarded secret of Seira's faith and is given to her most capable clerics and paladins.

---

More posts incoming, going to break this down spell by spell.

The main difference between Holy Transformation and this spell (not including the Seira-specific Stand Fast and the fire damage) is that Holy Transformation gives +4 sacred to Str and Con, while Grace gives +2 sacred to Dex. I decided to give +4 sacred to all three physical stats.
The secondary difference is the glow that provides illumination for 20ft and penalizes stealth comes from Grace. The Holy Transformation provides the aura for 10ft with the mechanical benefits, so I doubled it and made it visible with said glow.
Grace also makes your attacks Good-aligned and adds 10ft to your speed, which doesn't factor in the spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 11, 2018, 03:26:44 PM
Stand Fast is a paladin ability that's literally about spreading your power to the others's defense. Which happens to be what the aura already does in a different way, by boosting their saves and AC. So it does fit thematically.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 11, 2018, 03:32:22 PM
QuoteThat said, I feel that similarities between the Visage line of spells to the Bite line of spells, just to name a prominent wizard and druid variant, justify access to them.

No, not really? This isn't really a mechanical question, per se, even if it deals with mechanics. It's a question of what sort of spells and flavor sor/wiz spells are versus cleric ones. It's not a question of raw stat boosts. If that was the criteria, it would be basically arguable to be on every spell list from here to the Abyss since stat boosting spells are a bedrock second level spells. To quote myself a moment from the last comment I had on this:

QuoteCan you find any spells for sor/wiz that would match this sort of channel holy power and transform thing? It doesn't really fit them much, either.

Going RAWR I TRANSFORM INTO A WEREWHATEVER AND MAUL THE SHIT OUT OF YOU is way different from WOOSH I GO ALL HEAVENLY AND SMITE YOU TO DEATH thematically, which is something spell lists maintain. It's a thematic conceit (as well as a mechanical point) that the sor/wiz spell list doesn't get healing spells, a very few extremely niche spells aside. Generally, it's a thematic conceit that sorcerers and wizards don't summon angels, cast holy smites and otherwise do things like that. That's in the breadbasket of a paladin or cleric. (Or someone who PrCs into something that deals with it, hi Ebony.)

That's what I'm getting at here. Oh sure, sor/wiz has plenty of spells that boost stats. So do clerics. That's not the criteria that's in play here. It's about the ways spells are handed out, flavored and balanced. To refer to another spell you did her, the half dragon transformation makes a lot more sense for a sorcerer or wizard. Dragons tend to be tied to arcane power a lot more thematically, being natural arcane casters themselves.

QuoteWe're looking at be +4 untyped rather than 16 enhancement, and with people having +10 enhancement gear it rather seems equal, wouldn't you agree? I just didn't want to bother with extra, unnecessary math.

No argument there, though the balance on both is a bit different. They're made for different needs and realities (and both are top tier within those realities).

Seira's Majestic Visage
Transmutation [Good]
Level: Clr 12, Pal 10

This spell functions as greater visage of the deity, except as noted here. You gain a +10 enhancement bonus on Diplomacy checks against good characters and the same bonus to Intimidate checks against evil characters. For the duration of this spell, any spell with the fire descriptor you cast is treated as goldenfire, ignoring fire resistance and immunity, as well as dealing 150% damage to evil targets, while dealing no damage to neutral or good targets. This does not stack with the benefits of the goldenfire spell feat.

This spell is a closely guarded secret of Seira's faith, only taught personally by Seira to her most capable faithful. The inspiration for the spell is Seira's friend Alicia overcoming terrible odds.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on June 11, 2018, 03:32:51 PM
If the spell already boosts their saves why does it need to also boost their saves using a different mechanic as well? For that matter how can you have stand fast without divine grace? I mean you can rewrite it to say 'you can add your charisma bonus to an ally's save once during the spell duration' so it doesn't have to proc off an ability the spell doesn't grant and most casters of it won't have, but it still feels very kludgy.

edit: and also charisma won't necessarily be very high for clerics and wizards that use the spell. Having it derive from the casting stat would make more sense but I can't think of any spells that function that way.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 11, 2018, 03:40:52 PM
QuoteDraconic Visage drew from a half-dragon variant to the half-celestial template-granting Greater Visage of the Deity, with Nightstalker's Transformation added in.
Specifically, it drew on two intermediate spells I wrote out: http://www.soulriders.net/forum/index.php/topic,104100.msg1112598/topicseen.html#msg1112598

Okay, thanks.

I removed the bullet points due to editing issues on my end. Long and uninteresting story there. Nothing's changed there beyond that.

Anyway, the only suggestion I'd make at this point is instead of it being 'Seira's clerics can select it as if it was on the cleric spell list' to 'Clerics and paladins with the Initiate of Seira feat can select this spell as if it were on the cleric spell list'. I've used both methods in spells, and I've generally found the latter to work better.  Quoted from houserules for reference.

QuoteInitiate of Seira [Initiate]
Prerequisite: Cleric or paladin level 5th
Benefit: When you cast a summon monster spell or any spell dedicated to summoning elementals, any elementals you summon gain a +2 sacred bonus to Strength and Constitution. In addition you add the following spells to your spell list.

3rd: Dragonskin (Paladin only)
3rd: Unicorn Arrow
4th: Dragon Breath (Paladin only)
6th: Surge of Hope (Cleric only)

Thematically it's good. 'Sneaky half dragon' is basically Seira in a nutshell.

Mechanically I'm a little worried about it in totality, but it's the sort of thing that sorts itself out in play.

Seira's Draconic Visage
Transmutation [Fire]
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

A spell created by Seira, it is designed to showcase her combat spirit and help those not blessed by the blood of dragons grasp the pinnacle of their power, however fleetingly. It draws its inspiration from two seemingly opposite aspects of her, the primal draconic power running through her veins and the carefully thought-out approach to combat she all-too-often favors, managing to perfectly mesh them for an unstoppable juggernaut.

You undergo the following transformations:

You grow draconic wings that allow you to fly at twice your normal speed (perfect maneuverability).
You gain +4 natural armor.
You gain low-light vision and darkvision out to 60ft.
You gain immunity to fire.
You gain immunity to sleep and paralysis effects.
You gain a breath weapon that deals 10d10 points of damage of fire (120ft line or 60ft cone). A successful Reflex save (DC 10 + 1/2 HD + Con modifier) reduces damage by half.
You gain the following bonuses to your ability scores: +8 Str, +2 Con, +2 Int, +2 Cha.

You gain proficiency with Seira's favorite weapon (short sword) and the Weapon Focus feat for it, as well as the ability to use it with a monk's flurry. You also gain the Weapon Finesse feat and the evasion ability (PH 50).

You gain a +3 luck bonus to Armor Class, a +5 luck bonus on Reflex saving throws and a +15 competence bonus on Perception and Stealth checks.

You deal an extra 5d6 points of damage whenever you attack an opponent that you flank or an opponent denied its Dexterity bonus to Armor Class. This extra damage works like the rogue's sneak attack ability.

This spell is a closely guarded secret of Seira's faith.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 11, 2018, 03:46:16 PM
Quote from: Corwin on June 11, 2018, 02:45:14 PM
Quote from: Anastasia on June 11, 2018, 02:33:03 PM
Can you dig up a quote or a discussion where it came up? I'd like to know what I said too for reference.

The whole reason I'm asking for a fresh ruling here is that I'm relying on memory and don't want to. There's zero chance of finding a quote or even proving whether one exists.

From PM:

[20:38] <Seira> I'm honestly not sure whether you meant it in the 'similar effect' like the quote I presented, or the actual metamagic applied way
[20:38] <Seira> Functionally, they're very clear
[20:38] <Seira> But some things matter
[20:39] <Seira> Like, if you have a Sudden X metafeat, you could apply it on one and not the other
[20:39] <Seira> And if you had an ability that played off a metafeat, that works in the other way

Thus, it matters whether I could get a Widened Crown of Flame or Empowered Maximized Fireball via Wish/Miracle emulation or not.

Yes, with the following provisos.

1. No quicken. Wish/miracle are already a standard action to cast as the emulation, you can't meaningfully affect it at that point.
2. I'm sure this can be abused. As always use common sense on what you ask for with it. If it's so horrifying I'm going to start calling you a pixie, don't do it. To be honest, with alter reality a thing for 2 PC sand the other 3 with the potential to get it, I know that versatility is loooong sailed as a balance point. I'm worried less about that and more about shenanigans and exploits beyond that.

We'll see how that goes, and if it's broken, we'll adjust from there. To be honest, I think this is basically the ruling on it I made for B3, I just can't find it anywhere. If anyone can dig it up, massive bonus points to them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 11, 2018, 03:55:45 PM
Quote from: Corwin on June 11, 2018, 03:25:33 PM
Quote from: Anastasia on June 11, 2018, 03:12:42 PM
Quote from: Corwin on June 07, 2018, 11:26:04 AM
Glorious Visage used as inspiration Holy Transformation and Grace for the stats and aura. Flames and Stand Fast were the offensive/defensive addon for holy warriors following Seira, themed after her. That said, you and Eb thought Stand Fast was largely a gimmick, and while the fire is stackable with a Paladin of Seira's Dragonfire Wrath, it is just regular fire (not holy nor bypassing any resistance or immunity). +fire to melee damage spells exist, I can quote a few once I'm home if you need me to.

Okay. This assumes the holy transformation part hasn't been altered. Let me know if this is wrong, I didn't see changes on a scan but I could be wrong. Let's try framing this as turning into an angel with goldenfire for the thematics, that seems pretty on point. I'm coming up with a blank on a way to integrate stand fast to it as a coherent part of the whole - right now the basic idea is an angel wreathed in golden flames. The main transformation serves as an anchor, the extra damage tacks to that and so does the aura with a bit of tweaking, but I'm not coming up with a good way to sync in the stand fast part of it. Any suggestions?

Seira's Glorious Visage
Transmutation [Good, Fire]
Level: Clr 10, Pal 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell functions as holy transformation, with several new abilities as noted here.

Your melee and natural weapons are cloaked in flames, dealing an extra 1d8 points of fire damage per strike for every 5 caster levels you have. This stacks with other sources of fire damage, such as a flaming weapon or dragonfire wrath.

You glow with golden flames, providing illumination in a 20ft radius. All allies within 20ft gain a +4 deflection bonus to armor class and a +4 resistance bonus to saving throws against attacks made or effects created by evil creatures. You gain a -20 circumstance penalty to Hide checks for the duration.

Once during the spell as an immediate action, you may bestow you

This spell is a closely guarded secret of Seira's faith and is given to her most capable clerics and paladins.

---

More posts incoming, going to break this down spell by spell.

The main difference between Holy Transformation and this spell (not including the Seira-specific Stand Fast and the fire damage) is that Holy Transformation gives +4 sacred to Str and Con, while Grace gives +2 sacred to Dex. I decided to give +4 sacred to all three physical stats.
The secondary difference is the glow that provides illumination for 20ft and penalizes stealth comes from Grace. The Holy Transformation provides the aura for 10ft with the mechanical benefits, so I doubled it and made it visible with said glow.
Grace also makes your attacks Good-aligned and adds 10ft to your speed, which doesn't factor in the spell.

Okay, added the +4 Dex as a note.

Seira's Glorious Visage
Transmutation [Good, Fire]
Level: Clr 10, Pal 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell functions as holy transformation, with several new abilities as noted here.

You gain a +4 sacred bonus to Dexterity.

Your melee and natural weapons are cloaked in flames, dealing an extra 1d8 points of fire damage per strike for every 5 caster levels you have. This stacks with other sources of fire damage, such as a flaming weapon or dragonfire wrath.

You glow with golden flames, providing illumination in a 20ft radius. All allies within 20ft gain a +4 deflection bonus to armor class and a +4 resistance bonus to saving throws against attacks made or effects created by evil creatures. You gain a -20 circumstance penalty to Hide checks for the duration.

Once during the spell as an immediate action, you may bestow you

This spell is a closely guarded secret of Seira's faith and is given to her most capable clerics and paladins.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 11, 2018, 04:42:16 PM
Quote from: Anastasia on June 11, 2018, 03:55:45 PM
Okay, added the +4 Dex as a note.

Seira's Glorious Visage
Transmutation [Good, Fire]
Level: Clr 10, Pal 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell functions as holy transformation, with several new abilities as noted here.

You gain a +4 sacred bonus to Dexterity.

Your melee and natural weapons are cloaked in flames, dealing an extra 1d8 points of fire damage per strike for every 5 caster levels you have. This stacks with other sources of fire damage, such as a flaming weapon or dragonfire wrath.

You glow with golden flames, providing illumination in a 20ft radius. All allies within 20ft gain a +4 deflection bonus to armor class and a +4 resistance bonus to saving throws against attacks made or effects created by evil creatures. You gain a -20 circumstance penalty to Hide checks for the duration.

Once during the spell as an immediate action, you may bestow you

This spell is a closely guarded secret of Seira's faith and is given to her most capable clerics and paladins.

I'd prefer to spell out the bonuses rather than draw from Holy Transformation, itself a Home spell (since Balmuria doesn't have furry angels). It just sends would-be casters looking through the list for it, especially since to the best of my knowledge only I ever used Holy Transformation. And the original spell sends you further to look at stats of a deva in another section of houserules, so it's really, really time-consuming.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 11, 2018, 04:43:42 PM
Quote from: Anastasia on June 11, 2018, 03:46:16 PM
Yes, with the following provisos.

1. No quicken. Wish/miracle are already a standard action to cast as the emulation, you can't meaningfully affect it at that point.
2. I'm sure this can be abused. As always use common sense on what you ask for with it. If it's so horrifying I'm going to start calling you a pixie, don't do it. To be honest, with alter reality a thing for 2 PC sand the other 3 with the potential to get it, I know that versatility is loooong sailed as a balance point. I'm worried less about that and more about shenanigans and exploits beyond that.

We'll see how that goes, and if it's broken, we'll adjust from there. To be honest, I think this is basically the ruling on it I made for B3, I just can't find it anywhere. If anyone can dig it up, massive bonus points to them.

Works. I thought of two power interactions relevant for me, but it'd hopefully only be utility.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 11, 2018, 05:00:25 PM
Quote from: Ebiris on June 11, 2018, 03:32:51 PM
If the spell already boosts their saves why does it need to also boost their saves using a different mechanic as well? For that matter how can you have stand fast without divine grace? I mean you can rewrite it to say 'you can add your charisma bonus to an ally's save once during the spell duration' so it doesn't have to proc off an ability the spell doesn't grant and most casters of it won't have, but it still feels very kludgy.

edit: and also charisma won't necessarily be very high for clerics and wizards that use the spell. Having it derive from the casting stat would make more sense but I can't think of any spells that function that way.

I just think Stand Fast needs more love? Even I forget to use it, and I actually have it. The current boost is from an aura which really shouldn't give anything extra to people at our level since it won't stack with that they have, whereas the Stand Fast boost might actually help.

I agree that going for caster ability would be more effective than using charisma (all the animated weapon spells use that, for example) but it's okay if this ability is not optimal. A lot of powers give +stat (minimum 1), so if written that way even the cha-deprived could give a +1 boost to AC or to saves for their allies with an immediate action, which would be neat.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 11, 2018, 05:08:10 PM
IRC log postings of general interest from today. Two points 1. This touches on some interesting things and it's worth having posted for reference. 2. It shows the sheer scale of effort I put into things, as well as the time I spend thinking about seemingly trivial aspects, as well as worldbuilding through mechanics.

<Seira> I did actually want to ask how cleric spells work
> Sure, fire. What about them?
<Seira> Can some deity steal your spell and provide it?
> Like if Lixer saw you cast Seira's super boom boom, could he provide it to his faithful?
> Just theoretically.
<Seira> If Lixer saw Seira's cleric cast a spell thematically drawing on Seira and her goldenfire, and decided to give it to his clerics
> It really depends. In this case, Lixer simply couldn't manage goldenfire - the same way Seira couldn't manage an evil spell.
<Seira> So Kossuth could?
> In a general sense, Kossuth could provide any possible fire, but he has an ability that's an explicit exception to the rules there regarding fire. Since he's the supreme authority on fire in Creation.
> So not a good example due to that exception.
<Seira> Mmm
<Seira> So Kossuth and Lathander could do it
> But say someone else?
> Possibly. It depends a lot. Lemme elaborate a bit.
<Seira> It also ties into how some arcane spells can be granted to Cleric of X
<Seira> I'm trying to understand whether that X is doing something different
> First of all, the deity has to be able to grant the spell. So if they can't (opposed alignment descriptors usually), they can't grant the spell.  Mentioned and obvious, worth repeating. Secondly, does the deity understand it enough and it is not something opposed to them otherwise. If Kossuth sees Auril cast one of her high level ice spells, he's not going to grant and copy it regardless. He's the source of all fire, not the source of all winter. (More)
<Seira> Right
> Mechanically a deity has to be able to understand the spell (trivial for most with Spellcraft) and either get a copy or recreate it, the difficulty varies by deity. Ones who can make up magic on the spot usually are better at it, the ones with supreme eldritch knowledge and the like.  Next, is it something they want to copy? Ego, personality and the like matter here. Finally, it's bad manners usually do to it, which matter more to some than others.  Like if Waukeen wanted to copy one of your spells, she'd ask and expect you to do the same. I mean she'd almost certainly say yes since you're allies, but it's simple politeness.
> Finally, they have to choose to make it available to clerics. Some clerics have spells they've developed and haven't spread, the deity may not grant them to others. It's really up to them as an executive decision. Politics matter here.
> Generally, copying the spells of neutrals and spreading them is at best bad form and at worst an insult, with the proviso that it applies if the spell is meant to be secret/restricted. If it's a spell everyone's granted, it's generally understood that the cat's going to beout of that bag sooner or later.
> In short? Can the deity grant it and is it not contrary to their portfolio, personal interests and ego? They probably can if they see it and they care to, but politics and the like matter a lot as does simple restraint, or saving something as a trump card.
> You get into more interesting bits of jockeying with it deeper in. Like while not a cleric spell, Dispater's Iron Sheathe has a bit of DRM attached with the material component.
> But really, the best way not to have a really unique spell not copied? Have it be anathema to your enemies or keep it secret, and for the love of everything don't cast it in front of an opposing deity or give them a chance to analyze it while active.
<Seira> Good idea, I should DRM my sorc/wiz spells
> For example: Hell analyzed some of Surru's stat boosters. Interesting at the highest levels, filed away since they have various spells that can do something of the same in various permutations. Mephisto has a spell that applies all six as insight for example, and has long before Surru made his spell. The more generic the spell, the more likely a near clone or clone exists somewhere.
<Seira> Geez, Mephisto is such a little shit
> It's a valid strategy. Expensive components, components you can only get in your domain, the occasional initiate of spell, so on and so forth.
> Mephisto is an asshole, yes.
<Seira> Say, what about dragon-blooded DRM?
<Seira> Did you decide not to go for it at all?
> If you wanna add something like that to restrict who can use a spell, by all means. There's things like Annalise's vampire component spells or fiend, devil or demon component spells in the BoVD.
> It does need a coherent reason to have the component, though.
<Seira> Ah, no
<Seira> I meant the whole 'being dragonblooded gives you extra'
> You  mean the quicken or was there something else?
<Seira> Which makes the spell far more likely to be used by them and not used by others
<Seira> I used quicken but dragonblooded spells offer a bunch of stuff, depending on the spell
> (As an aside, good chat. It's the sort of thing I've spent a lot of time working on and don't really talk about, since it's ultimately just world building through the mechanics.)
<Seira> Like 'you cast it at +1 cl' or 'you cast it on several people instead of just yourself' or yes, the 'you cast it as swift'
> I didn't wanna deal with quicken, but something else coudl be fine.
<Seira> Roger
<Seira> It's ironic
<Seira> I don't need quicken for myself
<Seira> I thought it would be cool for the aspiring draconic dudes
* Kotono nods.
> Lessee, DRM...components are the most extreme type. Generally isolated to spells that have a reason to have it, dealing directly with the component type. Best not used lightly. Like shield of the archons is an archon component spell, but not say holy smite. It has to be really on point and tied to whatever it is.  A component you and yours can provide but not others is a good one. Beatable by ignore material components, admittedly, but not everyone has that in epic. A focus sidesteps that, but can be reused, which limits the chances to exploit it. Expensive components without being specific are a much weaker version, since ignore and people can just pay up if needed. Soft DRM, like dragonblood spells that provide small but permanent benefits on the side don't really prohibit someone from taking a spell, they just encourage a subset to take it.
> Alignment descriptors are good as well, or even just opposed elemental descriptors if you're dealing with elementals.
> Another and much harder to do is to make it so the spell is only palatable or useful for whom you want it to be. Usually requires a lot of thought and is situational.
<Seira> Posted a bunch of responses to you and Eb
> Anyway, work in 10, gonna post some of the latter parts of this chat, I think, it's good stuff worth having on there.
> I'll do nagging posts otherwise tonight.
<Seira> Is it valid to add an alignment component to a spell to use as DRM, even if the spell is not inherently Good or Evil?
> Generally not, no. A spell needs to qualify for an alignment component.
> If you wanna use that, design the spell so that it reasonably qualifies for it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 11, 2018, 05:11:50 PM
What makes an arcane spell (sorc/wiz) qualify as an alignment spell?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 11, 2018, 09:22:33 PM
Quote from: Anastasia on June 11, 2018, 02:37:23 PM
Quote from: Iron Dragoon on June 07, 2018, 05:01:58 PM
Quote from: Anastasia on June 07, 2018, 11:55:13 AM
Let's try 1/4th and see how that goes. Write up a version of AAA with 1/4th and we'll see how that works in play.

Spoiler: ShowHide
Alyssa's Aerial Assembly
Transmutation/Conjuration
Level: Brd 11, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One weapon touched
Duration 1 round/level
Saving Throw: None
Spell Resistance: No

With a word and a gesture, the weapon you touch becomes blurred, then sudden splits into copies of itself.

This spell creates one copy per four caster levels of the targeted weapon, which retains all effects of the original weapon. Additionally, the original weapon and all copies become animated as the Dancing Blade spell, with the additional ability to gain the benefits of feats and abilities the caster might have.


Do me a favor and post an attack routine with it, including estimated damage output assuming all hit and damage per hit.

Okay, the following assumes a few things: 1) I haven't further boosted my CL past 30. 2) I haven't boosted my Int bonus past +9. 3) I haven't applied any additional damage spells like Blessing of the Righteous or Weapon of Energy or Vampire Blade or anything. 4) The target weapon I'm copying is my Item Familiar. 5) The creature I'm attacking is a legal target for both Bane and Holy enhancements. 5) Transmuting has already kicked in and I'm now bypassing DR (so round 2). 6) I've chosen to TK attack instead of cast a spell. 7) I have not cast Dolorous Blow, which would double my Crit Threat and Auto-Confirm my crits (Scimitar crit range is 18-20, so with Dolorous Blow, it'd be 16-20). 8) I'm using my TK SLA instead of TK as a spell (Spell TK attack bonus is +5 across the board). 9) Every attack hits for totaling damage (I know it won't, but it makes totaling easier).

Math notes:
Attack bonus is 38. 30 HD+5MotUH+3Cha. The +5 is from GMW, and the +2 is from Bane.
Damage: 1d6 is weapon base. +10 is 3Cha+5GMW+2Bane (It says to consider the enchantment bonus as +2 higher and since to-hit bonuses apply to damage, I'm assuming that applies to damage also). +2d6 is Bane. +2d6 is Holy.

> roll 1d20+38+5+2 TK Weapon: ATK 1
<Serith> Iddy roll for Serith < 64 > [d20=19]
> roll 1d20+38+5+2 TK Weapon: ATK 1 crit confirm
<Serith> Iddy roll for Serith < 59 > [d20=14]
> roll 2d6+20+2d6+2d6 crit
<Serith> Iddy roll for Serith < 38 > [d6=1,4,3,2,3,5]

> roll 1d20+33+5+2 TK Weapon: ATK 2
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 45 > [d20=5]
<Serith> Iddy roll for Serith < 33 > [d6=3,4,5,6,5]

> roll 1d20+28+5+2 TK Weapon: ATK 3
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 50 > [d20=15]
<Serith> Iddy roll for Serith < 30 > [d6=5,6,5,1,3]

> roll 1d20+23+5+2 TK Weapon: ATK 4
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 36 > [d20=6]
<Serith> Iddy roll for Serith < 27 > [d6=5,1,6,4,1]

> roll 1d20+39+5+2 AAA Weapon 1
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 49 > [d20=3]
<Serith> Iddy roll for Serith < 28 > [d6=2,5,6,4,1]

> roll 1d20+39+5+2 AAA Weapon 2
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 50 > [d20=4]
<Serith> Iddy roll for Serith < 31 > [d6=5,4,5,1,6]

> roll 1d20+39+5+2 AAA Weapon 3
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 48 > [d20=2]
<Serith> Iddy roll for Serith < 27 > [d6=4,3,3,6,1]

> roll 1d20+39+5+2 AAA Weapon 4
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 50 > [d20=4]
<Serith> Iddy roll for Serith < 30 > [d6=2,6,6,4,2]

> roll 1d20+39+5+2 AAA Weapon 5
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 55 > [d20=9]
<Serith> Iddy roll for Serith < 36 > [d6=5,6,3,6,6]

> roll 1d20+39+5+2 AAA Weapon 6
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 51 > [d20=5]
<Serith> Iddy roll for Serith < 26 > [d6=1,3,3,4,5]

> roll 1d20+39+5+2 AAA Weapon 7
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 62 > [d20=16]
<Serith> Iddy roll for Serith < 31 > [d6=4,6,5,5,1]

Damage Total: 337 damage.
Out of 11 attacks, 8 were below a 10 roll. Iddy luck strikes again. Assuming those didn't hit:
Damage total: 99 damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 12, 2018, 11:21:54 AM
Quote from: Corwin on June 11, 2018, 05:11:50 PM
What makes an arcane spell (sorc/wiz) qualify as an alignment spell?

It deals with something that's both thematic to sor/wiz casting and clearly of that alignment. You most often see it with summon monster spells, undead creation and a few other things.

Alignment descriptor spells, barring evil spells, are fairly rare on the ground for sor/wiz. Most are summons.

The SC has...Dragon Breath, Heavenly Host, Light of Lunia, Light of Mercuria, Light of Venya and Wall of Good for possible good descriptor spells. For example, so they're thin on the ground and it's hard to draw much from them, especially since the light spells are the same spell three times, just upgraded a bit each time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 12, 2018, 11:32:01 AM
So are we talking caster intent? Result of spell? Via association (such as from summons and so on)? Attempting to reproduce a Good scenario with arcane magic?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 12, 2018, 12:07:11 PM
Quote from: Corwin on June 11, 2018, 03:26:44 PM
Stand Fast is a paladin ability that's literally about spreading your power to the others's defense. Which happens to be what the aura already does in a different way, by boosting their saves and AC. So it does fit thematically.

Quote from: Ebiris on June 11, 2018, 03:32:51 PM
If the spell already boosts their saves why does it need to also boost their saves using a different mechanic as well? For that matter how can you have stand fast without divine grace? I mean you can rewrite it to say 'you can add your charisma bonus to an ally's save once during the spell duration' so it doesn't have to proc off an ability the spell doesn't grant and most casters of it won't have, but it still feels very kludgy.

edit: and also charisma won't necessarily be very high for clerics and wizards that use the spell. Having it derive from the casting stat would make more sense but I can't think of any spells that function that way.

Quote from: Corwin on June 11, 2018, 05:00:25 PMI just think Stand Fast needs more love? Even I forget to use it, and I actually have it. The current boost is from an aura which really shouldn't give anything extra to people at our level since it won't stack with that they have, whereas the Stand Fast boost might actually help.

I agree that going for caster ability would be more effective than using charisma (all the animated weapon spells use that, for example) but it's okay if this ability is not optimal. A lot of powers give +stat (minimum 1), so if written that way even the cha-deprived could give a +1 boost to AC or to saves for their allies with an immediate action, which would be neat.

I think fair points are raised here all around. Cor, do you want to adjust the spell at all based on this, before anything else?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 12, 2018, 12:08:52 PM
Quote from: Corwin on June 11, 2018, 04:42:16 PM
Quote from: Anastasia on June 11, 2018, 03:55:45 PM
Okay, added the +4 Dex as a note.

Seira's Glorious Visage
Transmutation [Good, Fire]
Level: Clr 10, Pal 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell functions as holy transformation, with several new abilities as noted here.

You gain a +4 sacred bonus to Dexterity.

Your melee and natural weapons are cloaked in flames, dealing an extra 1d8 points of fire damage per strike for every 5 caster levels you have. This stacks with other sources of fire damage, such as a flaming weapon or dragonfire wrath.

You glow with golden flames, providing illumination in a 20ft radius. All allies within 20ft gain a +4 deflection bonus to armor class and a +4 resistance bonus to saving throws against attacks made or effects created by evil creatures. You gain a -20 circumstance penalty to Hide checks for the duration.

Once during the spell as an immediate action, you may bestow you

This spell is a closely guarded secret of Seira's faith and is given to her most capable clerics and paladins.

I'd prefer to spell out the bonuses rather than draw from Holy Transformation, itself a Home spell (since Balmuria doesn't have furry angels). It just sends would-be casters looking through the list for it, especially since to the best of my knowledge only I ever used Holy Transformation. And the original spell sends you further to look at stats of a deva in another section of houserules, so it's really, really time-consuming.

It is, but using a spell that's like x spell is predicated on understanding the spell its based on. The logic is that if you're using a combo spell, you know what your comboing already rather than eating up a lot of words repeating it.

Isn't a gigantic deal beyond elegance, though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 12, 2018, 12:19:16 PM
Quote from: Corwin on June 12, 2018, 11:32:01 AM
So are we talking caster intent? Result of spell? Via association (such as from summons and so on)? Attempting to reproduce a Good scenario with arcane magic?

Caster intent isn't relevant to the descriptors of the spell, save when it's a choice made with the spell (what you summon with a summon monster spell, the dragon breath you choose with dragon breath, ect). The BoED touches on what good magic is, and this isn't a bad place to start. Check page 83.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 12, 2018, 12:40:46 PM
QuoteI think fair points are raised here all around. Cor, do you want to adjust the spell at all based on this, before anything else?

Sure.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 12, 2018, 12:42:26 PM
QuoteIt is, but using a spell that's like x spell is predicated on understanding the spell its based on. The logic is that if you're using a combo spell, you know what your comboing already rather than eating up a lot of words repeating it.

Isn't a gigantic deal beyond elegance, though.

Sure, but since the original spell references a creature writeup, and both are custom/houseruled, it's honestly more of a chore than looking up a spell should be. In this case I believe elegance should lose out to readability and ease of use.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 12, 2018, 12:47:25 PM
Quote from: Corwin on June 12, 2018, 12:40:46 PM
QuoteI think fair points are raised here all around. Cor, do you want to adjust the spell at all based on this, before anything else?

Sure.

Cool, lemme know when that's done then.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 12, 2018, 02:26:32 PM
Seira's Glorious Visage
Transmutation [Good, Fire]
Level: Clr 10, Pal 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell functions as holy transformation, with several new abilities as noted here.

Your melee and natural weapons are cloaked in flames, dealing an extra 1d8 points of fire damage per strike for every 5 caster levels you have. This stacks with other sources of fire damage, such as a flaming weapon or dragonfire wrath.

You glow with golden flames, providing illumination in a 20ft radius. All allies within 20ft gain a +4 deflection bonus to armor class and a +4 resistance bonus to saving throws against attacks made or effects created by evil creatures. You gain a -20 circumstance penalty to Hide checks for the duration.

As an immediate action once per spell, you may add your Charisma modifier (minimum 1) on the saving throws or CMD of all allies within 20 feet excluding yourself. This bonus lasts for 1 round.

This spell is a closely guarded secret of Seira's faith and is given to her most capable clerics and paladins.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 12, 2018, 02:27:15 PM
Compacted Stand Fast to just give flavor (and a single get out of jail free card to the cha-wealthy). Thoughts?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on June 12, 2018, 02:31:30 PM
I feel like the 'use an immediate action for a boosted effect' part should end the spell. Like how crown of might and similar spells gives you +2 strength but as an immediate action you get +8 strength for one round but it ends the spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 12, 2018, 03:13:47 PM
That would work for me.

QuoteSeira's Glorious Visage
Transmutation [Good, Fire]
Level: Clr 10, Pal 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell functions as holy transformation, with several new abilities as noted here.

Your melee and natural weapons are cloaked in flames, dealing an extra 1d8 points of fire damage per strike for every 5 caster levels you have. This stacks with other sources of fire damage, such as a flaming weapon or dragonfire wrath.

You glow with golden flames, providing illumination in a 20ft radius. All allies within 20ft gain a +4 deflection bonus to armor class and a +4 resistance bonus to saving throws against attacks made or effects created by evil creatures. You gain a -20 circumstance penalty to Hide checks for the duration.

As an immediate action, you may add your Charisma modifier (minimum 1) on the saving throws and CMD of all allies within 20 feet excluding yourself. This bonus lasts for 1 round. The spell ends after you use it in this manner.

This spell is a closely guarded secret of Seira's faith and is given to her most capable clerics and paladins.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 13, 2018, 11:18:28 AM
Sounds fine. Gather all the spells (including the non epic root ones) and let's see where we're at. I think most are approved, Cor.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 13, 2018, 11:47:00 AM
> roll 4#1d10
<Rei-chan> Kotono rolled : 4#1d10 --> [ 1d10=9 ]{9}, [ 1d10=8 ]{8}, [ 1d10=5 ]{5}, [ 1d10=10 ]{10}

Jetina HP rolls. She did well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 13, 2018, 11:59:44 AM
Since I apparently never posted epic healer:

Absolute Healing [Epic]
Prerequisite: Brilliant Apotheosis, wis 25
Benefit: You can heal vile damage as if it were normal damage, as well as other sources of damage that cannot be healed except in special situations, such as frostburn damage. You must succeed on any caster level checks or have a sufficient caster level to do so, if required. Additionally, you can restore hit points permanently lost, such as from a lavawight's blazefire. Doing so requires a restoration or greater restoration spell.

Her Healer 29 feat.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 13, 2018, 12:14:07 PM
That's one of those "not usually very useful but incredibly amazing when it's needed" feats.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 13, 2018, 12:32:23 PM
Quote from: Nephrite on June 13, 2018, 12:14:07 PM
That's one of those "not usually very useful but incredibly amazing when it's needed" feats.

Yes. Eb suggested a CL check boost for those times where an opposed check or minimum CL is needed. I probably won't add it to that, but a followup feat for a large bonus (+10, maybe?) feels reasonable. It's niche enough that a big bonus to the roll feels defensible, but I'll figure it out when I get to it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 13, 2018, 05:05:32 PM
I think these are all the spells that didn't make it to spell collections so far:

QuoteSeira's Majestic Visage
Transmutation [Good]
Level: Clr 12, Pal 10

This spell functions as greater visage of the deity, except as noted here. You gain a +10 enhancement bonus on Diplomacy checks against good characters and the same bonus to Intimidate checks against evil characters. For the duration of this spell, any spell with the fire descriptor you cast is treated as goldenfire, ignoring fire resistance and immunity, as well as dealing 150% damage to evil targets, while dealing no damage to neutral or good targets. This does not stack with the benefits of the goldenfire spell feat.

This spell is a closely guarded secret of Seira's faith, only taught personally by Seira to her most capable faithful.


QuoteSeira's Glorious Visage
Transmutation [Good, Fire]
Level: Clr 10, Pal 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell functions as holy transformation, with several new abilities as noted here.

You gain a +4 sacred bonus to Dexterity.

Your melee and natural weapons are cloaked in flames, dealing an extra 1d8 points of fire damage per strike for every 5 caster levels you have. This stacks with other sources of fire damage, such as a flaming weapon or dragonfire wrath.

You glow with golden flames, providing illumination in a 20ft radius. All allies within 20ft gain a +4 deflection bonus to armor class and a +4 resistance bonus to saving throws against attacks made or effects created by evil creatures. You gain a -20 circumstance penalty to Hide checks for the duration.

As an immediate action, you may add your Charisma modifier (minimum 1) on the saving throws and CMD of all allies within 20 feet excluding yourself. This bonus lasts for 1 round. The spell ends after you use it in this manner.

This spell is a closely guarded secret of Seira's faith and is given to her most capable clerics and paladins.


QuoteSeira's Draconic Visage
Transmutation [Fire]
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

A spell created by Seira, it is designed to showcase her combat spirit and help those not blessed by the blood of dragons grasp the pinnacle of their power, however fleetingly. It draws its inspiration from two seemingly opposite aspects of her, the primal draconic power running through her veins and the carefully thought-out approach to combat she all-too-often favors, managing to perfectly mesh them for an unstoppable juggernaut.

You undergo the following transformations:

You grow draconic wings that allow you to fly at twice your normal speed (perfect maneuverability).
You gain +4 natural armor.
You gain low-light vision and darkvision out to 60ft.
You gain immunity to fire.
You gain immunity to sleep and paralysis effects.
You gain a breath weapon that deals 10d10 points of damage of fire (120ft line or 60ft cone). A successful Reflex save (DC 10 + 1/2 HD + Con modifier) reduces damage by half.
You gain the following bonuses to your ability scores: +8 Str, +2 Con, +2 Int, +2 Cha.

You gain proficiency with Seira's favorite weapon (short sword) and the Weapon Focus feat for it, as well as the ability to use it with a monk's flurry. You also gain the Weapon Finesse feat and the evasion ability (PH 50).

You gain a +3 luck bonus to Armor Class, a +5 luck bonus on Reflex saving throws and a +15 competence bonus on Perception and Stealth checks.

You deal an extra 5d6 points of damage whenever you attack an opponent that you flank or an opponent denied its Dexterity bonus to Armor Class. This extra damage works like the rogue's sneak attack ability.

Clerics and paladins with the Initiate of Seira feat can select this spell as if it were on the cleric spell list.

This spell is a closely guarded secret of Seira's faith.


QuoteHealing Flames
Conjuration (Healing) [Fire, Good]
Level: Clr 6, Pal 5, Sor/Wiz 7
Components: V, S
Area: 10-ft.-radius burst, centered on you
Duration: Instantaneous
Saving Throw: Reflex half; see text;
Spell Resistance: Yes

You unleash a blast of holy flames that washes over all creatures in the area in a glorious display of divine power. This deals damage to evil creatures and heals good creatures in the area. The amount of damage dealt and the number of hit points restored in each case is 1d8 points per 2 caster levels (maximum 5d8).

Half of the damage this spell deals to evil creatures is fire damage, and half of the damage is pure divine power that is therefore not subject to reduction by energy resistance to fire-based attacks.

Neutral enemies within the spell's area of effect also take the fire damage, but do not take the divine damage. Neutral allies within the area are healed by half as much as good creatures. A successful Reflex saving throw halves the damage taken in all cases.


QuoteHarmonic Breath
Transmutation
Level: Sor/Wiz 9
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round/level

Your energy breath weapon deals whichever energy type that is most beneficial to you. For example, a creature immune to acid and cold, with resistance to electricity 30 and vulnerability to fire would take all fire damage from your breath weapon's energy damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 13, 2018, 10:36:56 PM
Quote from: Iron Dragoon on June 11, 2018, 09:22:33 PM
Quote from: Anastasia on June 11, 2018, 02:37:23 PM
Quote from: Iron Dragoon on June 07, 2018, 05:01:58 PM
Quote from: Anastasia on June 07, 2018, 11:55:13 AM
Let's try 1/4th and see how that goes. Write up a version of AAA with 1/4th and we'll see how that works in play.

Spoiler: ShowHide
Alyssa's Aerial Assembly
Transmutation/Conjuration
Level: Brd 11, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One weapon touched
Duration 1 round/level
Saving Throw: None
Spell Resistance: No

With a word and a gesture, the weapon you touch becomes blurred, then sudden splits into copies of itself.

This spell creates one copy per four caster levels of the targeted weapon, which retains all effects of the original weapon. Additionally, the original weapon and all copies become animated as the Dancing Blade spell, with the additional ability to gain the benefits of feats and abilities the caster might have.


Do me a favor and post an attack routine with it, including estimated damage output assuming all hit and damage per hit.

Okay, the following assumes a few things: 1) I haven't further boosted my CL past 30. 2) I haven't boosted my Int bonus past +9. 3) I haven't applied any additional damage spells like Blessing of the Righteous or Weapon of Energy or Vampire Blade or anything. 4) The target weapon I'm copying is my Item Familiar. 5) The creature I'm attacking is a legal target for both Bane and Holy enhancements. 5) Transmuting has already kicked in and I'm now bypassing DR (so round 2). 6) I've chosen to TK attack instead of cast a spell. 7) I have not cast Dolorous Blow, which would double my Crit Threat and Auto-Confirm my crits (Scimitar crit range is 18-20, so with Dolorous Blow, it'd be 16-20). 8) I'm using my TK SLA instead of TK as a spell (Spell TK attack bonus is +5 across the board). 9) Every attack hits for totaling damage (I know it won't, but it makes totaling easier).

Math notes:
Attack bonus is 38. 30 HD+5MotUH+3Cha. The +5 is from GMW, and the +2 is from Bane.
Damage: 1d6 is weapon base. +10 is 3Cha+5GMW+2Bane (It says to consider the enchantment bonus as +2 higher and since to-hit bonuses apply to damage, I'm assuming that applies to damage also). +2d6 is Bane. +2d6 is Holy.

> roll 1d20+38+5+2 TK Weapon: ATK 1
<Serith> Iddy roll for Serith < 64 > [d20=19]
> roll 1d20+38+5+2 TK Weapon: ATK 1 crit confirm
<Serith> Iddy roll for Serith < 59 > [d20=14]
> roll 2d6+20+2d6+2d6 crit
<Serith> Iddy roll for Serith < 38 > [d6=1,4,3,2,3,5]

> roll 1d20+33+5+2 TK Weapon: ATK 2
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 45 > [d20=5]
<Serith> Iddy roll for Serith < 33 > [d6=3,4,5,6,5]

> roll 1d20+28+5+2 TK Weapon: ATK 3
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 50 > [d20=15]
<Serith> Iddy roll for Serith < 30 > [d6=5,6,5,1,3]

> roll 1d20+23+5+2 TK Weapon: ATK 4
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 36 > [d20=6]
<Serith> Iddy roll for Serith < 27 > [d6=5,1,6,4,1]

> roll 1d20+39+5+2 AAA Weapon 1
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 49 > [d20=3]
<Serith> Iddy roll for Serith < 28 > [d6=2,5,6,4,1]

> roll 1d20+39+5+2 AAA Weapon 2
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 50 > [d20=4]
<Serith> Iddy roll for Serith < 31 > [d6=5,4,5,1,6]

> roll 1d20+39+5+2 AAA Weapon 3
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 48 > [d20=2]
<Serith> Iddy roll for Serith < 27 > [d6=4,3,3,6,1]

> roll 1d20+39+5+2 AAA Weapon 4
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 50 > [d20=4]
<Serith> Iddy roll for Serith < 30 > [d6=2,6,6,4,2]

> roll 1d20+39+5+2 AAA Weapon 5
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 55 > [d20=9]
<Serith> Iddy roll for Serith < 36 > [d6=5,6,3,6,6]

> roll 1d20+39+5+2 AAA Weapon 6
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 51 > [d20=5]
<Serith> Iddy roll for Serith < 26 > [d6=1,3,3,4,5]

> roll 1d20+39+5+2 AAA Weapon 7
> roll 1d6+10+2d6+2d6
<Serith> Iddy roll for Serith < 62 > [d20=16]
<Serith> Iddy roll for Serith < 31 > [d6=4,6,5,5,1]

Damage Total: 337 damage.
Out of 11 attacks, 8 were below a 10 roll. Iddy luck strikes again. Assuming those didn't hit:
Damage total: 99 damage.

Okay, we'll test this on you and see how it goes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 14, 2018, 08:18:13 AM
Dune, I'm requesting your opinion on the 3.0 spell Fiendish Quickening. Is that sort of thing valid? I've been thinking of going for a Good-aligned version of it, and a more generic SLA-quickening one of a higher level, if so (similarly to Arcane Spellsurge).
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 14, 2018, 12:55:55 PM
Sorry for no progress this morning, had some stuff to do. I'll catch up tonight if I don't DM - Thursdays are always a bit of a question mark. Otherwise it's a weekend goal.

Quote from: Corwin on June 14, 2018, 08:18:13 AM
Dune, I'm requesting your opinion on the 3.0 spell Fiendish Quickening. Is that sort of thing valid? I've been thinking of going for a Good-aligned version of it, and a more generic SLA-quickening one of a higher level, if so (similarly to Arcane Spellsurge).

Did the BoED do a version of it? It did flip a few BoVD spells around like that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 14, 2018, 02:05:40 PM
You are correct! It is the spell Quickshift.

[spoiler](Book of Exalted Deeds, p. 104)

Transmutation [Good]
Level: Cleric 6, Sorcerer 6, Wizard 6,
Components: V, S, Celestial
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 round/level

For the duration of this spell, the caster's teleport or greater teleport spell-like ability is quickened (as if enhanced with the Quicken Spell feat). This spell has no effect on other spells or spell-like abilities.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 14, 2018, 02:06:27 PM
Is it valid, then? And what about the more general spell?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 14, 2018, 04:41:22 PM
IRC crosspastings.

In regards to Alicia's thread today.

> Aliciapost of you said something there that warranted a diplo check.

Alicia said the right words to allow a Diplo check, not merely getting one. She had to aim and use it right to get that far.

> Alicia post of you hit on it a post or two ago - it was ultimately a battle of ideas here, and you confronted and defeated hers pretty cleanly.
<Ebiris> I'm more than just a sword-blender!
* Seira nods
<Seira> I approve
<Seira> I wonder what special snowflake gets sent to me to get me to identify with them
<Seira> She'd surely be PC-tier
> Aliciapost.
> Normally I'd never tell y'all this, but I feel this is a freebie first time and worth reminding you - Shar wins when things are destroyed, ruined, obliterated. If you'd slain her, sure, you'd save Sylica from the shadows, but you'd still see the final end of a woman suffering. Either way there, what Shar is triumphs. Whenever possible, life and living is what defeats Shar. Alicia could've gone suicidal by her own hand or death by bandits when her family was killed, but she overcame that. This woman was one that wasn't, and thus the mirror and a way for Shar to win even if you slew her. You neatly turned that around on her.
<Ebiris> She was more sympathetic than Senaril.
> Not a hard bar to clear.
<Seira> Yes
<Seira> The no eating people bar
> In a broad sense you can feel sympathy for any Sharran.
> But some  much more than others.
<Seira> Plenty of them are sick sadists
<Seira> Even Cresiel would kill
> Oh sure they are. Shar twists people - and admittedly draws some who are like that anyway.
<Ebiris> Kesse royal family also shitty.
> For every psycho Shar draws in and lets be themselves, she has several who would never be that way if not for Shar's influence.

Cross pasting since it's worth everyone keeping in mind when dealing with Shar.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 14, 2018, 05:34:44 PM
I would like to know what the notes on Elemental Harmony and our insights into this after Afina and Omni say, both in fluff and in mechanical terms. Just a short summary for each.

I also want the same for the behemoth research, please.

Finally, if there's some overlap I can immediately see together with Sanzha, what is it? We'll be well-buffed so any checks would be past DC100.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on June 14, 2018, 07:24:59 PM
Alicia is interested in the behemoth stuff too. Syala's an epic druid, she probably has good insights to share!
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 14, 2018, 10:48:49 PM
Throwing this up so it doesn't get lost:

http://www.soulriders.net/forum/index.php/topic,104100.msg1114587.html#msg1114587
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 15, 2018, 04:01:00 AM
Quote from: Ebiris on June 14, 2018, 07:24:59 PM
Alicia is interested in the behemoth stuff too. Syala's an epic druid, she probably has good insights to share!

I'll stop by with Sanzha for a chat, it'll be fun~
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 15, 2018, 12:33:06 PM
HEY LISTEN!

From now on when casting spells and setting up spells to be cast on people, include basic summaries of what the spells give. After experimenting with stat block formats, I've found that's faster than a pre-sorted list that you copy and paste in. I work a lot faster just typing it raw and pasting it then hunting down everything to paste instead. Like if you're casting bless on everyone, add an OOC note like this:

+1 morale attack rolls and saves versus fear.

Please don't copy and paste the spell unless I ask for it. Just a summary of the benefits is more than fine. Consider this my new policy going forward, so please remember to do it. I think this will be the fastest way to speed up spoiler blocks and prevent bottlenecks with them.

Toss a reply in here that you've read this once you have, please.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 15, 2018, 12:34:07 PM
Read
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on June 15, 2018, 12:38:24 PM
Read it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 15, 2018, 12:43:12 PM
Read it
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 15, 2018, 12:43:42 PM
I have read and comprehend this.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 15, 2018, 12:49:47 PM
I NEVER LEARNED HOW TO READ!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 15, 2018, 12:57:42 PM
Quote from: Yuthirin on June 15, 2018, 12:49:47 PM
I NEVER LEARNED HOW TO READ!

That sounds like Sharran talk.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 15, 2018, 11:06:36 PM
Alicia

Rough start to the week - the Air battle really suffered due to the way it was partitioned. Everything was good past that. The home defense battle was good without being too long, mostly a chance to smash some shadows and a social encounter within. Points for solving that the best way possible, this will have positive repercussions next week. Also I always enjoy Alicia getting teased a bit.

Moore

Great week for node development. I felt most of the week was exactly that, getting your new members in and adjusting to them. The card game mid week was a throwaway but was excellent ot let the node's characters' breath and interact with other. Great stuff I though, and the raid on the slavers should be good grist for next week. That's really just starting, it should pick up more once you break through the initial defenses and traps.

Tryll

Really, this week was all about finishing up that mansion, getting loot and finally dealing with Ebony. That's an interesting subject, so I'm gonna do an IRC paste since we chatted about it there. Otherwise, I felt it was a solid week and the node's back together, so time to go wreck shit. By the way, I'm really enjoying Benyen so far, he's like one cup of paladin mixed with two ounces of Dekar from Lufia 2. Totally unintended, but his voice reminds me of it now that he's found himself.

Alyssa

This week felt like incremental progress. Good all over, albeit incremental. The stuff with Emily's been good as well, that's just now really breaking so that situation will tell more soon. I'm enjoying writing Emily, and your choice to pounce on her for your node was a little different from the prompts I usually offer for this. That's on purpose, it's worth keeping that in mind for later. That might be a background detail, it might be important.

Seira

See Alicia for my comments on the Air battle. From there it was all wind down and some fun - I really enjoyed all of it as character building. Sanzha in particular feels like she's found her voice again, while Amaryl intentionally soft-pedaled it. She's coping with Emily's stunt and fretting over it. The reactions to that entire thing were great as well, so that's more fun to work towards next week.

Bonus IRC log paste re: Ebony.

> I feel bad for Ebony, I really do. That was just a mess all around for her.
> Not a bad thing OOC - amusing plus I think it iced any remote chance of Ebony joining Tryll's node, which I was against since she doesn't have the temperament to be the straight woman for that group.
<Ebiris> I want her on Aurora anyway.
> Yuth said so and I agree - she's really not a fit in that node at all.
> So I'm glad everyone's getting what they want there.
<Ebiris> But I really don't get her issue here over some dude she just met shacking up with some woman she's literally fought and bled with.
> To a degree the entire thing is being a hill to die on for her. Sometimes you work yourself up over something.
> I mean, Dana? Legitimate reasons to say hey hold it, think twice before you tap crazy. To be crude about it.
> I like Dana but she's Dana.
<Ebiris> Like she was super shitty at the start of the game but for the period Ebony's seen her here as well as back in B3 she's generally alright.
* Kotono nods.
> Benyen's a young, promising paladin. Do you really wanna put him with someone who is...well, Dana? I mean, y'know. It's not really personal, she just worked herself up over it and needs to unclench.
<Seira> I don't see the problem either
* Kotono nods.
<Ebiris> Like she's kind of a bitch but she just had a major role in a crusade against hell. That's paladin-tier waifu material.
> Y'all aren't wrong - and I don't think Ebony's wrong to say 'hey slow down a sec' and some other things. She's just over worked into it, and the accusations of her being interested in Benyen and jealous didn't help (she's not remotely interested in him).
> I mean, going from meeting to fucking in less than half a day is worth a woah, woah, woah.
> Probably need to take a breath and assess at that point.
<Ebiris> Adventurers move fast.
> So I guess what I'm saying is that there's legit reasons for Ebony to voice concerns over the situation, but she's also gone a bit far and worked herself up. It happens.
> Indeed.
> She's still fairly new to being a celestial, she's still mostly human in her mindset there. If anything, I view it as character work for her - she rarely showed any flaws or lacked composure in B3. So it's a switch to see her in situation that reminds you that yeah, she's human.
> Sometimes she gets pissy over something. Such is life. She'll get over it.

---

This weekend's agenda is going to be catch up work. I have some family stuff in so I'm not sure how much I'll do, time available will influence what I work on. I'd like to get a few todo list things done, catch up nagging and hopefully knock out Xera. We'll see how that goes.

If by Sunday afternoon I haven't done critical nagging things and haven't tossed up any posts about being delayed, drop me a poke in nagging.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 16, 2018, 12:43:44 AM
Quote from: Anastasia on June 15, 2018, 11:06:36 PM
Alyssa

This week felt like incremental progress. Good all over, albeit incremental. The stuff with Emily's been good as well, that's just now really breaking so that situation will tell more soon. I'm enjoying writing Emily, and your choice to pounce on her for your node was a little different from the prompts I usually offer for this. That's on purpose, it's worth keeping that in mind for later. That might be a background detail, it might be important.

Yeah, this week was weird for both of us. Didn't get a whole lot of posting done. I liked Emily, too. I actually really appreciated the note for it since I figured there was a way to add her, but I wasn't really sure about how to do it. Jarem was kind of a gimmie since the Red Knight flat out said she was going to give me a personal aide, so Emily was the first real solo recruit.

Alyssa was pretty eager to pull favor with Emily; this was partly due to her shaky power base and the politics I imagine she's had to deal with in regards to the other regents. She kind of figured having Emily there would afford at least some peripheral support from Seira, though she also expects at least a few hard feelings about it from the Seira congregation. She was also sort-of-double-speak upfront about it with Emily; she told her she was angling to get some benefit out of it. After Emily didn't pursue that, which I was expecting her to, Alyssa decided to just let it go under the bridge so to speak and felt she gave enough of a heads up on it. Politics and all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on June 16, 2018, 07:26:47 AM
Two weeks of feedback!

Things on Air started off well, the whole party had a good rhythm going as we fought the behemoth ravens and forced our way in - it felt like we were an inexorable tide washing over their defences which was really gratifying, each round making progress rather than getting tangled up and stalled. Letting Guster's army retreat, Alicia probably wouldn't have been so kind if it was demons or devils but even evil elementals aren't that hateful and the whole attack had a sort of 'nothing personal' feel to it so I was fine with that. If we'd brought along our own army then I'd have insisted on them actually surrendering but just a few PCs can't police that many prisoners and we had the rest of the place to conquer anyway.

Besides that silent mist would've killed our army just as much, so for the best we didn't bring one! Dealing with the mist and having to shift around our preconceptions as to what Palave was doing was neat too - his shifting up and down on priority based on what other factors Shar was introducing was amusing to me. I'd kind of hoped that the crystal that dropped when the mist was destroyed would've been something neat, but there was too much going on to bother checking it.

The Shar symbol thing was a lot less satisfying. It had the feel of a puzzle boss but without any real feedback to help figure out what we should be doing. It wasn't a creature so it couldn't die, it wasn't a spell so it couldn't be dispelled, it wasn't an object so it couldn't break... but there wasn't really any clue as to what it was for us to formulate a plan beyond 'hit it until it stops'. Which ultimately worked anyway, so yay?

We probably could've gotten more detailed with the attack on Sylica but it more or less worked. Syala was doing her thing leading the army, me and Antenora attacked from the rear, and the two avatars basically hung out by the gates as a last line of defence so I could benefit from my avatar's abilities without actually throwing her in as a second set of actions. I wasn't planning on asking for any outside help even after Syala prompted me about Mystra and Red Knight, since I wanted to show we could protect ourselves. Lixer couldn't call on Daddy for help when the boot was on the other foot, so Alicia calling on Mystra would've felt lame and was really left for an utter last resort in the face of disaster. But Selune approaching us to offer, it would've been churlish to refuse.

I enjoyed the social battle inside the cloud. I mean sure I was all set to lightning leap and full attack, and I'm pretty sure that would've killed her no matter what power ups Shar was offering, and likely before she'd have a chance to taunt me over our similarities, but it's nice to poke holes in that genocidal nihilism too. Plus Alicia's generally the straight man of any group she's in and typically all serious business, so it's good to emote and speechify how she really does have a zest for life and doesn't just act out of simple dutifulness.

Once Emmaline wavered and the battle ended, I admit I was hoping she'd be recruitable so I'd have an epic mortal person to send out to prime material planes for stuff in the future, so there was a bit of pique when she casually dropped that Shar had turned her into a spirit. Still though, she should be good to have around and it's genuinely good to finally see that sort of misguided soul as a Shar worshipper. I've always liked Shar as a goddess ever since I really got into D&D - blame Viconia from Baldur's Gate for that, and the fluff about bringing numbing comfort to those stricken by loss adds a really interesting dimension to her evil nature. It's kinda like 'Papa Nurgle loves you' for another example of that sort of twisted benevolence that makes it so much easier to understand just why people could devote themselves to something so vile. But pretty much across all Balmuria games every Sharran we've met has been a raging psychopath with a boner for torture.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 16, 2018, 09:03:54 AM
Just some random thoughts.

I'm glad my research is progressing, and I even got to see it culminate in Omni. Chatting about it with Sanzha was also cool, although I'd appreciate more details. So far I mostly get 'I need to study this more' and no real idea of when I'll have something concrete to work with, IC or OOC, so having that answered would be nice.

Speaking of OOC, I facepalmed when an anti-Shar paladin had to be reminded that knowledge is all good and well but there were people suffering from Shar's curse right this instant so maybe it's not the time for it. Also why are people going anywhere on their own, augh. I still can't believe Shar's watching that place, saw her use Miracle so that she's now all defenseless (and no one knows where she actually is) and didn't act. Still, even Shar can drop the ball sometimes?

I agree with Eb on the emblem thing. It felt designed to be punched very hard a lot and to frustrate most of our efforts. That I could only dispel a spell from it on a 20 with a +7 booster to dispels is ridiculously specific, and felt meta due to being tailored to my exact abilities. Compared to the mist, where I had mixed feelings. On the one hand, none of what I thought of was any good, so it makes me worry for solo adventuring since I never seem to pick up the same channel you're thinking on. On the other hand, I felt it demonstrated quite well that Seira is sometimes too knowledgeable for her own good, and without someone to focus her can spread into too many directions to come up with useful information.

The evil elemental army and the behemoths were more of a thing for me, but I do like Chan more and she wanted to see me more than Alicia, so it was more personal for me. I'll chalk down being more violent there to bloodlust from using the dragon combat form for the first time. In the end, things went pretty happily, including with Palave and Yan-C-Bin. As a happy bonus, it felt nice to be treated as a true power instead of merely a powerful adventurer.

The Waukeen thing is a mess. I'm just going to ignore it and see about striking the anti-slavery deal anyway, so hopefully it won't be impeded by idiot kids. Still, it was not cool, Waukeen, so you reap what you sow.

I'd like Amaryl to be more active, to talk more or have opinions if she's there. She seems to do it just fine when I'm not around. Hope this works out? I'll probably ask her to come to Limbo with me so we can see a slaad about a job.

Sanzha continues to be fun, although I had a mild scare she was going to leave me and seize power somewhere. At the core, I'm only secure in Kascha's ties to me, and there was the Aurora to counter that, too. Nothing really stops Sanzha or Donald or Elle from leaving or retiring, and despite vague assurances I don't really see who would step into their shoes, either. Something that the Sylica battle showed to me is that followers keep on being reincarnated into Sylica, it's a whole bit of the writeup for the plane, but I never get to see it actually happen for the Cauldron. Add that to how aside from the steam elementals and Omni my forces are made of elementals that last I checked were on loan or gifted from the other elemental powers, and it can sometimes look like a house of cards. It was a suitable basis for starting out, but I'm really hoping to see the fruits of it after that timeskip. Hope you can find a few opportunities to show it?

I wonder, from time to time, about delegation. Intellectually, I surely have the priests and such outlined in my realm writeup that look after prayers and follow-up on my heroes. It would be nice to put a face and a name to the organization, however, perhaps using some of the 'minor allies' I'll have one the rest of them are ported over from B1. For example, someone I could hit up for daily/weekly reviews of what plots of Shar's we've spotted so I decide if it needs a more direct touch, or taking over the training of people like Richard. I think my Node's people are overqualified for this, and it's also a full-time job, hence why it's best if I don't do it all myself.

On Node rewards, I feel it would be better if they were all innate bonuses. Having items appear out of whole cloth feels external, whereas a deepening connection and trust between myself and one of my closest friends driving them to a breakthrough in magic or in perceiving the world feels organic. To borrow an example from Alicia's Node, giving Jessica the ability to ghost touch her strikes would've served just as well and felt more unique than a ring of it. Artifacts imbued with powers are different, I liked what we did with Amaryl's armor, for example. But a mundane bonus, less so. If that makes sense?

I'm still trying to see for myself where I stand. Mechanically, I think I'm fairly solid at what I do, and fields to improve are likewise easy to see. In presentation... I'd know more after my efforts to free the Inner Planes, a chat with the astral dragons and another with Vlaakith. I realize that I'm too young to be anything but a footnote, whether it's in regards of trade or worship or politics, but it's not like I want to wait millennia to get there so I'd like to see for myself where I'm lacking and what to do about closing the gap.

I had a lot of fun discussing Primes and efforts to elevate them. Seems like I'll be joining the Competition in earnest soon enough, and that would benefit from having more options presented before me. OOC, IC, both, so long as it's a starting point.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 16, 2018, 09:05:15 AM
Quote from: Iron Dragoon on June 16, 2018, 12:43:44 AM
Quote from: Anastasia on June 15, 2018, 11:06:36 PM
Alyssa

This week felt like incremental progress. Good all over, albeit incremental. The stuff with Emily's been good as well, that's just now really breaking so that situation will tell more soon. I'm enjoying writing Emily, and your choice to pounce on her for your node was a little different from the prompts I usually offer for this. That's on purpose, it's worth keeping that in mind for later. That might be a background detail, it might be important.

Yeah, this week was weird for both of us. Didn't get a whole lot of posting done. I liked Emily, too. I actually really appreciated the note for it since I figured there was a way to add her, but I wasn't really sure about how to do it. Jarem was kind of a gimmie since the Red Knight flat out said she was going to give me a personal aide, so Emily was the first real solo recruit.

Fair enough all around. Jarem was part of the draw to accepting Red Knight's offer, a counter balance the alignment and obligations it may invite later. Emily's your choice - albeit with a bit of a drawback due to the ring thing, but that should be good plot grist. (The existence of the ring itself is a plot point, as that sort of artifact would be undoubtedly valuable for deities, who normally have to use proxies for that sort of thing. That'll be touched on later for sure now.)

QuoteAlyssa was pretty eager to pull favor with Emily; this was partly due to her shaky power base and the politics I imagine she's had to deal with in regards to the other regents. She kind of figured having Emily there would afford at least some peripheral support from Seira, though she also expects at least a few hard feelings about it from the Seira congregation. She was also sort-of-double-speak upfront about it with Emily; she told her she was angling to get some benefit out of it. After Emily didn't pursue that, which I was expecting her to, Alyssa decided to just let it go under the bridge so to speak and felt she gave enough of a heads up on it. Politics and all.

All I'll say that why Emily is great at a lot of things, politics isn't her forte, by temperament or upbringing. Her political position in the Cauldron is absolutely unassailable and it's still a young divine realm, plus she's one of the first born children. I didn't see much range for her to have to deal with politics. Now I'm sure she's had some formal lessons on the matter, but is countered by not having to do it much actively and the fact that she's not politically minded.

That and she was panicking a bit internally over the entire thing, so admittedly she wasn't at her best.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 16, 2018, 09:25:39 AM
Yeah. Alyssa figured out that she wasn't exactly politically savy. She did take a bit of advantage of it, though it wasn't with ill intent. She just sort of saw an opportunity to get a little more backing, however indirectly.

The other part is that she was being honest with Elle about enjoying Emily's eagerness to learn. Here's someone who's in the same realitive power bracket who wants to learn and explore. Someone who, possibly, could become a contemporary. She's super excited about that, even if she hasn't had the chance to really show it yet with everything going on.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 16, 2018, 09:40:41 AM
Quote from: Ebiris on June 16, 2018, 07:26:47 AM
Two weeks of feedback!

Thanks. I was gonna let last week go since I needed the downtime, but this is more than okay.

QuoteThings on Air started off well, the whole party had a good rhythm going as we fought the behemoth ravens and forced our way in - it felt like we were an inexorable tide washing over their defences which was really gratifying, each round making progress rather than getting tangled up and stalled.

Agreed, this was as intended. I wanted the behemoths to be a credible epic enemy but also something you could easily wash aside. After starting with Hell, one of my main design goals for this adventure was 'encounters that make the PCs feel powerful, even if challenging them'. I think most of them did well enough at it, with one exception that was an exception on purpose.

QuoteLetting Guster's army retreat, Alicia probably wouldn't have been so kind if it was demons or devils but even evil elementals aren't that hateful and the whole attack had a sort of 'nothing personal' feel to it so I was fine with that. If we'd brought along our own army then I'd have insisted on them actually surrendering but just a few PCs can't police that many prisoners and we had the rest of the place to conquer anyway.

I thought it was perfectly reasonable under the circumstances. You could have smashed through them like the previous encounter, but I added some story and reputation to them with the Blood War. I thought it may make you more likely to consider them more carefully. Also see the comments about the liches from a few weeks ago. While not a serious threat to y'all - I put the entire encounter there at CR 25 or so - it still had a bit of gravitas to that and reason to chase them away.

One point of Balmuria is that deities are a big deal and treated as such. This was meant to coax y'all into using that leverage and reflecting it back on you. Sure, the behemoth animals were too trained and too stupid to retreat, plus the riders were along for the ride. But common soldiers are much more likely to understandably go NOPE. Guster was worried about his soldiers possibly fragmenting or surrendering unprompted - it's one thing to face demon hordes, it's another to face divinity.

QuoteBesides that silent mist would've killed our army just as much, so for the best we didn't bring one! Dealing with the mist and having to shift around our preconceptions as to what Palave was doing was neat too - his shifting up and down on priority based on what other factors Shar was introducing was amusing to me. I'd kind of hoped that the crystal that dropped when the mist was destroyed would've been something neat, but there was too much going on to bother checking it.

Palave was fun for what he was - just making you reassess on the fly and dealing with the lesser of two evils. He's evil aligned, don't get me wrong, but he wasn't the true enemy there. It was a nice way to introduce an NPC. It kept your minds active and realizing that there was more shit afoot, someone decided to cut into your dungeon stomp.

QuoteThe Shar symbol thing was a lot less satisfying. It had the feel of a puzzle boss but without any real feedback to help figure out what we should be doing. It wasn't a creature so it couldn't die, it wasn't a spell so it couldn't be dispelled, it wasn't an object so it couldn't break... but there wasn't really any clue as to what it was for us to formulate a plan beyond 'hit it until it stops'. Which ultimately worked anyway, so yay?

That was intentional. I don't want to get too much into this for spoiler reasons, but it was meant to do about what it did. That's why I wanted to get through it in one gulp - it worked as a single day thing, before it had time to set it that it was really a gimmick tying you up and expending some resources, putting you in a particular mindset.  It was also decidedly unbreezy to deal with, in contrast to every other encounter here. That was on purpose, to use the change to further adjust the tone and make you wonder what was going on.

My only issue was that it got split (and yes, this is my fault) into two sessions, and the second session really felt bad to me. The rest of the week rebounded well, so I'm fine with the adventure overall. It was a speedbump and meant to give you a feeling of resource attrition before Shar's second act.

QuoteWe probably could've gotten more detailed with the attack on Sylica but it more or less worked. Syala was doing her thing leading the army, me and Antenora attacked from the rear, and the two avatars basically hung out by the gates as a last line of defence so I could benefit from my avatar's abilities without actually throwing her in as a second set of actions.

Pretty much. I was mostly relying on descriptions of the battle and how your actions were impacting it. I thought it worked well enough, rather than making it a direct mechanical thing, I just focused on making it reactive to what y'all did. There was some on the fly tinkering after Tuesday's army discussion, so with that in mind I'm more than happy with the outcome. I think there was a slightly...mmm, on the fly quality to it? But in spite of that I was content with how it worked out.

QuoteI wasn't planning on asking for any outside help even after Syala prompted me about Mystra and Red Knight, since I wanted to show we could protect ourselves. Lixer couldn't call on Daddy for help when the boot was on the other foot, so Alicia calling on Mystra would've felt lame and was really left for an utter last resort in the face of disaster. But Selune approaching us to offer, it would've been churlish to refuse.

Fair enough. All of that was a chance for politics and to interact with other forces there. Selune intervened since that's her thing with Shar, but primarily that was a chance to have reason to treat with other powers. Choosing to stand on your was more than a fair choice.

QuoteI enjoyed the social battle inside the cloud. I mean sure I was all set to lightning leap and full attack, and I'm pretty sure that would've killed her no matter what power ups Shar was offering, and likely before she'd have a chance to taunt me over our similarities, but it's nice to poke holes in that genocidal nihilism too. Plus Alicia's generally the straight man of any group she's in and typically all serious business, so it's good to emote and speechify how she really does have a zest for life and doesn't just act out of simple dutifulness.

Yeah, that battle was a lot of fun and reinforced those themes, as well as another theme that hits home to Alicia: You can always pull out of a downward spiral and do better. She did it in her life, she helped Antenora did it. She freed Latha from the Halls of the Vanquished, she saved her sister's soul. She helped Syala find a life outside of guarding the Tree of Idun. There's a good reason her weapon is called Bonds - that's really her greatest strength. I think that, more than anything else, is a lot of why she's LG instead of NG.

QuoteOnce Emmaline wavered and the battle ended, I admit I was hoping she'd be recruitable so I'd have an epic mortal person to send out to prime material planes for stuff in the future, so there was a bit of pique when she casually dropped that Shar had turned her into a spirit.

Can't win 'em all. That was just planar politics talking. She transformed her because that's what usually happens to epic mortals. Someone like Jarem's a bit unusual, since at his power level he'd almost certainly be tapped for a better position already and transformed. There's more to him than just being a bit of a horndog and good warrior, after all. He just doesn't see the need to flaunt it - he's secure about it. He's put in his time.

QuoteStill though, she should be good to have around and it's genuinely good to finally see that sort of misguided soul as a Shar worshipper. I've always liked Shar as a goddess ever since I really got into D&D - blame Viconia from Baldur's Gate for that, and the fluff about bringing numbing comfort to those stricken by loss adds a really interesting dimension to her evil nature. It's kinda like 'Papa Nurgle loves you' for another example of that sort of twisted benevolence that makes it so much easier to understand just why people could devote themselves to something so vile. But pretty much across all Balmuria games every Sharran we've met has been a raging psychopath with a boner for torture.

Oh yeah. The thing with Shar is this: I want her to be horrible, rotten and corruptive. Let's put it to a fine point - Shar likes making people suffer. This is seen over and over again, but first hand accounts like drive it home in a way that all the dungeons and horrors don't. It also shows how people end up in it. It's really cultism 101 - take people when vulnerable and twist them. Use the pain as a lever, use it to recondition them and turn them into something different. This is meant to show another way of how she's horrid while also explaining why she is good at recruiting people.

Chancing into someone like Emmaline was good luck on Shar's part, but all deities have those sort of lucky finds. Talent is talent, sometimes it pops up unexpectedly. Ebony was one for you, even if she came to you.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 16, 2018, 10:26:00 AM
Quote from: Corwin on June 16, 2018, 09:03:54 AM
Just some random thoughts.

I'm glad my research is progressing, and I even got to see it culminate in Omni. Chatting about it with Sanzha was also cool, although I'd appreciate more details. So far I mostly get 'I need to study this more' and no real idea of when I'll have something concrete to work with, IC or OOC, so having that answered would be nice.

Fair enough. I'm feeling out how much detail and magi-babble I want here for it, mostly. I think it's productive and I felt it was gratifying to get Omni. That was real progress - some luck admittedly, but real progress on the first try. I liked that.

Anyway, I punted her replies since you brought angles into it I didn't expect, and honestly wanted the weekend to mull it over. It's interesting ideas and stuff, but not something I wanted to go half cocked on.

QuoteSpeaking of OOC, I facepalmed when an anti-Shar paladin had to be reminded that knowledge is all good and well but there were people suffering from Shar's curse right this instant so maybe it's not the time for it. Also why are people going anywhere on their own, augh. I still can't believe Shar's watching that place, saw her use Miracle so that she's now all defenseless (and no one knows where she actually is) and didn't act. Still, even Shar can drop the ball sometimes?

Emily's meant to be making some facepalmable mistakes right now. She's going into really growing into her role here - she's very much a princess. This isn't a bad thing, but she's had an incredible life handed to her by the luck of birth. I'm feeling out her feeling that out, as well as blundering early on as she grows past that.  I do agree with's worth a facepalm, though.

As for Shar knowing to attack Raven's Nest, that's a whole [.spoiler] of a thing. That's a fair observation to make, no doubt about it, just not one I can really go into at this time. Yan-C-Bin is really rather interested in that himself, he's conducting an inquiry. He may even tell you why, if it's to his advantage or reasonable under the anti Shar pact you all made. Glad you picked up on that, though, I was wondering if either of you would question why Shar knew to attack or would just chalk it up to her being Shar.

QuoteI agree with Eb on the emblem thing. It felt designed to be punched very hard a lot and to frustrate most of our efforts. That I could only dispel a spell from it on a 20 with a +7 booster to dispels is ridiculously specific, and felt meta due to being tailored to my exact abilities.

See my reply to Eb there since it isn't meaningfully different. Italics to show it's a repaste.

That was intentional. I don't want to get too much into this for spoiler reasons, but it was meant to do about what it did. That's why I wanted to get through it in one gulp - it worked as a single day thing, before it had time to set it that it was really a gimmick tying you up and expending some resources, putting you in a particular mindset.  It was also decidedly unbreezy to deal with, in contrast to every other encounter here. That was on purpose, to use the change to further adjust the tone and make you wonder what was going on.

My only issue was that it got split (and yes, this is my fault) into two sessions, and the second session really felt bad to me. The rest of the week rebounded well, so I'm fine with the adventure overall. It was a speedbump and meant to give you a feeling of resource attrition before Shar's second act.


QuoteCompared to the mist, where I had mixed feelings. On the one hand, none of what I thought of was any good, so it makes me worry for solo adventuring since I never seem to pick up the same channel you're thinking on. On the other hand, I felt it demonstrated quite well that Seira is sometimes too knowledgeable for her own good, and without someone to focus her can spread into too many directions to come up with useful information.

Yeah. I think it was a case of Seira reaching a little too far right off, combined with someone else figuring it out right off. I think that's more chalked up to the vagaries of guessing on the fly rather than anything else.

QuoteThe evil elemental army and the behemoths were more of a thing for me, but I do like Chan more and she wanted to see me more than Alicia, so it was more personal for me. I'll chalk down being more violent there to bloodlust from using the dragon combat form for the first time. In the end, things went pretty happily, including with Palave and Yan-C-Bin. As a happy bonus, it felt nice to be treated as a true power instead of merely a powerful adventurer.

Yeah, that was a nice way to spike the end of the adventure for you. It felt good, was a nice set of fights and they treated you as an equal. That's one thing deities are doing for your node and Alicia's node now. It's a different way of speaking for sure - after all, in earlier games with how deities were treated, can you imagine any of them being called Aunt like Emily did to Waukeen? It's meant to show you two have made it. You're on a different level now and it shows.

Though really, Waukeen's game start visit was meant to show that in another way.

QuoteThe Waukeen thing is a mess. I'm just going to ignore it and see about striking the anti-slavery deal anyway, so hopefully it won't be impeded by idiot kids. Still, it was not cool, Waukeen, so you reap what you sow.

Kids do stupid things and parents deal with it - a law of the universe. More on Waukeen soon enough IC, though.

QuoteI'd like Amaryl to be more active, to talk more or have opinions if she's there. She seems to do it just fine when I'm not around. Hope this works out? I'll probably ask her to come to Limbo with me so we can see a slaad about a job.

Agreed all around here. She tends to fall a bit passive at times. Some of that's just who she is, but some of that is me needing to be more proactive with her, too. I feel like I've mostly found her voice again, but I'm still working on voicing it consistently. That'll work itself out. Your node may get something like that card game of Moore's soon, since I think that sort of back and forth is really what she needs to develop.

QuoteSanzha continues to be fun, although I had a mild scare she was going to leave me and seize power somewhere.

Sanzha does tend to play her cards close to the chest and keep her options open. Fortunately though, that worry was misplaced. As a rule, Sanzha tends to say a lot but doesn't often say things that illuminate what she's really thinking about anything serious. She's more likely to sidestep or deflect if need be, unless really put on the spot. That's a personality quirk (and one that's an interesting contrast from, say, Donald), not anything against Seira. That's just who she is. Some people are open and expressive, some are withdrawn, others are simply reserved. Sanzha certainly has a certain reserve to her, even when she's applying her charisma.

That's one thing that's really clarified for her in my mind. She has a certain social judo to her, where when desired, she'll generally and silently readjust the conversation away from her - but more likely, she simply never gets into that conversational position int he first place.

QuoteAt the core, I'm only secure in Kascha's ties to me, and there was the Aurora to counter that, too. Nothing really stops Sanzha or Donald or Elle from leaving or retiring, and despite vague assurances I don't really see who would step into their shoes, either.

Donald's there unless Lathander grabs him by the ear and pulls him away. Same with Elle, they're in too deep to leave easily. More importantly, they're your friends, and that counts for a lot.

QuoteSomething that the Sylica battle showed to me is that followers keep on being reincarnated into Sylica, it's a whole bit of the writeup for the plane, but I never get to see it actually happen for the Cauldron. Add that to how aside from the steam elementals and Omni my forces are made of elementals that last I checked were on loan or gifted from the other elemental powers, and it can sometimes look like a house of cards. It was a suitable basis for starting out, but I'm really hoping to see the fruits of it after that timeskip. Hope you can find a few opportunities to show it?

Agreed, we should in the next week or two with some Cauldron-focus time. That's due and a todo on my end as it is, so we should see it in due time. Lemme ask you something: Does Seira have a means of gathering or creating elementals, you think? Let's answer that and work from there.

QuoteI wonder, from time to time, about delegation. Intellectually, I surely have the priests and such outlined in my realm writeup that look after prayers and follow-up on my heroes. It would be nice to put a face and a name to the organization, however, perhaps using some of the 'minor allies' I'll have one the rest of them are ported over from B1. For example, someone I could hit up for daily/weekly reviews of what plots of Shar's we've spotted so I decide if it needs a more direct touch, or taking over the training of people like Richard. I think my Node's people are overqualified for this, and it's also a full-time job, hence why it's best if I don't do it all myself.

Agreed. You really need some Cauldron-focused time, I think we're going to focus on that the next week or two. There's a lot of fertile ground to be explored, so let's do that. All of these are good questions that deserve an IC answer, so keep them in mind.

QuoteOn Node rewards, I feel it would be better if they were all innate bonuses. Having items appear out of whole cloth feels external, whereas a deepening connection and trust between myself and one of my closest friends driving them to a breakthrough in magic or in perceiving the world feels organic. To borrow an example from Alicia's Node, giving Jessica the ability to ghost touch her strikes would've served just as well and felt more unique than a ring of it. Artifacts imbued with powers are different, I liked what we did with Amaryl's armor, for example. But a mundane bonus, less so. If that makes sense?

No, I get exactly what you're saying. One of the reason I went with creating something new was that feeling in part, to show that these bonds are also something being influenced externally. The emergence of the White Voice to all of you was another step in that direction. They're your bonds, but something is also empowering them, that's meant to help highlight this and encourage y'all to think about it. It'll obviously be a big plot point going forward, so that's working as designed.

I mean, I agree with the comment about that being more organic. You're on point there, I just chose another way for other reasons. That all being said, new items will mostly be early node things only. A few people are short on items so that's a way to give them more things to play with, at least as far as OOC reasons go. So yeah, good observation there.

QuoteI'm still trying to see for myself where I stand. Mechanically, I think I'm fairly solid at what I do, and fields to improve are likewise easy to see. In presentation... I'd know more after my efforts to free the Inner Planes, a chat with the astral dragons and another with Vlaakith. I realize that I'm too young to be anything but a footnote, whether it's in regards of trade or worship or politics, but it's not like I want to wait millennia to get there so I'd like to see for myself where I'm lacking and what to do about closing the gap.

Yeah. That's another todo, no doubt. You're full of these, it's good since it gives me so much to work with. Just have patience, we can only do so much at any one time. There's a lot to touch on and more to do in the coming weeks. I do want to balance that stuff with more adventuresome things, like the Raven's Nest adventure. Keep the pace mixed up and interesting, y'know?

QuoteI had a lot of fun discussing Primes and efforts to elevate them. Seems like I'll be joining the Competition in earnest soon enough, and that would benefit from having more options presented before me. OOC, IC, both, so long as it's a starting point.

Agreed, yet another DM to do. How scary! But yeah, it's good stuff.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 16, 2018, 10:34:31 AM
Quote from: Iron Dragoon on June 16, 2018, 09:25:39 AM
Yeah. Alyssa figured out that she wasn't exactly politically savy. She did take a bit of advantage of it, though it wasn't with ill intent. She just sort of saw an opportunity to get a little more backing, however indirectly.

The other part is that she was being honest with Elle about enjoying Emily's eagerness to learn. Here's someone who's in the same realitive power bracket who wants to learn and explore. Someone who, possibly, could become a contemporary. She's super excited about that, even if she hasn't had the chance to really show it yet with everything going on.

Pretty much to all of that. Should be fun to unfold next week.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 16, 2018, 10:45:25 AM
The only real comment I have is that I'll try and just handle two or more members of the combat party going forward if we continue to work as a group -- which we really ought to, there's no reasonable reason why all five of us can't go somewhere unless circumstances are such that two or three make more sense.

If needed, we can come up with IC reasons to split things up into two groups of two and three or something.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 16, 2018, 10:49:17 AM
A couple of points to respond to.

First is re: Emily, Alyssa's place and Shar. OOC-wise, we know that Shar is watching that place, we know that Shar will certainly find out if someone tried to dispel her curse, that Shar will happily go after Emily and that Emily said she'd use Miracle to try and cure it, which would leave her magic malfunctioning for an hour. IC-wise, I know that she left on her own (instead of with someone, which was drummed into us due to painful failures in the past) and didn't tell anyone where, that her destination is outside of where I have influence and thus could protect her and that Shar has just struck at two places and might well be going for a hat trick here.

It's why the ring is less important in the immediate term than the actual danger, here, and why I'm happy Shar dropped the ball on this.

Second is to answer your question.

QuoteLemme ask you something: Does Seira have a means of gathering or creating elementals, you think? Let's answer that and work from there.

It hasn't happened IC and I have no mechanical means of doing so. Alicia had a chance to experience reincarnating her followers that passed on and reached Sylica, but I can recall nothing equivalent for myself nor do I have a position on my staff that handles it like she does, so I wouldn't want to presume. The same applies to newly 'born' elementals, aside from Omni who is a special case, so my answer is no.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 16, 2018, 10:52:46 AM
Quote from: Nephrite on June 16, 2018, 10:45:25 AM
The only real comment I have is that I'll try and just handle two or more members of the combat party going forward if we continue to work as a group -- which we really ought to, there's no reasonable reason why all five of us can't go somewhere unless circumstances are such that two or three make more sense.

If needed, we can come up with IC reasons to split things up into two groups of two and three or something.

Fair enough. Decide if there's two you prefer running, delegation will work smoothest if we figure out where your strengths and preferences are.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 16, 2018, 11:05:07 AM
Quote from: Corwin on June 16, 2018, 10:49:17 AM
A couple of points to respond to.

First is re: Emily, Alyssa's place and Shar. OOC-wise, we know that Shar is watching that place, we know that Shar will certainly find out if someone tried to dispel her curse, that Shar will happily go after Emily and that Emily said she'd use Miracle to try and cure it, which would leave her magic malfunctioning for an hour. IC-wise, I know that she left on her own (instead of with someone, which was drummed into us due to painful failures in the past) and didn't tell anyone where, that her destination is outside of where I have influence and thus could protect her and that Shar has just struck at two places and might well be going for a hat trick here.

It's why the ring is less important in the immediate term than the actual danger, here, and why I'm happy Shar dropped the ball on this.

Fair enough all around.

QuoteSecond is to answer your question.

QuoteLemme ask you something: Does Seira have a means of gathering or creating elementals, you think? Let's answer that and work from there.

It hasn't happened IC and I have no mechanical means of doing so. Alicia had a chance to experience reincarnating her followers that passed on and reached Sylica, but I can recall nothing equivalent for myself nor do I have a position on my staff that handles it like she does, so I wouldn't want to presume. The same applies to newly 'born' elementals, aside from Omni who is a special case, so my answer is no.

Okay. We could work something like that up - if you wanted to incarnate followers as outsiders with some elemental traits or even create elementals, it's not unreasonable. If you want to, say so and we'll address that IC.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 16, 2018, 11:22:51 AM
Quote from: Corwin on June 14, 2018, 05:34:44 PM
I would like to know what the notes on Elemental Harmony and our insights into this after Afina and Omni say, both in fluff and in mechanical terms. Just a short summary for each.

I also want the same for the behemoth research, please.

Finally, if there's some overlap I can immediately see together with Sanzha, what is it? We'll be well-buffed so any checks would be past DC100.

We started this and will do other parts of it in the future, like the Syala crossover.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 16, 2018, 11:38:19 AM
I'd really like to know what options there are. I'm wary of turning people into elementals, since that brings a very heavy mental component into the mix, like a geas. How does Chan create elementals?

Do most people who go to the Cauldron after death right now become regular outsiders?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 16, 2018, 12:13:57 PM
Quote from: Corwin on June 16, 2018, 11:38:19 AM
I'd really like to know what options there are. I'm wary of turning people into elementals, since that brings a very heavy mental component into the mix, like a geas. How does Chan create elementals?

Do most people who go to the Cauldron after death right now become regular outsiders?

To the second question first: Yes, that's the natural order of things. Mortal bodies aren't meant to last forever. It can be cheated and overcome, but Creation isn't meant to work like that, so it's much harder than it should be for high fantasy. Makim's done it for example, there's a 16th level spell that also does it. It's way easier to simply transmigrate into being an outsider or similar creature. Exception: True dragons don't die or age or grow infirm. They can still die, though.

For anyone on an elemental plane, elementals arise naturally. It just happens, they often form spontaneously or under the command of an archomental. Seira setting something up there's reasonable enough, so you have options aplenty. I'm flexible here. It's possible to have elemental types who aren't elementally minded. That's standard but not the only rule. Like if Auril wanted all her faithful to become human (or whatever) minded ice para elementals in the afterlife, she could do that if she really wanted to.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 16, 2018, 12:29:22 PM
Quote from: Corwin on June 14, 2018, 02:06:27 PM
Is it valid, then? And what about the more general spell?

Quickshift is valid. I'd be wary of a more general spell - quick shift and fiendish quickening are extremely narrow in scope. Both are applied to a particular SLA, heavily restricted and require the fiendish or celestial component.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 16, 2018, 05:35:35 PM
Quote from: Anastasia on June 16, 2018, 10:52:46 AM

If needed, we can come up with IC reasons to split things up into two groups of two and three or something.

Fair enough. Decide if there's two you prefer running, delegation will work smoothest if we figure out where your strengths and preferences are.
[/quote]

I can probably handle Jetina and Xandra without too much issue. I've never been good with combat types for weapons just because there are usually all sorts of riders that I can't remember.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 16, 2018, 11:01:30 PM
Okay then, we'll rock with that assumption. I can run Kaja and Cresiel fairly easily anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 17, 2018, 01:03:18 AM
Quote from: Anastasia on June 15, 2018, 11:06:36 PMTryll

Really, this week was all about finishing up that mansion, getting loot and finally dealing with Ebony. That's an interesting subject, so I'm gonna do an IRC paste since we chatted about it there. Otherwise, I felt it was a solid week and the node's back together, so time to go wreck shit. By the way, I'm really enjoying Benyen so far, he's like one cup of paladin mixed with two ounces of Dekar from Lufia 2. Totally unintended, but his voice reminds me of it now that he's found himself.

Bonus IRC log paste re: Ebony.

> I feel bad for Ebony, I really do. That was just a mess all around for her.
> Not a bad thing OOC - amusing plus I think it iced any remote chance of Ebony joining Tryll's node, which I was against since she doesn't have the temperament to be the straight woman for that group.
<Ebiris> I want her on Aurora anyway.
> Yuth said so and I agree - she's really not a fit in that node at all.
> So I'm glad everyone's getting what they want there.
<Ebiris> But I really don't get her issue here over some dude she just met shacking up with some woman she's literally fought and bled with.
> To a degree the entire thing is being a hill to die on for her. Sometimes you work yourself up over something.
> I mean, Dana? Legitimate reasons to say hey hold it, think twice before you tap crazy. To be crude about it.
> I like Dana but she's Dana.
<Ebiris> Like she was super shitty at the start of the game but for the period Ebony's seen her here as well as back in B3 she's generally alright.
* Kotono nods.
> Benyen's a young, promising paladin. Do you really wanna put him with someone who is...well, Dana? I mean, y'know. It's not really personal, she just worked herself up over it and needs to unclench.
<Seira> I don't see the problem either
* Kotono nods.
<Ebiris> Like she's kind of a bitch but she just had a major role in a crusade against hell. That's paladin-tier waifu material.
> Y'all aren't wrong - and I don't think Ebony's wrong to say 'hey slow down a sec' and some other things. She's just over worked into it, and the accusations of her being interested in Benyen and jealous didn't help (she's not remotely interested in him).
> I mean, going from meeting to fucking in less than half a day is worth a woah, woah, woah.
> Probably need to take a breath and assess at that point.
<Ebiris> Adventurers move fast.
> So I guess what I'm saying is that there's legit reasons for Ebony to voice concerns over the situation, but she's also gone a bit far and worked herself up. It happens.
> Indeed.
> She's still fairly new to being a celestial, she's still mostly human in her mindset there. If anything, I view it as character work for her - she rarely showed any flaws or lacked composure in B3. So it's a switch to see her in situation that reminds you that yeah, she's human.
> Sometimes she gets pissy over something. Such is life. She'll get over it.

---
Benyen will be at the very least an ally of the node, if not a full-time member. I'd like to see his character sheet before making a decision, since I can't exactly just look at the man and see what his gear is or how he behaves. As for his resemblance to Dekar, I don't see it. I haven't seen much of him, though.

Ebony was a welcome aid in Langersun, but she doesn't fit this group at all. The group has a certain cavalier attitude about...everything. Ebony just can't seem to swing it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on June 17, 2018, 07:04:17 PM
Random thought I had, if a 25 hd outsider is currently suffering 6 negative levels, would that keep it from causing spiritual wounds on the prime?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 17, 2018, 10:20:25 PM
Interesting thought. I'd honestly never considered that, lemme check the way I run negative levels and get back to you.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 17, 2018, 10:24:03 PM
Quote from: Yuthirin on June 17, 2018, 01:03:18 AM
Quote from: Anastasia on June 15, 2018, 11:06:36 PMTryll

Really, this week was all about finishing up that mansion, getting loot and finally dealing with Ebony. That's an interesting subject, so I'm gonna do an IRC paste since we chatted about it there. Otherwise, I felt it was a solid week and the node's back together, so time to go wreck shit. By the way, I'm really enjoying Benyen so far, he's like one cup of paladin mixed with two ounces of Dekar from Lufia 2. Totally unintended, but his voice reminds me of it now that he's found himself.

Bonus IRC log paste re: Ebony.

> I feel bad for Ebony, I really do. That was just a mess all around for her.
> Not a bad thing OOC - amusing plus I think it iced any remote chance of Ebony joining Tryll's node, which I was against since she doesn't have the temperament to be the straight woman for that group.
<Ebiris> I want her on Aurora anyway.
> Yuth said so and I agree - she's really not a fit in that node at all.
> So I'm glad everyone's getting what they want there.
<Ebiris> But I really don't get her issue here over some dude she just met shacking up with some woman she's literally fought and bled with.
> To a degree the entire thing is being a hill to die on for her. Sometimes you work yourself up over something.
> I mean, Dana? Legitimate reasons to say hey hold it, think twice before you tap crazy. To be crude about it.
> I like Dana but she's Dana.
<Ebiris> Like she was super shitty at the start of the game but for the period Ebony's seen her here as well as back in B3 she's generally alright.
* Kotono nods.
> Benyen's a young, promising paladin. Do you really wanna put him with someone who is...well, Dana? I mean, y'know. It's not really personal, she just worked herself up over it and needs to unclench.
<Seira> I don't see the problem either
* Kotono nods.
<Ebiris> Like she's kind of a bitch but she just had a major role in a crusade against hell. That's paladin-tier waifu material.
> Y'all aren't wrong - and I don't think Ebony's wrong to say 'hey slow down a sec' and some other things. She's just over worked into it, and the accusations of her being interested in Benyen and jealous didn't help (she's not remotely interested in him).
> I mean, going from meeting to fucking in less than half a day is worth a woah, woah, woah.
> Probably need to take a breath and assess at that point.
<Ebiris> Adventurers move fast.
> So I guess what I'm saying is that there's legit reasons for Ebony to voice concerns over the situation, but she's also gone a bit far and worked herself up. It happens.
> Indeed.
> She's still fairly new to being a celestial, she's still mostly human in her mindset there. If anything, I view it as character work for her - she rarely showed any flaws or lacked composure in B3. So it's a switch to see her in situation that reminds you that yeah, she's human.
> Sometimes she gets pissy over something. Such is life. She'll get over it.

---
Benyen will be at the very least an ally of the node, if not a full-time member. I'd like to see his character sheet before making a decision, since I can't exactly just look at the man and see what his gear is or how he behaves. As for his resemblance to Dekar, I don't see it. I haven't seen much of him, though.

Ebony was a welcome aid in Langersun, but she doesn't fit this group at all. The group has a certain cavalier attitude about...everything. Ebony just can't seem to swing it.

My notes have him as a paladin 6/fist of raziel 10//knight 16, but I may mix that up some since knight's gotten a lot of play so far.

Ebony's just not the right fit for this node. Ebony's not the sort to be cavalier about things. She's more serious, more focused. She's not visibly passionate most of the time, her general facade is too calm, but she cares and is serious. It's like a lead balloon in Tryll's group.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 17, 2018, 10:43:43 PM
Apologies for no work this weekend, this weekend was kinda crummy for me.

I'm gonna do a few hours of work tonight and more tomorrow morning.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 19, 2018, 11:58:21 AM
Updated Spell Collection with Seira spells.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 19, 2018, 04:19:13 PM
First of all, thanks for being done with my spells! Now I just need a cleric that can cast them....

A somewhat strange request, Dune. I'm 80% sure that I contracted with Agathaiel to support Valar in administering Kesse and making it a happy shiny fun Shar-free place. Is that correct? How hard would it be for you to do an auto search of the B1 logs for Agatha's final appearance and see the context for it?

If it's too much of a pain, can you tell me if this is a reasonable task for her to have been doing up to the present?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 19, 2018, 04:21:52 PM
I can check if you like, sure. Regardless though, I believe you're right and even if not, it's more than reasonable to have her helping anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 19, 2018, 04:24:42 PM
Cool, then she's working for Valar there. I presume she's low level enough that it doesn't bother the Prime. Like 22 at most? Or 20 if it's a hard cutoff?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 20, 2018, 07:44:07 PM
Dune, what is the Absolute Healer feat? I don't see it actually listed anywhere, but Jetina has it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 20, 2018, 10:51:05 PM
Here.

Quote from: Anastasia on June 13, 2018, 11:59:44 AM
Since I apparently never posted epic healer:

Absolute Healing [Epic]
Prerequisite: Brilliant Apotheosis, wis 25
Benefit: You can heal vile damage as if it were normal damage, as well as other sources of damage that cannot be healed except in special situations, such as frostburn damage. You must succeed on any caster level checks or have a sufficient caster level to do so, if required. Additionally, you can restore hit points permanently lost, such as from a lavawight's blazefire. Doing so requires a restoration or greater restoration spell.

Her Healer 29 feat.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 21, 2018, 10:54:07 PM
So all of the big Transmutation/Polymorph spells of level 9+ are focused on physical stuff. Str/Con/Dex. What do you think of a version for casters? Int/Wis/Cha?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 23, 2018, 12:05:58 AM
Weekly Roundup Time

Doing it in board order again, since I have threads open to review. Excuse any run on sentences or bad writing, I was tired the entire time I wrote this. 9 hour DM sessions are a thing.

Alicia

I thought the week started strongly with a long overdue chat with Mystra. This is the sort of chat you needed for awhile, and I considered starting the game with it, but it really answered some questions, tied parts of the game world together and helped define a lot of things only alluded to before. It was a lot of exposition but meaningful exposition, as well as bolstered by answering questions built up for a long time. I thought this went great, establishing a good vibe with Mystra and her character when she's not being an all power magic deity.

The dinner with Emmaline was solid all around as well. This was a chance for bits of character work all over, but by and large it was Emmaline's chance to shine, and Shar's by extension. I think a good villain can be informed of by their deeds and victims, something Emmaline showed in spades. The way Shar crafted her situation, made her a dark mirror of Alicia and manipulated the whole situation nicely illuminates exactly the sort of monster you're opposing. Side note: Syala could really use some time to shine, Mystra touched on this for unrelated reasons but she feels due.

From there, the meeting with Eblis is proceeding apace. This is high stakes stuff all around, lots of heady plot advancement and hooks for the future. As far as Gathgorian's reveal: Well, knowing his plan, this one shouldn't be a huge surprise. Be interesting the conclusions one might draw from this, but it's currently a scene in progress.

Side note: I've wanted to use a hunefer a few times previously, but it's never worked out. Alicia's observation of never seeing one is apt, in part because people who see one usually die horribly. If you see one and live to tell the tale, you're either breathtakingly lucky or powerful enough to fight one. I put that one in the same camp as a cleric of Lliira. Always wanted to use one, but it's never come together.

Moore

Moore intimidating the efreet early on was a lot of fun. It played in the efreet strategy here - they'd been commanded not to die here lightly, to focus on slowing down an attacker rather than making valiant last stands. It gave some nice interplay at times this week, as well as let you bypass some battles that would've largely been rote and tedious. Those are the battles you want to usually skip if possible, so that all worked out great.

As for the giant battle? Sometimes a boss fight overperforms and this was one of them. Some early crits combined with the party composition made this fight much more bruising than I anticipated, but ultimately you all made it through. Jetina's emergency healing and Moore's boosting routine really shined here - it let Moore drop hundreds of damage in melee, which is really impressive for his build.

A solid week overall, mostly combat and a few character bits here and there. Not a lot to say about them, mostly reinforcement. FYI, at least Kaja's clearing a node goal coming up.

PS: Yikes that damage on Kaja. Corner case admittedly, we'll see how he goes. I may have over optimized his damage a bit.

Tryll

This week was basically a transitory week. Get info, talk to people, network and set up finding more on the grimoire. All entirely fair game and reasonable, just dragged ab it long due to the realities of Yuth and I's posting times. I really want to get a long posting streak with Yuth sometime, maybe a weekend thing if I feel rested one weekend. I want more of Tryll.

That aside, I thought it was a good week for letting the characters just speak and bounce off each other. Bits like Benyen cheerfully going along with things or Dana and Miranda admiring Makaril without a shirt on? Those all felt like solid character work. Miranda, despite being an outsider, is fairly normal. She's relatable, not as devoted or dedicated as someone like Cresiel or Xandra. She's bouncing off Dana well, though in general the group's still finding its mojo for the combined party. That's fine, I think it's going well.

That 100 was pure bullshit. Geez. I mean it happened and Limbo is Limbo so whatever, but that's crazy luck. Congrats on a shortcut, Tryll. It's appropriate for randomness to bless or curse in Limbo, after all.

Also yeah, you really need someone who can cast greater plane shift or gate. Dana and Miranda can't, their builds just aren't right for it, but Benyen might be able to depending on how I set him up. Having to rely on reality revision for it is harsh on you without a doubt.

Alyssa

Okay, first of all, the Elle diplomacy went well enough. Elle played it fairly calmly until the end - as Cor noted on IRC, she tends to be flamboyant. In this particular situation I didn't feel it was called for at all, so instead I had her play it calm. Nonetheless, I let a few bits of surface near the end, as she relaxed and the situation was sorted out. Alyssa illuminates herself well through tension and dealing with people, I feel.

Anyway, all the stuff with Emily was fun. Her personality type is one you don't see much - Creation's a fairly serious place, more towards Baldur's Gate than uh...I forget the name of a light hearted D&Desque anime, just pick one. Anyway, point is that I like her personality and how she works herself up. It's fun and different. She bounces off Alyssa well and has potential with Jarem, though that'll be later. Right now it's just potential, as well as further fleshing out her personality.

The meeting with Waukeen was fun (as well as her fat functionary before that), well met and enjoyable both for the diplomacy and how she made Emily sweat a bit. Fun times all around, as well as showing her with an eye for the bottom line, as always. Alyssa calling her on that felt entirely in character as was Waukeen's response, good solid stuff there.

In the future, I'd suggest having a default buff set for situations that are likely going to be non combat, so we can avoid day long pauses like that. It wasn't a huge deal, just saying.

Seira

To touch on Emily only briefly, the last of the immediate fallout there was good and did the job. I don't have much to add here beyond that.

Vayley's fun, slaads will slaad but sometimes you find a friendly slaad pursuing its own goals. This happens and Vayley's content to play along, so it seems good all around. I enjoyed her personality, she'll make a fun face have around in the future. To segue into another person, Amaryl's also firming up more. She just tends to be quiet a lot, something I'm playing with and working on. This is something she had in B1, too. I took some time really finding her voice 100%, the same thing here. I'm reading old logs a bit here and there, I plan to read more of her and hone in that voice more in the future.

The Waukeen and then Lathander chats were both excellent altogether. It explored various things, got into underpinnings of the setting and was altogether illuminating. Really, I touched on this with Alicia's commentary about her Mystra chat, but that applies. To touch on another angle instead, Waukeen is to a degree letting Seira stand on her own, make her own mistakes and triumphs. It's part of growing, after all. She's more than happy to support such a friend and ally, but Seira also has to learn to stand on her own. Both her and Mystra are doing that (Sharess too, but that's as much because cat as anything).

Really, both chats were fulfilling and did some more elaborating of setting themes, mechanics and reasonings. I think Alicia's was better for the metaphysical parts of the setting like the Answer and such, while Seira's was better for current events and concerns. Which fits both players the way they tend to interact with the setting, I feel.

Misc Notes

Right now the lion's share of the overarching plot is happening to Seira and Alicia. Frankly, this sort of infodump was always in the cards, it was just a question of when. It's fairly unavoidable since there's a lot of things the two need to know as deities. If and when the other PCs get divine rank, they'd get their own version of this.  Going to try and shift this more around next week, once the big Eblis thing resolves.

I'm going to review nodes this weekend to see if there's been any  missed goals that need to be redeemed, as well as possibly clearing a few stagnant ones out that are being mooted by circumstances. Usually it' son you to clear a goal, but once in awhile one is removed due to circumstances. I'll do notifications in thread in the event any happen.

I can't wait for a Marie and Calleigh meeting and/or deathmatch.

No idea what weekend goals will be or todos that'll get done. I'm so tired right now I can't think about DMing straight.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 23, 2018, 12:17:03 AM
Quote from: Anastasia on June 17, 2018, 10:24:03 PM
Quote from: Yuthirin on June 17, 2018, 01:03:18 AM
Quote from: Anastasia on June 15, 2018, 11:06:36 PMTryll

Really, this week was all about finishing up that mansion, getting loot and finally dealing with Ebony. That's an interesting subject, so I'm gonna do an IRC paste since we chatted about it there. Otherwise, I felt it was a solid week and the node's back together, so time to go wreck shit. By the way, I'm really enjoying Benyen so far, he's like one cup of paladin mixed with two ounces of Dekar from Lufia 2. Totally unintended, but his voice reminds me of it now that he's found himself.

Bonus IRC log paste re: Ebony.

> I feel bad for Ebony, I really do. That was just a mess all around for her.
> Not a bad thing OOC - amusing plus I think it iced any remote chance of Ebony joining Tryll's node, which I was against since she doesn't have the temperament to be the straight woman for that group.
<Ebiris> I want her on Aurora anyway.
> Yuth said so and I agree - she's really not a fit in that node at all.
> So I'm glad everyone's getting what they want there.
<Ebiris> But I really don't get her issue here over some dude she just met shacking up with some woman she's literally fought and bled with.
> To a degree the entire thing is being a hill to die on for her. Sometimes you work yourself up over something.
> I mean, Dana? Legitimate reasons to say hey hold it, think twice before you tap crazy. To be crude about it.
> I like Dana but she's Dana.
<Ebiris> Like she was super shitty at the start of the game but for the period Ebony's seen her here as well as back in B3 she's generally alright.
* Kotono nods.
> Benyen's a young, promising paladin. Do you really wanna put him with someone who is...well, Dana? I mean, y'know. It's not really personal, she just worked herself up over it and needs to unclench.
<Seira> I don't see the problem either
* Kotono nods.
<Ebiris> Like she's kind of a bitch but she just had a major role in a crusade against hell. That's paladin-tier waifu material.
> Y'all aren't wrong - and I don't think Ebony's wrong to say 'hey slow down a sec' and some other things. She's just over worked into it, and the accusations of her being interested in Benyen and jealous didn't help (she's not remotely interested in him).
> I mean, going from meeting to fucking in less than half a day is worth a woah, woah, woah.
> Probably need to take a breath and assess at that point.
<Ebiris> Adventurers move fast.
> So I guess what I'm saying is that there's legit reasons for Ebony to voice concerns over the situation, but she's also gone a bit far and worked herself up. It happens.
> Indeed.
> She's still fairly new to being a celestial, she's still mostly human in her mindset there. If anything, I view it as character work for her - she rarely showed any flaws or lacked composure in B3. So it's a switch to see her in situation that reminds you that yeah, she's human.
> Sometimes she gets pissy over something. Such is life. She'll get over it.

---
Benyen will be at the very least an ally of the node, if not a full-time member. I'd like to see his character sheet before making a decision, since I can't exactly just look at the man and see what his gear is or how he behaves. As for his resemblance to Dekar, I don't see it. I haven't seen much of him, though.

Ebony was a welcome aid in Langersun, but she doesn't fit this group at all. The group has a certain cavalier attitude about...everything. Ebony just can't seem to swing it.

My notes have him as a paladin 6/fist of raziel 10//knight 16, but I may mix that up some since knight's gotten a lot of play so far.

Ebony's just not the right fit for this node. Ebony's not the sort to be cavalier about things. She's more serious, more focused. She's not visibly passionate most of the time, her general facade is too calm, but she cares and is serious. It's like a lead balloon in Tryll's group.
That's actually my concern with Benyen. Tryll and Calleigh lie and steal. A lot. Not sure how well he'll be able to deal with that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 23, 2018, 12:19:59 AM
That is a concern, no doubt about it. May be worth talking to him IC about it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 23, 2018, 12:36:08 AM
I realized partway through the giant battle that it could've been handled much differently insofar as you could probably easily bait them into hurting each other and won that way.

It was a rather unlucky start but thankfully just by sheer perseverance and cheating with buffs we could turn it around!

As to the efreet, yeah, Moore realizes he isn't just going to change someone's very core personality by talking to them. At the same time, he's seen examples like Ebony and he's heard of Antenora, so any time he has an opportunity to try and put someone on the right path, he's going to take it. This somewhat explains his (rather badly thought out) plan with Makim, too. He still has hope there!

I don't intend to have Moore go diving into melee very often because I don't feel it fits his character to do it -- but in this case he has a cause and a purpose and something to try and defend, so it made sense. It isn't like he has a vow of nonviolence or anything anyway. Honestly, the problem is that if he gets all his songs going there isn't a lot else for him -to- do, since all his spells are utility.

I admit, I would've liked to have seen Kaja just straight up send one of the giants packing since I'm pretty sure he would've hit them something like 12 times.

Was Kaja's node goal "kill x number of bad dudes"?

EDIT: This was also Moore's first major campaign as a leader on his own that was of his own volition that involved others that didn't end in some sort of horrible failure, so a lot of his decisions were based around how previous outings went.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 23, 2018, 01:15:32 AM
Quote from: Anastasia on June 23, 2018, 12:05:58 AM
Weekly Roundup Time

Alyssa

Okay, first of all, the Elle diplomacy went well enough. Elle played it fairly calmly until the end - as Cor noted on IRC, she tends to be flamboyant. In this particular situation I didn't feel it was called for at all, so instead I had her play it calm. Nonetheless, I let a few bits of surface near the end, as she relaxed and the situation was sorted out. Alyssa illuminates herself well through tension and dealing with people, I feel.

I've decided that Alyssa's response to upset people is going to be sort of like the Emporer of Rome being yelled at by Senators. Basically, she's going to be dead calm and scathing/riposte in a calm, slightly dismissive tone. I feel it sort of fits with having a council of Regents; they're likely to be shouting at each other and Alyssa more than rarely. It goes hand in hand with Jarem's 'don't let them see you sweat' deal.

Quote from: Anastasia on June 23, 2018, 12:05:58 AM
Anyway, all the stuff with Emily was fun. Her personality type is one you don't see much - Creation's a fairly serious place, more towards Baldur's Gate than uh...I forget the name of a light hearted D&Desque anime, just pick one. Anyway, point is that I like her personality and how she works herself up. It's fun and different. She bounces off Alyssa well and has potential with Jarem, though that'll be later. Right now it's just potential, as well as further fleshing out her personality.

I actually think it fits the slightly immature sheltered princess vibe she's got/developing. She enthusastic and sorta childishly bright/clumsy about things because she hasn't really gotten mud on her face just yet.

Quote from: Anastasia on June 23, 2018, 12:05:58 AM
The meeting with Waukeen was fun (as well as her fat functionary before that), well met and enjoyable both for the diplomacy and how she made Emily sweat a bit. Fun times all around, as well as showing her with an eye for the bottom line, as always. Alyssa calling her on that felt entirely in character as was Waukeen's response, good solid stuff there.

I meant to push Waukeen there. So far all the deities she's met have treated her as an equal because they're invested in her, and she sort of abused that and forgot that her association with them wasn't exactly acceptance across the board. She's in deep waters and is in over her head, so she's going with what she knows, and what she knew of dealing with deities was from the Red Knight and Shaundakul. Both of them expressed approval of her behavior, so she went with it. Think of it as a feeling out the boundaries deal.

Quote from: Anastasia on June 23, 2018, 12:05:58 AM
In the future, I'd suggest having a default buff set for situations that are likely going to be non combat, so we can avoid day long pauses like that. It wasn't a huge deal, just saying.

I actually do have a cheat sheet made, but it needed updating. It wound up only being about four spells that needed to be messed with, but from work and heat, I was kinda drained and just couldn't work up the effort to get it done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 23, 2018, 07:16:55 AM
Quote from: Anastasia on June 23, 2018, 12:05:58 AM
Seira

To touch on Emily only briefly, the last of the immediate fallout there was good and did the job. I don't have much to add here beyond that.

Vayley's fun, slaads will slaad but sometimes you find a friendly slaad pursuing its own goals. This happens and Vayley's content to play along, so it seems good all around. I enjoyed her personality, she'll make a fun face have around in the future. To segue into another person, Amaryl's also firming up more. She just tends to be quiet a lot, something I'm playing with and working on. This is something she had in B1, too. I took some time really finding her voice 100%, the same thing here. I'm reading old logs a bit here and there, I plan to read more of her and hone in that voice more in the future.

The Waukeen and then Lathander chats were both excellent altogether. It explored various things, got into underpinnings of the setting and was altogether illuminating. Really, I touched on this with Alicia's commentary about her Mystra chat, but that applies. To touch on another angle instead, Waukeen is to a degree letting Seira stand on her own, make her own mistakes and triumphs. It's part of growing, after all. She's more than happy to support such a friend and ally, but Seira also has to learn to stand on her own. Both her and Mystra are doing that (Sharess too, but that's as much because cat as anything).

Really, both chats were fulfilling and did some more elaborating of setting themes, mechanics and reasonings. I think Alicia's was better for the metaphysical parts of the setting like the Answer and such, while Seira's was better for current events and concerns. Which fits both players the way they tend to interact with the setting, I feel.

To be fair, Mystra's chat with Alicia took place before mine with Waukeen, and given we'll be swapping info I didn't want to insist on getting the very same specific information I've see there. I did try to steer conversation with both Waukeen and Lathander into some of those areas out of hope they'll show me a neat flashback, but alas, that didn't happen to me. Would've been cool.

When that failed, I focused on my goals (which are both current events and Shar). As the Shar side got shut down, I doubled down on the present. I've also been hopeful that some of the negotiations could be shifted aside, since it probably will be long and repetitive to convince various trading companies to support me on emancipation. A real shame Waukeen didn't want to work behind the scene on one of them, but I'll get her to G one day. Sanzha is my only real candidate from the NPC pool, so I hope she finds her answer to her Node goal once I'm back home. If she chooses to handle diplomacy, I only need to talk to one key party (like the Mercane) to set the tone and rely on her to follow through for the remainder.

This also leads to an OOC question. I'm 100% certain from past experience and the merchant powers writeup that Celestia will support emancipation efforts across the Inner Planes, but it does feel wrong to not at least coordinate with them. At the same time, it feels boring to go and talk IC to someone when it's a foregone conclusion. Is this something where I send an NPC to handle it? Settle this in OOC notes with you in-thread? How would you prefer to deal with this so we could skip to the good stuff of actual bartering and follow-up attacks on terrible people that deserve it? I like coordination, but there is so much legitimate coordination to be done here we might never get to the actual action if we were to act it all out.

Returning to Node goals for a sec, I'd appreciate the means to clear up Elle's. I just don't get them, and your advice before was to spend time with NPCs with unclear goals. Which I've tried on several occasion, and even asked other NPCs for advice directly. Nothing really budged, so I'm down to asking Elle 'what do you want' (https://www.youtube.com/watch?v=2xKFTylKrPM). Since I didn't have such troubles with others, I'm asking for OOC guidance on this.

Vayley is fun, clearing that goal made me so happy!
Chatting with Waukeen and Lathander was also pretty neat, and I was pleasantly surprised by Brothander's insights. I still don't get how I haven't dragged Waukeen over to the G side by now, but I'll let her have that tsun appearance for a little longer.
With Amaryl, having things she finds important does work to show off her personality, but I was just thinking about this. Her goal is about a nice vacation, and you know something, that's perfectly okay. She can be overt about taking the time to stop in between crusades and smelling the flowers, that sort of thing. Donald complains about it a lot, and she is insistent upon it in interactions with him, but she could pull in that direction IC while with me as well. On reflection, there's really no need for me to act up on her Node goal, since she can pretty much drag me off on said vacation herself.
Since Emily is avoiding us I'll wait until she does something cool or initiates contact herself, however sad it makes me.

Quote
Misc Notes

Right now the lion's share of the overarching plot is happening to Seira and Alicia. Frankly, this sort of infodump was always in the cards, it was just a question of when. It's fairly unavoidable since there's a lot of things the two need to know as deities. If and when the other PCs get divine rank, they'd get their own version of this.  Going to try and shift this more around next week, once the big Eblis thing resolves.

I'm going to review nodes this weekend to see if there's been any  missed goals that need to be redeemed, as well as possibly clearing a few stagnant ones out that are being mooted by circumstances. Usually it' son you to clear a goal, but once in awhile one is removed due to circumstances. I'll do notifications in thread in the event any happen.

Mmm, that's fair, but I'd also like to point out that we've also sought all this out. While the other PCs can't exactly ask about strictly meta stuff like 'hey can you tell me if mythology is a lie', they do have their multiple ins with the deities of the setting. Investigating their bonds, Shar and what not is always an option. Alicia is investigating Eblis as part of the overarching plot, for example, but the same plot infodump included 'investigate Io sightings' and that's something Alyssa could follow up better than anyone. She could always contact her god, Waukeen or the Red Knight (or even myself) and go 'so hey I'm actually curious about this shit, do you know something? we could trade info here'. Or if she really doesn't have a clue why it's such a huge deal, try to get to the bottom of that.

Moore, for example, could contact Cresiel's dad or higher authorities in Celestia and ask for clarifications about Celestia's instructions and mandates to him. Tryll knows Renbuu and Morwel? Waukeen might've come to me, but I was going to see her as it is so she just beat me to it, and I'm seeking out Lathander and Mystra on my own initiative. In fact, I prefer hooks and openings to follow up on!
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 23, 2018, 07:41:12 AM
New spell! This one takes inspiration from Legion's Gates, and uses the Gate aesthetic over Teleportation Circle since it's more convenient for multiple portals surrounding you. Since epic Paladins could use Legion's Gates, I wonder if maybe epic Duskblades could do this due to their teleportation options?

Seira's Portal Network
Conjuration (Teleportation)
Level: Sor/Wiz 12

This spell functions as Teleportation Circle, except as follows. Instead of only one destination, you can designate one more destination target per three caster levels you possess. They must all must go to the same plane (and layer of that plane, if appropriate) as the point of origin.

The portals themselves are circular hoops or disks from 5 to 20 feet in diameter (caster's choice), oriented in the direction you desire when they come into existence (typically vertical and facing you). Each is a two-dimensional window looking into the destination you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side. A portal has a front and a back. Creatures moving through the portal from the front are transported to the other plane; creatures moving through it from the back are not.

Clerics and paladins with the Initiate of Seira feat can select this spell as if it were on the cleric spell list.

Material Component
Amber dust to draw the portals (cost 1,000 gp per destination).
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on June 23, 2018, 09:14:38 AM
The talk with Mystra was neat, clarified a few things and actually prompted me to go back and re-read that section from B1 where Eladi laid it all out on behalf of the Arbiter, which served to refocus things a bit in my head. Gotten a bit distracted with Shar in B6's plot that I'd lost sight of her really being the symptom more than the real threat herself. Finding the third will be the main priority! Of course not being able to talk to anyone about it makes things a bit tricky, and what feelers she was able to sneak into conversation with Mystra didn't really help confirm any of her going theories.

Giving Emmaline more screen-time was good, for all that it was a pretty depressing scenario. I had fun inventing some sort of slaad-based mishap for Marie and Antenora based on the prompt we got when we arrived though.

Gathgorian's a shit who desperately needs a pixie to pop up and shiv him. Except now Afina explicitly can never kill him unless she either ascends or borrows the Mask-god-slaying-sword. Giving up the horrible far realm sword continues to cause regrets, since I bet that would make it stick. Maybe she can steal 21 or Arondaaq or one of those other 'kill everything' weapons, there have to be a few of them laying around.

But those are pixie problems, not Alicia ones. She's just dismissing Gathgorian as beneath her for the most part. We'll see how Antenora putting her on the spot with Eblis like that pans out next week and if it opens any avenues.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 23, 2018, 09:23:51 AM
Quote from: Nephrite on June 23, 2018, 12:36:08 AM
I realized partway through the giant battle that it could've been handled much differently insofar as you could probably easily bait them into hurting each other and won that way.

Possible, yes. They weren't meant to be the hardest fight, more of a decent rumble to set the tone. They over preformed, which added a lot of danger to them and shadowed that, I think.

QuoteAs to the efreet, yeah, Moore realizes he isn't just going to change someone's very core personality by talking to them. At the same time, he's seen examples like Ebony and he's heard of Antenora, so any time he has an opportunity to try and put someone on the right path, he's going to take it. This somewhat explains his (rather badly thought out) plan with Makim, too. He still has hope there!

It can be done, but changing someone is hard and rarely done in a few words. Especially an outsider with an alignment subtype. Changing Antenora was a full on long term quest, and she was only a 9 hit dice erinyes. Still, shining a torch into the dark may reveal the path for someone in the future.

QuoteI don't intend to have Moore go diving into melee very often because I don't feel it fits his character to do it -- but in this case he has a cause and a purpose and something to try and defend, so it made sense. It isn't like he has a vow of nonviolence or anything anyway. Honestly, the problem is that if he gets all his songs going there isn't a lot else for him -to- do, since all his spells are utility.

A few direct damage options wouldn't hurt - you can swing them with cleric and bard casting. I mean, they don't need to be great, but it's a nice base to cover. Same reason I'd like to pick up a reasonable long range option for Kaja one day.

QuoteI admit, I would've liked to have seen Kaja just straight up send one of the giants packing since I'm pretty sure he would've hit them something like 12 times.

Was Kaja's node goal "kill x number of bad dudes"?

Kaja's node goal wasn't based on kills, despite his personal zest for violence. I think it's worth digging into the fact that in another life, Kaja could have been a nightmare. Instead he realized where his talents lay and found a way to fight the good fight with them. It's about the best possible outcome for someone with his particular personality quirks. He's also a decent person removed from his particular talent for violence, which helps.

QuoteEDIT: This was also Moore's first major campaign as a leader on his own that was of his own volition that involved others that didn't end in some sort of horrible failure, so a lot of his decisions were based around how previous outings went.

I noticed that a few times - it's a good thing to learn, after all. The comment at the end about not pushing his luck was particularly illuminating.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 23, 2018, 09:31:16 AM
Quote from: Iron Dragoon on June 23, 2018, 01:15:32 AMI've decided that Alyssa's response to upset people is going to be sort of like the Emporer of Rome being yelled at by Senators. Basically, she's going to be dead calm and scathing/riposte in a calm, slightly dismissive tone. I feel it sort of fits with having a council of Regents; they're likely to be shouting at each other and Alyssa more than rarely. It goes hand in hand with Jarem's 'don't let them see you sweat' deal.

It fits her pretty well and comes through. She manages a certain haughtiness that fits that very well, I feel. There's a reason Jarem calls her Queen. Let them be upset and then carefully dismantle as needed.

QuoteI actually think it fits the slightly immature sheltered princess vibe she's got/developing. She enthusastic and sorta childishly bright/clumsy about things because she hasn't really gotten mud on her face just yet.

Yep, pretty much. Even the thing with Waukeen was 1. Not her fault in any reasonable way and 2. With someone she knows and can talk to as a long time family friend. She hasn't sincerely and truly fucked up yet, so all of her personality makes sense there.

QuoteI meant to push Waukeen there. So far all the deities she's met have treated her as an equal because they're invested in her, and she sort of abused that and forgot that her association with them wasn't exactly acceptance across the board. She's in deep waters and is in over her head, so she's going with what she knows, and what she knew of dealing with deities was from the Red Knight and Shaundakul. Both of them expressed approval of her behavior, so she went with it. Think of it as a feeling out the boundaries deal.

Yeah, and Waukeen pointed out how incredibly fortunate you are and gave you a little reminder of how it normally is for mortals. I thought that part came across well.

Quote from: Anastasia on June 23, 2018, 12:05:58 AMI actually do have a cheat sheet made, but it needed updating. It wound up only being about four spells that needed to be messed with, but from work and heat, I was kinda drained and just couldn't work up the effort to get it done.

Fair enough. Summer sucks, heat gets us all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 23, 2018, 09:59:08 AM
Quote from: Corwin on June 23, 2018, 07:16:55 AMTo be fair, Mystra's chat with Alicia took place before mine with Waukeen, and given we'll be swapping info I didn't want to insist on getting the very same specific information I've see there. I did try to steer conversation with both Waukeen and Lathander into some of those areas out of hope they'll show me a neat flashback, but alas, that didn't happen to me. Would've been cool.

I thought about it, but I decided not to go back to the well on flashbacks. It also came down to how I wanted to present them. Lathander's very personable while Waukeen treats you like a favored daughter, both very human approaches. Mystra, even though she thinks well of Alicia and likes her, is still more primal. That sort of flashback fits her personality and profile more than Lathander or Waukeen dropping it, after all.

Also, the right line/situation for it didn't come up, which wasn't really your fault anyway.

Chalk this one up to flavor and the vagaries of plotting.

QuoteWhen that failed, I focused on my goals (which are both current events and Shar). As the Shar side got shut down, I doubled down on the present. I've also been hopeful that some of the negotiations could be shifted aside, since it probably will be long and repetitive to convince various trading companies to support me on emancipation. A real shame Waukeen didn't want to work behind the scene on one of them, but I'll get her to G one day. Sanzha is my only real candidate from the NPC pool, so I hope she finds her answer to her Node goal once I'm back home. If she chooses to handle diplomacy, I only need to talk to one key party (like the Mercane) to set the tone and rely on her to follow through for the remainder.

Makes sense all around here, and I think that quest looks good. It's just one I want you to do the right amount for, rather than having Waukeen throw weight around.

QuoteThis also leads to an OOC question. I'm 100% certain from past experience and the merchant powers writeup that Celestia will support emancipation efforts across the Inner Planes, but it does feel wrong to not at least coordinate with them. At the same time, it feels boring to go and talk IC to someone when it's a foregone conclusion. Is this something where I send an NPC to handle it? Settle this in OOC notes with you in-thread? How would you prefer to deal with this so we could skip to the good stuff of actual bartering and follow-up attacks on terrible people that deserve it? I like coordination, but there is so much legitimate coordination to be done here we might never get to the actual action if we were to act it all out.

Send an NPC to do it or contact someone you know. Honestly, this sort of thing can come down to 'Hey Romiel, I wanna fuck up the genie's slave trade. Can you pass it up so we can coordinate this shit? Thanks.' Then wait for things to move along quickly enough. As a general rule they'll agree to it, but there may still be some in person diplomacy. After all, people may want to meet you and get your measure in person. But regardless, you're a known hero who has fought the good fight and helped Celestia before. Another goodly venture is something they're unlikely to pass on, unless they see fatal flaws in it or parts that are genuinely against what Celestia stands for (somehow). You've established your rep with them, after all.

QuoteReturning to Node goals for a sec, I'd appreciate the means to clear up Elle's. I just don't get them, and your advice before was to spend time with NPCs with unclear goals. Which I've tried on several occasion, and even asked other NPCs for advice directly. Nothing really budged, so I'm down to asking Elle 'what do you want' (https://www.youtube.com/watch?v=2xKFTylKrPM). Since I didn't have such troubles with others, I'm asking for OOC guidance on this.

Simply put, a long talk with Elle and Donald about dragons. Elle's transformation is new to B6, so talking about that in depth was meant to be a framing thing, as well as establishing the relationship there. Bits and pieces of that have happened, but that one may change now anyway. I think enough has been shown that it's not strictly needed now, anyway.

QuoteVayley is fun, clearing that goal made me so happy!

Glad to hear it. For all that she hasn't gotten a lot of discussion here, it was good to get done and get that sort of goal finished.

QuoteChatting with Waukeen and Lathander was also pretty neat, and I was pleasantly surprised by Brothander's insights.

Lathander may be exactly what he is, but it's good to remember that also includes being really fucking bright (I'm not sorry) and insightful. It's good for him to remind everyone of that on occasion. He gets a bit of a reputation in setting for his ideas getting out of hand, so it's good to show the other side of it. FYI, Donald's flavor block in C&M was essentially working through the same reveals with Donald, just in a more indirect way.

You'll find a lot of the flavor blocks there are essentially presenting flavor in various games in different ways. In the same conversation, things from Queen Morwel's flavor block were mentioned. It's one of the ways I world build and keep my hand in various games.

QuoteWith Amaryl, having things she finds important does work to show off her personality, but I was just thinking about this. Her goal is about a nice vacation, and you know something, that's perfectly okay. She can be overt about taking the time to stop in between crusades and smelling the flowers, that sort of thing. Donald complains about it a lot, and she is insistent upon it in interactions with him, but she could pull in that direction IC while with me as well. On reflection, there's really no need for me to act up on her Node goal, since she can pretty much drag me off on said vacation herself.

Agreed all around. I may change it anyway, as that hook hasn't really been baited and the underlying parts of it are time sensitive.

QuoteSince Emily is avoiding us I'll wait until she does something cool or initiates contact herself, however sad it makes me.

Funnily enough, I wanted to establish Emily before having her deal with you. Not out of anything malicious, just simply wanting to have her stand on her own before that. Find her independence, as it were. This naturally echoed in her desire to strike out on her own. That's in the cards some point fairly soon.

QuoteMmm, that's fair, but I'd also like to point out that we've also sought all this out. While the other PCs can't exactly ask about strictly meta stuff like 'hey can you tell me if mythology is a lie', they do have their multiple ins with the deities of the setting. Investigating their bonds, Shar and what not is always an option. Alicia is investigating Eblis as part of the overarching plot, for example, but the same plot infodump included 'investigate Io sightings' and that's something Alyssa could follow up better than anyone. She could always contact her god, Waukeen or the Red Knight (or even myself) and go 'so hey I'm actually curious about this shit, do you know something? we could trade info here'. Or if she really doesn't have a clue why it's such a huge deal, try to get to the bottom of that.

Moore, for example, could contact Cresiel's dad or higher authorities in Celestia and ask for clarifications about Celestia's instructions and mandates to him. Tryll knows Renbuu and Morwel? Waukeen might've come to me, but I was going to see her as it is so she just beat me to it, and I'm seeking out Lathander and Mystra on my own initiative. In fact, I prefer hooks and openings to follow up on!

Oh, certainly so. I'm just saying, as the DM, I try and keep things balanced and all PCs involved in various plots and the like. It's one of those DMy things I keep in mind, rather than an indictment against anyone. Besides, the mere perception of the DM being like that can be helpful, the feeling that he's trying to keep things balanced for everyone, you know?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 23, 2018, 09:59:57 AM
Seira, I'll deal with that spell later. In fact, do me a favor and repaste it a little later, once the back and forth of the weekly discussion is passed?  I'm mostly focusing on these right now and I don't want that lost in the shuffle.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 23, 2018, 10:08:42 AM
Quote from: Ebiris on June 23, 2018, 09:14:38 AMThe talk with Mystra was neat, clarified a few things and actually prompted me to go back and re-read that section from B1 where Eladi laid it all out on behalf of the Arbiter, which served to refocus things a bit in my head. Gotten a bit distracted with Shar in B6's plot that I'd lost sight of her really being the symptom more than the real threat herself. Finding the third will be the main priority! Of course not being able to talk to anyone about it makes things a bit tricky, and what feelers she was able to sneak into conversation with Mystra didn't really help confirm any of her going theories.

Indeed, that's part of the fun and the challenge. The real lion's work you two have to do here isn't something you can share. But anyway, agreed and it was a good way to refocus everything and get into a lot of the nitty-gritty of the setting. There's just one point you didn't make about the numerology there that I thought you might. Namely, if the Arbiter is an outside entity and not the Incarnation of Balance, then he would be a fourth.

Four is death, though one of the least represented numbers since death is ultimately transitory in the setting. Possibly ominous, possibly interesting and likely worth thinking about.

QuoteGiving Emmaline more screen-time was good, for all that it was a pretty depressing scenario. I had fun inventing some sort of slaad-based mishap for Marie and Antenora based on the prompt we got when we arrived though.

It really was, no argument there. Gotta establish Shar's bona fides for a new game, I think that covered it quite well.

Also Marie and Antenora's various adventures really tend to write themselves.

QuoteGathgorian's a shit who desperately needs a pixie to pop up and shiv him. Except now Afina explicitly can never kill him unless she either ascends or borrows the Mask-god-slaying-sword. Giving up the horrible far realm sword continues to cause regrets, since I bet that would make it stick. Maybe she can steal 21 or Arondaaq or one of those other 'kill everything' weapons, there have to be a few of them laying around.

But those are pixie problems, not Alicia ones. She's just dismissing Gathgorian as beneath her for the most part. We'll see how Antenora putting her on the spot with Eblis like that pans out next week and if it opens any avenues.

Indeed. I personally was hoping Afina would rise up and finish Gathgorian, since the hints were abundantly clear that bad shit would happen if Gathgorian survived. Well, less hints and more divine word saying 'kill this motherfucker or you may regret this shit on the for real'. Not that I blame the party at all, just one of those choices that was entirely reasonable in context but had appreciable blowback.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 23, 2018, 10:55:22 AM
For whatever it's worth, OOC I don't feel like I'm being left out of any specific conversations -- IC Moore understands that generally speaking, Celestia is going to give you a path to follow rather than put you at the end of it. He could press more for information on the vagaries he's getting, he just sees it as opportunities to learn and understand more by going through whatever the experience is rather than just the answer.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on June 23, 2018, 11:17:07 AM
QuoteIndeed. I personally was hoping Afina would rise up and finish Gathgorian, since the hints were abundantly clear that bad shit would happen if Gathgorian survived. Well, less hints and more divine word saying 'kill this motherfucker or you may regret this shit on the for real'. Not that I blame the party at all, just one of those choices that was entirely reasonable in context but had appreciable blowback.

It feels a bit like being punished for success, or even worse being punished for having had an unbelievably truncated conclusion to the game.

Like I was very clear, Afina was going to kill the dude but she'd do it on her terms. She's an assassin, she'd go find him and gank him when he least expects it. Fronting up to the dude who's all about facerolling chaotics and shouting "1v1 me IRL dude!" isn't an approach likely to succeed in the best of circumstances.

And if we'd had a proper battle for Lifasa with different fronts and strategic choices and garrisons and fortifications and claiming ground over a prolonged period, she totally could've taken some time to go assassinate a dude when he least expects it.

Instead the entire thing takes place over 20 minutes during which Gathgorian can cheerfully sit in his pre-prepared killing ground waiting for Destiny to drag Afina onto his sword, knowing his presence is immaterial anywhere else on Lifasa and the Hell campaign won't suffer one jot for his absence from the overall conflict.

That Afina was running on fumes from being stupid enough to fight seriously during the Tiamat cutscene and then blowing all her high level slots trying to dispel Lixer's piece of shit spell just makes it worse. That she was able to to resist Destiny's pull and focus on getting the actual important job of freeing Lifasa done should be a triumph. It's like that time we blew up Lixer's fortress on vacuum, and instead of being able to enjoy our success we get told, "Ah, now there's evil ghosts all over vacuum, you fucked up!"
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 23, 2018, 11:56:08 AM
Quote from: Nephrite on June 23, 2018, 10:55:22 AM
For whatever it's worth, OOC I don't feel like I'm being left out of any specific conversations -- IC Moore understands that generally speaking, Celestia is going to give you a path to follow rather than put you at the end of it. He could press more for information on the vagaries he's getting, he just sees it as opportunities to learn and understand more by going through whatever the experience is rather than just the answer.

Fair enough.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 23, 2018, 11:58:40 AM
Quote from: Ebiris on June 23, 2018, 11:17:07 AM
QuoteIndeed. I personally was hoping Afina would rise up and finish Gathgorian, since the hints were abundantly clear that bad shit would happen if Gathgorian survived. Well, less hints and more divine word saying 'kill this motherfucker or you may regret this shit on the for real'. Not that I blame the party at all, just one of those choices that was entirely reasonable in context but had appreciable blowback.

It feels a bit like being punished for success, or even worse being punished for having had an unbelievably truncated conclusion to the game.

Like I was very clear, Afina was going to kill the dude but she'd do it on her terms. She's an assassin, she'd go find him and gank him when he least expects it. Fronting up to the dude who's all about facerolling chaotics and shouting "1v1 me IRL dude!" isn't an approach likely to succeed in the best of circumstances.

And if we'd had a proper battle for Lifasa with different fronts and strategic choices and garrisons and fortifications and claiming ground over a prolonged period, she totally could've taken some time to go assassinate a dude when he least expects it.

Instead the entire thing takes place over 20 minutes during which Gathgorian can cheerfully sit in his pre-prepared killing ground waiting for Destiny to drag Afina onto his sword, knowing his presence is immaterial anywhere else on Lifasa and the Hell campaign won't suffer one jot for his absence from the overall conflict.

That Afina was running on fumes from being stupid enough to fight seriously during the Tiamat cutscene and then blowing all her high level slots trying to dispel Lixer's piece of shit spell just makes it worse. That she was able to to resist Destiny's pull and focus on getting the actual important job of freeing Lifasa done should be a triumph. It's like that time we blew up Lixer's fortress on vacuum, and instead of being able to enjoy our success we get told, "Ah, now there's evil ghosts all over vacuum, you fucked up!"

Pretty much. Look, I don't disagree with your critique there, I just don't have anything meaningful to add beyond lessons learned, y'know?
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 23, 2018, 12:45:12 PM
Quote from: Anastasia on June 23, 2018, 12:05:58 AMTryll

This week was basically a transitory week. Get info, talk to people, network and set up finding more on the grimoire. All entirely fair game and reasonable, just dragged ab it long due to the realities of Yuth and I's posting times. I really want to get a long posting streak with Yuth sometime, maybe a weekend thing if I feel rested one weekend. I want more of Tryll.
That would be nice.

QuoteThat aside, I thought it was a good week for letting the characters just speak and bounce off each other. Bits like Benyen cheerfully going along with things or Dana and Miranda admiring Makaril without a shirt on? Those all felt like solid character work. Miranda, despite being an outsider, is fairly normal. She's relatable, not as devoted or dedicated as someone like Cresiel or Xandra. She's bouncing off Dana well, though in general the group's still finding its mojo for the combined party. That's fine, I think it's going well.
My concerns about Benyen's meshing aside, I like that Dana and Miranda aren't at each other's throats anymore. Disagreements I can tolerate, bbut infighting I have no patience for.

QuoteThat 100 was pure bullshit. Geez. I mean it happened and Limbo is Limbo so whatever, but that's crazy luck. Congrats on a shortcut, Tryll. It's appropriate for randomness to bless or curse in Limbo, after all.
Limbo likes us! I warned you!

QuoteAlso yeah, you really need someone who can cast greater plane shift or gate. Dana and Miranda can't, their builds just aren't right for it, but Benyen might be able to depending on how I set him up. Having to rely on reality revision for it is harsh on you without a doubt.
I'll be putting up a bunch of powers later today.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 24, 2018, 01:03:25 AM
Greater Dispel Psionics
Psychokinesis
Level: Psion/wilder 6
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area:   One manifester, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous or 1d4 rounds; see text
Saving Throw: None
Power Resistance: No
Power Points: 11

This power functions like dispel psionics, except as shown in the augment below.

Augment
For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +40 for a 10-point expenditure).

Additionally, if 10 or more power points are spent, greater dispel psionics can dispel any effect that remove curse can remove.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 24, 2018, 01:47:49 AM
Echoing Implosion
Psychokinesis
Level: Psion/wilder 10, Kineticist 10
Display: Auditory and material
Mainfesting time: 1 standard round
Range: Medium :100 ft. + 10 ft./level)
Area: One explosion in a 20 ft. radius.
Duration: Instantaneous.
Saving Throw: Reflex half; see text
Power Resistance: No
Power Points: 19

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a single implosion, pulling said energy out of the surrounding area toward the power's epicenter. This implosion deals 10d10 damage to every creature and object in the specified area. The implosion creates a strong inward pressure, pulling loose objects and even creatures into the epicenter from up to 40 ft. away from the epicenter. Any creature or object that fails a reflex save to grab onto something to anchor it is pulled into the center of the implosion.

Augment
For every 4 additional power points you spend, the implosion occurs again. Any creature or object that has failed its Reflex save or was caught at the epicenter is expelled violently from the epicenter in a random direction, only to be immediately pulled back inside. The violent motion causes any creatures to become nauseated. Additionally, the power's DC increases by 1 for every echo caused.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 24, 2018, 01:57:39 AM
Temporal Stabilization
Psychoportation
Level: Psion/wilder 11
Display: Olfactory
Manifesting Time: 1 standard action
Range: 100 ft. radius centered on you
Target: Self
Duration: 5 rounds
Saving Throw: None
Power Resistance: None, see text
Power Points: 21

This power creates a field centered on you that prevents all forms of temporal manipulation. Powers like time hop, temporal acceleration, and spells like time stop fail to function. Any spell-like abilities or the abilities of creatures like quaruts are similarly suppressed by this field. This can be overcome by an opposed caster level check against that of the manifestor.

Augment
For every 4 additional power points you spend, the duration of this power is extended by 1 round.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 24, 2018, 02:03:45 AM
Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.

Augment
For every additional power point you spend, this power's duration increases by 2 rounds.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 24, 2018, 02:23:39 AM
Examine Astral Reverberations
Clairsentience
Level: Psion/wilder 9
Display: Mental and visual
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 17

This power taps information stored in tha astra, such as a creature's movements or location. This power shows the movements of said creature and all of their actions taken within the last week, as well as who and what they interacted with.

This power does not work on any plane that is not connected in some way to the astral plane. This power only functions on creatures and objects with an astral presence; a mind. Inert, non-magical objects such as walls or non-thinking creatures such as non-intelligent oozes and mindless undead are invisible to this power.

Augment
If an additional 5 power points are spent, the power also attempts to postulate a likely future outcome. This provides a benefit similar to that of a divination, but less cryptic. Any information conveyed would concern one single action or possible action regarding that creature, and the question must be phrased to outline the direction for the power to take. Information conveyed can be contained in no more than one single sentance.

If an additional 10 power points are spent, the manifestor may make an opposed caster level check to reveal information about a target that has or had an active mind blank spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 24, 2018, 02:35:24 AM
Astral Ingress
Psychoportation
Level: Psion/wilder 8
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Willing creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous or concentration (up to 1 round/level)
Power Points: 15

This power creates an interdimensional connection between your current plane of existence and a plane you specify, allowing travel between those two planes in either direction. The ingress itself is a circular hoop or disk from 5 to 20 feet in diameter (manifestor's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when manifesting the power, and anyone or anything that moves through is shunted instantly to the other side.

Augment
If you spend an additional 4 power points, the duration of this power becomes minutes/level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 12:13:02 PM
Quote from: Corwin on June 23, 2018, 07:41:12 AM
New spell! This one takes inspiration from Legion's Gates, and uses the Gate aesthetic over Teleportation Circle since it's more convenient for multiple portals surrounding you. Since epic Paladins could use Legion's Gates, I wonder if maybe epic Duskblades could do this due to their teleportation options?

Seira's Portal Network
Conjuration (Teleportation)
Level: Sor/Wiz 12

This spell functions as Teleportation Circle, except as follows. Instead of only one destination, you can designate one more destination target per three caster levels you possess. They must all must go to the same plane (and layer of that plane, if appropriate) as the point of origin.

The portals themselves are circular hoops or disks from 5 to 20 feet in diameter (caster's choice), oriented in the direction you desire when they come into existence (typically vertical and facing you). Each is a two-dimensional window looking into the destination you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side. A portal has a front and a back. Creatures moving through the portal from the front are transported to the other plane; creatures moving through it from the back are not.

Clerics and paladins with the Initiate of Seira feat can select this spell as if it were on the cleric spell list.

Material Component
Amber dust to draw the portals (cost 1,000 gp per destination).

Okay, questions.

1. Is this meant to be permanency-able like teleportation circle is? Normally I wouldn't mention it, but this spell is fiddly enough that I want to make sure we're on the same page.

2. Expensive in cost but that works well since this is meant for longer lasting/permanent teleportation networks rather than temporary gates. This is the sort of thing that exists in setting already, though I've never written and posted it. You're not treading new ground, that's not a problem for you?

That aside, I'd suggest changing the casting time to 10 minutes per destination. This is completely a non-combat spell and it's essentially a flavor issue here, and I think that would reflect it better.

Do epic duskblades get teleport circle?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 12:18:12 PM
Quote from: Yuthirin on June 24, 2018, 01:03:25 AM
Greater Dispel Psionics
Psychokinesis
Level: Psion/wilder 6
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area:   One manifester, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous or 1d4 rounds; see text
Saving Throw: None
Power Resistance: No
Power Points: 11

This power functions like dispel psionics, except as shown in the augment below.

Augment
For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +40 for a 10-point expenditure).

Additionally, if 10 or more power points are spent, greater dispel psionics can dispel any effect that remove curse can remove.

Request: Write out the power next time instead of copy/pasting the info block from the SRD. It does weird things to the formatting and I just end up rewriting it anyway.

That aside? The point of the power's perfectly fine, though I'd push it into epic. Dispel psionics as written looks to be meant to be comprehensive of dispel magic and greater dispel magic. It's the sort of thing you shouldn't really get until you need it - you can get greater dispel magic at level 11 normally, which is right on time for the expanded cap for the dispel modifier to be useful. As it stands now, this power isn't really needed until level 21 mechanically, and more over, it lets non epic psionicists really overcharge their dispel checks.

So I have no problem with the power, just not at level 6. At level 21 and able to spend 21 points on a power (earlier with shenanigans), you can throw around a +40 dispel check before any bonuses. That's out of line with balance.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 12:27:42 PM
Quote from: Yuthirin on June 24, 2018, 01:47:49 AM
Echoing Implosion
Psychokinesis
Level: Psion/wilder 10, Kineticist 10
Display: Auditory and material
Mainfesting time: 1 standard round
Range: Medium :100 ft. + 10 ft./level)
Area: One explosion in a 20 ft. radius.
Duration: Instantaneous.
Saving Throw: Reflex half; see text
Power Resistance: No
Power Points: 19

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a single implosion, pulling said energy out of the surrounding area toward the power's epicenter. This implosion deals 10d10 damage to every creature and object in the specified area. The implosion creates a strong inward pressure, pulling loose objects and even creatures into the epicenter from up to 40 ft. away from the epicenter. Any creature or object that fails a reflex save to grab onto something to anchor it is pulled into the center of the implosion.

Augment
For every 4 additional power points you spend, the implosion occurs again. Any creature or object that has failed its Reflex save or was caught at the epicenter is expelled violently from the epicenter in a random direction, only to be immediately pulled back inside. The violent motion causes any creatures to become nauseated. Additionally, the power's DC increases by 1 for every echo caused.

Okay, first of all power point expenditure. Powers seem to use PP generation equal the minimum caster level for a full caster. For example, a level 1 power costs one power point. A level 3 power costs 5 power points and so on and so forth. That's the structure I used for epic psionics (with the understanding that non full casters like psychic warriors buck this a bit, but they're a bit weird in that system as written already). So the base power points used should be 21. (24th for an 11th level power, 27 for a 12th level power and so on and so forth.)

Do secondary implosions allow additional Reflex saves?

Seems fine in general, though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 12:41:15 PM
Quote from: Yuthirin on June 24, 2018, 01:57:39 AM
Temporal Stabilization
Psychoportation
Level: Psion/wilder 11
Display: Olfactory
Manifesting Time: 1 standard action
Range: 100 ft. radius centered on you
Target: Self
Duration: 5 rounds
Saving Throw: None
Power Resistance: None, see text
Power Points: 21

This power creates a field centered on you that prevents all forms of temporal manipulation. Powers like time hop, temporal acceleration, and spells like time stop fail to function. Any spell-like abilities or the abilities of creatures like quaruts are similarly suppressed by this field. This can be overcome by an opposed caster level check against that of the manifestor.

Augment
For every 4 additional power points you spend, the duration of this power is extended by 1 round.

Okay, now I have no problem with the power mechanically. This sort of thing is apt, I have a few anti time stop spells I've never had reason to post that do things like this.

It's not a question of mechanics, it's a question of flavor. Namely, the Temporal Compact in Balmuria prevents temporal shenanigans and magic. Time stop is merely great speed, as is temporal acceleration. Powers are reflavored if possible and discarded if not. As flavored this spell wouldn't be legal as written; however, a simple few tweaks to make it an anti time stop/temporal acceleration power would be 100% kosher. I'll even toss one of mine out as an example.

Incidentally, as discussed in Seira's thread this week, temporal magic/powers aren't even difficult in Creation. They're just banned by divine agreement and enforcement. There's an entire school of magic called chronomancy banned to everyone, akin to conjuration, abjuration or evocation. I can link you if you haven't read it.

Time Stop Stopper
Abjuration
Level: Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: 100ft
Area: 100ft radius emanation, centered on you
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

This emanation prevents time stop, temporal acceleration or similar spells, spell-like abilities, psionic powers or supernatural abilities being used within it. Any such abilities fail when used within it, they are considered expended.

Material Component

A carved piece of amber worth 500 gold.

DM Note: This isn't going into the spell collection, it's just an example of someone's custom time stop defense. They haven't shown up quite yet in game, but expect it to happen sooner than later.

(I swear, if the first post about this is 'can I make that and then take it with permanent emanation...')

(Well, it's not like I didn't have the same idea.)

(Any version y'all see in play probably won't be an emanation, just to side step the issue.)

(Maybe.)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 12:43:21 PM
Quote from: Yuthirin on June 24, 2018, 02:03:45 AM
Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.

Augment
For every additional power point you spend, this power's duration increases by 2 rounds.

Okay, lemme run through this with you real quick. Do you mean they merely count as force for the sake of hitting things? Do you mean all melee damage - incidentally I'd tighten up the language there, physical attacks isn't the best way to express that - you deal is force damage instead of whatever type of damage it would be? Something else?

Lemme know where you're going with this before I say more.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 12:48:16 PM
Quote from: Yuthirin on June 24, 2018, 02:23:39 AM
Examine Astral Reverberations
Clairsentience
Level: Psion/wilder 9
Display: Mental and visual
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 17

This power taps information stored in tha astra, such as a creature's movements or location. This power shows the movements of said creature and all of their actions taken within the last week, as well as who and what they interacted with.

This power does not work on any plane that is not connected in some way to the astral plane. This power only functions on creatures and objects with an astral presence; a mind. Inert, non-magical objects such as walls or non-thinking creatures such as non-intelligent oozes and mindless undead are invisible to this power.

Augment
If an additional 5 power points are spent, the power also attempts to postulate a likely future outcome. This provides a benefit similar to that of a divination, but less cryptic. Any information conveyed would concern one single action or possible action regarding that creature, and the question must be phrased to outline the direction for the power to take. Information conveyed can be contained in no more than one single sentance.

If an additional 10 power points are spent, the manifestor may make an opposed caster level check to reveal information about a target that has or had an active mind blank spell.

You have a typo in the first sentence, that should read 'the astral'. Also spell check the last word 'sentence' in augment's first paragraph.

It's fine in principle, though since it targets a specific creature rather than a location or the like, I'd include a saving throw. Creatures get those, locations generally don't. Likewise note how it works with mind blank and the like.

That aside the basic idea is fine. It needs a save since it's targeting creatures, however. No save abilities against a creature are something I try to avoid.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 12:51:09 PM
Quote from: Yuthirin on June 24, 2018, 02:35:24 AM
Astral Ingress
Psychoportation
Level: Psion/wilder 8
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Willing creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous or concentration (up to 1 round/level)
Power Points: 15

This power creates an interdimensional connection between your current plane of existence and a plane you specify, allowing travel between those two planes in either direction. The ingress itself is a circular hoop or disk from 5 to 20 feet in diameter (manifestor's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when manifesting the power, and anyone or anything that moves through is shunted instantly to the other side.

Augment
If you spend an additional 4 power points, the duration of this power becomes minutes/level.

So this is basically a psionic gate spell? I don't have any real problem with it, just bump it up to nine to match gate, since psionics don't progress the teleport powers it copies any earlier than magic gets them.

(Side note: Why is psionic teleport and psionic teleport circle nomad only, but psionic greater teleport is psion/wilder? Weird.)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 12:56:48 PM
One of my own, picking at Jarem custom spells. Feedback welcome.

Red Knight's Skill
Evocation
Level: Clr 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

When you call on this blessing, the martial knowledge of the Red Knight grants you great combat ability. You are proficient with all weapons and armor, including exotic weapons and armor. You gain a competence bonus to attack rolls and weapon damage rolls equal to your caster level divided by 5 (minimum 1, maximum of +5). Each round, the first attack of opportunity you trigger is negated, allowing no attack of opportunity. Finally, you cannot be flanked except by opponents with an Intelligence score 4 or more points higher than yours.

(Design note: The Intelligence part is iffy and also meant to be a flavor thing, based on how the Red Knight values it.)
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 24, 2018, 01:15:31 PM
Quote from: Anastasia on June 24, 2018, 12:18:12 PM
Quote from: Yuthirin on June 24, 2018, 01:03:25 AM
Greater Dispel Psionics
Psychokinesis
Level: Psion/wilder 6
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area:   One manifester, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous or 1d4 rounds; see text
Saving Throw: None
Power Resistance: No
Power Points: 11

This power functions like dispel psionics, except as shown in the augment below.

Augment
For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +40 for a 10-point expenditure).

Additionally, if 10 or more power points are spent, greater dispel psionics can dispel any effect that remove curse can remove.

Request: Write out the power next time instead of copy/pasting the info block from the SRD. It does weird things to the formatting and I just end up rewriting it anyway.

That aside? The point of the power's perfectly fine, though I'd push it into epic. Dispel psionics as written looks to be meant to be comprehensive of dispel magic and greater dispel magic. It's the sort of thing you shouldn't really get until you need it - you can get greater dispel magic at level 11 normally, which is right on time for the expanded cap for the dispel modifier to be useful. As it stands now, this power isn't really needed until level 21 mechanically, and more over, it lets non epic psionicists really overcharge their dispel checks.

So I have no problem with the power, just not at level 6. At level 21 and able to spend 21 points on a power (earlier with shenanigans), you can throw around a +40 dispel check before any bonuses. That's out of line with balance.
So level 10?
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 24, 2018, 01:24:57 PM
Quote from: Anastasia on June 24, 2018, 12:27:42 PM
Quote from: Yuthirin on June 24, 2018, 01:47:49 AM
Echoing Implosion
Psychokinesis
Level: Psion/wilder 10, Kineticist 10
Display: Auditory and material
Mainfesting time: 1 standard round
Range: Medium :100 ft. + 10 ft./level)
Area: One explosion in a 20 ft. radius.
Duration: Instantaneous.
Saving Throw: Reflex half; see text
Power Resistance: No
Power Points: 19

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a single implosion, pulling said energy out of the surrounding area toward the power's epicenter. This implosion deals 10d10 damage to every creature and object in the specified area. The implosion creates a strong inward pressure, pulling loose objects and even creatures into the epicenter from up to 40 ft. away from the epicenter. Any creature or object that fails a reflex save to grab onto something to anchor it is pulled into the center of the implosion.

Augment
For every 4 additional power points you spend, the implosion occurs again. Any creature or object that has failed its Reflex save or was caught at the epicenter is expelled violently from the epicenter in a random direction, only to be immediately pulled back inside. The violent motion causes any creatures to become nauseated. Additionally, the power's DC increases by 1 for every echo caused.

Okay, first of all power point expenditure. Powers seem to use PP generation equal the minimum caster level for a full caster. For example, a level 1 power costs one power point. A level 3 power costs 5 power points and so on and so forth. That's the structure I used for epic psionics (with the understanding that non full casters like psychic warriors buck this a bit, but they're a bit weird in that system as written already). So the base power points used should be 21. (24th for an 11th level power, 27 for a 12th level power and so on and so forth.)

Do secondary implosions allow additional Reflex saves?

Seems fine in general, though.
1. Power levels 1-9 progress at 2 additional PP per level. Why do your epic powers switch to 3? And why the jump? 9th level powers cost 17 per the SRD. If 10th level costs 21, that's a 4 PP jump. Both of those instances ignore the progression you're claiming to follow.

2. No.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 24, 2018, 01:27:41 PM
Quote from: Anastasia on June 24, 2018, 12:41:15 PM
Quote from: Yuthirin on June 24, 2018, 01:57:39 AM
Temporal Stabilization
Psychoportation
Level: Psion/wilder 11
Display: Olfactory
Manifesting Time: 1 standard action
Range: 100 ft. radius centered on you
Target: Self
Duration: 5 rounds
Saving Throw: None
Power Resistance: None, see text
Power Points: 21

This power creates a field centered on you that prevents all forms of temporal manipulation. Powers like time hop, temporal acceleration, and spells like time stop fail to function. Any spell-like abilities or the abilities of creatures like quaruts are similarly suppressed by this field. This can be overcome by an opposed caster level check against that of the manifestor.

Augment
For every 4 additional power points you spend, the duration of this power is extended by 1 round.

Okay, now I have no problem with the power mechanically. This sort of thing is apt, I have a few anti time stop spells I've never had reason to post that do things like this.

It's not a question of mechanics, it's a question of flavor. Namely, the Temporal Compact in Balmuria prevents temporal shenanigans and magic. Time stop is merely great speed, as is temporal acceleration. Powers are reflavored if possible and discarded if not. As flavored this spell wouldn't be legal as written; however, a simple few tweaks to make it an anti time stop/temporal acceleration power would be 100% kosher. I'll even toss one of mine out as an example.

Incidentally, as discussed in Seira's thread this week, temporal magic/powers aren't even difficult in Creation. They're just banned by divine agreement and enforcement. There's an entire school of magic called chronomancy banned to everyone, akin to conjuration, abjuration or evocation. I can link you if you haven't read it.

Time Stop Stopper
Abjuration
Level: Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: 100ft
Area: 100ft radius emanation, centered on you
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

This emanation prevents time stop, temporal acceleration or similar spells, spell-like abilities, psionic powers or supernatural abilities being used within it. Any such abilities fail when used within it, they are considered expended.

Material Component

A carved piece of amber worth 500 gold.

DM Note: This isn't going into the spell collection, it's just an example of someone's custom time stop defense. They haven't shown up quite yet in game, but expect it to happen sooner than later.

(I swear, if the first post about this is 'can I make that and then take it with permanent emanation...')

(Well, it's not like I didn't have the same idea.)

(Any version y'all see in play probably won't be an emanation, just to side step the issue.)

(Maybe.)
Bruh that's why mine isn't an emanation. Also fine, it was just an idea.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 24, 2018, 01:32:05 PM
Quote from: Anastasia on June 24, 2018, 12:43:21 PM
Quote from: Yuthirin on June 24, 2018, 02:03:45 AM
Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.

Augment
For every additional power point you spend, this power's duration increases by 2 rounds.

Okay, lemme run through this with you real quick. Do you mean they merely count as force for the sake of hitting things? Do you mean all melee damage - incidentally I'd tighten up the language there, physical attacks isn't the best way to express that - you deal is force damage instead of whatever type of damage it would be? Something else?

Lemme know where you're going with this before I say more.
I mean that every attack made by the PW is a force attack, with all the benefits contained therein. No additional damage is done. It might be too high level.

Incidentally, if you didn't want a clinical and completely-bereft-of-any-flavor-at-all-bullshit-nonsense writeup, it would have included the following flavor block that would have helped explain things:

With a flash, your weapons are encased in glowing blue fields of force, razor-sharp and ready to slice through your enemies.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 01:42:15 PM
Quote from: Yuthirin on June 24, 2018, 01:15:31 PM
Quote from: Anastasia on June 24, 2018, 12:18:12 PM
Quote from: Yuthirin on June 24, 2018, 01:03:25 AM
Greater Dispel Psionics
Psychokinesis
Level: Psion/wilder 6
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area:   One manifester, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous or 1d4 rounds; see text
Saving Throw: None
Power Resistance: No
Power Points: 11

This power functions like dispel psionics, except as shown in the augment below.

Augment
For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +40 for a 10-point expenditure).

Additionally, if 10 or more power points are spent, greater dispel psionics can dispel any effect that remove curse can remove.

Request: Write out the power next time instead of copy/pasting the info block from the SRD. It does weird things to the formatting and I just end up rewriting it anyway.

That aside? The point of the power's perfectly fine, though I'd push it into epic. Dispel psionics as written looks to be meant to be comprehensive of dispel magic and greater dispel magic. It's the sort of thing you shouldn't really get until you need it - you can get greater dispel magic at level 11 normally, which is right on time for the expanded cap for the dispel modifier to be useful. As it stands now, this power isn't really needed until level 21 mechanically, and more over, it lets non epic psionicists really overcharge their dispel checks.

So I have no problem with the power, just not at level 6. At level 21 and able to spend 21 points on a power (earlier with shenanigans), you can throw around a +40 dispel check before any bonuses. That's out of line with balance.
So level 10?

Yeah, that's fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 01:46:54 PM
Quote from: Yuthirin on June 24, 2018, 01:24:57 PM
Quote from: Anastasia on June 24, 2018, 12:27:42 PM
Quote from: Yuthirin on June 24, 2018, 01:47:49 AM
Echoing Implosion
Psychokinesis
Level: Psion/wilder 10, Kineticist 10
Display: Auditory and material
Mainfesting time: 1 standard round
Range: Medium :100 ft. + 10 ft./level)
Area: One explosion in a 20 ft. radius.
Duration: Instantaneous.
Saving Throw: Reflex half; see text
Power Resistance: No
Power Points: 19

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a single implosion, pulling said energy out of the surrounding area toward the power's epicenter. This implosion deals 10d10 damage to every creature and object in the specified area. The implosion creates a strong inward pressure, pulling loose objects and even creatures into the epicenter from up to 40 ft. away from the epicenter. Any creature or object that fails a reflex save to grab onto something to anchor it is pulled into the center of the implosion.

Augment
For every 4 additional power points you spend, the implosion occurs again. Any creature or object that has failed its Reflex save or was caught at the epicenter is expelled violently from the epicenter in a random direction, only to be immediately pulled back inside. The violent motion causes any creatures to become nauseated. Additionally, the power's DC increases by 1 for every echo caused.

Okay, first of all power point expenditure. Powers seem to use PP generation equal the minimum caster level for a full caster. For example, a level 1 power costs one power point. A level 3 power costs 5 power points and so on and so forth. That's the structure I used for epic psionics (with the understanding that non full casters like psychic warriors buck this a bit, but they're a bit weird in that system as written already). So the base power points used should be 21. (24th for an 11th level power, 27 for a 12th level power and so on and so forth.)

Do secondary implosions allow additional Reflex saves?

Seems fine in general, though.
1. Power levels 1-9 progress at 2 additional PP per level. Why do your epic powers switch to 3? And why the jump? 9th level powers cost 17 per the SRD. If 10th level costs 21, that's a 4 PP jump. Both of those instances ignore the progression you're claiming to follow.

2. No.

Epic spells go to 21+3 to get a new spell level. 11th level spells at level 24, 12th level at 27 and so on. It matches those.

The minimum caster level for a 9th level power is 17. 17th level is when a psion can get 9th level powers, 17 is the points he can spend on it (barring bonuses, tricks ect). The jump is because 10th level powers aren't gained until level 21. Therefore 21 follows the progression, understanding that there's a gap there due to the way 9th level is the maximum spell level and there's no 10th level magic at 19th level, which would fit the previous pattern.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 01:47:39 PM
Quote from: Yuthirin on June 24, 2018, 01:27:41 PM
Quote from: Anastasia on June 24, 2018, 12:41:15 PM
Quote from: Yuthirin on June 24, 2018, 01:57:39 AM
Temporal Stabilization
Psychoportation
Level: Psion/wilder 11
Display: Olfactory
Manifesting Time: 1 standard action
Range: 100 ft. radius centered on you
Target: Self
Duration: 5 rounds
Saving Throw: None
Power Resistance: None, see text
Power Points: 21

This power creates a field centered on you that prevents all forms of temporal manipulation. Powers like time hop, temporal acceleration, and spells like time stop fail to function. Any spell-like abilities or the abilities of creatures like quaruts are similarly suppressed by this field. This can be overcome by an opposed caster level check against that of the manifestor.

Augment
For every 4 additional power points you spend, the duration of this power is extended by 1 round.

Okay, now I have no problem with the power mechanically. This sort of thing is apt, I have a few anti time stop spells I've never had reason to post that do things like this.

It's not a question of mechanics, it's a question of flavor. Namely, the Temporal Compact in Balmuria prevents temporal shenanigans and magic. Time stop is merely great speed, as is temporal acceleration. Powers are reflavored if possible and discarded if not. As flavored this spell wouldn't be legal as written; however, a simple few tweaks to make it an anti time stop/temporal acceleration power would be 100% kosher. I'll even toss one of mine out as an example.

Incidentally, as discussed in Seira's thread this week, temporal magic/powers aren't even difficult in Creation. They're just banned by divine agreement and enforcement. There's an entire school of magic called chronomancy banned to everyone, akin to conjuration, abjuration or evocation. I can link you if you haven't read it.

Time Stop Stopper
Abjuration
Level: Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: 100ft
Area: 100ft radius emanation, centered on you
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

This emanation prevents time stop, temporal acceleration or similar spells, spell-like abilities, psionic powers or supernatural abilities being used within it. Any such abilities fail when used within it, they are considered expended.

Material Component

A carved piece of amber worth 500 gold.

DM Note: This isn't going into the spell collection, it's just an example of someone's custom time stop defense. They haven't shown up quite yet in game, but expect it to happen sooner than later.

(I swear, if the first post about this is 'can I make that and then take it with permanent emanation...')

(Well, it's not like I didn't have the same idea.)

(Any version y'all see in play probably won't be an emanation, just to side step the issue.)

(Maybe.)
Bruh that's why mine isn't an emanation. Also fine, it was just an idea.

Then just change the flavor to match. The idea's fine, I have no problem with the mechanics of it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 24, 2018, 01:48:08 PM
Quote from: Anastasia on June 24, 2018, 12:13:02 PM
Okay, questions.

1. Is this meant to be permanency-able like teleportation circle is? Normally I wouldn't mention it, but this spell is fiddly enough that I want to make sure we're on the same page.

2. Expensive in cost but that works well since this is meant for longer lasting/permanent teleportation networks rather than temporary gates. This is the sort of thing that exists in setting already, though I've never written and posted it. You're not treading new ground, that's not a problem for you?

That aside, I'd suggest changing the casting time to 10 minutes per destination. This is completely a non-combat spell and it's essentially a flavor issue here, and I think that would reflect it better.

Do epic duskblades get teleport circle?

1. Of course! It explicitly says it's like Teleportation Circle in all aspects except the ones written out. Also, aside from the cosmetic change of shifting the surfaces to be like with Gate instead of the floor tiles of Teleportation Circle, it's really no different than multiple castings of Teleportation Circle. The price reflects that.

2. Like I noted in 1, the price is exactly the same as if I were doing it with multiple Teleportation Circles. I just like the ease of having a new spell do it all instead of laboring over with multiple individual spells per location, and struggling with logistics. It hopefully shows the advances I've made in magic since my efforts in Balmuria, as well as the aesthetic changes that streamline the process of traveling through portals for people.

Re: Casting time, I don't really care. If you want to, go for it. I just wanted to keep the write up as simple as possible.

Re: Duskblades, I have no idea since Teleport Circle is a regular SRD spell and canonically there are no epic duskblade spells (which it would be for them). The do get various teleportation spells, but those are mostly tactical. Up to you?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 01:51:39 PM
Quote from: Yuthirin on June 24, 2018, 01:32:05 PM
Quote from: Anastasia on June 24, 2018, 12:43:21 PM
Quote from: Yuthirin on June 24, 2018, 02:03:45 AM
Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.

Augment
For every additional power point you spend, this power's duration increases by 2 rounds.

Okay, lemme run through this with you real quick. Do you mean they merely count as force for the sake of hitting things? Do you mean all melee damage - incidentally I'd tighten up the language there, physical attacks isn't the best way to express that - you deal is force damage instead of whatever type of damage it would be? Something else?

Lemme know where you're going with this before I say more.
I mean that every attack made by the PW is a force attack, with all the benefits contained therein. No additional damage is done. It might be too high level.

Incidentally, if you didn't want a clinical and completely-bereft-of-any-flavor-at-all-bullshit-nonsense writeup, it would have included the following flavor block that would have helped explain things:

With a flash, your weapons are encased in glowing blue fields of force, razor-sharp and ready to slice through your enemies.

Okay then. Yeah, it is overlevelled, drop it to...3? 2 or 3 is where that should be, probably 3.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on June 24, 2018, 01:58:38 PM
Quote from: Anastasia on June 24, 2018, 12:56:48 PM
One of my own, picking at Jarem custom spells. Feedback welcome.

Red Knight's Skill
Evocation
Level: Clr 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

When you call on this blessing, the martial knowledge of the Red Knight grants you great combat ability. You are proficient with all weapons and armor, including exotic weapons and armor. You gain a competence bonus to attack rolls and weapon damage rolls equal to your caster level divided by 5 (minimum 1, maximum of +5). Each round, the first attack of opportunity you trigger is negated, allowing no attack of opportunity. Finally, you cannot be flanked except by opponents with an Intelligence score 4 or more points higher than yours.

(Design note: The Intelligence part is iffy and also meant to be a flavor thing, based on how the Red Knight values it.)

I feel it's remiss not to point out after the discussion on Seira's spells that this is kinda of a mish-mash that does a bunch of stuff in a kinda weird fashion. An attack bonus but also no flanking except for one weird scenario, and also negates incoming attacks under certain circumstances (that being if they're AoOs). It's clunky and I don't like it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 24, 2018, 02:04:09 PM
Quote from: Anastasia on June 24, 2018, 01:51:39 PM
Quote from: Yuthirin on June 24, 2018, 01:32:05 PM
Quote from: Anastasia on June 24, 2018, 12:43:21 PM
Quote from: Yuthirin on June 24, 2018, 02:03:45 AM
Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.

Augment
For every additional power point you spend, this power's duration increases by 2 rounds.

Okay, lemme run through this with you real quick. Do you mean they merely count as force for the sake of hitting things? Do you mean all melee damage - incidentally I'd tighten up the language there, physical attacks isn't the best way to express that - you deal is force damage instead of whatever type of damage it would be? Something else?

Lemme know where you're going with this before I say more.
I mean that every attack made by the PW is a force attack, with all the benefits contained therein. No additional damage is done. It might be too high level.

Incidentally, if you didn't want a clinical and completely-bereft-of-any-flavor-at-all-bullshit-nonsense writeup, it would have included the following flavor block that would have helped explain things:

With a flash, your weapons are encased in glowing blue fields of force, razor-sharp and ready to slice through your enemies.

Okay then. Yeah, it is overlevelled, drop it to...3? 2 or 3 is where that should be, probably 3.

Am I correct in saying this is a better version of Ghost Touch Weapon? Since it also bypasses DR, in addition to hitting every ghost, and applies to all weapons instead of one?
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 24, 2018, 02:41:10 PM
Quote from: Anastasia on June 24, 2018, 12:51:09 PM
Quote from: Yuthirin on June 24, 2018, 02:35:24 AM
Astral Ingress
Psychoportation
Level: Psion/wilder 8
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Willing creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous or concentration (up to 1 round/level)
Power Points: 15

This power creates an interdimensional connection between your current plane of existence and a plane you specify, allowing travel between those two planes in either direction. The ingress itself is a circular hoop or disk from 5 to 20 feet in diameter (manifestor's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when manifesting the power, and anyone or anything that moves through is shunted instantly to the other side.

Augment
If you spend an additional 4 power points, the duration of this power becomes minutes/level.

So this is basically a psionic gate spell? I don't have any real problem with it, just bump it up to nine to match gate, since psionics don't progress the teleport powers it copies any earlier than magic gets them.

(Side note: Why is psionic teleport and psionic teleport circle nomad only, but psionic greater teleport is psion/wilder? Weird.)
It lacks the calling feature that makes Gate so impressive. I honestly feel like 8 is too high. It's really only a precise plane shift.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 24, 2018, 02:41:59 PM
Quote from: Corwin on June 24, 2018, 02:04:09 PM
Quote from: Anastasia on June 24, 2018, 01:51:39 PM
Quote from: Yuthirin on June 24, 2018, 01:32:05 PM
Quote from: Anastasia on June 24, 2018, 12:43:21 PM
Quote from: Yuthirin on June 24, 2018, 02:03:45 AM
Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.

Augment
For every additional power point you spend, this power's duration increases by 2 rounds.

Okay, lemme run through this with you real quick. Do you mean they merely count as force for the sake of hitting things? Do you mean all melee damage - incidentally I'd tighten up the language there, physical attacks isn't the best way to express that - you deal is force damage instead of whatever type of damage it would be? Something else?

Lemme know where you're going with this before I say more.
I mean that every attack made by the PW is a force attack, with all the benefits contained therein. No additional damage is done. It might be too high level.

Incidentally, if you didn't want a clinical and completely-bereft-of-any-flavor-at-all-bullshit-nonsense writeup, it would have included the following flavor block that would have helped explain things:

With a flash, your weapons are encased in glowing blue fields of force, razor-sharp and ready to slice through your enemies.

Okay then. Yeah, it is overlevelled, drop it to...3? 2 or 3 is where that should be, probably 3.

Am I correct in saying this is a better version of Ghost Touch Weapon? Since it also bypasses DR, in addition to hitting every ghost, and applies to all weapons instead of one?
Yes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 24, 2018, 02:43:13 PM
Quote from: Anastasia on June 24, 2018, 01:46:54 PM
Quote from: Yuthirin on June 24, 2018, 01:24:57 PM
Quote from: Anastasia on June 24, 2018, 12:27:42 PM
Quote from: Yuthirin on June 24, 2018, 01:47:49 AM
Echoing Implosion
Psychokinesis
Level: Psion/wilder 10, Kineticist 10
Display: Auditory and material
Mainfesting time: 1 standard round
Range: Medium :100 ft. + 10 ft./level)
Area: One explosion in a 20 ft. radius.
Duration: Instantaneous.
Saving Throw: Reflex half; see text
Power Resistance: No
Power Points: 19

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a single implosion, pulling said energy out of the surrounding area toward the power's epicenter. This implosion deals 10d10 damage to every creature and object in the specified area. The implosion creates a strong inward pressure, pulling loose objects and even creatures into the epicenter from up to 40 ft. away from the epicenter. Any creature or object that fails a reflex save to grab onto something to anchor it is pulled into the center of the implosion.

Augment
For every 4 additional power points you spend, the implosion occurs again. Any creature or object that has failed its Reflex save or was caught at the epicenter is expelled violently from the epicenter in a random direction, only to be immediately pulled back inside. The violent motion causes any creatures to become nauseated. Additionally, the power's DC increases by 1 for every echo caused.

Okay, first of all power point expenditure. Powers seem to use PP generation equal the minimum caster level for a full caster. For example, a level 1 power costs one power point. A level 3 power costs 5 power points and so on and so forth. That's the structure I used for epic psionics (with the understanding that non full casters like psychic warriors buck this a bit, but they're a bit weird in that system as written already). So the base power points used should be 21. (24th for an 11th level power, 27 for a 12th level power and so on and so forth.)

Do secondary implosions allow additional Reflex saves?

Seems fine in general, though.
1. Power levels 1-9 progress at 2 additional PP per level. Why do your epic powers switch to 3? And why the jump? 9th level powers cost 17 per the SRD. If 10th level costs 21, that's a 4 PP jump. Both of those instances ignore the progression you're claiming to follow.

2. No.

Epic spells go to 21+3 to get a new spell level. 11th level spells at level 24, 12th level at 27 and so on. It matches those.

The minimum caster level for a 9th level power is 17. 17th level is when a psion can get 9th level powers, 17 is the points he can spend on it (barring bonuses, tricks ect). The jump is because 10th level powers aren't gained until level 21. Therefore 21 follows the progression, understanding that there's a gap there due to the way 9th level is the maximum spell level and there's no 10th level magic at 19th level, which would fit the previous pattern.
I see.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 02:48:05 PM
Quote from: Corwin on June 24, 2018, 01:48:08 PM
Quote from: Anastasia on June 24, 2018, 12:13:02 PM
Okay, questions.

1. Is this meant to be permanency-able like teleportation circle is? Normally I wouldn't mention it, but this spell is fiddly enough that I want to make sure we're on the same page.

2. Expensive in cost but that works well since this is meant for longer lasting/permanent teleportation networks rather than temporary gates. This is the sort of thing that exists in setting already, though I've never written and posted it. You're not treading new ground, that's not a problem for you?

That aside, I'd suggest changing the casting time to 10 minutes per destination. This is completely a non-combat spell and it's essentially a flavor issue here, and I think that would reflect it better.

Do epic duskblades get teleport circle?

1. Of course! It explicitly says it's like Teleportation Circle in all aspects except the ones written out. Also, aside from the cosmetic change of shifting the surfaces to be like with Gate instead of the floor tiles of Teleportation Circle, it's really no different than multiple castings of Teleportation Circle. The price reflects that.

2. Like I noted in 1, the price is exactly the same as if I were doing it with multiple Teleportation Circles. I just like the ease of having a new spell do it all instead of laboring over with multiple individual spells per location, and struggling with logistics. It hopefully shows the advances I've made in magic since my efforts in Balmuria, as well as the aesthetic changes that streamline the process of traveling through portals for people.

Re: Casting time, I don't really care. If you want to, go for it. I just wanted to keep the write up as simple as possible.

Re: Duskblades, I have no idea since Teleport Circle is a regular SRD spell and canonically there are no epic duskblade spells (which it would be for them). The do get various teleportation spells, but those are mostly tactical. Up to you?

Okay, it looks fine basically. I wouldn't give it to duskblades personally, but whatever, it's basically fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 02:48:37 PM
Quote from: Ebiris on June 24, 2018, 01:58:38 PM
Quote from: Anastasia on June 24, 2018, 12:56:48 PM
One of my own, picking at Jarem custom spells. Feedback welcome.

Red Knight's Skill
Evocation
Level: Clr 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

When you call on this blessing, the martial knowledge of the Red Knight grants you great combat ability. You are proficient with all weapons and armor, including exotic weapons and armor. You gain a competence bonus to attack rolls and weapon damage rolls equal to your caster level divided by 5 (minimum 1, maximum of +5). Each round, the first attack of opportunity you trigger is negated, allowing no attack of opportunity. Finally, you cannot be flanked except by opponents with an Intelligence score 4 or more points higher than yours.

(Design note: The Intelligence part is iffy and also meant to be a flavor thing, based on how the Red Knight values it.)

I feel it's remiss not to point out after the discussion on Seira's spells that this is kinda of a mish-mash that does a bunch of stuff in a kinda weird fashion. An attack bonus but also no flanking except for one weird scenario, and also negates incoming attacks under certain circumstances (that being if they're AoOs). It's clunky and I don't like it.

No, that's a fair beef. I was picking at this one awhile, not really coming with anything good. Wanted to see what y'all said about it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 02:51:26 PM
Quote from: Corwin on June 24, 2018, 02:04:09 PM
Quote from: Anastasia on June 24, 2018, 01:51:39 PM
Quote from: Yuthirin on June 24, 2018, 01:32:05 PM
Quote from: Anastasia on June 24, 2018, 12:43:21 PM
Quote from: Yuthirin on June 24, 2018, 02:03:45 AM
Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.

Augment
For every additional power point you spend, this power's duration increases by 2 rounds.

Okay, lemme run through this with you real quick. Do you mean they merely count as force for the sake of hitting things? Do you mean all melee damage - incidentally I'd tighten up the language there, physical attacks isn't the best way to express that - you deal is force damage instead of whatever type of damage it would be? Something else?

Lemme know where you're going with this before I say more.
I mean that every attack made by the PW is a force attack, with all the benefits contained therein. No additional damage is done. It might be too high level.

Incidentally, if you didn't want a clinical and completely-bereft-of-any-flavor-at-all-bullshit-nonsense writeup, it would have included the following flavor block that would have helped explain things:

With a flash, your weapons are encased in glowing blue fields of force, razor-sharp and ready to slice through your enemies.

Okay then. Yeah, it is overlevelled, drop it to...3? 2 or 3 is where that should be, probably 3.

Am I correct in saying this is a better version of Ghost Touch Weapon? Since it also bypasses DR, in addition to hitting every ghost, and applies to all weapons instead of one?

Fair point on ghost touch. Do you mean for it to turn the damage into force damage, not just have it count as a force effect, and therefore largely bypass damage reduction, Yuth?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 24, 2018, 03:08:32 PM
This may be a spell that warrants a lesser, normal, and greater version, I don't know. It also may be too strong -- I'm really bad at gauging that sort of thing. Also maybe it needs an SR check too? Should Druids be able to cast it too? They do get the dispel-line of spells...


Overloaded Magic
Level: Brd 7, Clr 9, Magic 9, Sor/Wiz 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

A bright white beam flies from your finger. The creature suddenly finds themselves damaged -- not protected -- by the magic they've wrapped themselves in.

This ray overloads the magic currently affected one creature. You must succeed on a ranged touch attack to affect the target. For every spell or spell-like ability active, the creature takes 1d10 points of damage. This spell does not dispel or suppress these effects.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 24, 2018, 03:26:12 PM
We can forego the duskblades in this incarnation and see whether the Donald spellcrafting scene leads there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 24, 2018, 04:41:07 PM
Quote from: Anastasia on June 24, 2018, 02:51:26 PM
Quote from: Corwin on June 24, 2018, 02:04:09 PM
Quote from: Anastasia on June 24, 2018, 01:51:39 PM
Quote from: Yuthirin on June 24, 2018, 01:32:05 PM
Quote from: Anastasia on June 24, 2018, 12:43:21 PM
Quote from: Yuthirin on June 24, 2018, 02:03:45 AM
Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.

Augment
For every additional power point you spend, this power's duration increases by 2 rounds.

Okay, lemme run through this with you real quick. Do you mean they merely count as force for the sake of hitting things? Do you mean all melee damage - incidentally I'd tighten up the language there, physical attacks isn't the best way to express that - you deal is force damage instead of whatever type of damage it would be? Something else?

Lemme know where you're going with this before I say more.
I mean that every attack made by the PW is a force attack, with all the benefits contained therein. No additional damage is done. It might be too high level.

Incidentally, if you didn't want a clinical and completely-bereft-of-any-flavor-at-all-bullshit-nonsense writeup, it would have included the following flavor block that would have helped explain things:

With a flash, your weapons are encased in glowing blue fields of force, razor-sharp and ready to slice through your enemies.

Okay then. Yeah, it is overlevelled, drop it to...3? 2 or 3 is where that should be, probably 3.

Am I correct in saying this is a better version of Ghost Touch Weapon? Since it also bypasses DR, in addition to hitting every ghost, and applies to all weapons instead of one?

Fair point on ghost touch. Do you mean for it to turn the damage into force damage, not just have it count as a force effect, and therefore largely bypass damage reduction, Yuth?
Yeah, that's why I said it's a force effect.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 07:31:34 PM
Quote from: Yuthirin on June 24, 2018, 02:41:10 PM
Quote from: Anastasia on June 24, 2018, 12:51:09 PM
Quote from: Yuthirin on June 24, 2018, 02:35:24 AM
Astral Ingress
Psychoportation
Level: Psion/wilder 8
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Willing creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous or concentration (up to 1 round/level)
Power Points: 15

This power creates an interdimensional connection between your current plane of existence and a plane you specify, allowing travel between those two planes in either direction. The ingress itself is a circular hoop or disk from 5 to 20 feet in diameter (manifestor's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when manifesting the power, and anyone or anything that moves through is shunted instantly to the other side.

Augment
If you spend an additional 4 power points, the duration of this power becomes minutes/level.

So this is basically a psionic gate spell? I don't have any real problem with it, just bump it up to nine to match gate, since psionics don't progress the teleport powers it copies any earlier than magic gets them.

(Side note: Why is psionic teleport and psionic teleport circle nomad only, but psionic greater teleport is psion/wilder? Weird.)
It lacks the calling feature that makes Gate so impressive. I honestly feel like 8 is too high. It's really only a precise plane shift.

Well, the thing is, we don't really use that here. We use gate about 99% of the time for transport and 1% to summon an ally (From Aurora in B3, a node member in this game or back in B1, ect). Additionally, a really precise plane shift is cleric 7 or sor/wiz 8 (greater plane shift). So by standards we can see that just taking that into account, this spell's already where it should be.

So 8 is right in the ballpark to begin with. Is turning it into a transportation gate worth the level bump to 9? I think so. It lets everyone travel smoothly and swiftly.

Is there a psionic plane shift or anything like that?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 07:32:28 PM
Quote from: Yuthirin on June 24, 2018, 02:43:13 PM
Quote from: Anastasia on June 24, 2018, 01:46:54 PM
Quote from: Yuthirin on June 24, 2018, 01:24:57 PM
Quote from: Anastasia on June 24, 2018, 12:27:42 PM
Quote from: Yuthirin on June 24, 2018, 01:47:49 AM
Echoing Implosion
Psychokinesis
Level: Psion/wilder 10, Kineticist 10
Display: Auditory and material
Mainfesting time: 1 standard round
Range: Medium :100 ft. + 10 ft./level)
Area: One explosion in a 20 ft. radius.
Duration: Instantaneous.
Saving Throw: Reflex half; see text
Power Resistance: No
Power Points: 19

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a single implosion, pulling said energy out of the surrounding area toward the power's epicenter. This implosion deals 10d10 damage to every creature and object in the specified area. The implosion creates a strong inward pressure, pulling loose objects and even creatures into the epicenter from up to 40 ft. away from the epicenter. Any creature or object that fails a reflex save to grab onto something to anchor it is pulled into the center of the implosion.

Augment
For every 4 additional power points you spend, the implosion occurs again. Any creature or object that has failed its Reflex save or was caught at the epicenter is expelled violently from the epicenter in a random direction, only to be immediately pulled back inside. The violent motion causes any creatures to become nauseated. Additionally, the power's DC increases by 1 for every echo caused.

Okay, first of all power point expenditure. Powers seem to use PP generation equal the minimum caster level for a full caster. For example, a level 1 power costs one power point. A level 3 power costs 5 power points and so on and so forth. That's the structure I used for epic psionics (with the understanding that non full casters like psychic warriors buck this a bit, but they're a bit weird in that system as written already). So the base power points used should be 21. (24th for an 11th level power, 27 for a 12th level power and so on and so forth.)

Do secondary implosions allow additional Reflex saves?

Seems fine in general, though.
1. Power levels 1-9 progress at 2 additional PP per level. Why do your epic powers switch to 3? And why the jump? 9th level powers cost 17 per the SRD. If 10th level costs 21, that's a 4 PP jump. Both of those instances ignore the progression you're claiming to follow.

2. No.

Epic spells go to 21+3 to get a new spell level. 11th level spells at level 24, 12th level at 27 and so on. It matches those.

The minimum caster level for a 9th level power is 17. 17th level is when a psion can get 9th level powers, 17 is the points he can spend on it (barring bonuses, tricks ect). The jump is because 10th level powers aren't gained until level 21. Therefore 21 follows the progression, understanding that there's a gap there due to the way 9th level is the maximum spell level and there's no 10th level magic at 19th level, which would fit the previous pattern.
I see.

All the classes have an odd gap there, it's just unavoidable without starting 10th level magic pre epic, which wasn't a change I ever wanted to do.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 07:33:13 PM
Quote from: Nephrite on June 24, 2018, 03:08:32 PM
This may be a spell that warrants a lesser, normal, and greater version, I don't know. It also may be too strong -- I'm really bad at gauging that sort of thing. Also maybe it needs an SR check too? Should Druids be able to cast it too? They do get the dispel-line of spells...


Overloaded Magic
Level: Brd 7, Clr 9, Magic 9, Sor/Wiz 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

A bright white beam flies from your finger. The creature suddenly finds themselves damaged -- not protected -- by the magic they've wrapped themselves in.

This ray overloads the magic currently affected one creature. You must succeed on a ranged touch attack to affect the target. For every spell or spell-like ability active, the creature takes 1d10 points of damage. This spell does not dispel or suppress these effects.

Isn't that like reciprocal gyre?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 07:41:06 PM
Quote from: Corwin on June 24, 2018, 03:26:12 PM
We can forego the duskblades in this incarnation and see whether the Donald spellcrafting scene leads there.

Fair. Go ahead and post the modded for now version and we'll roll with that, pending possible Donald additions.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 07:41:55 PM
Quote from: Yuthirin on June 24, 2018, 04:41:07 PM
Quote from: Anastasia on June 24, 2018, 02:51:26 PM
Quote from: Corwin on June 24, 2018, 02:04:09 PM
Quote from: Anastasia on June 24, 2018, 01:51:39 PM
Quote from: Yuthirin on June 24, 2018, 01:32:05 PM
Quote from: Anastasia on June 24, 2018, 12:43:21 PM
Quote from: Yuthirin on June 24, 2018, 02:03:45 AM
Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.

Augment
For every additional power point you spend, this power's duration increases by 2 rounds.

Okay, lemme run through this with you real quick. Do you mean they merely count as force for the sake of hitting things? Do you mean all melee damage - incidentally I'd tighten up the language there, physical attacks isn't the best way to express that - you deal is force damage instead of whatever type of damage it would be? Something else?

Lemme know where you're going with this before I say more.
I mean that every attack made by the PW is a force attack, with all the benefits contained therein. No additional damage is done. It might be too high level.

Incidentally, if you didn't want a clinical and completely-bereft-of-any-flavor-at-all-bullshit-nonsense writeup, it would have included the following flavor block that would have helped explain things:

With a flash, your weapons are encased in glowing blue fields of force, razor-sharp and ready to slice through your enemies.

Okay then. Yeah, it is overlevelled, drop it to...3? 2 or 3 is where that should be, probably 3.

Am I correct in saying this is a better version of Ghost Touch Weapon? Since it also bypasses DR, in addition to hitting every ghost, and applies to all weapons instead of one?

Fair point on ghost touch. Do you mean for it to turn the damage into force damage, not just have it count as a force effect, and therefore largely bypass damage reduction, Yuth?
Yeah, that's why I said it's a force effect.

Okay, then all the damage IS force damage? Six is probably right? It's tough to price there, but at the end of non epic psiwarrior casting feels right.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 24, 2018, 07:50:55 PM
Quote from: Anastasia on June 24, 2018, 07:31:34 PM
Quote from: Yuthirin on June 24, 2018, 02:41:10 PM
Quote from: Anastasia on June 24, 2018, 12:51:09 PM
Quote from: Yuthirin on June 24, 2018, 02:35:24 AM
Astral Ingress
Psychoportation
Level: Psion/wilder 8
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Willing creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous or concentration (up to 1 round/level)
Power Points: 15

This power creates an interdimensional connection between your current plane of existence and a plane you specify, allowing travel between those two planes in either direction. The ingress itself is a circular hoop or disk from 5 to 20 feet in diameter (manifestor's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when manifesting the power, and anyone or anything that moves through is shunted instantly to the other side.

Augment
If you spend an additional 4 power points, the duration of this power becomes minutes/level.

So this is basically a psionic gate spell? I don't have any real problem with it, just bump it up to nine to match gate, since psionics don't progress the teleport powers it copies any earlier than magic gets them.

(Side note: Why is psionic teleport and psionic teleport circle nomad only, but psionic greater teleport is psion/wilder? Weird.)
It lacks the calling feature that makes Gate so impressive. I honestly feel like 8 is too high. It's really only a precise plane shift.

Well, the thing is, we don't really use that here. We use gate about 99% of the time for transport and 1% to summon an ally (From Aurora in B3, a node member in this game or back in B1, ect). Additionally, a really precise plane shift is cleric 7 or sor/wiz 8 (greater plane shift). So by standards we can see that just taking that into account, this spell's already where it should be.

So 8 is right in the ballpark to begin with. Is turning it into a transportation gate worth the level bump to 9? I think so. It lets everyone travel smoothly and swiftly.

Is there a psionic plane shift or anything like that?
Well, there's the rub. The original Gate spell was fine on its own as it stood for a 9th level spell. The fact that the rules of this game alter the spell's functionality should have been taken into consideration when the changes were made. Changing it from a Call Major Planar Ally And Also A Portal spell to Just A Portal Spell is a rather huge change. 2/3 of the value of the spell is removed, if we were in a normal game without any house rules. I'd say that Gate in itself in your world is overpriced as a 9th level spell, because it's been pretty heavily neutered.

As for plane shift, yes. There's a psionic version. It's just as inaccurate as the magic version. Also, it's overpriced for arcane spellcasters. The SRD lists it as cleric 5, sor/wiz 7. No real reason for that, in my opinion.

I'm requesting that plane shift be made a flat 5th or 6th level spell/power, and Gate be a flat 7th level spell/power because of the massive changes to its functionality. Yes, it's more precise than plane shift, thus the 2 spell/power level increase.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 24, 2018, 07:52:26 PM
Quote from: Anastasia on June 24, 2018, 07:41:55 PM
Quote from: Yuthirin on June 24, 2018, 04:41:07 PM
Quote from: Anastasia on June 24, 2018, 02:51:26 PM
Quote from: Corwin on June 24, 2018, 02:04:09 PM
Quote from: Anastasia on June 24, 2018, 01:51:39 PM
Quote from: Yuthirin on June 24, 2018, 01:32:05 PM
Quote from: Anastasia on June 24, 2018, 12:43:21 PM
Quote from: Yuthirin on June 24, 2018, 02:03:45 AM
Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.

Augment
For every additional power point you spend, this power's duration increases by 2 rounds.

Okay, lemme run through this with you real quick. Do you mean they merely count as force for the sake of hitting things? Do you mean all melee damage - incidentally I'd tighten up the language there, physical attacks isn't the best way to express that - you deal is force damage instead of whatever type of damage it would be? Something else?

Lemme know where you're going with this before I say more.
I mean that every attack made by the PW is a force attack, with all the benefits contained therein. No additional damage is done. It might be too high level.

Incidentally, if you didn't want a clinical and completely-bereft-of-any-flavor-at-all-bullshit-nonsense writeup, it would have included the following flavor block that would have helped explain things:

With a flash, your weapons are encased in glowing blue fields of force, razor-sharp and ready to slice through your enemies.

Okay then. Yeah, it is overlevelled, drop it to...3? 2 or 3 is where that should be, probably 3.

Am I correct in saying this is a better version of Ghost Touch Weapon? Since it also bypasses DR, in addition to hitting every ghost, and applies to all weapons instead of one?

Fair point on ghost touch. Do you mean for it to turn the damage into force damage, not just have it count as a force effect, and therefore largely bypass damage reduction, Yuth?
Yeah, that's why I said it's a force effect.

Okay, then all the damage IS force damage? Six is probably right? It's tough to price there, but at the end of non epic psiwarrior casting feels right.
For the third? Fourth? time, yes. All the damage is force damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 24, 2018, 07:56:17 PM
Okay then, it works as a sixth level spell for psychic warrior.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 24, 2018, 08:49:40 PM
Quote from: Anastasia on June 24, 2018, 07:33:13 PM

Isn't that like reciprocal gyre?

I had a feeling a spell like that had to already exist, but I couldn't find it. Could we maybe add that to the Bard spell list, you think? If so, I'd also like to make a Greater version that has a higher cap.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 26, 2018, 05:28:58 PM
Slipping this one in before work.

Level up policy.

Generally, I'm going to try and have as many nodes as possible level up at the same time. However, barring pan-node events or similar things, this isn't terribly realistic most of the time. As such, when level ups do come, expect them to cascade across as reasonable and possible.

I've been playing with this behind the scenes and it's tricky. This seems like the most realistic compromise.

Note: Non divine nodes will get priority as a tiebreaker over divine nodes for first crack at level ups, when needed and applicable. This is purely a gameplay balance mechanic for now. When/if other nodes get in on divinity this won't apply.

Note 2: Most level up time will take a session off to fulfill. So when level up time rolls around, expect a few missed sessions for the needed work of it. Thus I'll try and do them for everyone at once whenever possible, but understanding there will be times it isn't.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 27, 2018, 04:22:19 AM
Don't listen to those lies, Iddy! Salt is actually rich since salt is crazy tradeable. Also the dragon has a ton of loot!

One thing re: cooperative casting. It's clear that all casters must have not only the cooperative spell feat and be standing adjacent, but must cast the same spell (ie be capable of casting that spell)?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 27, 2018, 09:28:06 AM
Yep, that's correct.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 27, 2018, 09:44:28 AM
Quote from: Nephrite on June 24, 2018, 08:49:40 PM
Quote from: Anastasia on June 24, 2018, 07:33:13 PM

Isn't that like reciprocal gyre?

I had a feeling a spell like that had to already exist, but I couldn't find it. Could we maybe add that to the Bard spell list, you think? If so, I'd also like to make a Greater version that has a higher cap.

Is there anything like it on the bard list already?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 27, 2018, 09:45:02 AM
Okay Yuth, where are we at on powers? Wanna finalize them when possible and start getting them moving.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 27, 2018, 10:45:33 AM
Here's the spell again, so we could add it to the spell collection. Only change is in the longer casting time, as per your request.

Seira's Portal Network
Conjuration (Teleportation)
Level: Sor/Wiz 12
Casting Time: 1 hour

This spell functions as Teleportation Circle, except as follows. Instead of only one destination, you can designate one more destination target per three caster levels you possess. They must all must go to the same plane (and layer of that plane, if appropriate) as the point of origin.

The portals themselves are circular hoops or disks from 5 to 20 feet in diameter (caster's choice), oriented in the direction you desire when they come into existence (typically vertical and facing you). Each is a two-dimensional window looking into the destination you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side. A portal has a front and a back. Creatures moving through the portal from the front are transported to the other plane; creatures moving through it from the back are not.

Clerics and paladins with the Initiate of Seira feat can select this spell as if it were on the cleric spell list.

Material Component
Amber dust to draw the portals (cost 1,000 gp per destination).
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 27, 2018, 10:48:28 AM
Quote from: Corwin on June 27, 2018, 10:45:33 AM
Here's the spell again, so we could add it to the spell collection. Only change is in the longer casting time, as per your request.

Seira's Portal Network
Conjuration (Teleportation)
Level: Sor/Wiz 12
Casting Time: 1 hour

This spell functions as Teleportation Circle, except as follows. Instead of only one destination, you can designate one more destination target per three caster levels you possess. They must all must go to the same plane (and layer of that plane, if appropriate) as the point of origin.

The portals themselves are circular hoops or disks from 5 to 20 feet in diameter (caster's choice), oriented in the direction you desire when they come into existence (typically vertical and facing you). Each is a two-dimensional window looking into the destination you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side. A portal has a front and a back. Creatures moving through the portal from the front are transported to the other plane; creatures moving through it from the back are not.

Clerics and paladins with the Initiate of Seira feat can select this spell as if it were on the cleric spell list.

Material Component
Amber dust to draw the portals (cost 1,000 gp per destination).

Added.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 27, 2018, 11:02:58 AM
These are all Red Knight themed spells that are in development.

Trimmed and focused this one. Weapon proficiency + a general combat booster is the idea.

Red Knight's Skill
Evocation
Level: Clr 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

When you call on this blessing, the martial knowledge of the Red Knight grants you great combat ability. You are proficient with all weapons and armor, including exotic weapons and armor. You gain a competence bonus to attack rolls, weapon damage rolls and armor class equal to your caster level divided by 5 (minimum 1, maximum of +5).

This spell is known to select members of the Red Knight's clergy and is kept to that faith.

Maybe clr 2, maybe clr 3, mostly towards 3 because it's a swift action. This spell isn't great but it's also not terribly objectionable.

Queen's Movement
Transmutation
Level: Clr 3
Components: V, S, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You gain a +8 bonus to armor class against attacks of opportunity.

This is a weaker version of the sidestep feat. Probably best with a reach weapon to avoid chargers from smacking you.

Pawn's Gambit
Transmutation
Level: Clr 3
Components: V, S, DF
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

You can only cast this spell when a creature provokes an attack of opportunity from you. If you do, you may take a 5ft step in place of the attack of opportunity.

This is a spell that I'm not sure about mechanically, but I adore the flavor of it. The sudden reversal from one position to flanking an enemy is great and something a cleric of the Red Knight would appreciate.  I'm having a personal debate if I want the spell out in the wild, though.

Knight's Gambit
Conjuration (Teleportation)
Level: Clr 8

As Pawn's Gambit, except that you may instead move as if affected by a Knight's Move spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 27, 2018, 01:56:55 PM
As per your request:

Amaryl Gaial
Titles go here
Demigoddess
Symbol:
Home Plane: The Cauldron
Alignment: Neutral Exalted
Portfolio: Good, support, protection, hard work
Worshipers: Scouts, rangers, elves, good elementals, hard workers
Cleric Alignments: CG, LG, NG
Domains: Celerity, Community, Elf, Good
Favored Weapon: Cauldron Blast (Longbow)

SDAs:
Supreme Init makes sense, as does divine dodge. Both tie to her well through celerity.
Divine Radiance works, that's third.

I'd really like her to go for Alter Size, since it would be interesting. Thanks for confirming that Final Rest had two prereqs, not a list of two possible prereqs to choose from. I don't think Amaryl needs an extra domain, I thought hard about this before for Seira and you never really run out of domains that could fit. Best to just stick to what we get, as it'd grow as we gain more divine ranks.

Lemme run some numbers on alter size shenanigans, but I don't have any real objection to it, just the math involved.

I'll work up a divine scout tonight, then. This'll do for mow, go ahead and paste what I did last for her deity stat block plus the decided suggestions to nagging for me? Thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 27, 2018, 04:59:56 PM
Secondary todo: Add DvR0 to Antenora's sheet. Still amazed you pulled that off.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 27, 2018, 05:00:34 PM
Let me be the first to congratulate you~
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 27, 2018, 05:03:01 PM
Also todo: Node review, mostly Antenora's and Elle's due to events.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 27, 2018, 11:44:07 PM
Quote from: Anastasia on June 27, 2018, 04:59:56 PM
Secondary todo: Add DvR0 to Antenora's sheet. Still amazed you pulled that off.

That's done. Amaryl next since she's a little more complicated.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 28, 2018, 04:29:56 AM
Quote from: Corwin on June 27, 2018, 01:56:55 PM
As per your request:

Amaryl Gaial
Titles go here
Demigoddess
Symbol:
Home Plane: The Cauldron
Alignment: Neutral Exalted
Portfolio: Good, support, protection, hard work
Worshipers: Scouts, rangers, elves, good elementals, hard workers
Cleric Alignments: CG, LG, NG
Domains: Celerity, Community, Elf, Good
Favored Weapon: Cauldron Blast (Longbow)

SDAs:
Supreme Init makes sense, as does divine dodge. Both tie to her well through celerity.
Divine Radiance works, that's third.

I'd really like her to go for Alter Size, since it would be interesting. Thanks for confirming that Final Rest had two prereqs, not a list of two possible prereqs to choose from. I don't think Amaryl needs an extra domain, I thought hard about this before for Seira and you never really run out of domains that could fit. Best to just stick to what we get, as it'd grow as we gain more divine ranks.

Lemme run some numbers on alter size shenanigans, but I don't have any real objection to it, just the math involved.

I'll work up a divine scout tonight, then. This'll do for mow, go ahead and paste what I did last for her deity stat block plus the decided suggestions to nagging for me? Thanks.

Done with numerical things, onto domains.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 28, 2018, 04:47:06 AM
DIVINE SCOUT
The deity is the epitome of the scout and has abilities that far surpass that of mortal scouts.
Prerequisite: Scout level 20th, Skirmish+5d6/+5 AC, Blindsight 30ft
Benefit: The deity gains Emergency Skirmish, Epic Blindsight and Epic Skirmishx3 as a bonus feats. The deity never provokes attacks of opportunity when making a skirmish attack.
Suggested Portfolio Elements: Scouts.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 28, 2018, 12:45:17 PM
Amaryl's done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 29, 2018, 10:59:55 PM
Reminder poke:

http://www.soulriders.net/forum/index.php/topic,104100.msg1114587.html#msg1114587

http://www.soulriders.net/forum/index.php/topic,104100.msg1116820.html#msg1116820
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 30, 2018, 07:21:46 AM
Weekly roundup Sunday most likely, maybe today. Got some RL stuff going on and not feeling verbose right at the moment.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 01, 2018, 05:53:14 PM
Quote from: Anastasia on June 27, 2018, 11:02:58 AM
These are all Red Knight themed spells that are in development.

Trimmed and focused this one. Weapon proficiency + a general combat booster is the idea.

Red Knight's Skill
Evocation
Level: Clr 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

When you call on this blessing, the martial knowledge of the Red Knight grants you great combat ability. You are proficient with all weapons and armor, including exotic weapons and armor. You gain a competence bonus to attack rolls, weapon damage rolls and armor class equal to your caster level divided by 5 (minimum 1, maximum of +5).

This spell is known to select members of the Red Knight's clergy and is kept to that faith.

Maybe clr 2, maybe clr 3, mostly towards 3 because it's a swift action. This spell isn't great but it's also not terribly objectionable.

Queen's Movement
Transmutation
Level: Clr 3
Components: V, S, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You gain a +8 bonus to armor class against attacks of opportunity.

This is a weaker version of the sidestep feat. Probably best with a reach weapon to avoid chargers from smacking you.

Pawn's Gambit
Transmutation
Level: Clr 3
Components: V, S, DF
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

You can only cast this spell when a creature provokes an attack of opportunity from you. If you do, you may take a 5ft step in place of the attack of opportunity.

This is a spell that I'm not sure about mechanically, but I adore the flavor of it. The sudden reversal from one position to flanking an enemy is great and something a cleric of the Red Knight would appreciate.  I'm having a personal debate if I want the spell out in the wild, though.

Knight's Gambit
Conjuration (Teleportation)
Level: Clr 8

As Pawn's Gambit, except that you may instead move as if affected by a Knight's Move spell.

I'm going to try and get some work done this evening, so last call on these for comments.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 01, 2018, 06:12:33 PM
I like Queen's movement, a cleric can get a lot of good use out of it when they have to run into danger to heal someone, since it protects against the spellcasting AoOs as well. Honestly I even feel like the name should be changed so it's less implied to be about movement.

The two gambit ones I'm less sure about, especially the knight's one. I never liked the immediate teleport ACF conjurers can get and it's basically the same immunity to charges.

Skill is basically fine now, though it really doesn't deserve to be a special secret faith spell. It's just +X to hit and proficiencies. That competence isn't a type spells usually offer for attack and damage rolls really means it should be a gap filled in by something commonly known.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 02, 2018, 10:02:23 AM
Quote from: Ebiris on July 01, 2018, 06:12:33 PM
I like Queen's movement, a cleric can get a lot of good use out of it when they have to run into danger to heal someone, since it protects against the spellcasting AoOs as well. Honestly I even feel like the name should be changed so it's less implied to be about movement.

It was originally meant to be a souped up mobility feat, you can see that in the name. I'll think about renaming it.

QuoteThe two gambit ones I'm less sure about, especially the knight's one. I never liked the immediate teleport ACF conjurers can get and it's basically the same immunity to charges.

Pawn's Gambit comes down to this: I'm okay with someone thematic having it, but when it becomes commonly available it negatively impacts play. You're right about that, most of these spells are probably going to be Jarem's private spells that he's developed.  One person having a neat trick in spell form? Good and fun. That spell becoming widely used by everyone? Escalation. It's a DMing dilemma.*

I may tweak Queen's Gambit a little more, so you can't flank whomever triggered it, so that's it's more limited in requiring a second opponent to be there and flankable.

QuoteSkill is basically fine now, though it really doesn't deserve to be a special secret faith spell. It's just +X to hit and proficiencies. That competence isn't a type spells usually offer for attack and damage rolls really means it should be a gap filled in by something commonly known.

Something like that, yeah.

---

* In a perfect world where I had unlimited time, energy and focus to develop things? I'd have epic magic include an access system. As in, demarcating who knows what spells. Is it a commonly known spell like the basic SRD ones? Is it a spell only known to XYZ, or a personal, unique spell?  There's a lot of room to do that, and I occasionally do so anyway, but I've never felt it to be productive to do that with the time I do have.

Access Levels

0: This spell is available commonly (as commonly 10th+ level magic ever is, proviso) and nothing special is needed to learn it.
1: Spell is not restricted but not well known. Unhidden but obscure magic comes to mind here. The character would need to discover the spell exists and get a copy of it to learn it.
2: Spell is somewhat restricted. Several entities and groups know it, but it has not spread further. Dealing with a group that knows it is essential to learning it.
3: Spell is restricted. It may be unique to one faith, a single cabal or similar such situations. Learning it is the same as 2, but such spells are usually even harder to pry loose.
4: Spell is heavily restricted. The spell may be known to a handful of people or be a personal spell of a particular character. It is rarely given out and almost impossible to learn.
5: Other. Spell is anathemic knowledge, spell requires an initiate feat to cast or is otherwise protected by a mechanical limitation. It can't be selected unless you fulfill or overcome that limitation.

0s are automatic and can be taken at will. No headaches. 1s require some effort to unearth them or even know about them. They're unprotected, just obscure. 2s and above requiring knowing people, being in the right groups or otherwise having access. 2s through 4s are a matter of it becoming more and more exclusive and thus harder to learn. 5s are things that causes the spell to be outside of normal selection all together. Examples:

Celestial Valor
Abjuration [Good]
Level: Clr 10, Glory 10, Good 10, Pal 8, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature/level
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No
Access Level: 0

Celestial Valor's well known and not hidden, it's just worthless for evil characters.

Create Astral Island
Conjuration (Creation)
Level: Sor/Wiz 10
Components: V, S, M, F
Casting Time: 1 hour
Range: Medium (100ft + 10ft/level)
Effect: One astral island; see text (S)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Access Level: 1

Create Astral Island isn't hidden, but it's a rare spell that's specialized and thus not well known. It's a specialist's tool, known primarily by them.

Bibliotheca Arcana
Divination
Level: Clr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours
Access Level: 2

Bibliotheca Arcana is a spell created by Aurora, but has spread rapidly and fast, due to allies using it and spreading it to other allies. It's just barely a 2 right now and will become a 0 in time. It's a little too good, a little too useful and much too wide spread to keep quiet now.

Sever Divine Connection
Necromancy
Level: Clr 15
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Access Level: 3

This pair of spells was developed by Eblis after his fall. They are not known beyond Eblis, the Sundered Suns, the Sultan of the Efreet and Asmodeus.

Unless you're a member of the Sundered Suns or two people who know Eblis well, this spell's off limits to you. Dealing with Eblis or a Sundered Sun to learn it (or the Sultan or Asmodeus) is an epic adventure by itself.

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
Access Level: 4

Canderella knows this as she made it, Ebony knows it because she helped with it and perhaps 2-4 other people from Aurora know it. Unless you know just the right person and get them to tell you, it's impossible to learn. Like 3, but more exclusive.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 02, 2018, 10:11:30 AM
I feel this runs into the obvious problem, however.

Namely, that if Canderella could come up with this, why can't my ice-themed level 40 wizard make Corwin's Sudden Icicles which is mechanically the same to Candy's spell? IC he came up with it from scratch, and we'll pretend it's parallel evolution, but it's just her spell with a palette swap.

If you say 'no, you can't do that' then we hit the problem of why not? Does whoever got there first hold an eternal patent on the very concept of such a spell and similar ones? That's so obnoxious both IC and OOC!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 02, 2018, 11:14:58 AM
Well, one thing is that the more common the spell is, the more likely there's a spell that does something similar. You run into that a lot with 0-9th level spells, a lot of direct damage spells are fairly similar, just with a few details tweaked.

There's a fair few custom spells out there that are very similar to each other. Different people end up on roughly the same paths, that's not surprising. I just rarely post those since what's the point?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 02, 2018, 11:41:01 AM
Not a heavy words week, just tired and doing this on Monday.

Alicia

The story of the week was Antenora's ascension. Sometimes events fall apart due to bad dicing. Everyone's had good ideas that the dice loathe, that fortune stomps into the ground like a hateful whore. What's less known is that there's an opposite of that, where fortune pulls a long shot through by sheer luck. That's pretty much what happened. It was a huge win and a bit of a shortcut, as obtaining divine rank for others wasn't meant to happen this early. Oh certainly the seeds were there, I've been laying them a long time while withholding the key pieces of information that can lead you to this possibility, but getting that out of Eblis and succeeding on your own?

Yeah, no. Was just possible for a high Charisma character and I mean just (since Alicia was right and boosts would be counterproductive to becoming One, be it gear, spells or abilities like marshal auras), but it was done. Even then it takes absurd dice luck, 3 DC 30 Charisma checks. So this week was all about that fallout and sorting it out, understandably so.

Moore

Purely falllout and node increments from Salty Pier. Good overall - I think everything here more or less stands on its own - you succeeded, you made progress and you're reaping the fruit of that labor. Nice to hook you past Seira as well (and vice versa, obviously), while the nodes are independent, I do like them interacting at times. It's fun.

Tryll

Life happened, both for you and me, so this week was minimal and no weekend session to catch up. We'll see about next weekend.

Anyway, the sword puzzle's a fun one, can't wait to see how that's worked out.

Alyssa

Emily continues apace and now you have movement in the mystery of the assassin. Fun and progressing well, as well as setting up improving your islands. A solid week overall.

Seira

See my comments in Moore's commentary about Seira and Moore interacting.

That said, decent week. The Arvandor trip was nice and let you fill in some characters well as well as work on Amaryl and Sanzha. I really liked that one overall, it was good stuff for both and felt like it also filled in Hanali, Corellon, the Triune and Labelas Enoreth.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 02, 2018, 11:48:47 AM
I liked interacting with the elf gods, there's continuity in that they're standoffish in a sense, but also progress since once we got past that they were pretty accommodating and went beyond simple good host stuff. I liked that!

Sanzha is a tease, but she'll pay for that.

Amaryl really needs to speak up more, or even just do stuff. She can move in the background desc or whichever, I dislike that she simply melts away when there are others around.

We'll see how the Moore/Celestia thing goes. I hope it's clear this mission is a secret one so no leaks!
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 02, 2018, 12:02:03 PM
I'm glad the Antenora thing worked out how it did. Becoming One by taking instruction from someone else feels more like becoming One- or Two Minus One or... well, something else that's lame and derivative! Like she'd probably have gone all genocidal if Eblis had guided her through the process so I never even considered that as an option.

Also it's good for the Sylica rep. Nice unbroken string of highly visible and profound victories like that has us really solidifying our place. Now that we're effectively a triumvirate of three deities, even if we're low tier ones, it makes us that much more of a force to be reckoned with that others will have to step carefully around.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 02, 2018, 12:04:24 PM
Also re: access level stuff? Any spells Alicia makes should be treated as access level 0. She tends to make straightforward battle magic that anyone can use and she's more than happy for it to be spread around.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on July 02, 2018, 12:25:52 PM
Quote from: Anastasia on June 27, 2018, 09:45:02 AM
Okay Yuth, where are we at on powers? Wanna finalize them when possible and start getting them moving.
This weekend sucked. I missed this post. I'll get on it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on July 02, 2018, 12:30:43 PM
Quote from: Anastasia on June 24, 2018, 12:48:16 PM
Quote from: Yuthirin on June 24, 2018, 02:23:39 AM
Examine Astral Reverberations
Clairsentience
Level: Psion/wilder 9
Display: Mental and visual
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 17

This power taps information stored in tha astra, such as a creature's movements or location. This power shows the movements of said creature and all of their actions taken within the last week, as well as who and what they interacted with.

This power does not work on any plane that is not connected in some way to the astral plane. This power only functions on creatures and objects with an astral presence; a mind. Inert, non-magical objects such as walls or non-thinking creatures such as non-intelligent oozes and mindless undead are invisible to this power.

Augment
If an additional 5 power points are spent, the power also attempts to postulate a likely future outcome. This provides a benefit similar to that of a divination, but less cryptic. Any information conveyed would concern one single action or possible action regarding that creature, and the question must be phrased to outline the direction for the power to take. Information conveyed can be contained in no more than one single sentance.

If an additional 10 power points are spent, the manifestor may make an opposed caster level check to reveal information about a target that has or had an active mind blank spell.

You have a typo in the first sentence, that should read 'the astral'. Also spell check the last word 'sentence' in augment's first paragraph.

It's fine in principle, though since it targets a specific creature rather than a location or the like, I'd include a saving throw. Creatures get those, locations generally don't. Likewise note how it works with mind blank and the like.

That aside the basic idea is fine. It needs a save since it's targeting creatures, however. No save abilities against a creature are something I try to avoid.
Examine Astral Reverberations
Clairsentience
Level: Psion/wilder 9
Display: Mental and visual
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 17

This power taps information stored in the astral, such as a creature's movements or location. This power shows the movements of said creature and all of their actions taken within the last week, as well as who and what they interacted with.

This power does not work on any plane that is not connected in some way to the astral plane. This power only functions on creatures and objects with an astral presence; a mind. Inert, non-magical objects such as walls or non-thinking creatures such as non-intelligent oozes and mindless undead are invisible to this power.

Augment
If an additional 5 power points are spent, the power also attempts to postulate a likely future outcome. This provides a benefit similar to that of a divination, but less cryptic. Any information conveyed would concern one single action or possible action regarding that creature, and the question must be phrased to outline the direction for the power to take. Information conveyed can be contained in no more than one single sentence.

If an additional 10 power points are spent, the manifestor may make an opposed caster level check to reveal information about a target that has or had an active mind blank spell.

For every 2 power points spent in either of the above augmentations, the power's DC increases by 1.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on July 02, 2018, 12:36:10 PM
Quote from: Yuthirin on June 24, 2018, 07:50:55 PM
Quote from: Anastasia on June 24, 2018, 07:31:34 PM
Quote from: Yuthirin on June 24, 2018, 02:41:10 PM
Quote from: Anastasia on June 24, 2018, 12:51:09 PM
Quote from: Yuthirin on June 24, 2018, 02:35:24 AM
Astral Ingress
Psychoportation
Level: Psion/wilder 8
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Willing creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous or concentration (up to 1 round/level)
Power Points: 15

This power creates an interdimensional connection between your current plane of existence and a plane you specify, allowing travel between those two planes in either direction. The ingress itself is a circular hoop or disk from 5 to 20 feet in diameter (manifestor's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when manifesting the power, and anyone or anything that moves through is shunted instantly to the other side.

Augment
If you spend an additional 4 power points, the duration of this power becomes minutes/level.

So this is basically a psionic gate spell? I don't have any real problem with it, just bump it up to nine to match gate, since psionics don't progress the teleport powers it copies any earlier than magic gets them.

(Side note: Why is psionic teleport and psionic teleport circle nomad only, but psionic greater teleport is psion/wilder? Weird.)
It lacks the calling feature that makes Gate so impressive. I honestly feel like 8 is too high. It's really only a precise plane shift.

Well, the thing is, we don't really use that here. We use gate about 99% of the time for transport and 1% to summon an ally (From Aurora in B3, a node member in this game or back in B1, ect). Additionally, a really precise plane shift is cleric 7 or sor/wiz 8 (greater plane shift). So by standards we can see that just taking that into account, this spell's already where it should be.

So 8 is right in the ballpark to begin with. Is turning it into a transportation gate worth the level bump to 9? I think so. It lets everyone travel smoothly and swiftly.

Is there a psionic plane shift or anything like that?
Well, there's the rub. The original Gate spell was fine on its own as it stood for a 9th level spell. The fact that the rules of this game alter the spell's functionality should have been taken into consideration when the changes were made. Changing it from a Call Major Planar Ally And Also A Portal spell to Just A Portal Spell is a rather huge change. 2/3 of the value of the spell is removed, if we were in a normal game without any house rules. I'd say that Gate in itself in your world is overpriced as a 9th level spell, because it's been pretty heavily neutered.

As for plane shift, yes. There's a psionic version. It's just as inaccurate as the magic version. Also, it's overpriced for arcane spellcasters. The SRD lists it as cleric 5, sor/wiz 7. No real reason for that, in my opinion.

I'm requesting that plane shift be made a flat 5th or 6th level spell/power, and Gate be a flat 7th level spell/power because of the massive changes to its functionality. Yes, it's more precise than plane shift, thus the 2 spell/power level increase.
Reminder that my argument still exists.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on July 02, 2018, 12:58:39 PM
I don't have a lot to add about this week's node update.

I will say I would generally agree with Yuth's sentiment with regards to gate -- it's basically Greater Plane Shift (Which is Clr 7, Sor/Wiz 8) except you can concentrate to keep it open.

I guess in that regard it may make sense to keep at a higher level, I dunno. It's odd that it's 9 for both divine and arcane casting, though that may have originally had more to do with the calling functionality than the transportation functionality.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 02, 2018, 01:03:13 PM
I personally think Gate's fine where it is since the mass transport function of it makes it the premiere transport spell. The calling thing was always super unbalanced anyway, it's so massively better than Greater Planar Binding and Summon Monster IX that it really doesn't fit in the same spectrum.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 02, 2018, 01:39:24 PM
Teleportation Circle is also lvl9, and only allows continued transfer on the same plane.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 02, 2018, 03:22:57 PM
Quote from: Corwin on July 02, 2018, 11:48:47 AM
I liked interacting with the elf gods, there's continuity in that they're standoffish in a sense, but also progress since once we got past that they were pretty accommodating and went beyond simple good host stuff. I liked that!

Yes, once you get in with them they're decent folks, like most elves.

QuoteSanzha is a tease, but she'll pay for that.

So she is. She's good at it too, I think.

QuoteAmaryl really needs to speak up more, or even just do stuff. She can move in the background desc or whichever, I dislike that she simply melts away when there are others around.

Agreed, working on that.

QuoteWe'll see how the Moore/Celestia thing goes. I hope it's clear this mission is a secret one so no leaks!

Agreed again. Hopefully the mission is a big success for everyone.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 02, 2018, 03:25:25 PM
Quote from: Ebiris on July 02, 2018, 12:02:03 PM
I'm glad the Antenora thing worked out how it did. Becoming One by taking instruction from someone else feels more like becoming One- or Two Minus One or... well, something else that's lame and derivative! Like she'd probably have gone all genocidal if Eblis had guided her through the process so I never even considered that as an option.

You aren't wrong. After all, who says Eblis succeeded in the same way Antenora succeeded?

QuoteAlso it's good for the Sylica rep. Nice unbroken string of highly visible and profound victories like that has us really solidifying our place. Now that we're effectively a triumvirate of three deities, even if we're low tier ones, it makes us that much more of a force to be reckoned with that others will have to step carefully around.

It is, no doubt about it. You're getting closer to being a pantheon rather than just a few oddities, building up your stock.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 02, 2018, 03:26:13 PM
Quote from: Ebiris on July 02, 2018, 12:04:24 PM
Also re: access level stuff? Any spells Alicia makes should be treated as access level 0. She tends to make straightforward battle magic that anyone can use and she's more than happy for it to be spread around.

Fair enough. I won't actually use that at the end of the day I think - effort and I'd rather err on the side of epic level spells being available due to needing more of them to choose from - but it's mirrors some of my own internal processes on them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 02, 2018, 03:26:40 PM
Quote from: Yuthirin on July 02, 2018, 12:25:52 PM
Quote from: Anastasia on June 27, 2018, 09:45:02 AM
Okay Yuth, where are we at on powers? Wanna finalize them when possible and start getting them moving.
This weekend sucked. I missed this post. I'll get on it.

All good, totally understand. This weekend...well, it ain't been a few good days, hopefully this week is the rebounder.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 02, 2018, 03:31:45 PM
Quote from: Yuthirin on July 02, 2018, 12:30:43 PM
Quote from: Anastasia on June 24, 2018, 12:48:16 PM
Quote from: Yuthirin on June 24, 2018, 02:23:39 AM
Examine Astral Reverberations
Clairsentience
Level: Psion/wilder 9
Display: Mental and visual
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 17

This power taps information stored in tha astra, such as a creature's movements or location. This power shows the movements of said creature and all of their actions taken within the last week, as well as who and what they interacted with.

This power does not work on any plane that is not connected in some way to the astral plane. This power only functions on creatures and objects with an astral presence; a mind. Inert, non-magical objects such as walls or non-thinking creatures such as non-intelligent oozes and mindless undead are invisible to this power.

Augment
If an additional 5 power points are spent, the power also attempts to postulate a likely future outcome. This provides a benefit similar to that of a divination, but less cryptic. Any information conveyed would concern one single action or possible action regarding that creature, and the question must be phrased to outline the direction for the power to take. Information conveyed can be contained in no more than one single sentance.

If an additional 10 power points are spent, the manifestor may make an opposed caster level check to reveal information about a target that has or had an active mind blank spell.

You have a typo in the first sentence, that should read 'the astral'. Also spell check the last word 'sentence' in augment's first paragraph.

It's fine in principle, though since it targets a specific creature rather than a location or the like, I'd include a saving throw. Creatures get those, locations generally don't. Likewise note how it works with mind blank and the like.

That aside the basic idea is fine. It needs a save since it's targeting creatures, however. No save abilities against a creature are something I try to avoid.
Examine Astral Reverberations
Clairsentience
Level: Psion/wilder 9
Display: Mental and visual
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 17

This power taps information stored in the astral, such as a creature's movements or location. This power shows the movements of said creature and all of their actions taken within the last week, as well as who and what they interacted with.

This power does not work on any plane that is not connected in some way to the astral plane. This power only functions on creatures and objects with an astral presence; a mind. Inert, non-magical objects such as walls or non-thinking creatures such as non-intelligent oozes and mindless undead are invisible to this power.

Augment
If an additional 5 power points are spent, the power also attempts to postulate a likely future outcome. This provides a benefit similar to that of a divination, but less cryptic. Any information conveyed would concern one single action or possible action regarding that creature, and the question must be phrased to outline the direction for the power to take. Information conveyed can be contained in no more than one single sentence.

If an additional 10 power points are spent, the manifestor may make an opposed caster level check to reveal information about a target that has or had an active mind blank spell.

For every 2 power points spent in either of the above augmentations, the power's DC increases by 1.

Didja add the save like I asked?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 02, 2018, 04:59:28 PM
QuoteWell, there's the rub. The original Gate spell was fine on its own as it stood for a 9th level spell. The fact that the rules of this game alter the spell's functionality should have been taken into consideration when the changes were made. Changing it from a Call Major Planar Ally And Also A Portal spell to Just A Portal Spell is a rather huge change. 2/3 of the value of the spell is removed, if we were in a normal game without any house rules. I'd say that Gate in itself in your world is overpriced as a 9th level spell, because it's been pretty heavily neutered.

Well no, I'd say canon Gate isn't fine as written. The travel part of it's fine, but the calling feature is a mess. Incidentally, it's been used to summon allies instead of the default calling feature (such as allies from Aurora and node members in this game (though that functionality hasn't been used yet)). But looking at how greater plane shift is priced? No, that's not overpriced at all. You're paying up to get a gate you can leave open for a time and let people pass through and with perfect precision, above even greater plane shift.

QuoteAs for plane shift, yes. There's a psionic version. It's just as inaccurate as the magic version. Also, it's overpriced for arcane spellcasters. The SRD lists it as cleric 5, sor/wiz 7. No real reason for that, in my opinion.

Planar travel's meant to be a cleric thing as they're servants of extraplanar deities. I'm personally shaky on the logic, but never felt it worth changing.

QuoteI'm requesting that plane shift be made a flat 5th or 6th level spell/power, and Gate be a flat 7th level spell/power because of the massive changes to its functionality. Yes, it's more precise than plane shift, thus the 2 spell/power level increase.

I'll consider amending plane shift - I need to do some homework there - but Gate's right where it should be relative to plane shift and greater plane shift.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 03, 2018, 03:30:13 PM
Today's sessions have been pretty laid back and not covering anything hugely important, expect that to continue tonight. Still dealing a bit with RL, brain's places at times that isn't the game. Bear with me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 04, 2018, 09:42:04 PM
Quote from: Iron Dragoon on June 29, 2018, 10:59:55 PM
Reminder poke:

http://www.soulriders.net/forum/index.php/topic,104100.msg1114587.html#msg1114587

http://www.soulriders.net/forum/index.php/topic,104100.msg1116820.html#msg1116820

To remind myself.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 04, 2018, 10:39:16 PM
Small update: Added ignore material components to the epic feat list of epic VoP. Feels reasonable for them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on July 05, 2018, 01:37:34 PM
Force of Will: ShowHide
Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.

Augment
For every additional power point you spend, this power's duration increases by 2 rounds.


Examine Astral Reverberations: ShowHide
Examine Astral Reverberations
Clairsentience
Level: Psion/wilder 9
Display: Mental and visual
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 17

This power taps information stored in the astral, such as a creature's movements or location, if that creature or object fails a Will save. This power shows the movements of said creature and all of their actions taken within the last week, as well as who and what they interacted with.

This power does not work on any plane that is not connected in some way to the astral plane. This power only functions on creatures and objects with an astral presence; a mind. Inert, non-magical objects such as walls or non-thinking creatures such as non-intelligent oozes and mindless undead are invisible to this power.

Augment
If an additional 5 power points are spent, the power also attempts to postulate a likely future outcome. This provides a benefit similar to that of a divination, but less cryptic. Any information conveyed would concern one single action or possible action regarding that creature, and the question must be phrased to outline the direction for the power to take. Information conveyed can be contained in no more than one single sentence.

If an additional 10 power points are spent, the manifestor may make an opposed caster level check to reveal information about a target that has or had an active mind blank spell.

For every 2 power points spent in either of the above augmentations, the power's DC increases by 1.


Astral Ingress: ShowHide
Astral Ingress
Psychoportation
Level: Psion/wilder 8
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Willing creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous or concentration (up to 1 round/level)
Power Points: 15

This power creates an interdimensional connection between your current plane of existence and a plane you specify, allowing travel between those two planes in either direction. The ingress itself is a circular hoop or disk from 5 to 20 feet in diameter (manifestor's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when manifesting the power, and anyone or anything that moves through is shunted instantly to the other side.

Augment
If you spend an additional 4 power points, the duration of this power becomes minutes/level.


Echoing Implosion: ShowHide
Echoing Implosion
Psychokinesis
Level: Psion/wilder 10, Kineticist 10
Display: Auditory and material
Mainfesting time: 1 standard round
Range: Medium :100 ft. + 10 ft./level)
Area: One explosion in a 20 ft. radius.
Duration: Instantaneous.
Saving Throw: Reflex half; see text
Power Resistance: No
Power Points: 21

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a single implosion, pulling said energy out of the surrounding area toward the power's epicenter. This implosion deals 10d10 damage to every creature and object in the specified area. The implosion creates a strong inward pressure, pulling loose objects and even creatures into the epicenter from up to 40 ft. away from the epicenter. Any creature or object that fails a reflex save to grab onto something to anchor it is pulled into the center of the implosion.

Augment
For every 4 additional power points you spend, the implosion occurs again. Any creature or object that has failed its Reflex save or was caught at the epicenter is expelled violently from the epicenter in a random direction, only to be immediately pulled back inside. The violent motion causes any creatures to become nauseated. Additionally, the power's DC increases by 1 for every echo caused.


Greater Dispel Psionics: ShowHide
Greater Dispel Psionics
Psychokinesis
Level: Psion/wilder 6
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area:   One manifester, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous or 1d4 rounds; see text
Saving Throw: None
Power Resistance: No
Power Points: 11

This power functions like dispel psionics, except as shown in the augment below.

Augment
For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +40 for a 10-point expenditure).

Additionally, if 10 or more power points are spent, greater dispel psionics can dispel any effect that remove curse can remove.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 05, 2018, 03:21:42 PM
Xera's mostly done, just spells and I'm going to let those mellow until tonight. I have a few feat choices I wanna consider anyway for her.

Onto other things now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 05, 2018, 03:22:58 PM
Quote from: Iron Dragoon on June 21, 2018, 10:54:07 PM
So all of the big Transmutation/Polymorph spells of level 9+ are focused on physical stuff. Str/Con/Dex. What do you think of a version for casters? Int/Wis/Cha?

No real problem with it (I wouldn't do it as Polymorph subschool due to the way those spells work, but a mind boosting transmutation strikes me as okay).
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 05, 2018, 03:40:41 PM
Quote from: Anastasia on July 05, 2018, 03:22:58 PM
Quote from: Iron Dragoon on June 21, 2018, 10:54:07 PM
So all of the big Transmutation/Polymorph spells of level 9+ are focused on physical stuff. Str/Con/Dex. What do you think of a version for casters? Int/Wis/Cha?

No real problem with it (I wouldn't do it as Polymorph subschool due to the way those spells work, but a mind boosting transmutation strikes me as okay).

Okay. So, same sort of bonus caps? +16 to one type deal?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 05, 2018, 03:47:49 PM
What spells do you have in mind here?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 05, 2018, 05:03:21 PM
So, take Might of the Solar for example. +18 to str/dex/con, +14 to natural armor, +bane, +2 to Hit/Damage, +2d6 damage.

That's a bunch of bonuses. So. I was thinking of something that gave a boost to Int/Wis/Cha, + to saves, and + to spell/SLA DCs or something.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 05, 2018, 05:24:56 PM
Whip something up and we'll see how it looks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 05, 2018, 11:22:02 PM
What about something like this:

<name>
Transmutation
Level: Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Calling on the power of the Weave, you gain deeper insight into the workings of the Weave and a closer connection to it. This connection confers a +18 enhancement bonus to intelligence, wisdom, and charisma. You also gain a +10 enhancement bonus to your saving throws and a +5 bonus to all DCs for spells and spell-like abilities.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 06, 2018, 08:54:37 PM
Obviously, no weekly roundup this week. Just heads up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 06, 2018, 08:55:30 PM
Quote from: Iron Dragoon on July 05, 2018, 11:22:02 PM
What about something like this:

<name>
Transmutation
Level: Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Calling on the power of the Weave, you gain deeper insight into the workings of the Weave and a closer connection to it. This connection confers a +18 enhancement bonus to intelligence, wisdom, and charisma. You also gain a +10 enhancement bonus to your saving throws and a +5 bonus to all DCs for spells and spell-like abilities.

Overshot it, I think.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 06, 2018, 09:20:47 PM
Quote from: Anastasia on July 06, 2018, 08:55:30 PM
Overshot it, I think.

Okay, in what way? Too much stat bonus? Too much saves?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 08, 2018, 07:53:56 PM
Status update and notes.

I feel much better and the game will resume tomorrow.

1. This had nothing to do with game burnout, to be perfectly clear. Life gave me a good ol' fashion beating, it happens. Back in B3 I might've powered through this, in B6 I took downtime. I think this was the right choice.

2. Since this came up in PM with Yuth, in the event I do lighten my load, I'd probably drop down to 4 days a week. I'd probably drop a midweek day, with details TBA if I get to that point. As of now it's not on the table, I'm merely explaining my thoughts in case it does come to pass.

3. I'll be doing some DM work later tonight. A few odds and ends as well as a bit of posting. Expect posts to everyone before the evening ends, but no replies until tomorrow.

4. I'm going to try and get in an extended session for Yuth. Life's been disagreeable for both of us lately, let's compensate.

5. Finally, I may need a few extra days off between here and the end of my current job. I'm expecting a lot of crap to come my way until the end, so we'll see how I hold up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 08, 2018, 09:30:25 PM
Quote from: Iron Dragoon on July 06, 2018, 09:20:47 PM
Quote from: Anastasia on July 06, 2018, 08:55:30 PM
Overshot it, I think.

Okay, in what way? Too much stat bonus? Too much saves?

The combo of stat boost and spell DC boosts work together, giving gigantic DC boosts here. I'd trim the DC boosts from the spell to begin with and see from there. Thing is, the boost to ability scores raises spell DCs on top of the flat bonus to spell DCs.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 08, 2018, 09:31:44 PM
Yuth, reading your power roundup last page, did you make any of the changes I said to make, like boosting the level of greater dispel psionics?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 08, 2018, 09:35:39 PM
Quote from: Anastasia on July 04, 2018, 09:42:04 PM
Quote from: Iron Dragoon on June 29, 2018, 10:59:55 PM
Reminder poke:

http://www.soulriders.net/forum/index.php/topic,104100.msg1114587.html#msg1114587

Okay, going back to this, it feels like you're fundamentally making the same thing (a map that finds/tracks things) a few times with different iterations. Is that what you're going for?

So let's back up a step real quick. Epic craft (mapmaking), what would you want out of it? Thinking about it myself, I'd assume things like drawing maps to treasures you aren't aware of, drawing perfect maps, maps that can do basic magical tricks to help them work better, so on and so forth. The tracking/visual layout map is certain something it could touch on.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 08, 2018, 09:40:50 PM
Epic healer is up, sans spell list. That's being posted elsewhere and epic spell lists are going to be updated later tonight.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 08, 2018, 11:22:31 PM
Quote from: Anastasia on July 08, 2018, 09:30:25 PM
The combo of stat boost and spell DC boosts work together, giving gigantic DC boosts here. I'd trim the DC boosts from the spell to begin with and see from there. Thing is, the boost to ability scores raises spell DCs on top of the flat bonus to spell DCs.

Alyssa's Burst of Inspiration
Transmutation
Level: Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Calling on the power of the Weave, you gain deeper insight into the workings of the Weave and a closer connection to it. This connection confers a +18 enhancement bonus to intelligence, wisdom, and charisma. You also gain a +10 enhancement bonus to your saving throws.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 08, 2018, 11:30:25 PM
Okay, I'll level with you. I haven't pushed mental ability scores this high for this sort of booster. So this is largely going to be testing it by fire and seeing how it stacks up for gameplay. It may be fine, it may need revisions once we see how it works out. So I'm going to approve it for now with an understanding it may be revised in the future.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 08, 2018, 11:31:16 PM
Quote from: Anastasia on July 08, 2018, 09:35:39 PM
Okay, going back to this, it feels like you're fundamentally making the same thing (a map that finds/tracks things) a few times with different iterations. Is that what you're going for?

So let's back up a step real quick. Epic craft (mapmaking), what would you want out of it? Thinking about it myself, I'd assume things like drawing maps to treasures you aren't aware of, drawing perfect maps, maps that can do basic magical tricks to help them work better, so on and so forth. The tracking/visual layout map is certain something it could touch on.

It sorta was. I was meaning for it to do sorta what you hinted at: finding and revealing things that aren't quite known, but I wasn't sure how far to go with it. Like the finding treasures thing sorta falls under Detecting Map's "any object." I mean, treasure is objects. Tracking Map could easily be rolled into this, but I wasn't sure how the 'power level' of an item/skill like this should be broken down.

The Teleporting Map was there to be utility. 3/day Greater Teleport is pretty useful and helps out anyone who has UMD but can't cast themselves.

Map of the Universe was more to be a single all encompasing use map, instead of carrying around a bunch of seperate maps type deal.

I was sort of imaging the end point of the maps to, ultimately, be a cross between like google maps and a powerful scrying spell.

I'm fully open to suggestions, though. You've got way more experience doing this than I do, so you're a better judge of what's appropriate.


Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 08, 2018, 11:31:59 PM
Quote from: Anastasia on July 08, 2018, 11:30:25 PM
Okay, I'll level with you. I haven't pushed mental ability scores this high for this sort of booster. So this is largely going to be testing it by fire and seeing how it stacks up for gameplay. It may be fine, it may need revisions once we see how it works out. So I'm going to approve it for now with an understanding it may be revised in the future.

Sounds good. I just sorta picked a number that was on level with the physical boosts.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 08, 2018, 11:33:23 PM
Quote from: Iron Dragoon on July 08, 2018, 11:31:59 PM
Quote from: Anastasia on July 08, 2018, 11:30:25 PM
Okay, I'll level with you. I haven't pushed mental ability scores this high for this sort of booster. So this is largely going to be testing it by fire and seeing how it stacks up for gameplay. It may be fine, it may need revisions once we see how it works out. So I'm going to approve it for now with an understanding it may be revised in the future.

Sounds good. I just sorta picked a number that was on level with the physical boosts.

That's fine. I'm pretty sure this one's gonna be nerfed, but I need a testing case anyway so that'll serve for it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 08, 2018, 11:34:17 PM
Quote from: Iron Dragoon on July 08, 2018, 11:31:16 PM
Quote from: Anastasia on July 08, 2018, 09:35:39 PM
Okay, going back to this, it feels like you're fundamentally making the same thing (a map that finds/tracks things) a few times with different iterations. Is that what you're going for?

So let's back up a step real quick. Epic craft (mapmaking), what would you want out of it? Thinking about it myself, I'd assume things like drawing maps to treasures you aren't aware of, drawing perfect maps, maps that can do basic magical tricks to help them work better, so on and so forth. The tracking/visual layout map is certain something it could touch on.

It sorta was. I was meaning for it to do sorta what you hinted at: finding and revealing things that aren't quite known, but I wasn't sure how far to go with it. Like the finding treasures thing sorta falls under Detecting Map's "any object." I mean, treasure is objects. Tracking Map could easily be rolled into this, but I wasn't sure how the 'power level' of an item/skill like this should be broken down.

The Teleporting Map was there to be utility. 3/day Greater Teleport is pretty useful and helps out anyone who has UMD but can't cast themselves.

Map of the Universe was more to be a single all encompasing use map, instead of carrying around a bunch of seperate maps type deal.

I was sort of imaging the end point of the maps to, ultimately, be a cross between like google maps and a powerful scrying spell.

I'm fully open to suggestions, though. You've got way more experience doing this than I do, so you're a better judge of what's appropriate.

I'll take a swing at this once I finish sor/wiz spell summaries over in the spell collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 09, 2018, 12:14:10 AM
Okay, check out the spell collection, in the middle of adding spell summaries and class spell lists for epic spells. This will be finished over the next few days.

Let me know if this project is useful for y'all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 09, 2018, 12:15:04 AM
It's nice for a quick reference, for sure.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on July 09, 2018, 12:58:52 AM
Force of Will: ShowHide
Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.

Augment
For every additional power point you spend, this power's duration increases by 2 rounds.


Examine Astral Reverberations: ShowHide
Examine Astral Reverberations
Clairsentience
Level: Psion/wilder 9
Display: Mental and visual
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 17

This power taps information stored in the astral, such as a creature's movements or location, if that creature or object fails a Will save. This power shows the movements of said creature and all of their actions taken within the last week, as well as who and what they interacted with.

This power does not work on any plane that is not connected in some way to the astral plane. This power only functions on creatures and objects with an astral presence; a mind. Inert, non-magical objects such as walls or non-thinking creatures such as non-intelligent oozes and mindless undead are invisible to this power.

Augment
If an additional 5 power points are spent, the power also attempts to postulate a likely future outcome. This provides a benefit similar to that of a divination, but less cryptic. Any information conveyed would concern one single action or possible action regarding that creature, and the question must be phrased to outline the direction for the power to take. Information conveyed can be contained in no more than one single sentence.

If an additional 10 power points are spent, the manifestor may make an opposed caster level check to reveal information about a target that has or had an active mind blank spell.

For every 2 power points spent in either of the above augmentations, the power's DC increases by 1.


Astral Ingress: ShowHide
Astral Ingress
Psychoportation
Level: Psion/wilder 9
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Willing creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous or concentration (up to 1 round/level)
Power Points: 17

This power creates an interdimensional connection between your current plane of existence and a plane you specify, allowing travel between those two planes in either direction. The ingress itself is a circular hoop or disk from 5 to 20 feet in diameter (manifestor's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when manifesting the power, and anyone or anything that moves through is shunted instantly to the other side.

Augment
If you spend an additional 4 power points, the duration of this power becomes minutes/level.


Echoing Implosion: ShowHide
Echoing Implosion
Psychokinesis
Level: Psion/wilder 10, Kineticist 10
Display: Auditory and material
Mainfesting time: 1 standard round
Range: Medium :100 ft. + 10 ft./level)
Area: One explosion in a 20 ft. radius.
Duration: Instantaneous.
Saving Throw: Reflex half; see text
Power Resistance: No
Power Points: 21

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a single implosion, pulling said energy out of the surrounding area toward the power's epicenter. This implosion deals 10d10 damage to every creature and object in the specified area. The implosion creates a strong inward pressure, pulling loose objects and even creatures into the epicenter from up to 40 ft. away from the epicenter. Any creature or object that fails a reflex save to grab onto something to anchor it is pulled into the center of the implosion.

Augment
For every 4 additional power points you spend, the implosion occurs again. Any creature or object that has failed its Reflex save or was caught at the epicenter is expelled violently from the epicenter in a random direction, only to be immediately pulled back inside. The violent motion causes any creatures to become nauseated. Additionally, the power's DC increases by 1 for every echo caused.


Greater Dispel Psionics: ShowHide
Greater Dispel Psionics
Psychokinesis
Level: Psion/wilder 10
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area:   One manifester, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous or 1d4 rounds; see text
Saving Throw: None
Power Resistance: No
Power Points: 21

This power functions like dispel psionics, except as shown in the augment below.

Augment
For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +40 for a 10-point expenditure).

Additionally, if 10 or more power points are spent, greater dispel psionics can dispel any effect that remove curse can remove.


FIXED EM
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 09, 2018, 10:14:58 AM
Morning posts are a go.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 09, 2018, 11:01:57 AM
Okay, these are going into the Spell Collection as written, posting them here as final drafts for heads up. Few notes: Red Knight's Skill is a bit less exclusive, Queen's Movement keeps the name purely for the chess symbolism (which is a thing for the Red Knight) and the gambits are being Jarem's personal spells for now, see how they shake out at that. Consider them in playtesting with Jarem being the playtester.

Red Knight's Skill
Evocation
Level: Clr 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

When you call on this blessing, the martial knowledge of the Red Knight grants you great combat ability. You are proficient with all weapons and armor, including exotic weapons and armor. You gain a competence bonus to attack rolls, weapon damage rolls and armor class equal to your caster level divided by 5 (minimum 1, maximum of +5).

This spell is known to select members of the Red Knight's clergy and is kept to that faith, though a few others have obtained the spell.

Queen's Movement
Transmutation
Level: Clr 3
Components: V, S, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You gain a +8 bonus to armor class against attacks of opportunity.

Pawn's Gambit
Transmutation
Level: Clr 3
Components: V, S, DF
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

You can only cast this spell when a creature provokes an attack of opportunity from you. If you do, you may take a 5ft step in place of the attack of opportunity.

This spell was developed by Jarem Aruwood of The Red Knight and is not known beyond him.

Knight's Gambit
Conjuration (Teleportation)
Level: Clr 8

As Pawn's Gambit, except that you may instead move as if affected by a Knight's Move spell.

This spell was developed by Jarem Aruwood of The Red Knight and is not known beyond him.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 09, 2018, 11:22:38 AM
Donald's new spell, the name changed to better fit the theme of sanctified magic.

Lathander's Touch
Evocation [Fire, Good]
Level: Sanctified 8
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

By calling on the purifying light of the sun, your hand erupts in flames. Your touch deals 1d6 fire damage per caster level (maximum 20d6) to evil creatures. Half of this damage is fire damage and half of this damage is divine damage and thus not subject to resistance or immunity to fire. Creatures vulnerable to fire or bright light take 1d8 fire damage per caster level (maximum 20d80) instead.

Sacrifice

1 point of Constitution damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 09, 2018, 11:35:51 AM
It ended up pretty weak, sadly. It's like a single-person Flame Strike (for damage division between fire and divine)/Fire Storm (for dice cap). We could say the sanctified part of sacrificing 1 con (!) ensures the damage is only vs evil people. Though since it's a touch spell, the caster better know what he's touching with that spell anyway and the most important aspect of this feature avoiding harming innocents with AoEs doesn't come into play.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 09, 2018, 11:44:26 AM
Quote from: Yuthirin on July 09, 2018, 12:58:52 AM
Force of Will: ShowHide
Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.

Augment
For every additional power point you spend, this power's duration increases by 2 rounds.

Adding to the spell collection, though I'll add a bit of text to clarity how it works for my personal clarity.

Quote
Examine Astral Reverberations: ShowHide
Examine Astral Reverberations
Clairsentience
Level: Psion/wilder 9
Display: Mental and visual
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 17

This power taps information stored in the astral, such as a creature's movements or location, if that creature or object fails a Will save. This power shows the movements of said creature and all of their actions taken within the last week, as well as who and what they interacted with.

This power does not work on any plane that is not connected in some way to the astral plane. This power only functions on creatures and objects with an astral presence; a mind. Inert, non-magical objects such as walls or non-thinking creatures such as non-intelligent oozes and mindless undead are invisible to this power.

Augment
If an additional 5 power points are spent, the power also attempts to postulate a likely future outcome. This provides a benefit similar to that of a divination, but less cryptic. Any information conveyed would concern one single action or possible action regarding that creature, and the question must be phrased to outline the direction for the power to take. Information conveyed can be contained in no more than one single sentence.

If an additional 10 power points are spent, the manifestor may make an opposed caster level check to reveal information about a target that has or had an active mind blank spell.

For every 2 power points spent in either of the above augmentations, the power's DC increases by 1.

Adding.

Quote
Astral Ingress: ShowHide
Astral Ingress
Psychoportation
Level: Psion/wilder 9
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Willing creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous or concentration (up to 1 round/level)
Power Points: 17

This power creates an interdimensional connection between your current plane of existence and a plane you specify, allowing travel between those two planes in either direction. The ingress itself is a circular hoop or disk from 5 to 20 feet in diameter (manifestor's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when manifesting the power, and anyone or anything that moves through is shunted instantly to the other side.

Augment
If you spend an additional 4 power points, the duration of this power becomes minutes/level.

Adding.

Quote
Echoing Implosion: ShowHide
Echoing Implosion
Psychokinesis
Level: Psion/wilder 10, Kineticist 10
Display: Auditory and material
Mainfesting time: 1 standard round
Range: Medium :100 ft. + 10 ft./level)
Area: One explosion in a 20 ft. radius.
Duration: Instantaneous.
Saving Throw: Reflex half; see text
Power Resistance: No
Power Points: 21

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a single implosion, pulling said energy out of the surrounding area toward the power's epicenter. This implosion deals 10d10 damage to every creature and object in the specified area. The implosion creates a strong inward pressure, pulling loose objects and even creatures into the epicenter from up to 40 ft. away from the epicenter. Any creature or object that fails a reflex save to grab onto something to anchor it is pulled into the center of the implosion.

Augment
For every 4 additional power points you spend, the implosion occurs again. Any creature or object that has failed its Reflex save or was caught at the epicenter is expelled violently from the epicenter in a random direction, only to be immediately pulled back inside. The violent motion causes any creatures to become nauseated. Additionally, the power's DC increases by 1 for every echo caused.

Adding.

Quote
Greater Dispel Psionics: ShowHide
Greater Dispel Psionics
Psychokinesis
Level: Psion/wilder 10
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area:   One manifester, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous or 1d4 rounds; see text
Saving Throw: None
Power Resistance: No
Power Points: 21

This power functions like dispel psionics, except as shown in the augment below.

Augment
For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +40 for a 10-point expenditure).

Additionally, if 10 or more power points are spent, greater dispel psionics can dispel any effect that remove curse can remove.


FIXED EM

Adding.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 09, 2018, 11:53:51 AM
Quote from: Corwin on July 09, 2018, 11:35:51 AM
It ended up pretty weak, sadly. It's like a single-person Flame Strike (for damage division between fire and divine)/Fire Storm (for dice cap). We could say the sanctified part of sacrificing 1 con (!) ensures the damage is only vs evil people. Though since it's a touch spell, the caster better know what he's touching with that spell anyway and the most important aspect of this feature avoiding harming innocents with AoEs doesn't come into play.

Mmm, I'll bump up the damage to 25d6 max, I was going back and forth on it in prep. I'm basically okay with the spell otherwise - not dealing damage to non evil is more of a sanctified thing than an intentional feature of the spell - but I wasn't sure about the damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 09, 2018, 12:08:58 PM
Hee's a couple of first draft examples of maps, Iddy. What do you think?

(Note: These are -really- first drafty so bear that in mind.)



   
   
   
TaskDC
Zoom Map45
Animated Map65

Zoom Map

You can make a map that zooms in and shows fine detail. A map made zooms in up to 300%, allowing you to see sections of the map in higher detail. The details are roughly accurate as to when the map was made, the map does not update. This map does not reveal things that are hidden from sight through mundane means or magic, though you may be able to see such details with a Spot check (if applicable as normal).

Animated Map

Your next step is to make maps that both zoom in and show things as they happen. An animated map can zoom in as a zoom map, plus the map is animated to show current conditions. It shows the weather, movement within the map (as much as the zoom allows seeing such details) and other such things. The map updates over time, showing changes. Creatures or locations protected against divinations (such as a creature under a mind blank spell) do not show on the map. In the case of a creature, the creature is simply not seen. In the case of a location, is a blank space within the map.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 09, 2018, 11:29:00 PM
Quote from: Anastasia on July 09, 2018, 12:08:58 PM
Hee's a couple of first draft examples of maps, Iddy. What do you think?

(Note: These are -really- first drafty so bear that in mind.)



   
   
   
TaskDC
Zoom Map45
Animated Map65

Zoom Map

You can make a map that zooms in and shows fine detail. A map made zooms in up to 300%, allowing you to see sections of the map in higher detail. The details are roughly accurate as to when the map was made, the map does not update. This map does not reveal things that are hidden from sight through mundane means or magic, though you may be able to see such details with a Spot check (if applicable as normal).

Animated Map

Your next step is to make maps that both zoom in and show things as they happen. An animated map can zoom in as a zoom map, plus the map is animated to show current conditions. It shows the weather, movement within the map (as much as the zoom allows seeing such details) and other such things. The map updates over time, showing changes. Creatures or locations protected against divinations (such as a creature under a mind blank spell) do not show on the map. In the case of a creature, the creature is simply not seen. In the case of a location, is a blank space within the map.

Not bad and sorta what I had in mind. What about helping with discovery or the like?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 10, 2018, 12:06:57 PM
Quote from: Iron Dragoon on July 09, 2018, 11:29:00 PM
Quote from: Anastasia on July 09, 2018, 12:08:58 PM
Hee's a couple of first draft examples of maps, Iddy. What do you think?

(Note: These are -really- first drafty so bear that in mind.)



   
   
   
TaskDC
Zoom Map45
Animated Map65

Zoom Map

You can make a map that zooms in and shows fine detail. A map made zooms in up to 300%, allowing you to see sections of the map in higher detail. The details are roughly accurate as to when the map was made, the map does not update. This map does not reveal things that are hidden from sight through mundane means or magic, though you may be able to see such details with a Spot check (if applicable as normal).

Animated Map

Your next step is to make maps that both zoom in and show things as they happen. An animated map can zoom in as a zoom map, plus the map is animated to show current conditions. It shows the weather, movement within the map (as much as the zoom allows seeing such details) and other such things. The map updates over time, showing changes. Creatures or locations protected against divinations (such as a creature under a mind blank spell) do not show on the map. In the case of a creature, the creature is simply not seen. In the case of a location, is a blank space within the map.

Not bad and sorta what I had in mind. What about helping with discovery or the like?

I'll work on that next time, then.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 10, 2018, 12:07:20 PM
Okay y'all, spell summaries for sor/wiz spells in the spell collection is done. Let me know how it looks to you and if it's helpful, please.

Clerics are next.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 10, 2018, 12:10:48 PM
That is pretty helpful.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 12, 2018, 11:47:21 AM
New spell going up in the collection.

Elle's Deceptive Bolt
Evocation/Illusion (Figment) [Electricity]
Level: Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes

This spell overlays a momentary illusion over the target, so that they do not realize they are struck by lightning until it is too late. Instead of seeing and hearing a lightning bolt striking them, the creature perceives nothing is wrong until the bolt hits them. This makes it much harder to dodge, resulting in a -10 penalty to the Reflex save. Creatures under true seeing or immune to illusions do not suffer this penalty, as they see through the illusion.

Regardless, this bolt deals 1d6 points of electricity damage per caster level (maximum 30d6).
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 12, 2018, 12:56:58 PM
Tentative weekend to-do list.

1. Weekly Roundup, naturally. This is really my gateway to the weekend and is ideally done Friday evening.
2. Finish up spell summaries, rework in domain spells, ect ect ect. Spell Collection work, basically.
3. More homebrew spells, I see gaps I'd like to expand.
4. A few of the easy knockouts on the to do list.
5. A weekend session with Yuth.

Suggestions welcome for things beyond that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 12, 2018, 01:58:27 PM
Level up time draws near. Be prepared. Notes.

1. No DvR increases quite yet, though Alicia and Seira have both made headway.
2. If possible I'd like to finish events in Tryll and Alyssa's excursions before they level up, but we'll see how that looks Friday evening.
3. Everyone else is in a good lull and time to level up, which is what I was angling for. Not going to quite get it all at once, we'll see. Monday may be a down day depending, or possibly Friday depending again on how things go.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 12, 2018, 10:50:24 PM
Okay, right now I feel it's a good time to talk about level ups. The set up I had for level ups at the beginning of this game isn't going to quite work, and let me explain why.

My basic idea was that nodes would all level up at the same time. You see, power disparity is something I do worry about in this game. The fact is that each node has a different power level, something I take into consideration for balancing the game. Simply put, I don't want any node to feel like they're the weak and disadvantaged node, which I feel can brew bad feelings. While I've done a lot to mitigate this and lessen any effects of that when it is true - and honestly it will be, five different groups will all be at least a little different no matter what even before bringing DvR into it - I don't feel that keeping level ups for each node pegged to one another is practical.

Back in prep, I was thinking I could juggle the pace of all five nodes so that this would work smoothly. While it hasn't gone completely off track, various gaming realities, juggling different posting styles, adventuring styles and time commitments has proven to be more than this hopeful idea could handle. Additionally, the fully formed nodes have been ready to come out swinging, while Moore's node is closely behind them. Tryll's (about 95% due to timing issues with Yuth, life just hasn't cooperated for him) and Alyssa's (tons of foundational work to do that has to be done) are behind there, and Alyssa's more behind than Tryll's.

So right now I'm having a debate and I'd like everyone's feedback on which options you like here.

1. Keep going the course, people all level up at the same time. Pros: Easiest to manage, keeps levels even between nodes. Cons: Doesn't fit narratives or how much a node is getting done, can feel artificial.

2. Peg level ups to each node and don't worry about it. Level ups come for a node when they're earned. Pros: Easier to manage, lets me worry about level ups on a node by node basis. Cons: Increases power disparity between nodes (though admittedly in some cases it can narrow it too, varies depending on which nodes get more levels), any act of plot to catch people up if desired can feel artificial and cheating the nodes who were ahead. I'm not saying there will be one, but CYA in case there is.

3. Crazy third option I haven't thought of. Pros: ??? Cons: ???
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on July 12, 2018, 10:59:48 PM
Due to the nature of you running what amounts to 5 different games taking place over relatively different periods of time (with the understanding there's some handwaving to make this not a nightmare) I'm all for option 2.

I don't think it really makes a difference if Moore, Tryll and Alyssa all gain 5 levels and Seira and Alicia only gain 1. That gap isn't really changing much there, in my opinion.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 12, 2018, 11:04:26 PM
Quote from: Anastasia on July 12, 2018, 10:50:24 PM
2. Peg level ups to each node and don't worry about it. Level ups come for a node when they're earned. Pros: Easier to manage, lets me worry about level ups on a node by node basis. Cons: Increases power disparity between nodes (though admittedly in some cases it can narrow it too, varies depending on which nodes get more levels), any act of plot to catch people up if desired can feel artificial and cheating the nodes who were ahead. I'm not saying there will be one, but CYA in case there is.

Personally, I'm fine with this. I fully know that it'll wind up with my being lagging really far behind the others, and for the most part I'm okay with that. That said, if it truly becomes an issue, I'm sure we can work out a way to level the field, so to speak, easily enough. Some sort of super lynchpin quest or an opportunity to pull a Lixer and take over some chunk of previously uncontrolled something or skillfully usurp something to level things out. I honestly don't see it being that much of an issue, for me at least.

I sorta say this coming from a personal expectation of some bits of reworking and needing custom stuff to balance out Alyssa's build. I'm still sorta feeling things out and reading/delving more into transmutation spells, as that's what I want her build to be based around. The whole MotUH thing was what I planned on having a hefty chunk of her direct-damage coming from with Transmutation being a focus for de-/buffing, and general magical utility. I think with the item familiar and AAA spell, I've got the first part of it down fairly decently, outside of combat testing, and that's what I really wanted to establish first. Next comes the Transmutation focus, and we've already talked about a few ideas there.

What that means is that Alyssa, and her node, are still very much under construction, and as such, being the most 'under-powered' node is what I expected when I went with a new character instead of revisiting an existing one. That said, if you're concerned about it on my end, we can talk about including stuff in the foundational work that will pay off bigger dividends later and eventually help level out the power levels. I feel like Coordinated Spell is a decent starting point for that, and there can be other things we hash out also.

While I play Alyssa as my character, I'm trying to keep her role as head of the order in mind with her decision, and so I feel like it's understandable for her to be a bit less personally powerful (outside of being a fuck-all powerful mage), and have a decent bit of that lagging behind made up by the order. Most of the others seem to focus their resource gathering/strengthening from a small core group of supporters, and I think the order might, with sufficient work, be able to eventually outstrip those capabilities.

Just my $0.02 thoughts, tho.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 12, 2018, 11:11:06 PM
Quote from: Nephrite on July 12, 2018, 10:59:48 PM
Due to the nature of you running what amounts to 5 different games taking place over relatively different periods of time (with the understanding there's some handwaving to make this not a nightmare) I'm all for option 2.

I don't think it really makes a difference if Moore, Tryll and Alyssa all gain 5 levels and Seira and Alicia only gain 1. That gap isn't really changing much there, in my opinion.

Yeah, DvR is a big changer, which is one reason why the possibility of everyone getting is one I've maintained.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 12, 2018, 11:21:19 PM
Quote from: Anastasia on July 12, 2018, 12:56:58 PM
Suggestions welcome for things beyond that.

Would like to talk about a few spells/ideas. Specifically:
-Trait Suppression combat spell. Regular spell removes a trait for hours and has a long cast time. Something with a sped up casting time and lasting either rounds or minutes. Maybe something with a condition like knowing/picking a specific trait so it'd have a soft built-in pre-req for knowledge checks/reserach type thing? Dunno.
-Coordinated Spell uses/tactics. Planar artillery idea is still nagging my brain. It's a good visual.
-Do some testing with the debuff type transmutation spells and DCs to see how viable they really are.
-Talk with you about transmutation school in general and get a better feel for the general focus/aesthetics of it for future spell design.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 13, 2018, 03:25:36 AM
You can't get around things being artificial, Dune. I've talked to you about how the rewards feel external and suggested a more organic change, but you said it was by design. Even more gratingly, suddenly there is a ton of lvl30 people no one's heard about being 'on the level', pardon the pun, alongside people who have done cool things IC like joining Aurora or what have you. And those that were lower level have been artificially leveled after a few hours of sparring, to the point that this artificial level up juice has been lampshaded IC in several nodes.

My point is that you should stop worrying and love the simultaneous level ups regardless of how artificial they feel. Give them out across the board once any node does something deserving of it or when enough time has passed for you to be comfortable with that, and we're golden.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 13, 2018, 03:35:28 AM
Addendum. The alternative is pretty terrible in the narrative sense. I've noticed in myself that I've been going for the 'plot hooks' of node goals a great deal while putting other things aside due to mechanical rewards (and because it's a new mechanic so I was excited to try it out). If certain plot-relevant choices will lead to more rewards (ie level ups) then they will continue to be taken more frequently. In other words, less fun interaction with other characters and elemental festivals, more adventuring to 'earn' the level ups. Do you want to go there, honestly?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 13, 2018, 09:33:44 AM
Quote from: Iron Dragoon on July 12, 2018, 11:04:26 PM
Quote from: Anastasia on July 12, 2018, 10:50:24 PM
2. Peg level ups to each node and don't worry about it. Level ups come for a node when they're earned. Pros: Easier to manage, lets me worry about level ups on a node by node basis. Cons: Increases power disparity between nodes (though admittedly in some cases it can narrow it too, varies depending on which nodes get more levels), any act of plot to catch people up if desired can feel artificial and cheating the nodes who were ahead. I'm not saying there will be one, but CYA in case there is.

Personally, I'm fine with this. I fully know that it'll wind up with my being lagging really far behind the others, and for the most part I'm okay with that. That said, if it truly becomes an issue, I'm sure we can work out a way to level the field, so to speak, easily enough. Some sort of super lynchpin quest or an opportunity to pull a Lixer and take over some chunk of previously uncontrolled something or skillfully usurp something to level things out. I honestly don't see it being that much of an issue, for me at least.

Okay, good to know there.

QuoteI sorta say this coming from a personal expectation of some bits of reworking and needing custom stuff to balance out Alyssa's build. I'm still sorta feeling things out and reading/delving more into transmutation spells, as that's what I want her build to be based around. The whole MotUH thing was what I planned on having a hefty chunk of her direct-damage coming from with Transmutation being a focus for de-/buffing, and general magical utility. I think with the item familiar and AAA spell, I've got the first part of it down fairly decently, outside of combat testing, and that's what I really wanted to establish first. Next comes the Transmutation focus, and we've already talked about a few ideas there.

What that means is that Alyssa, and her node, are still very much under construction, and as such, being the most 'under-powered' node is what I expected when I went with a new character instead of revisiting an existing one. That said, if you're concerned about it on my end, we can talk about including stuff in the foundational work that will pay off bigger dividends later and eventually help level out the power levels. I feel like Coordinated Spell is a decent starting point for that, and there can be other things we hash out also.

Yeah, you're doing fine with the understanding it's foundational work. That's the key part there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 13, 2018, 09:54:04 AM
Quote from: Corwin on July 13, 2018, 03:25:36 AMYou can't get around things being artificial, Dune. I've talked to you about how the rewards feel external and suggested a more organic change, but you said it was by design. Even more gratingly, suddenly there is a ton of lvl30 people no one's heard about being 'on the level', pardon the pun, alongside people who have done cool things IC like joining Aurora or what have you. And those that were lower level have been artificially leveled after a few hours of sparring, to the point that this artificial level up juice has been lampshaded IC in several nodes.

My point is that you should stop worrying and love the simultaneous level ups regardless of how artificial they feel. Give them out across the board once any node does something deserving of it or when enough time has passed for you to be comfortable with that, and we're golden.

Oh sure, one part of this campaign is that 'hey, people are suddenly gaining power in these nodes like this, WTF', which isn't meant to be lampshading but an actual plot point. This is more of an OOC concern than an IC one, frankly.

Anyway, to touch on one other point: Of course there's powerful people that haven't come up yet. Look at Jarem - he's hinted a few times he has a story behind why he's so powerful and he's clearly held in good regard by the Red Knight. His story simply hasn't been told yet; that's a reality of so many things going on in Creation. There's always a story you aren't involved in or haven't heard about. Not every epic hero makes their name in the ways Aurora did - they're more famous than the norm, another benefit of Medi's legacy.

(Incidentally, only two heroes were already at that power level and new: Xandra and Jarem. I actually prefer to use the mechanism in play to catch people up and keep them lighter on baggage, but there are exceptions. Xandra also isn't technically new, as she had a cameo in B3 that was laying groundwork that was later used.)

QuoteAddendum. The alternative is pretty terrible in the narrative sense. I've noticed in myself that I've been going for the 'plot hooks' of node goals a great deal while putting other things aside due to mechanical rewards (and because it's a new mechanic so I was excited to try it out). If certain plot-relevant choices will lead to more rewards (ie level ups) then they will continue to be taken more frequently. In other words, less fun interaction with other characters and elemental festivals, more adventuring to 'earn' the level ups. Do you want to go there, honestly?

Fair point there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 13, 2018, 11:04:23 AM
I don't really have a preference on levelling up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 13, 2018, 01:13:57 PM
Okay, regardless of my choice - and I'd really like you to weigh in on this when you have a chance, Yuth - this is level 31's weekend.

Neph, Eb and Cor's threads are in a position to do level ups, so that's going to be today's todo. Get your level ups in.

Iddy and Yuth will continue play until the current excursions are done, at which point level ups come.

Beyond this level up I'll see about possibly changing things, but for now this one is gonna stand regardless.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 13, 2018, 01:18:13 PM
Oh yes, remember your level up summaries.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 13, 2018, 01:19:43 PM
Looking up like Rogue//Arcane Trickster to me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 13, 2018, 02:10:39 PM
Antenora reaches level 31.

- Hellreaver 21 and Paladin 31.
- Max HP per hit die, so 10+11+1+2=24 hp and a grand total of 744 hp.
- BAB rises by 1 to +31.
- Antenora's paladin casting rises to level 31. She gains another 7th level spell per day. She'll grab another Opal Inviolability.
- SLA caster level rises to 31.
- Spell resistance rises by 1 to 46.
- Channel energy rises by 1d6 to 15d6.
- Holy fury points rise by 1 to 34.
- Lay on hands pool rises by 13 to 403 hit points.
- No change to saves. The next bonus is at level 32.
- No change to ability scores. The next bonus is at level 32.
- Antenora's skills are being upgraded. Her Intelligence bonus is now innate thanks to divine rank and counts for skill points. This grants her...2+4+7=13 skills and she has a total of 12 right now, and not all of them at full ranks. She'll run all of them up to full ranks and add Spellcraft.
- No new feats.

A decidedly lackluster level up, a gap level from her top to bottom.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on July 13, 2018, 02:50:05 PM
Moore reaches level 31!

Singer of the Celestial Choir 1 // Marshal 5

4 on a d8 for a total of 14 and a grand total of 422 hit points. Amusingly, I think even if he got maximum HP per hit die he'd only have like 550 or something.

Skills all go up by 1.

No new spells on either side.

Bardic music goes up to 31 per day.

Moore gains Song of Life, which can grant fast healing 11 to everyone around him. Not super great but it lasts for 10 minutes, so there's that.

Over on the marshal side, he'll pick up motivate charisma (because that makes sense) and resilient troops for his major aura.

Nothing exciting, this was going to have to be a series of 'eh' levels just due to the nature of the transition.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 13, 2018, 03:08:33 PM
Latha reaches level 31.

- Astral Deva 31 and Cleric 31.
- 7 on a d8 for a total of 17 hit points and a grant total of 522 hit points.
- BAB rises by 1 to +31.
- Latha's cleric casting rises to level 31. She gains another 13th level spell per day. She'll grab another mass energy immunity, understanding that new spells are todo to be made and that will replace it.
- SLA caster level rises to 31.
- Channel energy rises by 1d6 to 18d6.
- Spell resistance rise by 1 to 44.
- No change to saves. The next bonus is at level 32.
- No change to ability scores. The next bonus is at level 32.
- Skills go up as normal.
- No new feats.

This is a gap level for a lot of people due to the way it all works out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 13, 2018, 03:13:52 PM
+1 to SR, ranged legerdemain 1/day, improved uncanny dodge, +1 bab, dragon form goes from Old to Very Old which I think mostly gives me +2d10 to my breath weapon, +1 lvl 13 spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 13, 2018, 08:19:00 PM
Jessica reaches level 31.

- Rouge 31 and Perfect Wight 11.
- 3 on a d6 for a total of 13 hit points and a grand total of 469 hit points.
- BAB rises by 1 to +25.
- Sneak attack rises by 1d6 to a total of 21d6.
- SLA caster level rises by 31.
- Spell resistance rises by 1 to 43.
- Gains another daily use of superior invisibility.
- No change to saves. The next bonus is at level 32.
- No change to ability scores. The next bonus is at level 32.
- Skills go up as normal.
- No new feats.

Not a terrible level, any +SA and a class feature going up level's good for Jessica.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 14, 2018, 09:05:26 AM
Syala reaches level 31.

- Max HP per hit die, so 8+11=19 hit points and a grand total of 589 hit points.
- BAB rises by 1 to +31.
- Syala's druid casting rises to level 31. She gains another 13th level spell per day. She'll grab anothe rmass energy immunity for now, she casts spontaneously plus I want to make a new spell for her later anyway.
- Rages per day rise by 1 to 7/day.
- Spell resistance rises by 1 to 46.
- No change to saves. The next bonus is at level 32.
- No change to ability scores. The next bonus is at level 32.
- Skills go up as normal.
- No new feats.

31 is such a gap level for seemingly everyone.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 14, 2018, 02:58:42 PM
Cresiel reaches level 31.

- Solar 31 and Cleric 1. This is primarily for channel energy and divine shield in a few levels.
- Max HP per hit die, so 8+11+1=20 hit points and a grand total of 700 hit points.
- BAB rises by 1 to +31.
- Gets channel energy 13/day. This is purely to set up divine shield at 33.
- While Cresiel already has domains, he does not have the granted powers of them. As such, choosing two domains does not allow new domains, but he can choose two of the granted powers of the domains he has.

Paused here, mouse issues.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 15, 2018, 09:25:35 AM
Cresiel reaches level 31.

- Solar 31 and Cleric 1. This is primarily for channel energy and divine shield in a few levels.
- Max HP per hit die, so 8+11+1=20 hit points and a grand total of 700 hit points.
- BAB rises by 1 to +31.
- Cresiel's cleric casting rises to level 28. He gets another 12th level spell per day. He'll grab another web of generosity for now, he wants custom magic in the near future.
- Gets channel energy 13/day. This is purely to set up divine shield at 33.
- While Cresiel already has domains, he does not have the granted powers of them. As such, choosing two domains does not allow new domains, but he can choose two of the granted powers of the domains he has. He'll grab war and healing for now, for free weapon focus (longsword) and +1 CL of healing magic.
- SLA caster level rises to 31.
- Regeneration rises by 1 to 17.
- Spell resistance rises by 1 to 44.'
- No change to saves. The next bonus is at level 32.
- No change to ability scores. The next bonus is at level 32.
- Skills go up as normal.
- No new feats.

Hi gap level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 15, 2018, 09:29:55 AM
Alicia reaches level 31!

- sorcerer 31 and duskblade 14
- Max HP which is 8
- Bab +1
- SR +1
- skills (+2 bluff, +1 everything else)
- Sorc casting, +1 12th level slot per day, +1 13th level spell known. Taking Seira's arcane thesis.
- Duskblade casting, +1 2nd, 3rd and 5th level slots per day, +1 spell known. Taking chain lightning.

Marie gets +1 bab and skills and a bit more HP.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 15, 2018, 09:30:38 AM
Speaking of Marie, if she gets unfamiliared and promoted, what sort of build are you thinking of?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 15, 2018, 09:34:31 AM
I figure she'll probably go straight up to tulani, so all outsider goodies on one side and on the other I'm thinking warmage with stuff like argent savant and force missile mage to make her into a magic missile/sandalphon specialist.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 15, 2018, 11:05:42 AM
Xandra reaches level 31.

- Trumpet Archon 31 and Mage of the Illuminated Temple 19.
- 2 on a d8 for a total of 11 hit points and a grand total of 521 hit points.
- BAB rises by 1 to +31.
- SLA caster level rises to 31.
- Gains 29th level warmage casting. She gains another daily 12th level spell.
- Spell resistance rises by 1 to 48.
- No change to saves. The next bonus is at level 32.
- No change to ability scores. The next bonus is at level 32.
- Skills go up as normal.
- No new feats.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 15, 2018, 11:59:35 AM
Quote from: Ebiris on July 15, 2018, 09:34:31 AM
I figure she'll probably go straight up to tulani, so all outsider goodies on one side and on the other I'm thinking warmage with stuff like argent savant and force missile mage to make her into a magic missile/sandalphon specialist.

Makes sense. Outsider hit dice provide a good chassis to add anything onto.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 15, 2018, 12:22:24 PM
Kaja reaches level 31.

- Fighter 31 and Dervish 21.
- 4 on a d10 for a total of 15 hit points and a grand total of 515 hit points.
- BAB rises by 1 to +31.
- AC bonus from dervish rises by 1 to +8 total.
- Gains another daily use of dervish dance.
- No change to saves. The next bonus is at level 32.
- No change to ability scores. The next bonus is at level 32.
- Skills go up as normal.
- No new feats.

Class features...rise? What a strange thing for this batch of level ups.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 15, 2018, 01:17:22 PM
Jetina reaches level 31.

- Pious Templar 21 and Healer 31.
- 1 on a d10 for a total of 11 hit points and a grand total of 478 hit points.
- BAB rises by 1 to +31.
- Channel energy rises by 1d6 to 16d6.
- Gains 21st level pious templar casting. She gets another 8th level spell, which is another celestial valor.
- Gains 31st level healer casting.  That's another 13th level spell charge.
- No change to saves. The next bonus is at level 32.
- No change to ability scores. The next bonus is at level 32.
- Skills go up as normal.
- No new feats.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 15, 2018, 01:18:27 PM
Gonna take a break and do a few other todos before tackling Seira's level ups.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 16, 2018, 09:20:47 AM
Amaryl reaches level 31.

- Dragonbreath Archer 10 and Sorcerer 16.
- Max HP per hit die, so 8+9=17 hit points and a grand total of 505 hit points.
- BAB rises by 1 to +25.
- Dragonfire strike rises by 1d6 to 5d6. More damage is good.
- Got lingering flames. More damage for free? Sure.
- SLA caster level rises by 1 to 31.
- Gains 18th level sorcerer casting. That's one more 8th level spell per day and three new 9th level spells per day. She also gets 1 9th level spell known per day. That's actually a really tough choice, do you have any preferences, Cor?
- Spell resistance rises by 1 to 46.
- No change to saves. The next bonus is at level 32.
- No change to ability scores. The next bonus is at level 32.
- Skills go up as normal. Additionally, with the deific boost to Intelligence being permanent, she gains a new skill. She'll grab Intimidate.
- No new feats.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 16, 2018, 11:24:08 AM
Lady Sanzha reaches level 31.

- Marid 31 and Bard 31.
- Max HP per hit die, so 8+8=16 hit points and a grand total of 496 hit points.
- BAB rises by 1 to +31.
- Channel water damage rises by 1d6 to 16d6.
- SLA caster level rises by 1 to 31.
- Gains 31st level bard casting. Gains another 9th and 10th level spell per day and another 10th level spell known. Lady Sanzha selects Summon Monster X, understanding it's retraining bait.
- No change to saves. The next bonus is at level 32.
- No change to ability scores. The next bonus is at level 32.
- Skills go up as normal. Additionally, with the deific boost to Intelligence being permanent, she gains a new skill. She'll grab Intimidate.
- No new feats.

Gap level. Needs custom spells.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 16, 2018, 11:48:35 AM
Kascha reaches level 31.

- Ghaele 31 and Wyrm Wizard 21.
- 6 on a d8 for a total of 15 hit points and a grand total of 424 hit points.
- BAB rises by 1 for a total of +31.
- Spell resistance rises by 1 to 43.
- SLA caster level rises by 1 to 31.
- Gains 31st level wizard casting. Gains another 13th level spell per day, Kascha selects a quickened superb dispelling, understanding that this may get replaced as I do homebrew spells.
- Knowledge of the Wyrm bonus rises by 1.
- Gained a new draconic discovery and up to 12th level. She selects glorious rally (quicken).
- No change to saves. The next bonus is at level 32.
- No change to ability scores. The next bonus is at level 32.
- Skills go up as normal.
- No new feats.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 16, 2018, 12:23:01 PM
Alyssa turns 31. In levels.

-Factotum 21 and Paragnostic Apostle 1.
-2 on a d8 for HP. Total of +5. Grand total is 294.
-BAB goes up by 1 for a total of +26.
-SLA CL goes up 1. Total 31.
-Gains 30th level wiz casting. +1 level 12 slot, +1 level 13 slot (which is then immediately lost for Focused Specialist, but then I get +3 Transmutation slots for level 13). Currently no level 13 transmutation spells exist so I'll have to work something out.
-No saves.
-No stats.
-Gain +18 skill points.
-Nada on feats, though I gain new class abilities from Paragnostic Apostle.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 16, 2018, 12:26:14 PM
Elle reaches level 31.

- 11 on a d12 for a total of 22 hit points and a grand total of 532 hit points.
- No change to BAB.
- Gains 31st level wizard casting. This grants 2 (+1 for dragon disciple's bonus spells ine pic) 13th level spells known. She'll grab two quickened Elle's Deceptive Bolts.
- Breath weapon damage rises by 2d8 for a total of 12d8.
- Spell resistance rises by 1 to 41.
- School mastery rises by 1 to 31 bonus damage on evocations.
- No change to saves. The next bonus is at level 32.
- No change to ability scores. The next bonus is at level 32.
- Skills go up as normal.
- No new feats.

Okay level. Nothing huge but spells are nice.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 16, 2018, 01:01:52 PM
Donald reaches level 31.

- Duskblade 31 and Fighter 19. Cor pointed out that fighter 20 makes sense for a possible future SDA if he makes it that far. That's a good point and it's worth running the table there for that possibility. I'll go ahead and knock this out now rather than later.
- 2 on a d10 for hit points. However, the template he has currently gives max HP, so this is for bookkeeping. 24 total and 768 as a grand total for hit points.
- BAB rises by 1 to +31.
- Spell power rises by 1 to +8.
- Gained 31st level duskblade spellcasting. Gains 3 8th level spells per day and 1 new spell known. He'll grab mass hold monster, mostly as a placeholder.
- No change to saves. The next bonus is at level 32.
- No change to ability scores. The next bonus is at level 32.
- Skills go up as normal.
- No new feats.

Okay level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 16, 2018, 01:02:29 PM
Going to take a short break and work on some DM upkeep before tackling Jarem and Emily. Whew, level ups, man.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 16, 2018, 02:09:38 PM
Amaryl darling, grab Wish! No cooldown period! I've got you covered for all else!
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 16, 2018, 02:11:54 PM
Dune, Paragnostic Apostle's Lore ability functions the same as Bardic Lore. Can I use Inspiration/Cunning Knowledge to boost the check?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 16, 2018, 02:27:46 PM
Didn't Donald say he vould use that touch spell?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 16, 2018, 02:35:04 PM
Quote from: Corwin on July 16, 2018, 02:27:46 PM
Didn't Donald say he vould use that touch spell?

He got it as a bonus spell known.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 16, 2018, 03:05:51 PM
Quote from: Iron Dragoon on July 16, 2018, 02:11:54 PM
Dune, Paragnostic Apostle's Lore ability functions the same as Bardic Lore. Can I use Inspiration/Cunning Knowledge to boost the check?

You cannot.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 16, 2018, 03:06:01 PM
Quote from: Corwin on July 16, 2018, 02:09:38 PM
Amaryl darling, grab Wish! No cooldown period! I've got you covered for all else!

Done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 16, 2018, 03:07:25 PM
Okay, spell collection has full lists for druid, cleric and sor/wiz spells. So I don't get a pixie glaring at me terrifyingly, bard is next.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 16, 2018, 03:10:48 PM
Also plan is to finish level ups this afternoon/evening for Iddy's two NPCs then roll on into spell creation. Ideally we roll tomorrow, barring interruptions.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 16, 2018, 10:21:50 PM
Should be on pace to begin tomorrow again, unless something odd happens both tonight and this morning.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 17, 2018, 10:05:44 AM
Jarem reaches level 31.

- Crusader 31 and Knight 31.
- 2 on a d12 for a total of 11 hit points and a grand total of 473 hit poitns.
- BAB rises by 1 for a total of +31.
- Gains 31st level crusader spellcasting and a new 13th level spell slot. He selects another War's Cry.
- Gains a new deific foe. He selects Chourst, since really, he's naturally in opposition to the Red Knight.
- Fighting challenge's bonus rises by 1.
- No change to saves. The next bonus is at level 32.
- No change to ability scores. The next bonus is at level 32.
- Skills go up as normal. Additionally, he retrains K(N&R) to Profession(Gamester), to better reflect the Red Knight. Chalk this one up to feeling out the character.
- No new feats.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 17, 2018, 10:44:09 AM
Emily reaches level 31.

- Sorcerer 31 and Dragonfire Knight 21.
- 3 on a d10 for a total 10 hit points and a grand total of 408 hit points.
- BAB rises by 1 to +29.
- Gains 31st level sorcerer casting. She gains another 13th level spell known, she selects greater polar ray.
- Gains 27th level favored soul casting. She gains 3 12th level spells known, she selects beauty triumphant, legion's gates and burst of glory. These will be subject to revision later.
- No change to saves. The next bonus is at level 32.
- No change to ability scores. The next bonus is at level 32.
- Skills go up as normal. Additionally, he retrains K(N&R) to Profession(Gamester), to better reflect the Red Knight. Chalk this one up to feeling out the character.
- No new feats.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 17, 2018, 11:26:47 AM
We're back in play now with morning posts. Enjoy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 17, 2018, 01:28:20 PM
Quote52. SECRET DM POST

I want this.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 17, 2018, 01:35:06 PM
Quote from: Corwin on July 17, 2018, 01:28:20 PM
Quote52. SECRET DM POST

I want this.

It's short hand for various DM projects. Sometimes I need a nudge or a reminder.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 17, 2018, 11:18:43 PM
This is the version that wound up with 7 copies. I dunno if you wanted to cap it at 7, or let it continue to increase by CL increases.

Alyssa's Aerial Assembly
Transmutation/Conjuration
Level: Brd 11, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One weapon touched
Duration 1 round/level
Saving Throw: None
Spell Resistance: No

With a word and a gesture, the weapon you touch becomes blurred, then sudden splits into copies of itself.

This spell creates one copy per four caster levels of the targeted weapon, which retains all effects of the original weapon. Additionally, the original weapon and all copies become animated as the Dancing Blade spell, with the additional ability to gain the benefits of feats and abilities the caster might have.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on July 18, 2018, 12:15:59 AM
Tryll reaches level 31.

- Psion 24 and Metamind 3.
- 4 hp (max) + 12 from paragon template + 9 from constitution for a total of 25 hit points and a grand total of 793 hit points.
- BAB rises by 1 for a total of +18.
- Gains 31st level manifesting and a new power. He selects Astral Ingress.
- Gains +1 fast healing from paragon template.
- Gains +1 spell resistance from paragon template.
- Gains 36 power points and 7 bonus power points.
- Gains free manifesting 2nd, 3/day.
- No change to saves. The next bonus is at level 32.
- No change to ability scores. The next bonus is at level 32.
- Skills go up as normal. Additionally, he retrains True Mind Switch for Examine Astral Reverberations.
- No new feats.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 19, 2018, 10:52:21 AM
Emily dropped ranks in Escape Artist and Survival, as well as 5 ranks from K:History. She puts those in K:Local, so she can run the table on automatic +5s from Knowledge Devotion. That's added into her baseline stat block now for +5 attack/damage to her melee routine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 19, 2018, 10:53:42 AM
Quote from: Iron Dragoon on July 17, 2018, 11:18:43 PM
This is the version that wound up with 7 copies. I dunno if you wanted to cap it at 7, or let it continue to increase by CL increases.

Alyssa's Aerial Assembly
Transmutation/Conjuration
Level: Brd 11, Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One weapon touched
Duration 1 round/level
Saving Throw: None
Spell Resistance: No

With a word and a gesture, the weapon you touch becomes blurred, then sudden splits into copies of itself.

This spell creates one copy per four caster levels of the targeted weapon, which retains all effects of the original weapon. Additionally, the original weapon and all copies become animated as the Dancing Blade spell, with the additional ability to gain the benefits of feats and abilities the caster might have.

Adding to the collection, we'll see how it works out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 20, 2018, 11:40:03 PM
Weekly Roundup

Note

Work sucks and continues to suck. My energy level varies day by day, Thursday and Friday are pretty ragged right now. We'll see how it goes, but I'm dragging right now. This being a slow week was a nice break.

Alicia/Seira

Combo since it's mostly been a combo for them this week, along with Cor's vacation being internet unfriendly. The trip to Balmuria's been fun but slow due to circumstances, I fully plan to see it blossom next week. Marie remains a joy with or without Antenora, I'm just fond of her. The festival at the Cauldron was nice. It suffered a bit by last Friday being a shitty day for me (see above about Fridays), but I enjoyed it.

Alyssa

Progress. It's nice to set up a good dungeon for you. Beyond that, really solid character work as Jarem and Emily assert their positions, along with a few others. I like that Jarem says a lot by what he doesn't talk about - what Jyssi alluded to is a thing, after all. By contrast, Emily says a lot of what's on her mind, she's very much a straight shooter. Really just fun stuff all week there.

Moore

Again, progress, nice to see goals advancing. I had fun with Oghma, he's very much a social and chatty artist type. Poor Xandra, too. Really, that entire mine cart sequence was simply a fun bit. A bit of a throwaway, but a fun throwaway that felt worth it. Balmuria should be fun, especially because everyone's reasonably going after Calley right now.

Yuth

I never thought I'd see Tryll out trolled by a book. Go figure that one, huh? Anyway, fun and nice to get you moving, that weekend session was a good idea. Right now our lives just aren't in sync and an I get the impression work is kicking your ass, too. I won't do anything this weekend because BLARDFUICSD, but I'd like to try and keep pace up, get some time with you. The last two nights were great for that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 20, 2018, 11:44:14 PM
Quote from: Anastasia on July 20, 2018, 11:40:03 PM
Alyssa

Progress. It's nice to set up a good dungeon for you. Beyond that, really solid character work as Jarem and Emily assert their positions, along with a few others. I like that Jarem says a lot by what he doesn't talk about - what Jyssi alluded to is a thing, after all. By contrast, Emily says a lot of what's on her mind, she's very much a straight shooter. Really just fun stuff all week there.

It's been interesting for sure. I like messing with Jarem, though Emily's sort of been a wallflower for me. She's super non-assertive.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 20, 2018, 11:45:35 PM
Quote from: Iron Dragoon on July 20, 2018, 11:44:14 PM
Quote from: Anastasia on July 20, 2018, 11:40:03 PM
Alyssa

Progress. It's nice to set up a good dungeon for you. Beyond that, really solid character work as Jarem and Emily assert their positions, along with a few others. I like that Jarem says a lot by what he doesn't talk about - what Jyssi alluded to is a thing, after all. By contrast, Emily says a lot of what's on her mind, she's very much a straight shooter. Really just fun stuff all week there.

It's been interesting for sure. I like messing with Jarem, though Emily's sort of been a wallflower for me. She's super non-assertive.

Yeah, she has. Chalk it up to having her shit to deal with along with being a bit like Amaryl when she's pressured. Her head's chewing over the entire situation with her Moms, as you'd expect for an 18 year old.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on July 21, 2018, 12:08:07 AM
I enjoyed this week if just because there's obviously this expectation of how Moore "should" be doing things versus his actual manner in which he does things when it comes to his galavanting.

He does need to get back to the smashing evil part of things, but this current goal of his is something he considers paramount and a good framing for the rest of what he wants to accomplish.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 21, 2018, 12:44:22 AM
Quote from: Nephrite on July 21, 2018, 12:08:07 AM
I enjoyed this week if just because there's obviously this expectation of how Moore "should" be doing things versus his actual manner in which he does things when it comes to his galavanting.

He does need to get back to the smashing evil part of things, but this current goal of his is something he considers paramount and a good framing for the rest of what he wants to accomplish.

Yep, investigation is part of the job, so no worries there.

I did enjoy the week for how Moore went about it. Fortunately, Oghma likes a story, and what sort of story has the hero wander aimlessly and do nothing?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 21, 2018, 09:45:11 AM
Quote
Combo since it's mostly been a combo for them this week, along with Cor's vacation being internet unfriendly. The trip to Balmuria's been fun but slow due to circumstances, I fully plan to see it blossom next week. Marie remains a joy with or without Antenora, I'm just fond of her. The festival at the Cauldron was nice. It suffered a bit by last Friday being a shitty day for me (see above about Fridays), but I enjoyed it.

Yeah playing Marie's kinda fun, not a lot to say since not much has happened. But it's nice to have her out on her own rather than floating by Alicia's shoulder.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 21, 2018, 10:28:45 AM
I look forward to seeing her reinvent herself with Mystra's help!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 21, 2018, 11:55:09 AM
Quote from: Ebiris on July 21, 2018, 09:45:11 AM
Quote
Combo since it's mostly been a combo for them this week, along with Cor's vacation being internet unfriendly. The trip to Balmuria's been fun but slow due to circumstances, I fully plan to see it blossom next week. Marie remains a joy with or without Antenora, I'm just fond of her. The festival at the Cauldron was nice. It suffered a bit by last Friday being a shitty day for me (see above about Fridays), but I enjoyed it.

Yeah playing Marie's kinda fun, not a lot to say since not much has happened. But it's nice to have her out on her own rather than floating by Alicia's shoulder.

Yes, and also because the upcoming Mystra thing as noted.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 21, 2018, 02:37:06 PM
Tryll level ups will be tomorrow sometime.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 23, 2018, 11:55:21 AM
Dana reaches level 31.

- Dwarven Defender 18 and Psychic Warrior 23.
- 5 on a d12 for a total of 18 hit points and a grand total of 597 hit points.
- BAB rises by 1 to +31.
- Gains 31st level psychic warrior manifesting.
- Damage reduction rises by 3 to 14/-.
- No change to saves. The next bonus is at level 32.
- No change to ability scores. The next bonus is at level 32.
- Skills go up as normal.
- No new feats.

Psychic WArrior progression in the next post, due to needing a new power.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 23, 2018, 12:29:15 PM
Okay, Dana's up to 457 power points, a rise of 30 power points.

Dana's Leap
Psychoportation (Teleportation)
Level: Psychic Warrior 9
Display: Visual
Manifesting Time: 1 standard action
Range: Personal and touch
Targets: You and up to one touched willing creature/3 levels
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Power Points: 17

This power allows teleportation identical to greater teleport, except as noted here.

Augment

If you spend 4 additional power points, you can teleport between planes, as if by a gate spell.

Dana's done with her level now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 25, 2018, 03:49:04 PM
Okay, Marie rebuild for overdue promotion.

So something like Tulani 31//Caster class 5/Force Missile Mage 5/Argent Savant 5/whatever? I'm leaving the rebuild in your hands, she's really your NPC here (and gets grandfathered in). Will you need any epic progressions for her or custom material?

Generally, the way I do advanced outsides is this. I take them as written and advance them in hit dice. I don't do savage species, I don't add stats (except the normal +1 at every level divisible by 4) and then adjust as needed. Running racial hit dice means all of her racial powers continue to advance in DC (and sometimes improve, depending on the build and what I'm doing with them).

This generally works out well and prevents stat bloat - that's really the problem SS has, since you roll stats then add to it. At least in this level of play with gestalt, it ends up causing problems so I simply prefer not to use it.

Tulani stats are Str 20, Dex and Con 22, Int and Wis 24 and Cha 26, so she's more than fine with a stat booster and whatever poitns she gets from leveling. Lemme know what her stats are going to look like.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 25, 2018, 03:53:25 PM
Any changes to the tulani statblock? As far as stuff running into our houserules there's a few issues.

Gaze is instant death to evil stuff with 5hd or less.
SLA list includes polymorph any object.

That's actually about it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 25, 2018, 03:59:38 PM
Drop the SLA and...lemme check, I haven't used too many tulani the way it's worked out. The Angel of Last Resort turned into a personalized fear gaze, Faerinaal dropped it in favor of a second ray attack. Just grab a lesser tulani's gaze if reasonable or make something fitting. Eladrin tend to be chaotic and sometimes mutate a bit, anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 25, 2018, 05:00:49 PM
Quote from: Iron Dragoon on July 12, 2018, 11:21:19 PM
Quote from: Anastasia on July 12, 2018, 12:56:58 PM
Suggestions welcome for things beyond that.

Would like to talk about a few spells/ideas. Specifically:
-Trait Suppression combat spell. Regular spell removes a trait for hours and has a long cast time. Something with a sped up casting time and lasting either rounds or minutes. Maybe something with a condition like knowing/picking a specific trait so it'd have a soft built-in pre-req for knowledge checks/reserach type thing? Dunno.

Okay, gimme a quick sketch of a spell there and we'll go from there.

Quote-Coordinated Spell uses/tactics. Planar artillery idea is still nagging my brain. It's a good visual.

Okay cool, what ideas do you have there?

Quote-Do some testing with the debuff type transmutation spells and DCs to see how viable they really are.

Sure. What spells?

Quote-Talk with you about transmutation school in general and get a better feel for the general focus/aesthetics of it for future spell design.

Sure, what precisely do you have in mind?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 25, 2018, 05:32:55 PM
Quote from: Anastasia on July 25, 2018, 05:00:49 PM
Quote from: Iron Dragoon on July 12, 2018, 11:21:19 PM
Would like to talk about a few spells/ideas. Specifically:
-Trait Suppression combat spell. Regular spell removes a trait for hours and has a long cast time. Something with a sped up casting time and lasting either rounds or minutes. Maybe something with a condition like knowing/picking a specific trait so it'd have a soft built-in pre-req for knowledge checks/reserach type thing? Dunno.

Okay, gimme a quick sketch of a spell there and we'll go from there.

Ability Hamstring
Transmutation
Level: Sor/Wiz 8
Components: V, S, M,
Casting Time: 1 standard action
Range: Touch
Target: One touched living creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

Make an immediate knowledge check. Based on the result, you may temporarily remove one extraordinary or supernatural ability of your choice from the target creature revealed by the result of the knowledge check.
This spell does not work on constructs, oozes, or undead.
Material Component: A pinch of ash.


Quote from: Anastasia on July 25, 2018, 05:00:49 PM
Quote from: Iron Dragoon on July 12, 2018, 11:21:19 PM-Coordinated Spell uses/tactics. Planar artillery idea is still nagging my brain. It's a good visual.
Okay cool, what ideas do you have there?

Something like having mages at the order set up in spell circles, with a leader of the circle connected to whoever (let's call them a spotter for simplicity's sake). The circle leader lets the spotter know when they're ready to cast the spell and the spotter opens a portal for them to fire the spell through. Spotter then closes the portal and moves to find a new target or new angle.

Things like that. Since spell circles can, with enough people, dramatically increase the CL and DCs of spells that would otherwise simply bounce off of higher level creatures, it can be super useful. Same with buffs. If there's a minute/level spell, like say, Dolorous Blow, then with enough people I can make it last hours and hours, or having a group of mages casting a Dispel and maxing out the CL, so it's more of a pinning down the mechanics of it before I really sit down and come up with ideas.

Quote from: Anastasia on July 25, 2018, 05:00:49 PM
Quote from: Iron Dragoon on July 12, 2018, 11:21:19 PM-Do some testing with the debuff type transmutation spells and DCs to see how viable they really are.
Sure. What spells?

Well like the one that turns you into a salt statue. Normally that's more or less a death effect spell and you don't allow those, so I was thinking of something more like turning a limb into salt (or whatever else). See if my DCs are reasonably reliable or not, and how balanced a spell like that is.

Quote from: Anastasia on July 25, 2018, 05:00:49 PM
Quote from: Iron Dragoon on July 12, 2018, 11:21:19 PM-Talk with you about transmutation school in general and get a better feel for the general focus/aesthetics of it for future spell design.

Sure, what precisely do you have in mind?

Well, the school description is changing properties or turning one thing into another, and that's pretty damn vague. I mean, like, can I turn the air around someone/thing into water? Acid? How about their blood? Can I like turn them into a sheep? What about their weapons or armor? Can I make their armor cloth or their weapons into pillows? I'm basically looking for some sort of thematic structure to go from.

Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 25, 2018, 06:12:05 PM
Oh, Power Word Kill is on the SLA list. Any swap or just drop it?

Also does the Dream Ray or Sword of Light improve for advancing levels? And does the DR 15/cold iron or evil change for being epic?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 25, 2018, 08:49:58 PM
Marie chargen stream of consciousness.
Extra stat points at levels 20, 24, and 28. Dumping it all in charisma.
Her size increases to large at 19hd (and she'll become huge at 36hd). If/when Alicia proxies her she'll probably take alter size so she can be fairy sized again. For now she'll keep the Change Shape Su ability that Morwel gave her so she can be a medium sized elf when out of combat. Being large means she gains +8 str, +4 con, +2 natural armour, and -2 dex. She especially dislikes that last part.
Using the outsider side for skills/bab/saves/hp/etc.

Mental note, gaze swap.

She also keeps Familiar Toughness. Alicia can make her a familiar with her divine ability, maybe it'll give her more hp than she normally has!
As far as class breakdown goes... Warmage, plus Force Missile Mage, plus Argent Savant... and anything else I can fit in for fun.
Force Missile Mage needs 9 skill ranks (treat it as 6 with our system since we don't get extra at first level but do get a +3 bonus for class skills) and combat casting, so can enter that at level 7.
Argent Savant needs 12 skill ranks (treat as 9 as above) and 5th level spells, so can enter that at level 10.
Abjurant champion pretty much fits with force effects and Alicia copying, that can be entered at level 6 with ease. Tempting.

So Warmage 5/Abjurant Champion 5/Force Missile Mage 5/Argent Savant 5/... Warmage 6-16? Or can I fit another PrC in?

Incantrix could be good. Lots of metamagic and goodies. Have to give up a school but there's probably one unrepresented on the warmage list I can sacrifice easily.
War Wizard of Cormyr? I admit a big part of the allure of this build is that massive radius sandalphon epic spell and that could make it even more crazy.

What about something for evasion/mettle/divine grace? Nah. Feel kinda naked being without any of those at epic but I can't see Marie as a paladin, even a paladin of freedom. Can't really afford to drop caster levels either. At least she can get improved evasion whenever Alicia uses divine familiar on her.

I think I'll try for Incantrix, see how that works out. So as far as prereqs go I need to drop feats on Combat Casting and Iron Will, plus a metamagic she would've grabbed anyway. The rest are free to go wherever. So build chart will be warmage 5, then abjurant champion 5, then force missile mage 5, then argent savant 5, then incantrix 10, then go back to warmage. This means I get advanced learning at level 31 where it can do the most good.

There's no table for warmage epic spell slots, but I can copy Xandra, she casts as a 29th level warmage which is what Marie works out to as well since she drops 2 caster levels. She takes floating disc for her level 3 advanced learning.

Into Abjurant Champion now. And... wait. No, she can't because she can't cast any abjuration spells. Haha wtf. Warmage doesn't have like mage armour or shield or anything like that?

You know what, no. Fuck this.

Sorcerer, she's a sorcerer now. Fuck you warmage, you suck. I thought you could be cool but adding like 7 damage to a magic missile with warmage edge is so not worth this bullshit.

Okay, just do sorc 6 then go ham into all the other classes, it's fine. She can ACF her familiar too, and isn't that fun? She'll do like Afina and take spell shield. Gets eschew materials for free at 1, and a bonus feat at 5 which will be... fell drain. Because negative levels on magic missiles are fun.

Okay, into Abjurant Champion for real now. A few nice goodies that Alicia has and I don't need to belabour, and also martial arcanaist maps her CL to her bab, which saves her having to take practiced spellcaster to recover those dropped caster levels. Yay, things are back on track again.

Now for Force Missile Mage. She gets 2 extra missiles on her magic missiles! She casts magic missile as stilled! She can make her missiles do energy damage while still counting as force effects! She can cast shield as an immediate action! Her magic missiles get +2 CL and ignore shields/broches of missile shielding! She can reflect magic missiles back at other people foolish enough to cast it at her!

You know it's not even that great, but fuck it it's fun.

Onto Argent Savant next. She gets +2 attack and +1 damage per die on her force spells. Any force effects that give a shield or armour bonus to AC give 2 more. That stacks with what abjurant champion gives which is nice. Her force spells are harder to dispel. She subtracts 5 damage from any force damage she takes. She can dispel force effects for free as a standard action and they explode if she succeeds.

That's some fairly neat stuff but again not really stellar or anything.

Onto Incantrix now. 4 bonus metamagic feats, I'll get back to that. Focused studies means she has to give up a school, I'll go with necromancy. She has fell drain for inflicting negative levels anyway. She can apply her metamagic feats to an ally's spell by readying an action which is really neat. Also apply her metamagic to spells already in place which probably has uses. Metamagic spell trigger is useless without crafting feats. Seize concentration is really neat for stealing elemental monoliths and rituals. Instant metamagic is worthless for sorcs. Snatch spell is more hilarity. Improved metamagic is just like the epic feat and always welcome.

Okay, onto feats. Rapid metamagic is of course mandatory. Spell penetration is very important. Arcane thesis for magic missile boosts its CL by 2 and reduces all metamagics used on it by 1 (with no minimum, so applied after various improved metamagic abilities... could be nice!). 2 feats left at 15 and 18. I'll cover off her metamagic bonus feats from incantrix then see what needs to be filled in.

Twin spell and quicken spell are both good of course. Entangling spell's a funny debuff to apply on the magic missile spam since it's no save. And enlarge spell because that doubles the range of the amazing barrage. I'll need to take arcane thesis for the barrage as well actually. Is more metamagic needed? Why not, I'll take repeat spell. One feat left at level 18. She'll take blade of force for some extra melee damage if ever needed and +1 CL to force spells.

Epic feats next. Epic spell capacity is a feat tax. She wants all the improved metamagic, but sadly she can only take it at 27 and 30. She does so anyway, but that sadly puts the barrage out of reach. She will have to dream big for the future. One day Marie, just remember your journey is only beginning!

That gives her one free feat at 24 to blow on something random. Multiaction maybe? Wait no, prereqs she has no room for. Hey she has level 31 bardic music now, I could do something with that. Words of creation maybe? Eh, nah. Her job is to spam magic missiles, if anyone ever gets buffed by Marie they should consider themselves privileged. So... shame enhance spell won't give her more magic missiles, that would be nice.

Are there any epic feats that boost caster level? Would be good for seize concentration/snatch spell. Actually I'll take spell stowaway and time stop. More copying Afina but she can murder people with magic missiles when they think they're safely time stopped, and also steal their spells and stuff with snatch spell. Stealing someone's time stop while they're time stopped has got to smart.

Okay, it's late. Skills, spells, and inventory (which will basically just be pilfering from Alicia's collection of trophy items she never uses and maybe selling stuff to afford a belt of magnificence. She's gonna get proxied as soon as Alicia hits DvR 2 anyway though) and final touching up still to go. Progress has been made though, even if we ended the journey in a place far different than expected when we started.

Marie would tell you there's a moral in that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 25, 2018, 11:03:20 PM
Quote from: Ebiris on July 25, 2018, 06:12:05 PM
Oh, Power Word Kill is on the SLA list. Any swap or just drop it?

Drop.

QuoteAlso does the Dream Ray or Sword of Light improve for advancing levels? And does the DR 15/cold iron or evil change for being epic?

Say the ray's Charisma damage rises to 2d4.

Sword of Light becomes +6 and counts as an epic weapon to bypass damage reduction.

Damage reduction becomes damage reduction 20/cold iron, epic and evil.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 26, 2018, 12:47:32 PM
QuoteAbility Hamstring
Transmutation
Level: Sor/Wiz 8
Components: V, S, M,
Casting Time: 1 standard action
Range: Touch
Target: One touched living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Make an immediate knowledge check. Based on the result, you may temporarily remove one extraordinary or supernatural ability of your choice from the target creature revealed by the result of the knowledge check. This spell does not work on constructs, oozes, or undead.

Material Component: A pinch of ash.

I'd rewrite it and we can try it, though I may bump it up a spell level or two and add a bit of clarifying text based on what the campaign deals with. The basic idea's worth trying in any case.

Ability Hamstring
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One touched living creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

You temporarily remove one extraordinary or supernatural ability of your choice from the target creature. You must know of the ability you wish to remove, either from seeing it, experiencing it, with a Knowledge check or some other means.

Oozes, constructs or undead are immune to this spell. Spellcasting cannot be removed by this ability, nor can deific abilities.

QuoteSomething like having mages at the order set up in spell circles, with a leader of the circle connected to whoever (let's call them a spotter for simplicity's sake). The circle leader lets the spotter know when they're ready to cast the spell and the spotter opens a portal for them to fire the spell through. Spotter then closes the portal and moves to find a new target or new angle.

Things like that. Since spell circles can, with enough people, dramatically increase the CL and DCs of spells that would otherwise simply bounce off of higher level creatures, it can be super useful. Same with buffs. If there's a minute/level spell, like say, Dolorous Blow, then with enough people I can make it last hours and hours, or having a group of mages casting a Dispel and maxing out the CL, so it's more of a pinning down the mechanics of it before I really sit down and come up with ideas.

Okay, whip up some mechanical examples - assumptions are fine here for this sake, don't worry about getting it perfect there - and let me see how they'd work.

Quote from: Anastasia on July 25, 2018, 05:00:49 PMWell like the one that turns you into a salt statue. Normally that's more or less a death effect spell and you don't allow those, so I was thinking of something more like turning a limb into salt (or whatever else). See if my DCs are reasonably reliable or not, and how balanced a spell like that is.

Sure. Whip up some spell ideas - bare bones are fine here for the sake of example - and test it out.

Quote from: Anastasia on July 25, 2018, 05:00:49 PMWell, the school description is changing properties or turning one thing into another, and that's pretty damn vague. I mean, like, can I turn the air around someone/thing into water?

Sure, why not? Would be a good way to drench something and maybe make it hard to breath and move.

QuoteAcid?

Sure. Transmute the air around something to acid. The thing is as you're seeing already, transmutation is a -highly- flexible field. All the baseline description of it says is that transmutation changes the properties or conditions or something. You can get pretty creative there.

QuoteHow about their blood?

Sure. There's a Blood to Water spell that deals 2d6 Con damage by transmuting blood into water. (Oddly, it's necromancy rather than transmutation, despite using the word transmute in the spell description. Really that should be transmutation or a dual school spell if you really feel necromancy applies.) There's a ghostblood spell, about 18th level or so, in the spell collection that deals massive damage by transmuting a creature's blood to ghostly vapors.

You don't see a ton of damaging transmutations, but they do exist. Go check the Spell Compendium, I have that open and you can see some damaging transmutations in there.

QuoteWhat about their weapons or armor? Can I make their armor cloth or their weapons into pillows? I'm basically looking for some sort of thematic structure to go from.

Sure, you could.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 26, 2018, 01:34:05 PM
Quote from: Ebiris on July 25, 2018, 08:49:58 PMHer size increases to large at 19hd (and she'll become huge at 36hd). If/when Alicia proxies her she'll probably take alter size so she can be fairy sized again. For now she'll keep the Change Shape Su ability that Morwel gave her so she can be a medium sized elf when out of combat. Being large means she gains +8 str, +4 con, +2 natural armour, and -2 dex. She especially dislikes that last part.

Size increases are purely optional, she can take them or not as she wishes. I usually only apply them if it feels right for the creature in question.

QuoteUsing the outsider side for skills/bab/saves/hp/etc.

Figured, that's a pretty good call.

QuoteShe also keeps Familiar Toughness. Alicia can make her a familiar with her divine ability, maybe it'll give her more hp than she normally has!

Scary.

QuoteAs far as class breakdown goes...Warmage

Into Abjurant Champion now. And... wait. No, she can't because she can't cast any abjuration spells. Haha wtf. Warmage doesn't have like mage armour or shield or anything like that?

You know what, no. Fuck this.

Sorcerer, she's a sorcerer now. Fuck you warmage, you suck. I thought you could be cool but adding like 7 damage to a magic missile with warmage edge is so not worth this bullshit

Yeah, warmage is a weird one. Side note: warmages are houseruled to get good fort saves plus warmage edge is war mage level + int modifier. Not that I'm really disagreeing with you here, just saying.

QuoteIncantrix could be good.

Serious question for everyone, have I ever allowed anyone incantrix? I'm pretty sure I've turned it down a few times when asked before.

Okay checking, most recent comment was for Rat and Iddy in B4SS prep, which comes down to this comment from IRC logs: > I've discouraged Incantrix before, not sure if I ever banned it. I didn't allow it then, though B4SS is admittedly lower power than this.

QuoteWhat about something for evasion/mettle/divine grace? Nah. Feel kinda naked being without any of those at epic but I can't see Marie as a paladin, even a paladin of freedom. Can't really afford to drop caster levels either. At least she can get improved evasion whenever Alicia uses divine familiar on her.

It doesn't fit her, no.

QuoteMarie would tell you there's a moral in that.

A terrifying moral, no doubt.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 26, 2018, 01:38:14 PM
I've never asked about incantrix nor can I recall anyone else.

If it helps Marie isn't really shaping up to be a powerhouse even with that, though it does feed her magic missile gimmick extremely well between the metamagic feats and the metamagic reduction.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 26, 2018, 01:40:29 PM
You've always hated Incantatrix, yes.

Re: the spell that just nukes any one ability, it has no save. Wtf. Whether lvl8 or 9, that's bullshit!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 26, 2018, 01:44:29 PM
Quote from: Corwin on July 26, 2018, 01:40:29 PM
You've always hated Incantatrix, yes.

Re: the spell that just nukes any one ability, it has no save. Wtf. Whether lvl8 or 9, that's bullshit!

Gah, I didn't even notice that. Good catch, thanks Cor. Editing.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 26, 2018, 01:57:53 PM
Quote from: Ebiris on July 26, 2018, 01:38:14 PM
I've never asked about incantrix nor can I recall anyone else.

If it helps Marie isn't really shaping up to be a powerhouse even with that, though it does feed her magic missile gimmick extremely well between the metamagic feats and the metamagic reduction.

Run me through how her gimmick is looking, by the way?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 26, 2018, 02:05:10 PM
Okay, so she has -3 metamagic reductions from the two epic feats and incantrix, then another -1 from arcane thesis, so basically on a magic missile spell she can apply any metamagic with a cost of +4 or below for free.

Thus for 2 1st level slots she casts a quickened/twinned/repeating/fell drain/entangling and a twinned/repeating/fell drain/entangling magic missile for a total of 4*7 missiles on round 1, then on round 2 she can cast it again while the repeat spells go off so she gets 8*7 missiles.

So the damage for it would look like...

[18:03] <@Ebiris> roll 4#7d4+14 and 4 negative levels
[18:03] <Rei-chan> Ebiris rolled : 4#7d4+14 and 4 negative levels --> [ 7d4=19 ]{33}, [ 7d4=16 ]{30}, [ 7d4=17 ]{31}, [ 7d4=24 ]{38}
[18:03] <@Ebiris> roll 8#7d4+14 and 8 negative levels
[18:03] <Rei-chan> Ebiris rolled : 8#7d4+14 and 8 negative levels --> [ 7d4=18 ]{32}, [ 7d4=21 ]{35}, [ 7d4=19 ]{33}, [ 7d4=15 ]{29}, [ 7d4=18 ]{32}, [ 7d4=13 ]{27}, [ 7d4=15 ]{29}, [ 7d4=9 ]{23}
[18:03] <@Ebiris> roll 33+30+31+38+32+35+33+29+32+27+29+23
[18:03] <Rei-chan> Ebiris rolled : 33+30+31+38+32+35+33+29+32+27+29+23 --> {372}


So for 2 rounds of action that's not really an exceptional amount of damage. But it's consistent and her SR check is at +38 or so on magic missiles so barring golems she's pretty much always going to land them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 27, 2018, 10:39:17 PM
Weekly Roundup

Alicia

A good week. I enjoyed the tail end of the Marie Balmuria trip as well as the feelings when Marie was formally discharged from her familiar role. That hits home - she had one of the best runs as a familiar ever. I admit I'm fond of Marie, I've always enjoyed her for what she is as well as her back and forth with Antenora. It's extremely comfortable. Anyway, rest of the week was promising - the Radiant Sister hunt could be good next week and the Calley interrupt was interesting. That was purely because of Andrea, a nice little callback to that in B2.

I find Alicia works best with a purpose. She feels very purpose and task driven, which fits her personality and her goals.

Moore

I really enjoyed the interaction and the path crossing at Whimsical Sweets. That was all good stuff, the sort of meeting that helps bridge gaps well. Massive points for catching some of the numerology beyond the obvious of 777 pieces to complete. I seed lots of little references like that, most of them are missed so it's always gratifying to see someone catch a subtle one. Anyway, the week felt good, got stuff done and is setting up a chance for some real, solid combat with the entire group. I'm looking forward to it.

Moore feels best when I let him do whatever. It's his strong suit, and a nice contrast from others. He's very independent.

Tryll

Yeah, weekend session, I wanna see more here. I'll reserve comment here pending managing one this weekend. We'll see how it goes.

Alyssa

What I enjoy about Alyssa's node is how well Jarem, Emily and Alyssa interact. There feels like three strong personalities there (even if part of Emily's personality tends to the insecure and passive) that bounce off each other. It's the best node for that right now - Moore's node is a bit different, since Kaja essentially has three straight men to bounce off of and Alicia's node is hugely purpose driven for example - just three people going off each other. Really, it was a fairly mundane bit of searching Radiance and dealing with xag-ya, but that made it enjoyable.

Alyssa's more task driven, but also has lots of her own ideas, so that's an interesting middle ground here.

Seira

I'm not going to lie, I've enjoyed this entire Balmuria visit. It's touching base, reestablishing characters after 2+ decades have passed IC and altogether honing the edges of all of that. All the chats with Mia and Abagail have been great, letting me directly show worldbuilding I've only alluded to (as much of this hasn't been in focus or relevant).  Seira's great to bounce things off with for that, as she tends to fill it in well and also notice things. The comment about the two seas today was a good and interesting one, for example,

Seira's much like Moore (or Moore's like Seira) in that she's hugely self driven, but a bit tasky, too. I dunno where I'm going with that, I did it as a one off line with Alicia's roundup and just kept doing it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 27, 2018, 10:44:13 PM
Quote from: Anastasia on July 27, 2018, 10:39:17 PM
Alyssa

What I enjoy about Alyssa's node is how well Jarem, Emily and Alyssa interact. There feels like three strong personalities there (even if part of Emily's personality tends to the insecure and passive) that bounce off each other. It's the best node for that right now - Moore's node is a bit different, since Kaja essentially has three straight men to bounce off of and Alicia's node is hugely purpose driven for example - just three people going off each other. Really, it was a fairly mundane bit of searching Radiance and dealing with xag-ya, but that made it enjoyable.

Alyssa's more task driven, but also has lots of her own ideas, so that's an interesting middle ground here.

Yeah, it's pretty much pure RP going so far. It's fun and decent going.

Alyssa's having to be task driven because there's so much to do for her.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 27, 2018, 11:06:59 PM
Indeed.

Side note for Cor and Neph: There's a bit of T's personality in Jarem, though just a little. T was competent but still T, while Jarem is a self assured warrior tested by time. Still, a bit of the confidence and a smidge of the cockiness there, though Jarem tends to provoke for entirely different reasons than T.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 28, 2018, 07:03:02 AM
Quote
Alicia

A good week. I enjoyed the tail end of the Marie Balmuria trip as well as the feelings when Marie was formally discharged from her familiar role. That hits home - she had one of the best runs as a familiar ever. I admit I'm fond of Marie, I've always enjoyed her for what she is as well as her back and forth with Antenora. It's extremely comfortable. Anyway, rest of the week was promising - the Radiant Sister hunt could be good next week and the Calley interrupt was interesting. That was purely because of Andrea, a nice little callback to that in B2.

I find Alicia works best with a purpose. She feels very purpose and task driven, which fits her personality and her goals.

Yeah, discharging Marie was nice, a mix of sadness at losing something so comfortable and happiness at a job well done. Calley showing up was kind of neat, even if having my everything picked apart by a little kid kinda stung. For Latha's talk about taking over his guardianship, it was nice to call that back to how things went with Hugo at Androlynne. Having the child-like outsider take part there was pretty much fully expected by destiny and GM but it ran hard into Alicia's feelings on parental responsibility and the rights of children.

As she said to Latha her feelings there mean it makes even more sense for her to take over with Calley but it's also a seductive argument that flatters her ego, which she's not blind to. Still between Jessica's somewhat more competent than the norm kids and the dynamic Hugo/Dawnhope pairing we could give Calley some friendly peers to play with if he lived in Sylica, plus it'd give Andrea more of a role too since she'd be stuck as part of that group, so it could be interesting to explore. Plus Alicia and Syala have deliberately avoided having children to avoid ending up in a Neverborn scenario because Ao is a dick, so Calley as a surrogate kid would give them something to work those parental instincts off on.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 28, 2018, 08:35:09 AM
QuoteYeah, discharging Marie was nice, a mix of sadness at losing something so comfortable and happiness at a job well done.

Pretty much. Marie's won. She's gotten her dream and even more now. It's nice to see it for her, but it's melancholic as well. Changes like that always are.

QuoteCalley showing up was kind of neat, even if having my everything picked apart by a little kid kinda stung. For Latha's talk about taking over his guardianship, it was nice to call that back to how things went with Hugo at Androlynne. Having the child-like outsider take part there was pretty much fully expected by destiny and GM but it ran hard into Alicia's feelings on parental responsibility and the rights of children.

Calley picking everything apart was intentional. He has a child's innocent bluntness combined with the knowledge of a sage and the power of an epic D&D character. It's an odd combination, letting him make the sort of childish, innocent statements of (as they see it) honesty that an adult never would. A child doesn't have the knowledge to examine things at that level, Calley does. It's an odd combination I'm trying to hone from that point of view. He doesn't entirely act as a child of course, who could with what he knows? But still, I think it worked well enough for that.

QuoteAs she said to Latha her feelings there mean it makes even more sense for her to take over with Calley but it's also a seductive argument that flatters her ego, which she's not blind to. Still between Jessica's somewhat more competent than the norm kids and the dynamic Hugo/Dawnhope pairing we could give Calley some friendly peers to play with if he lived in Sylica, plus it'd give Andrea more of a role too since she'd be stuck as part of that group, so it could be interesting to explore. Plus Alicia and Syala have deliberately avoided having children to avoid ending up in a Neverborn scenario because Ao is a dick, so Calley as a surrogate kid would give them something to work those parental instincts off on.

It's justifiable, but not everything justifiable is the right choice or free from being a temptation. That's really the crux of the dilemma, one I'm glad Alicia twigged on. This is a question I don't feel there's a clear right or wrong answer to (assuming Alicia's basic morality rules out less than morally upright options, of course). Taking Calley or working something out is entirely reasonable. So is leaving him with his parents, trusting in Whimsical Sweets to protect them, or some other hybrid of those.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on July 28, 2018, 03:40:50 PM
QuoteMoore

I really enjoyed the interaction and the path crossing at Whimsical Sweets. That was all good stuff, the sort of meeting that helps bridge gaps well. Massive points for catching some of the numerology beyond the obvious of 777 pieces to complete. I seed lots of little references like that, most of them are missed so it's always gratifying to see someone catch a subtle one. Anyway, the week felt good, got stuff done and is setting up a chance for some real, solid combat with the entire group. I'm looking forward to it.

Moore feels best when I let him do whatever. It's his strong suit, and a nice contrast from others. He's very independent.


It's one of those things where, since he's been an outsider (not literally, but you know what I mean) to all these stories, it was interesting for him to be able to see people he'd heard about before. I'm trying to avoid having him pull on plot threads from other people but sometimes it's necessary just... due to how things end up being connected.

Moore's really tired of hearing people tell him 'no you can't do that' when there seem to be all sorts of examples of things that have proven that there's always a possibility. It's kind of why his new thing is now "possibility," since that seems to be what's driving everything. That, and he sees Sylvie a lot differently than he thinks other people do, so this is a personal battle for him, outside of everything else going on. He gets to be selfish about one thing every now and again. And hey, he seems to be on the right track so far!

As for the ritual -- hey, only 776 pieces to go!

Also, yes, Moore himself is finding that he needs to just go out on his own and be an adventurer -- well, an epic one, but an adventurer nonetheless. He can't just wait for quest hooks, as it were, he can make his own at this point.

Note to self: Have him inform Seira about that after they're done with their current mission, which I think is going to go pretty well, just due to the hit-and-run tactic they're trying to employ right now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 28, 2018, 04:11:49 PM
Quote from: Nephrite on July 28, 2018, 03:40:50 PMIt's one of those things where, since he's been an outsider (not literally, but you know what I mean) to all these stories, it was interesting for him to be able to see people he'd heard about before. I'm trying to avoid having him pull on plot threads from other people but sometimes it's necessary just... due to how things end up being connected.

Yeah, some interconnectedness is inevitable due to the premises involved. I wouldn't worry about that too much as long as you all understand that and solve any issues there maturely.

QuoteMoore's really tired of hearing people tell him 'no you can't do that' when there seem to be all sorts of examples of things that have proven that there's always a possibility. It's kind of why his new thing is now "possibility," since that seems to be what's driving everything. That, and he sees Sylvie a lot differently than he thinks other people do, so this is a personal battle for him, outside of everything else going on. He gets to be selfish about one thing every now and again. And hey, he seems to be on the right track so far!

Fair enough. I honestly hope you succeed (while knowing if you even have a chance at all, and what's really in play, DMing can be an exercise in doublethink), for in spite of her issues I've always wanted Sylvie to find a happy ending, yet she isn't able to. In a better world Janson would never have died and she's be happy with him, maybe even raising a second child and having made peace with that part of her life. In a better world, she would have given up 21 and avoided all of that, as for all the power it grants, it's still something profoundly unnatural to mortals and immortals alike. In a better world - ah, you get the point.

I do really like that you've chosen to try and save her, I think it's a nice goal to have and I appreciate it OOC. It's just IC, [spoilers] and other reasonings make people doubt you can. That's all, don't read it as me trying to discourage you OOC.

QuoteAs for the ritual -- hey, only 776 pieces to go!

Progress.

More seriously, you can imagine you'll find more than one piece per place generally speaking. 777 different, distinct quests is a bit much for the scope of the game, after all.

QuoteAlso, yes, Moore himself is finding that he needs to just go out on his own and be an adventurer -- well, an epic one, but an adventurer nonetheless. He can't just wait for quest hooks, as it were, he can make his own at this point.

Moore has a need to do things, yes. Very self motivated.

QuoteNote to self: Have him inform Seira about that after they're done with their current mission, which I think is going to go pretty well, just due to the hit-and-run tactic they're trying to employ right now.

Shock and overwhelm tactics by epic level threats are hard to defend against, especially higher epic threats, unless the position is hardened and fortified by something equally or more powerful than them. Just like a bunch of mid level PCs going to wreck a ramshackle goblin fort, they often can't meaningfully deal with the power imbalance.

Until they pull out something that can or a surprise, but that's not 100%.

Are you familiar with Tucker's Kobolds? If not, google it. In short, intelligent opponents try to reasonably mimic them in preparation, when possible. Two salient points of it - they fight on their terms whenever possible and focus on attrition. The thing is that epic level 3.5 PCs can largely ignore or circumvent those manner of things, especially when a bigger power gap exists. Like for example, the efreet are using that here. Funnel your opponents, force them to come to you and weaken them before any climatic battles. There's more to it of course, but that's the crux of it all. It's interesting to see the back and forth of it in game as it plays out, as well as the times it doesn't.

At the same time, I tend to run epic 3.5 in a fairly, well, epic style. Think super heroes, that sort of thing. Epic level characters are pretty much that, so I accept it and run with it, so I try not to get super gritty into it, either.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 29, 2018, 12:06:25 PM
Miranda reaches level 31.

- Valkyrie 31 and Ranger 31.
- 2 on a d8 for a total of 10 hit points and a grand total of 405 hit points.
- BAB rises by 1 to +31.
- Gains 31st level ranger casting. She selects another heal.
- Spell resistance rises by 1 to 42.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 30, 2018, 11:50:07 AM
7/30/18: Red Knight's Skill is now a pal 6 spell. Considering it's a faith exclusive spell right now and the Red Knight does have some paladins, this feels reasonable.

From the Spell Collection changelog. Just heads up. I don't think this hits any of you, but worth mentioning it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on July 31, 2018, 03:21:57 PM
I need to keep up man. So much going on
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 31, 2018, 03:51:11 PM
That there is.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on August 01, 2018, 07:45:18 PM
Back to Marie after a lengthy break.

Dropped her size back down to medium since the increase is optional and doesn't really fit her.

Added in the new dream ray and sword of light progressions.

Gaze, she needs a gaze. Ghaele get frightening gaze, which is okay. Firre get a gaze that sets stuff on fire, that's more interesting. The tulani gaze only kills 5hd mooks so giving something that scales up well isn't really a fair trade though. Actually the ghaele one also kills 5hd mooks and adds fear for stuff above that, which makes it strictly better. Huh. Fuck it, just go with a frightening gaze. Cha based DC, evil creatures are panicked for 2d10 rounds. Done.

Skills now. She gets... 19 to max. That's quite a lot! She gets a bunch of stuff then.

Adding in gear. Alicia doesn't really have any relevant trophies she can use so Marie just uses her own old stuff, it changes size to fit! She'll take to wearing her starlight gown full time now until she gets something better for enhancement stat bonuses, though her old bow will just go into storage.

If team Sylica ever actually earns any money she'll want to buy a spellcraft booster for sure.

Name: Marielle
Class: Outsider 31//Sorcerer 6/Abjurant Champion 5/Force Missile Mage 5/Argent Savant 5/Incantrix 10
Deity: Mystra (maybe Alicia)
Alignment: Chaotic Good
Race: Tulani eladrin
Gender: Female
Age: 42
Height: 5'6"
Weight: 108lbs
Eyes: Blue
Hair: Purple

Stats

Medium Outsider (Good, Chaotic, Eladrin)
HP: 322
Initiative: +6
Speed: 40, fly 90 (perfect)
AC: 66 (+25 natural, +9 dex, +22 armour)
Base attack/CMB/CMD: +31/+36/55
Attack: Sword of light +42 (1d8+13 +2d6 holy, ignores armour/shield bonuses, 19-20/x2) or dream ray +40 ranged touch (2d4 charisma damage)
Full attack: Sword of light +42/+37/+32/+27 (1d8+13 +2d6 holy, ignores armour/shield bonuses, 19-20/x2)
Space/Reach: 5/5
Special Attacks: Dream ray, gaze (DC 34 will negates), spell-like abilities, sword of light, spells, arcane boost, extra missile (2), still missile, energy missile, overpowering missile, force specialization, unbind force, cooperative metamagic (10/day), metamagic effect (10/day), metamagic spell trigger, seize concentration, snatch spell
Special Qualities: Energy resistance 10 (acid, cold), energy immunity (electricity), status immunuty (petrification), alternate form, bardic music, damage reduction 20/epic, cold iron, and evil, protective aura, spell resistance 43, tongues, spell shield, abjurant armour, extended abjuration, swift abjuration, martial arcanist, swift shield, force armour, enduring force, ablate force, focused studies (necromancy banned), instant metamagic, improved metamagic
Saves: Fort: +29 (+4 vs poison), Ref: +29, Will: +30 (with superior resistance precast)
Abilities: STR 20, DEX 28, CON 22, INT 24, WIS 24, CHA 35
Skills: Acrobatics +43, bluff +46, diplomacy +46, disguise +46, fly +48, intimidate +46, knowledge (arcana) +41, knowledge (dungeoneering) +41, knowledge (engineering) +41, knowledge (nature) +41, knowledge (planes) +41, knowledge (religion) +41, perception +41, perform (sing) +46, profession (seneschal) +41, sense motive +41, spellcraft +41, stealth +43, use magic device +46
Feats: Eschew materials(B), combat casting, iron will, fell drain(B), spell penetration, arcane thesis (magic missile), rapid metamagic, repeat spell, blade of force, twin spell(B), quicken spell(B), entangling spell(B), enlarge spell(B)
Epic feats: Epic spell capacity, spell stowaway (time stop), improved metamagic, improved metamagic
Languages: Common, celestial, draconic, infernal, abyssal, sylvan, gnomish, elven, aquan, tongues

Spell Like Abilities
Spoiler: ShowHide

Concentration +43

Innate CL 31 (+33 for SR, +10 sacred bonus to CL checks when using break enchantment/greater dispel magic against enchantment spells), DC 22 + spell level
At will: Empowered chain lightning, mass charm monster, cure serious wounds, dancing lights, detect thoughts, greater dispel magic, divine favour, haste, greater invisibility, major image, righteous smite, greater teleport (self + 50lbs only), telekinesis, wall of force.
1/day: Heal, meteor swarm, time stop
Self only, always on: Blessed sight, discern lies, see invisibility


Sorcerer Spells
Spoiler: ShowHide

Concentration +43
CL 31 (+32 for force spells, +33 for SR, +38 for magic missile) (force spells gain +4 to DC to be dispelled), DC 22 + spell level

0: (6) Prestigitation, detect magic, mage hand, message, open/close, electric jolt(SpC), amanuensis(SpC), sonic snap(SpC), detect poison
1: (9) Magic missile, unseen servant, sandalphon's unerring projectile, nerveskitter(SpC), true strike
2: (8) Ethereal chamber(SpC), shatter, seeking ray(PHB2), glitterdust, ray of stupidity(SpC)
3: (8) Repelling shield(SpC), nondetection, sleet storm, chain missile(SpC)
4: (8) Assay spell resistance(SpC), ray deflection(SpC), orb of force(SpC), nondetection
5: (8) Interposing hand, telepathy block(BoED), shard storm(SpC), greater electric vengeance(PHB2)
6: (7) Superior resistance, disintegrate, ray of light(SpC)
7: (7) Ethereal jaunt, project image, greater arcane sight
8: (7) Irresistible dance, superior invisibility(SpC), mind blank
9: (7) Crushing hand, maw of chaos(SpC), planar perinarch
10: (7) Jaela's teleport block, true meteor swarm, bibliotheca arcana
11: (7) Epic mage armour, superb dispelling, queen's displeasure
12: (5) Sandalphon's amazing barrage, beauty triumphant, sensual blessing


Special Traits
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Familiar toughness (Ex): Hit points equal 80% of master's rather than 50%.
Change shape (Su): Marie can take the form of any small or medium humanoid.
Alternate form (Su): Can shift between humanoid and globe forms, can only fly and use dream ray in globe form, is also incorporeal in globe form. Can only cast spells and use gaze attack in humanoid form.
Dream ray (Su): 300 ft range, does 2d4 charisma damage. Mind affecting.
Gaze (Su): 60 foot, evil creatures are panicked, will negates.
Sword of Light (Su): +6 brilliant energy holy longsword.
Protective Aura (Su): 20ft radius double strength magic circle against evil and lesser globe of invulnerability.


Bardic Music
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Can use or maintain any one ability per round as a free action.

Inspire courage +5
Countersong
Fascinate
Inspire competence
Mass suggestion
Inspire greatness
Song of freedom
Inspire heroics


Inventory
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Neck
Amulet of Natural Armour +5

Hands
Gloves of Dexterity +6

Torso
Gown of Starlight: +6 enhancement bonus to Charisma

Rings
Ring of Greater Plane Shift

Thunderstrike: tiny Longbow +1, Shock, Screaming
3 Silvered Banishing Arrows +1
3 Cold Iron Banishing Arrows +1
Bracers of Time: Prevent rapid aging effects
Anti Despair ward
Bracers of Celestial Protection: Grants a Protective Aura as angels possess.
Ring of Invisibility


Misc
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HP rolls: 8, 7, 3, 4, 6, 3, 2, 3, 8, 5, 7, 5, 3, 1, 4, 3, 2, 4, 3, 8, 7, 2, 7, 1, 5, 2, 7, 5, 2, 5, 4
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 02, 2018, 02:23:40 PM
QuoteClass: Outsider 31//Sorcerer 6/Abjurant Champion 5/Force Missile Mage 5/Argent Savant 5/Incantrix 10

Honestly, I'm going to allow Incantatrix purely on a trial basis for this case, ala letting Simmer having War Mage. We'll see how it balances.

QuoteDeity: Mystra (maybe Alicia)

Technically, she's Alicia's now, Mystra did a handoff. How that reconciles on Marie's end is up to her. It's not like she has to stop praying to Mystra, Alicia's essentially one of Mystra's pantheon.

QuoteAge: 42

I recall she's older than that, isn't she?

Quotegaze (DC 34 will negates)

DC should be 37. 10 + 15 + 12 = 37.


Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on August 02, 2018, 02:26:46 PM
DC corrected. Marie's kinda figuring that out herself where she stands with prayers and stuff.

And yeah, Marie was only like 20 or so when she showed up in B1. She's young for an outsider.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 02, 2018, 02:32:00 PM
Okay, that should work then.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 03, 2018, 10:30:37 AM
Iddy, quote me where we were at on map stuff? I need to finish that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on August 03, 2018, 05:20:53 PM
Quote from: Anastasia on August 03, 2018, 10:30:37 AM
Iddy, quote me where we were at on map stuff? I need to finish that.

http://www.soulriders.net/forum/index.php/topic,104100.msg1118315.html#msg1118315
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on August 03, 2018, 10:16:10 PM
Quote from: Anastasia on July 26, 2018, 12:47:32 PM
QuoteSomething like having mages at the order set up in spell circles, with a leader of the circle connected to whoever (let's call them a spotter for simplicity's sake). The circle leader lets the spotter know when they're ready to cast the spell and the spotter opens a portal for them to fire the spell through. Spotter then closes the portal and moves to find a new target or new angle.

Things like that. Since spell circles can, with enough people, dramatically increase the CL and DCs of spells that would otherwise simply bounce off of higher level creatures, it can be super useful. Same with buffs. If there's a minute/level spell, like say, Dolorous Blow, then with enough people I can make it last hours and hours, or having a group of mages casting a Dispel and maxing out the CL, so it's more of a pinning down the mechanics of it before I really sit down and come up with ideas.

Okay, whip up some mechanical examples - assumptions are fine here for this sake, don't worry about getting it perfect there - and let me see how they'd work.

So, have something like an item of gate or whatever set to open near a circle of say 10 mages. Those 10 mages are in a circle casting Disintegrate. For simplicity's sake, we'll say they're all minimum CL, 11. Now, by the RAW of Cooperative spell, the first additional mage in the circle gives +2 to the DC, and each following mage gives +1, so that's +10 to the DC and then +9 to the CL of the spell. So it'd be cast at CL 20, and then get +10 DC. The leader of the circle has planar telepathy with whoever on the other side. Once the spell is ready to go off, they open the gate and the mage's circle fires the spell through the gate to hit whatever target.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on August 03, 2018, 10:23:40 PM
Quote from: Anastasia on July 25, 2018, 05:00:49 PM
QuoteWell like the one that turns you into a salt statue. Normally that's more or less a death effect spell and you don't allow those, so I was thinking of something more like turning a limb into salt (or whatever else). See if my DCs are reasonably reliable or not, and how balanced a spell like that is.

Sure. Whip up some spell ideas - bare bones are fine here for the sake of example - and test it out.

Since you said bare-bones was okay, I just C/P'd this and modified it for an example's sake.

Limb to Salt
Transmutation
Level: Dru 5, Wiz/Sorc 5
Components: V, S, M,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

You call the essence of salt forth in the target, dealing 1d6 points of damage per two caster levels (maximum 10d6).
If the target takes more than half of its current hit points in damage from the spell, select a limb to target and the creature must make a Fortitude saving throw or that limb completely crystallizes.
The limb, but not its carried gear, turns into a inert statue. The creature's limb and gear is locked into position and cannot be used normally. If an arm holding a weapon is turned to salt, then the creature loses the ability to use that limb to attack, and thus loses the ability to use the weapon unless transferred to a different limb.
If a transformed limb resulting from this spell is broken or damaged, the subject has similar damage or deformities if ever returned to its original state.
The transformed limb takes on the consistency of rock salt (hardness 2, 5 hp per inch of thickness).
Limbs turned to salt this way are extremely susceptible to dissolution by water—if exposed to flooding or heavy rain, they take damage that is not reduced by hardness.
A constant blast of water (for example, a geyser from a decanter of endless water) deals 10 points of damage per minute.
A steady rain deals 1 point of damage per minute.
A stone to flesh spell affects salt as if it were stone, returning an affected creature to its original state.
Material Component: A lump of rock salt.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on August 03, 2018, 10:32:55 PM
Quote from: Anastasia on July 25, 2018, 05:00:49 PM
Quote
QuoteHow about their blood?

Sure. There's a Blood to Water spell that deals 2d6 Con damage by transmuting blood into water. (Oddly, it's necromancy rather than transmutation, despite using the word transmute in the spell description. Really that should be transmutation or a dual school spell if you really feel necromancy applies.) There's a ghostblood spell, about 18th level or so, in the spell collection that deals massive damage by transmuting a creature's blood to ghostly vapors.

You don't see a ton of damaging transmutations, but they do exist. Go check the Spell Compendium, I have that open and you can see some damaging transmutations in there.

Yeah, I'd like to see the Blood to Water Spell made into a Transmutation spell. Dual school is more fitting, but Necromancy is banned for me, so that wouldn't help much. It's also a Cleric spell, base. Would you be willing to make it a Wiz/Sorc spell, or would it stay Cleric? If so, I can cast that as Factotum, but only once a day since it's level 7, so that helps, but not like a ton.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on August 03, 2018, 10:34:12 PM
Quote from: Anastasia on July 25, 2018, 05:00:49 PM
Quote
QuoteWhat about their weapons or armor? Can I make their armor cloth or their weapons into pillows? I'm basically looking for some sort of thematic structure to go from.

Sure, you could.

How would this work, mechanically, though? I see spells that target Natural Armor and has a fortitude save, but items don't have a fort save, so what would it target?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 03, 2018, 11:48:11 PM
Weekly Roundup

DM Status: 6/10. Work continues to suck and RL is impacting me, but I'm managing it. Nothing the PCs are doing wrong, life's just rough right now. If anything, I felt hazy some days this week, like my DMing was coming from far away and I felt it had an impact on character work at times. In this sort of game you're always going to have some down days, days where you aren't your A game for whatever reason. Maybe I just had a bunch of those midweek?

If I'm feeling hazy Monday, I may take a day or two off to recharge. I have a lot of residual unhappiness with my performance this week. I feel like I can be better right now but I'm falling short.

Alicia

The resolution of the Calley situation was reasonably good. It was a moral dilemma with no easy right or wrong answer, though I personally think this one fits Alicia's beliefs and personality the best. Setup for the attack on Limbo had some amusing bits (Alicia's probably cracked me up), but was mostly slowed down due to mid-week DM interruptions. Upside, I feel that the beginning of the assault was good. Sure, the first encounter was scouts of no great power or chance against you, but it was a good chance for Marie to show off. Plus bickering with Malcanthet was quite amusing.

A good week overall, though I'll be eager for you two to get to the Zariel plot assuming you capture Jade.

Moore

The fortress assault's been solid this week. The early stuff was stuff that makes IC sense - if you funnel anyone that arrives to a point, you naturally make it a strong point for when enemies attack. I do think this sort of thing flows better on IRC, when such things can be cleared quicker. I'm going to see if I can't find ways to speed this sort of thing up in the future, more on that later. Anyway, the army fight was meant to be a set piece, but Cresiel had the perfect counter for it. Finally, I liked the battle you're in now for a lot of reasons discussed elsewhere as well as just being fun.

A good week overall, though you're also on a bit of a sidequest right now. Everyone being on side quests is making me a bit antsy, I think.

Tryll

Debonah's amusing, but I really want more time with Tryll. See last week. Overall I feel it's solid time, but the slow pace is hobbling development. I feel like I rarely get a chance to get flowing with any of them, which is really too bad. Maybe this Sunday Yuth and I can get together. More on this if we do, fingers crossed.

Alyssa

The xag-ya swarm was wrapped up after they got chased up and now it's into the dungeon. Like last week, I really dig the way these three bounce off each other. It's great, it's fun and I enjoy it a ton. I don't want to be brief here since I'm enjoying it, but I feel like not a lot happened IC due to what you were doing. Next week should hopefully see this quest wrapped up and onto meatier things.

A good week overall, but definitely want to see some plot movement somewhere. I'm trying to keep at least one node directly on the plot ball.

Seira

Oolu's always fun to touch base with, even when he's getting into a bit of trouble. Perhaps especially then, but I digress. Anyway, Oberuth's second appearance was gratifying, especially because Seira immediately picked up on what was going on. It makes perfect sense but I was worried you all would never put the pieces together. I liked how they interacted as equals there, something that wasn't gone deeply into in B1 because it was end game. Even if you still tend to call him Oberuth, though I confess I've always found Hellman a bit of an awkward name. It's a real last name in real life, FYI. Oberuth isn't, but it always feels like it fits him more. Go figure.

Also, I always enjoy you and Zaaman Rul getting together. You two are very much kindred spirits about getting things done.

A good week overall, and hey, you had plot. Yaaaay.

Weekend todos: Whatever I catch, probably spell topic and some todo list, along with Iddy posts. We'll see.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 04, 2018, 07:04:05 AM
I've enjoyed touching base with people. I do want to advance things more, and I hope something does happen on that front. You'll notice me trying to get things going here and there in between catching up and getting status updates, but the answers tend to be 'check in with us later'.

So now I'm waiting on Marianne, waiting on Zaaman Rul, waiting on Sanzha and so on. No real leads on a Shar proxy on my end, either. I guess Yegola might end up facing one?

I do wonder whether I'm approaching my side of the investigation wrong. Alicia looking into Eblis lead to story options, whereas I've only learned a few tidbits and got some confirmations on things I thought before, but I don't feel I really have any options of my own to pursue. Marianne might lead somewhere, if and when she makes her choice. I might get more clues to the Calley ritual at some point, although there as well I don't really have anything actionable just yet. Outright Sending to Io or checking with the astral dragons about him might work, although in the case of the latter I doubt they'd know more than Ajan. Once I do that, however, I'm out of my investigative options, and I dislike putting all my hopes on a Sending.

So if I'm just not seeing something here, or if my plot is on a timer and I need to be patient, please let me know.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on August 04, 2018, 08:44:22 AM
QuoteAlicia

The resolution of the Calley situation was reasonably good. It was a moral dilemma with no easy right or wrong answer, though I personally think this one fits Alicia's beliefs and personality the best. Setup for the attack on Limbo had some amusing bits (Alicia's probably cracked me up), but was mostly slowed down due to mid-week DM interruptions. Upside, I feel that the beginning of the assault was good. Sure, the first encounter was scouts of no great power or chance against you, but it was a good chance for Marie to show off. Plus bickering with Malcanthet was quite amusing.

A good week overall, though I'll be eager for you two to get to the Zariel plot assuming you capture Jade.

Marie's putting in a pretty good showing so far, even if it's against mooks. Still fun to play her as having stuff to show off now that she's on the same footing as everyone else. There were some amusing moments discussing Jessica's findings with Syala as well, yes. Alicia's kinda staid but she has a dry sense of humour and she's hardly innocent, while Syala's a Sharessian, so it leads to amusing reactions to succubus stuff.

I actually felt a bit bad when Malcanthet asked what we were doing and all I could really say was 'wrecking your stuff'. It just feels so rude, y'know? But as Alicia thought to herself IC, we're not here to make friends with demons. I'm sure there'll be reprisals, but Malcanthet's meant to be one of our main enemies, plus we're helping Sulia against Malcanthet's pal Demogorgon, so it all weaves together.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on August 04, 2018, 09:24:39 AM
Quote from: Anastasia on August 03, 2018, 11:48:11 PM
Weekly Roundup
Alyssa

The xag-ya swarm was wrapped up after they got chased up and now it's into the dungeon. Like last week, I really dig the way these three bounce off each other. It's great, it's fun and I enjoy it a ton. I don't want to be brief here since I'm enjoying it, but I feel like not a lot happened IC due to what you were doing. Next week should hopefully see this quest wrapped up and onto meatier things.

A good week overall, but definitely want to see some plot movement somewhere. I'm trying to keep at least one node directly on the plot ball.

Yeah, IC's basically been pure interaction and little advancement for a while, but that'sa bit needed to establish the characters, roles, and personalities. But I agree, need to get stuff done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 04, 2018, 10:04:21 AM
I'm crossing my fingers that we can get back into good shape so our team can at least rip that efreet's armor off of him, if absolutely nothing else.

We shall see!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 04, 2018, 02:01:28 PM
Quote from: Corwin on August 04, 2018, 07:04:05 AMI've enjoyed touching base with people. I do want to advance things more, and I hope something does happen on that front. You'll notice me trying to get things going here and there in between catching up and getting status updates, but the answers tend to be 'check in with us later'.

Pretty much. What I want is a slight timeskip so things that happen can need to happen. It's a catch-22 like that. People need time to get things done and make choices.

QuoteI do wonder whether I'm approaching my side of the investigation wrong. Alicia looking into Eblis lead to story options, whereas I've only learned a few tidbits and got some confirmations on things I thought before, but I don't feel I really have any options of my own to pursue. Marianne might lead somewhere, if and when she makes her choice. I might get more clues to the Calley ritual at some point, although there as well I don't really have anything actionable just yet. Outright Sending to Io or checking with the astral dragons about him might work, although in the case of the latter I doubt they'd know more than Ajan. Once I do that, however, I'm out of my investigative options, and I dislike putting all my hopes on a Sending.

So if I'm just not seeing something here, or if my plot is on a timer and I need to be patient, please let me know.

Will do. Without spoilering things - you opened up something Oberuth there. You have same day syndrome more than anything else. IC not much time is passing when it needs to pass IC, when OOC more time is passing. I think it's a structural issue more than anything else - you're doing a lot back to back to back. Lemme fiddle with this a bit.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 04, 2018, 02:13:33 PM
Quote from: Ebiris on August 04, 2018, 08:44:22 AMMarie's putting in a pretty good showing so far, even if it's against mooks. Still fun to play her as having stuff to show off now that she's on the same footing as everyone else. There were some amusing moments discussing Jessica's findings with Syala as well, yes. Alicia's kinda staid but she has a dry sense of humour and she's hardly innocent, while Syala's a Sharessian, so it leads to amusing reactions to succubus stuff.

Marie's showing off was fun and felt about right. That first wave wasn't designed for that - it's just the realities of using disposable minions for patrolling - but it was a nice chance for Marie nonetheless.

Alicia's dry humor is a joy, especially compared to Antenora (who I like but let's be honest, she's not put a ton of ranks into humor) and Syala, who is more open in her amusements.

QuoteI actually felt a bit bad when Malcanthet asked what we were doing and all I could really say was 'wrecking your stuff'. It just feels so rude, y'know? But as Alicia thought to herself IC, we're not here to make friends with demons. I'm sure there'll be reprisals, but Malcanthet's meant to be one of our main enemies, plus we're helping Sulia against Malcanthet's pal Demogorgon, so it all weaves together.

It does weave together.

It was rude and it hits home since Alicia noted why Malcanthet would be peeved over Antenora's ascension. Y'all have had some good observations and connections lately, been making a point of mentioning them.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 04, 2018, 02:13:50 PM
Quote from: Iron Dragoon on August 04, 2018, 09:24:39 AM
Quote from: Anastasia on August 03, 2018, 11:48:11 PM
Weekly Roundup
Alyssa

The xag-ya swarm was wrapped up after they got chased up and now it's into the dungeon. Like last week, I really dig the way these three bounce off each other. It's great, it's fun and I enjoy it a ton. I don't want to be brief here since I'm enjoying it, but I feel like not a lot happened IC due to what you were doing. Next week should hopefully see this quest wrapped up and onto meatier things.

A good week overall, but definitely want to see some plot movement somewhere. I'm trying to keep at least one node directly on the plot ball.

Yeah, IC's basically been pure interaction and little advancement for a while, but that'sa bit needed to establish the characters, roles, and personalities. But I agree, need to get stuff done.

That should be this week once this is done. We'll see.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 04, 2018, 02:14:07 PM
Quote from: Nephrite on August 04, 2018, 10:04:21 AM
I'm crossing my fingers that we can get back into good shape so our team can at least rip that efreet's armor off of him, if absolutely nothing else.

We shall see!

I'm betting you want that armor, huh?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 04, 2018, 04:37:15 PM
Not so much want it as want to get it off that giant douchebag.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 07, 2018, 12:01:29 PM
Any other suggestions, Iddy?



   
   
   
   
TaskDC
Zoom Map45
Animated Map 65
Treasure Map80


Zoom Map

You can make a map that zooms in and shows fine detail. A map made zooms in up to 300%, allowing you to see sections of the map in higher detail. The details are roughly accurate as to when the map was made, the map does not update. This map does not reveal things that are hidden from sight through mundane means or magic, though you may be able to see such details with a Spot check (if applicable as normal).

Animated Map

Your next step is to make maps that both zoom in and show things as they happen. An animated map can zoom in as a zoom map, plus the map is animated to show current conditions. It shows the weather, movement within the map (as much as the zoom allows seeing such details) and other such things. The map updates over time, showing changes. Creatures or locations protected against divinations (such as a creature under a mind blank spell) do not show on the map. In the case of a creature, the creature is simply not seen. In the case of a location, is a blank space within the map.

Treasure Map

You can design maps that show treasures hidden within the area shown, even if you don't know about them. A treasure map functions as a zoom map, except that any treasure of more than 100 gold in value is shown by an X on the map. The X covers the general area it is in and does not provide further details. Treasures on a creature or in a location protected against divinations do not show on this map.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 07, 2018, 12:02:38 PM
Quote from: Iron Dragoon on August 03, 2018, 10:16:10 PM
Quote from: Anastasia on July 26, 2018, 12:47:32 PM
QuoteSomething like having mages at the order set up in spell circles, with a leader of the circle connected to whoever (let's call them a spotter for simplicity's sake). The circle leader lets the spotter know when they're ready to cast the spell and the spotter opens a portal for them to fire the spell through. Spotter then closes the portal and moves to find a new target or new angle.

Things like that. Since spell circles can, with enough people, dramatically increase the CL and DCs of spells that would otherwise simply bounce off of higher level creatures, it can be super useful. Same with buffs. If there's a minute/level spell, like say, Dolorous Blow, then with enough people I can make it last hours and hours, or having a group of mages casting a Dispel and maxing out the CL, so it's more of a pinning down the mechanics of it before I really sit down and come up with ideas.

Okay, whip up some mechanical examples - assumptions are fine here for this sake, don't worry about getting it perfect there - and let me see how they'd work.

So, have something like an item of gate or whatever set to open near a circle of say 10 mages. Those 10 mages are in a circle casting Disintegrate. For simplicity's sake, we'll say they're all minimum CL, 11. Now, by the RAW of Cooperative spell, the first additional mage in the circle gives +2 to the DC, and each following mage gives +1, so that's +10 to the DC and then +9 to the CL of the spell. So it'd be cast at CL 20, and then get +10 DC. The leader of the circle has planar telepathy with whoever on the other side. Once the spell is ready to go off, they open the gate and the mage's circle fires the spell through the gate to hit whatever target.

So basically portal shenanigans with supporting wizards ready to fire on through?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 07, 2018, 12:14:32 PM
Quote from: Iron Dragoon on August 03, 2018, 10:23:40 PM
Quote from: Anastasia on July 25, 2018, 05:00:49 PM
QuoteWell like the one that turns you into a salt statue. Normally that's more or less a death effect spell and you don't allow those, so I was thinking of something more like turning a limb into salt (or whatever else). See if my DCs are reasonably reliable or not, and how balanced a spell like that is.

Sure. Whip up some spell ideas - bare bones are fine here for the sake of example - and test it out.

Since you said bare-bones was okay, I just C/P'd this and modified it for an example's sake.

Limb to Salt
Transmutation
Level: Dru 5, Wiz/Sorc 5
Components: V, S, M,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

You call the essence of salt forth in the target, dealing 1d6 points of damage per two caster levels (maximum 10d6).
If the target takes more than half of its current hit points in damage from the spell, select a limb to target and the creature must make a Fortitude saving throw or that limb completely crystallizes.
The limb, but not its carried gear, turns into a inert statue. The creature's limb and gear is locked into position and cannot be used normally. If an arm holding a weapon is turned to salt, then the creature loses the ability to use that limb to attack, and thus loses the ability to use the weapon unless transferred to a different limb.
If a transformed limb resulting from this spell is broken or damaged, the subject has similar damage or deformities if ever returned to its original state.
The transformed limb takes on the consistency of rock salt (hardness 2, 5 hp per inch of thickness).
Limbs turned to salt this way are extremely susceptible to dissolution by water—if exposed to flooding or heavy rain, they take damage that is not reduced by hardness.
A constant blast of water (for example, a geyser from a decanter of endless water) deals 10 points of damage per minute.
A steady rain deals 1 point of damage per minute.
A stone to flesh spell affects salt as if it were stone, returning an affected creature to its original state.
Material Component: A lump of rock salt.

Just curious, didja base this on something or write it all out yourself?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 07, 2018, 12:15:36 PM
Quote from: Iron Dragoon on August 03, 2018, 10:32:55 PM
Quote from: Anastasia on July 25, 2018, 05:00:49 PM
Quote
QuoteHow about their blood?

Sure. There's a Blood to Water spell that deals 2d6 Con damage by transmuting blood into water. (Oddly, it's necromancy rather than transmutation, despite using the word transmute in the spell description. Really that should be transmutation or a dual school spell if you really feel necromancy applies.) There's a ghostblood spell, about 18th level or so, in the spell collection that deals massive damage by transmuting a creature's blood to ghostly vapors.

You don't see a ton of damaging transmutations, but they do exist. Go check the Spell Compendium, I have that open and you can see some damaging transmutations in there.

Yeah, I'd like to see the Blood to Water Spell made into a Transmutation spell. Dual school is more fitting, but Necromancy is banned for me, so that wouldn't help much. It's also a Cleric spell, base. Would you be willing to make it a Wiz/Sorc spell, or would it stay Cleric? If so, I can cast that as Factotum, but only once a day since it's level 7, so that helps, but not like a ton.

It's probably reasonable enough as one, sure.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 07, 2018, 12:21:57 PM
Quote from: Iron Dragoon on August 03, 2018, 10:34:12 PM
Quote from: Anastasia on July 25, 2018, 05:00:49 PM
Quote
QuoteWhat about their weapons or armor? Can I make their armor cloth or their weapons into pillows? I'm basically looking for some sort of thematic structure to go from.

Sure, you could.

How would this work, mechanically, though? I see spells that target Natural Armor and has a fortitude save, but items don't have a fort save, so what would it target?

http://www.d20srd.org/srd/magicItems/magicItemBasics.htm#damagingMagicItems

http://www.d20srd.org/srd/exploration.htm#breakingAndEntering You may also find this helpful.

Unattended objects usually don't get a saving throw. From the following:

QuoteSaving Throws

Nonmagical, unattended items never make saving throws. They are considered to have failed their saving throws, so they always are affected by spells. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character's saving throw bonus).

Magical items do have a save, see the first link I posted.

You've occasionally ran into special exceptions to this in your adventures in Balmuria, but those are deliberate exceptions that are the result of powerful magic or situations.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on August 07, 2018, 10:59:24 PM
Quote from: Anastasia on August 07, 2018, 12:01:29 PM
Any other suggestions, Iddy?



   
   
   
   
TaskDC
Zoom Map45
Animated Map 65
Treasure Map80


Zoom Map

You can make a map that zooms in and shows fine detail. A map made zooms in up to 300%, allowing you to see sections of the map in higher detail. The details are roughly accurate as to when the map was made, the map does not update. This map does not reveal things that are hidden from sight through mundane means or magic, though you may be able to see such details with a Spot check (if applicable as normal).

Animated Map

Your next step is to make maps that both zoom in and show things as they happen. An animated map can zoom in as a zoom map, plus the map is animated to show current conditions. It shows the weather, movement within the map (as much as the zoom allows seeing such details) and other such things. The map updates over time, showing changes. Creatures or locations protected against divinations (such as a creature under a mind blank spell) do not show on the map. In the case of a creature, the creature is simply not seen. In the case of a location, is a blank space within the map.

Treasure Map

You can design maps that show treasures hidden within the area shown, even if you don't know about them. A treasure map functions as a zoom map, except that any treasure of more than 100 gold in value is shown by an X on the map. The X covers the general area it is in and does not provide further details. Treasures on a creature or in a location protected against divinations do not show on this map.

This seems like it relies on already knowing the terrain. What about something that fills in the map as you explore? Like, some pre-enchanted blank map that you spend time attuning to the area, which then fills in terrain features as you go through the area? Other than that, it seems fine. Animated map will be really, really good for field commanders. Combine it with some sort of long-distance comms item and you have a massive tactical advantage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on August 07, 2018, 11:04:19 PM
Quote from: Anastasia on August 07, 2018, 12:02:38 PM
So basically portal shenanigans with supporting wizards ready to fire on through?

Yep, basically. We'd have to decide what sorts of spells are viable for it, but effectively, yeah, that's it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on August 07, 2018, 11:05:30 PM
Quote from: Anastasia on August 07, 2018, 12:14:32 PM
Just curious, didja base this on something or write it all out yourself?

Just C/P'd the Flesh to Salt spell and changed some stuff up, since you said bare-bones was good enough. I figured since there was a spell for it already, effectively, I might as well just use it as framework.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 11, 2018, 12:45:42 PM
It's possible I DM a bit this weekend as compensation for Friday, but it won't be today because I still feel bleh.

Incidentally, it's not helping my DM work flow so Monday might be a DM inservice day if it's not a sick day.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 11, 2018, 12:45:57 PM
Oh, and weekly roundup once any weekend posting happens or doesn't happen.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 13, 2018, 10:16:28 PM
Unless if I wake up dog sick tomorrow, we should resume tomorrow.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 14, 2018, 10:46:49 AM
Weekly Roundup

Alicia

This week was all about trashing the fortress, which went well. The first encounters were throwaways - not every threat can meaningfully challenge epic characters, and that's okay. Some romps do help establish that you're a big deal. As for the main encounter? Well, Syala set the tone with a natural 20 and beating Jade like a drum, the encounter's dice luck was horrid. I put this encounter around CR 33-35, you're just taking it out back behind the woodshed.

Sometimes the dice decide things decisively, and boy have they here.

Moore

This week was all the rumble with Nasir and friends. This is a hard fight, they're prepared and frankly have the offensive momentum against your group. Some bad luck hasn't helped, but you've slowly worked around the limits of the gimmick and their tactics, surviving. Frankly this battle's gone harder than I thought it would in prep, but you've hung in there and are hitting them back. In this sort of hard, brutal rumble that's all you can do sometimes.

As mentioned in chat, Moore is a big deal. He helped throw Hell off an entire Prime Material world and is now horning in on efreeti activities, a sign Aurora may be taking a serious charge at the efreet post Lifasa? That's going to get a firm response from both the Grand Sultan and the devils helping out. That's the downside of being a legendary hero - the opposition doens't treat you as some annoying mortal hero who's gotten a little too powerful. No, they treat you as a player who needs to be decisively crushed.

In other words: Zoisite isn't bothering with the minions anymore, he's personally trying to take you out. Don't die, Neph.

Tryll

This was mostly slow moving research, but that's okay. Got vacation time coming up for you, so let's get to that and see how it goes. That aside, I liked the interaction with Ebony - putting aside what happened a bit and setting things back. I'll be the first to admit she overreacted to the Benyen thing, but it's not like it causes some horrible endless drama rift, either.

More next week once you've had four days of good sessions. Let's go Starline.

Alyssa

The ooze plan went quite well, as did the negotiations with the gemstone. I don't want to be brief here, I don't, but sometimes all you can is that yeah, you did exactly what you meant to and triumphed. You won, you took out the trash and you got your way. That's worthy of praise, I just don't want it to sound like you're getting a minimum effort blowoff on account of it.

Seira

Diplomacy all week, but generally good diplo that should set up this week. The discussion about Io with the red dragons was really illuminating, tying some things about Io and dragons that I've been quietly establishing for a long time.

Quote"It may be. We are Io's children, and what are we? We are proud, we are powerful, we are arrogant. What are we but perfection over lesser races? You are Io's child, look at what you did to gain more, to become more. Io is the father of rising above what you are and ascending."

---

"It is the nature of dragons to seek more. More treasure, more power, more perfection. What is our hoard but a reflection of that?"

It puts Io's edict against prismatic and platinum dragons in a new light as well. After all, if Io is about overcoming and perfection, perhaps it wasn't meant to stop them from happening, but make it only so the greatest of dragons could ever succeed and overcome this, coming closer to perfection? With dragons being both iconic and powerful, I've always felt they deserve a purpose in any cosmology beyond being scaly treasure hoarders.

That aside, the stuff with Zaaman Rul was good, as well as setting up the next adventure. More diplo, hopefully you can make headway with Kossuth. Good luck!
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on August 14, 2018, 10:59:25 AM
Quote
This week was all about trashing the fortress, which went well. The first encounters were throwaways - not every threat can meaningfully challenge epic characters, and that's okay. Some romps do help establish that you're a big deal. As for the main encounter? Well, Syala set the tone with a natural 20 and beating Jade like a drum, the encounter's dice luck was horrid. I put this encounter around CR 33-35, you're just taking it out back behind the woodshed.

Sometimes the dice decide things decisively, and boy have they here.

Yeah, it's going well for us but when you have three deities showing up in person to step on you you're not gonna have a good time no matter who you are. It's been pretty satisfying, and even if I initially felt a bit like the bad guy for just showing up and attacking them it's worth remembering that these demons are our enemies and messing them up is our job. Syala and Antenora expressing their grudge against Malcanthet helped solidify that.

Also considering the opposed rank check needed to snag a proxy spark, it's a good thing we didn't end up going for one of Shar's after all. That would've just been a lot of hard work with a disappointing payoff.

Hopefully we can deal with these slaad buzzkills and properly tear the place down before going home and then getting Zariel sorted.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 14, 2018, 11:31:18 AM
Pretty excited over the chance to advance the Zariel plot! I've been striking out while looking for a suitable proxy, so this makes me pretty happy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 14, 2018, 11:55:57 AM
Quote from: Ebiris on August 14, 2018, 10:59:25 AMYeah, it's going well for us but when you have three deities showing up in person to step on you you're not gonna have a good time no matter who you are. It's been pretty satisfying, and even if I initially felt a bit like the bad guy for just showing up and attacking them it's worth remembering that these demons are our enemies and messing them up is our job. Syala and Antenora expressing their grudge against Malcanthet helped solidify that.

Pretty much. This is a full out assault, pretty much full on hostilities between the two groups from now on out. Jade was meant to put up more of a struggle, but she was pretty boned regardless. Her plan was to try a fighting escape, but she never got to that part of her plan. She couldn't run lightly with Malcanthet watching, but she was hoping that with that meteor coming, she'd be able to extricate herself from the situation.

QuoteAlso considering the opposed rank check needed to snag a proxy spark, it's a good thing we didn't end up going for one of Shar's after all. That would've just been a lot of hard work with a disappointing payoff.

I had 2-4 tries at this expected before you go tone, fortune favored you instead. Fair enough.

QuoteHopefully we can deal with these slaad buzzkills and properly tear the place down before going home and then getting Zariel sorted.

Sounds like a plan.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 14, 2018, 11:57:14 AM
Quote from: Corwin on August 14, 2018, 11:31:18 AM
Pretty excited over the chance to advance the Zariel plot! I've been striking out while looking for a suitable proxy, so this makes me pretty happy.

Yes. going for Shar proxies was a great flavor idea but really hard. Shar naturally hides what is hers, plus the rank check is unwinnable for the two of you are right now.

I was going to dribble proxy chances in front of both of you, understanding that some will probably be passed on due to circumstances.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on August 14, 2018, 02:30:24 PM
We're a few levels away from getting 14th level spells but there's not a lot there so here's one I made up that'll be obviously useful for Alicia to murder lots of people in melee combat, but is also I think pretty unique and fun, if perhaps a bit complicated. The stuff about how spell effects propagate through linked squares feels a bit awkward to explain.

Basically it's like being discount Vista though.

Space Compression
Transmutation
Level: Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 100ft/level -radius emanation
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Under the effect of this spell space and distance become malleable, able to change at the caster's whim. Once per round as a free action the caster may alter the distance between any two points within its area of effect such that distant squares are treated as adjacent to one another. Once set, the points remain in their new configuration until either the caster resets them or else moves so that one of them falls outside the radius of the spell (based on its 'true' position - this spell cannot be used to extend its own area).

For example a caster can link her present square with one at the edge of the spell's radius and cover several hundred feet with a single five foot step, bypassing any obstacles or attacks of opportunity in her path. Or she may connect her square with that of a distant enemy, allowing melee attacks to be made through the compressed space. Lines or ray attacks can travel through compressed space normally, whereas for a radius effect a cone is projected through compressed space based on the orientation of the squares and the remaining radius of the effect. For example if a 20 foot radius fireball detonates 10 feet to the left of a square that is linked elsewhere, a 10 foot cone is cut out of the fireball's radius moving past that square, and the 10 foot cone then issues forth from the linked square aimed in the same direction drawn from the fireball's point of origin.

A creature threatens normally through linked squares, potentially increasing their melee reach and triggering attacks of opportunity on other creatures moving around them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on August 14, 2018, 09:07:35 PM
Quote from: Anastasia on August 14, 2018, 10:46:49 AM
Weekly Roundup
Alyssa

The ooze plan went quite well, as did the negotiations with the gemstone. I don't want to be brief here, I don't, but sometimes all you can is that yeah, you did exactly what you meant to and triumphed. You won, you took out the trash and you got your way. That's worthy of praise, I just don't want it to sound like you're getting a minimum effort blowoff on account of it.

When things click it just goes well. I'm happy with how it turned out so far.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 15, 2018, 12:55:49 PM
Quote from: Anastasia on August 14, 2018, 10:46:49 AM
Moore

This week was all the rumble with Nasir and friends. This is a hard fight, they're prepared and frankly have the offensive momentum against your group. Some bad luck hasn't helped, but you've slowly worked around the limits of the gimmick and their tactics, surviving. Frankly this battle's gone harder than I thought it would in prep, but you've hung in there and are hitting them back. In this sort of hard, brutal rumble that's all you can do sometimes.

As mentioned in chat, Moore is a big deal. He helped throw Hell off an entire Prime Material world and is now horning in on efreeti activities, a sign Aurora may be taking a serious charge at the efreet post Lifasa? That's going to get a firm response from both the Grand Sultan and the devils helping out. That's the downside of being a legendary hero - the opposition doens't treat you as some annoying mortal hero who's gotten a little too powerful. No, they treat you as a player who needs to be decisively crushed.

In other words: Zoisite isn't bothering with the minions anymore, he's personally trying to take you out. Don't die, Neph.


Yeah, it's been pretty lame that one character (Xandra) can literally not do anything due to one bullshit ability. I've been trying to find ways around it but nothing's worked, so I'm kind of just giving up on that for right now.

I'm hoping the new way of dealing with them (by separating them) will work.

Also, I have a lot of feelings about the general numbers being thrown around in the fight, insofar as they're all rolling with +80 attack bonuses or even higher than that. They're regularly rolling 90s or above to hit AC -- I get that they have magic and whatever else buffs and these aren't run-of-the-mill yahoos here, it just feels like even with Moore's specialized buffs we're barely on equal footing. I mean, my point is there's no difference in 50 AC or 90 AC here which just feels really shitty.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2018, 11:27:11 AM
Time to catch up on the backlog.

Quote from: Ebiris on August 14, 2018, 02:30:24 PM
We're a few levels away from getting 14th level spells but there's not a lot there so here's one I made up that'll be obviously useful for Alicia to murder lots of people in melee combat, but is also I think pretty unique and fun, if perhaps a bit complicated. The stuff about how spell effects propagate through linked squares feels a bit awkward to explain.

Basically it's like being discount Vista though.

Space Compression
Transmutation
Level: Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 100ft/level -radius emanation
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Under the effect of this spell space and distance become malleable, able to change at the caster's whim. Once per round as a free action the caster may alter the distance between any two points within its area of effect such that distant squares are treated as adjacent to one another. Once set, the points remain in their new configuration until either the caster resets them or else moves so that one of them falls outside the radius of the spell (based on its 'true' position - this spell cannot be used to extend its own area).

For example a caster can link her present square with one at the edge of the spell's radius and cover several hundred feet with a single five foot step, bypassing any obstacles or attacks of opportunity in her path. Or she may connect her square with that of a distant enemy, allowing melee attacks to be made through the compressed space. Lines or ray attacks can travel through compressed space normally, whereas for a radius effect a cone is projected through compressed space based on the orientation of the squares and the remaining radius of the effect. For example if a 20 foot radius fireball detonates 10 feet to the left of a square that is linked elsewhere, a 10 foot cone is cut out of the fireball's radius moving past that square, and the 10 foot cone then issues forth from the linked square aimed in the same direction drawn from the fireball's point of origin.

A creature threatens normally through linked squares, potentially increasing their melee reach and triggering attacks of opportunity on other creatures moving around them.

Interesting idea. I don't have a lot to say - it's worth looking at but it comes down to figuring out what spell level it should be before anything else. What sort of guidance did you use to put it in sor/wiz 14? Also, do you need line of sight/effect to link two points? Like if say you cast this and you're standing outside of a huge castle with no view inside, can you link a square within and step through, bypassing defenses?

Kassim having something similar to this is coincidental, FYI. This sort of space fuckery's around, though usually in a more passive role.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2018, 11:28:21 AM
Quote from: Iron Dragoon on August 14, 2018, 09:07:35 PM
Quote from: Anastasia on August 14, 2018, 10:46:49 AM
Weekly Roundup
Alyssa

The ooze plan went quite well, as did the negotiations with the gemstone. I don't want to be brief here, I don't, but sometimes all you can is that yeah, you did exactly what you meant to and triumphed. You won, you took out the trash and you got your way. That's worthy of praise, I just don't want it to sound like you're getting a minimum effort blowoff on account of it.

When things click it just goes well. I'm happy with how it turned out so far.

Yes, it's gone well. It's surprisingly hard to get Alyssa into a fight, just the way it's worked out so far along with her style. The Chaos Ooze was entirely skippable with your setup, though it required not blundering into it or getting unlucky.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on August 17, 2018, 11:34:46 AM
Quote from: Anastasia on August 17, 2018, 11:27:11 AM
Time to catch up on the backlog.

Interesting idea. I don't have a lot to say - it's worth looking at but it comes down to figuring out what spell level it should be before anything else. What sort of guidance did you use to put it in sor/wiz 14? Also, do you need line of sight/effect to link two points? Like if say you cast this and you're standing outside of a huge castle with no view inside, can you link a square within and step through, bypassing defenses?

Kassim having something similar to this is coincidental, FYI. This sort of space fuckery's around, though usually in a more passive role.

I just picked 14 because. I mean there's no damage dice or anything, you could probably justify it being at near any spell level. But it's a powerful sort of effect since most movement stuff is teleportation and skipping through the astral or ethereal or shadow planes, outright fucking with the topography of the plane you're on is more the kind of thing only gods can do inside their divine realms so being a few levels into epic feels right.

It would still require line of sight/effect although on that note the area should probably be changed to a spread rather than an emanation so it can go around barriers. Like a 50 foot wide wall of force shouldn't block off a 3000 foot radius zone of control if it can go around the wall.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2018, 11:43:43 AM
Quote from: Nephrite on August 15, 2018, 12:55:49 PM
Quote from: Anastasia on August 14, 2018, 10:46:49 AM
Moore

This week was all the rumble with Nasir and friends. This is a hard fight, they're prepared and frankly have the offensive momentum against your group. Some bad luck hasn't helped, but you've slowly worked around the limits of the gimmick and their tactics, surviving. Frankly this battle's gone harder than I thought it would in prep, but you've hung in there and are hitting them back. In this sort of hard, brutal rumble that's all you can do sometimes.

As mentioned in chat, Moore is a big deal. He helped throw Hell off an entire Prime Material world and is now horning in on efreeti activities, a sign Aurora may be taking a serious charge at the efreet post Lifasa? That's going to get a firm response from both the Grand Sultan and the devils helping out. That's the downside of being a legendary hero - the opposition doens't treat you as some annoying mortal hero who's gotten a little too powerful. No, they treat you as a player who needs to be decisively crushed.

In other words: Zoisite isn't bothering with the minions anymore, he's personally trying to take you out. Don't die, Neph.


Yeah, it's been pretty lame that one character (Xandra) can literally not do anything due to one bullshit ability. I've been trying to find ways around it but nothing's worked, so I'm kind of just giving up on that for right now.

I'm hoping the new way of dealing with them (by separating them) will work.

Also, I have a lot of feelings about the general numbers being thrown around in the fight, insofar as they're all rolling with +80 attack bonuses or even higher than that. They're regularly rolling 90s or above to hit AC -- I get that they have magic and whatever else buffs and these aren't run-of-the-mill yahoos here, it just feels like even with Moore's specialized buffs we're barely on equal footing. I mean, my point is there's no difference in 50 AC or 90 AC here which just feels really shitty.

We talked about this on IRC by chance, so I'm going to paste the relevant parts of my comments there and build on them.

> Also, I haven't had a chance to reply to nagging yet since this morning was a thing, but short version: They're basically mimicking Aurora's battle plans.
> One squad of really powerful unique units boosted to the max, alpha strike strategies, basically going in and wrecking face.
> It's been interesting on my end mimicing some of those tactics so closely.
> Like for example, the way Aurora (or a lot of epic level PCs, really) try to ignore barriers. Stone shape, disintegrate, smashing, incorporeality. They went all in on that right away with a way to come in with that worm, as well as synchronized retreats with time stop.
> Mooring.
> But to also tie this to a point - when you say it's really satisfying to smash him and see Kaja take out Ebrek, it feels like it's paying off, too. That sense of satisfaction is a good thing to see in PCs, especially with an enemy. Makes the victory more meaningful, or at least that's the idea.

So to the meat of it?

QuoteYeah, it's been pretty lame that one character (Xandra) can literally not do anything due to one bullshit ability. I've been trying to find ways around it but nothing's worked, so I'm kind of just giving up on that for right now.

You were dancing around the right ideas, you just didn't put them together quite so. I thought you made a good effort but didn't find the right answer, that happens.

Also, while I agree about that sort of shut down being rough, it's also shown that Xandra can do decently well with melee smites. It's her B plan but it's still a plan. Picking up some boosts there would be a good long term backup for her, no doubt.

QuoteI'm hoping the new way of dealing with them (by separating them) will work.

It did. They made a calculated gamble that she could take care of Moore with some mutilations and knock out the main target one vs one. It didn't work out for them, but I felt both sides made a reasonable choice there and your strategy paid off.

QuoteAlso, I have a lot of feelings about the general numbers being thrown around in the fight, insofar as they're all rolling with +80 attack bonuses or even higher than that. They're regularly rolling 90s or above to hit AC -- I get that they have magic and whatever else buffs and these aren't run-of-the-mill yahoos here, it just feels like even with Moore's specialized buffs we're barely on equal footing. I mean, my point is there's no difference in 50 AC or 90 AC here which just feels really shitty.

Now I'm gonna get into my opinions here, but lemme toss a disclaimer out: This isn't about saying what you're feeling is wrong. I'm just going on about how this processes on my end and hope this helps enlighten you as to why it's happening. I've always felt understanding the reasoning to this sort of thing is more clarifying than anything else.

Oh yeah, both sides are all in on it. Lemme put it this way, I think it's mostly a matter of framing. Moore's really good at boosting people. He requires the Grand Sultan personally pulling resources to have a team that can compete with that game. Both teams are going in hard here, and I see it as a testament to how good Moore is at his job that he's able to keep up with that sort of press. A typical level 20 team of heroes would've melted like snow in a bonfire to this assault. But Moore was able to keep up, keep everyone afloat and his team helped take care of business - in a large part because they were so enabled by Moore to be able to do so.

This is why things like tactical advantages, time to prepare and other such things can matter a lot. Compare and contrast this with Jade's operation over in Alicia's thread, which lacked that support and wasn't expecting a full on assault by that level of power. Sure, she had some boosts in play and worked to empower herself, but she lacked the resources or time to leverage herself to a level that Nasir and friends did.

So instead of something that says, 'You can barely keep up, feel bad,' it's meant to be 'holy shit do you see what you're keeping up with, that's awesome'. At least that's the DMing intent here. Generally, when I push someone with a challenge like that, that's a lot of the intent of it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2018, 11:46:50 AM
Quote from: Ebiris on August 17, 2018, 11:34:46 AMI just picked 14 because. I mean there's no damage dice or anything, you could probably justify it being at near any spell level. But it's a powerful sort of effect since most movement stuff is teleportation and skipping through the astral or ethereal or shadow planes, outright fucking with the topography of the plane you're on is more the kind of thing only gods can do inside their divine realms so being a few levels into epic feels right.

Pretty much agreed with the reasoning as to why it should be epic. It's merely a question of where it should go in epic. I'll do some research here, see what shakes out.

QuoteIt would still require line of sight/effect although on that note the area should probably be changed to a spread rather than an emanation so it can go around barriers. Like a 50 foot wide wall of force shouldn't block off a 3000 foot radius zone of control if it can go around the wall.

Yeah, for sure. This spell feels complicated enough that while the idea is simple, it needs more clarifying text.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on August 17, 2018, 12:06:15 PM
Quote from: Anastasia on August 17, 2018, 11:28:21 AM
Yes, it's gone well. It's surprisingly hard to get Alyssa into a fight, just the way it's worked out so far along with her style. The Chaos Ooze was entirely skippable with your setup, though it required not blundering into it or getting unlucky.

Yeah, even though I'm building her for battle, I'm keeping in mind that's she primarily a researcher and explorer. Mix in jack-of-all-trades via Factotum and it makes sense to me that she'd want to take the path of least exposure. I've tried to have her deal with things more through skill and strategy than direct power and I think it's worked out well so far.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 17, 2018, 12:07:53 PM
Quote from: Anastasia on August 17, 2018, 11:43:43 AM
Now I'm gonna get into my opinions here, but lemme toss a disclaimer out: This isn't about saying what you're feeling is wrong. I'm just going on about how this processes on my end and hope this helps enlighten you as to why it's happening. I've always felt understanding the reasoning to this sort of thing is more clarifying than anything else.

Oh yeah, both sides are all in on it. Lemme put it this way, I think it's mostly a matter of framing. Moore's really good at boosting people. He requires the Grand Sultan personally pulling resources to have a team that can compete with that game. Both teams are going in hard here, and I see it as a testament to how good Moore is at his job that he's able to keep up with that sort of press. A typical level 20 team of heroes would've melted like snow in a bonfire to this assault. But Moore was able to keep up, keep everyone afloat and his team helped take care of business - in a large part because they were so enabled by Moore to be able to do so.

This is why things like tactical advantages, time to prepare and other such things can matter a lot. Compare and contrast this with Jade's operation over in Alicia's thread, which lacked that support and wasn't expecting a full on assault by that level of power. Sure, she had some boosts in play and worked to empower herself, but she lacked the resources or time to leverage herself to a level that Nasir and friends did.

So instead of something that says, 'You can barely keep up, feel bad,' it's meant to be 'holy shit do you see what you're keeping up with, that's awesome'. At least that's the DMing intent here. Generally, when I push someone with a challenge like that, that's a lot of the intent of it.

That does help a lot to try and reframe it. I really didn't think of the "holy moly, the Sultan himself had to call in a favor to Asmodeus (or something like that) to try and stop Moore from fucking his holdings up over and over," it was more "oh great more powerful yahoos from somewhere that are going to be annoying, fuck"

To your last point, it definitely felt more like the former for a lot of it, but I think if we'd puzzled out a way to deal with the armor earlier on it would've been better. It also helped to remember the various skills that usually go unused (like temporary HP and such) to really push boundaries. It also helped showcase some of the weaker areas and what to do to try and shore them up.

It definitely gives Moore several things to ponder in terms of "what tools do we need so that we can handle this sort of thing better in the future?"
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2018, 12:43:18 PM
Quote from: Iron Dragoon on August 17, 2018, 12:06:15 PM
Quote from: Anastasia on August 17, 2018, 11:28:21 AM
Yes, it's gone well. It's surprisingly hard to get Alyssa into a fight, just the way it's worked out so far along with her style. The Chaos Ooze was entirely skippable with your setup, though it required not blundering into it or getting unlucky.

Yeah, even though I'm building her for battle, I'm keeping in mind that's she primarily a researcher and explorer. Mix in jack-of-all-trades via Factotum and it makes sense to me that she'd want to take the path of least exposure. I've tried to have her deal with things more through skill and strategy than direct power and I think it's worked out well so far.

Sure, as long as you understand there will be times you have to fight and are prepared for that. In a Creation with embodiments of pure, primal evil walking around, you rather have to be.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2018, 12:49:50 PM
Quote from: Nephrite on August 17, 2018, 12:07:53 PMThat does help a lot to try and reframe it. I really didn't think of the "holy moly, the Sultan himself had to call in a favor to Asmodeus (or something like that) to try and stop Moore from fucking his holdings up over and over," it was more "oh great more powerful yahoos from somewhere that are going to be annoying, fuck"

Yeah, it's a matter of understanding that. It's not quite that - both Hell and the efreet get along and have ample reasons to want Moore dead - but the essence of it is 100% on the nose.

QuoteTo your last point, it definitely felt more like the former for a lot of it, but I think if we'd puzzled out a way to deal with the armor earlier on it would've been better. It also helped to remember the various skills that usually go unused (like temporary HP and such) to really push boundaries. It also helped showcase some of the weaker areas and what to do to try and shore them up.

Yeah, temp HP is great and you have ways to improve. Those are net wins since it gives you things to work with.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2018, 09:36:41 PM
From epic rules, an update draws here.

Epic Essentia

1. Essentia capacity increases by +1 to 5 at level 24 and by +1 at every 6 levels thereafter (30, 36, 42 and so on).
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 18, 2018, 01:57:32 PM
I'm working on improved spoiler blocks for NPCs. I'm pasting the first one I did in case anyone's curious or has suggestions. Annotations added for features I want that Antenora doesn't use.

Antenora
HP: 744temp HP here (nonlethal damage here) (vile, frostburn or other unusual damage here)/744 (fast healing here) (regeneration here)
Negative Conditions:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0 Extra categories can be added as needed, along with notes on immunities from spells
Resources: Holy Fury 34/34 (enc) Divine Retribution 1/1 Smite Evil 7/7 Channel Energy 16/16 Lay On Hands 403/403 Remove Disease 9/9 (week), Spiritual Connection 3/3
Spells Used:
Spells Active:
Notes: Can always inflict nonlethal with attacks, spells, SLAs and abilities.
Smite Notes: +2 damage/paladin level on a charging smite. Typical base damage for a charging smite (with smite added only for bonuses and charge tripler) is 3d8+450 plus +4/4d6 vs fiends plus 2d6 holy plus 2d6 axiomatic 19-20 x3. Remember everything triples and x5 on a crit when adding things.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 20, 2018, 10:18:06 AM
Weekly Roundup

Alicia

By and large, this week was dealing with Chourst. I like that he did exactly what he wanted and you reacted, as well as how he fled. That was amusing, as Malcanthet directed him your way and it caught his attention. A reasonable, low cost gambit that didn't work out in a funny way, so that's good all around. A feeling of terrifying whimsy was there, which is what I was aiming for.

I find it interesting how Alicia's response to Chourst wasn't anger, annoyance, amusement or anything but resigned weariness. It says something about her mindset that's interesting to me.

Moore

Ding dong, the wicked Ebrek is dead! Really, we've hashed over this encounter already so I'll say this: It's good that you got one of them but getting all of them was a long shot. They were too coordinated and too well prepared. Still, you did well in a tough situation, hung in there and got some goodies out of it, too. All in all a win in the end, so I think that went well enough.

I liked how Moore was so outspoken in his disdain about the enemies making a tactical retreat. I almost always get pushback from PCs when enemies don't stand and fight to the death, but this one felt a little more...mmmm, passionate by Moore? Like it touched a nerve.

Tryll

This week was fun setup for an adventure in Ice. This should be a lot of fun, everyone's talking again and moving, so I've enjoyed it overall. I feel like this node is waking up again and that's a great feeling to have, since lately it's been rough going for all of you. In particular, I like when everyone bounces off of each other. Right now I think Miranda will be the straight woman of sorts with Benyen and Dana, so that's a thing.

Alyssa

This week was about wrapping up the hoard adventure as well as starting something new. That chat with Jarem was nice, really getting into his head a bit and some of his deeper motivations. A mortal character of his level has to has one hell of a backstory, something that's slowly coming into more and more focus. Neither Jarem, Emily or Alyssa is terribly interested in just laying it out, so more and more of it gets hinted and shown as we go along.

Seira

A week of good diplomacy.

I enjoyed it, I liked it and it's one of those weeks that stands on it its own merits. The chat with Kassim was interesting, for both what he did and what he showed, along with (from my PoV) what he didn't say. He has no real opinion on Seira or anything she does, beyond a certain amount of polite respect due to her divine nature. That colored his interactions there and I think it shows as he's willing go along with her to an extent.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 20, 2018, 11:03:59 AM
Quote from: Anastasia on August 20, 2018, 10:18:06 AM
Moore

Ding dong, the wicked Ebrek is dead! Really, we've hashed over this encounter already so I'll say this: It's good that you got one of them but getting all of them was a long shot. They were too coordinated and too well prepared. Still, you did well in a tough situation, hung in there and got some goodies out of it, too. All in all a win in the end, so I think that went well enough.

I liked how Moore was so outspoken in his disdain about the enemies making a tactical retreat. I almost always get pushback from PCs when enemies don't stand and fight to the death, but this one felt a little more...mmmm, passionate by Moore? Like it touched a nerve.


I'm glad we at least got one of them, yes. I have a lot of plans for how to deal with this sort of thing going forward -- if we don't have the accessibility via actual individuals, then we simply make use of it via items or something like that. Easy enough.

You're right -- Moore's taking his role a lot more seriously, and when people just cut and run after making boisterous claims about honor and defeating an enemy, it riles him up. He's very big about taking accountability for his words. Would he have done the same in that situation? Probably. But he also has confidence in his competence.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 20, 2018, 11:33:32 AM
FYI Seira, I'm running out of time, so if I don't get your set of new spoiler blocks done before session, it'll be done during the week.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 20, 2018, 11:35:08 AM
Quote from: Nephrite on August 20, 2018, 11:03:59 AMI'm glad we at least got one of them, yes. I have a lot of plans for how to deal with this sort of thing going forward -- if we don't have the accessibility via actual individuals, then we simply make use of it via items or something like that. Easy enough.

You're right -- Moore's taking his role a lot more seriously, and when people just cut and run after making boisterous claims about honor and defeating an enemy, it riles him up. He's very big about taking accountability for his words. Would he have done the same in that situation? Probably. But he also has confidence in his competence.

Fair enough.

I can't say much more without spoilers in this case, but I'll give you a post and a nod to show I'm at least reading it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on August 20, 2018, 12:21:24 PM
Quote
By and large, this week was dealing with Chourst. I like that he did exactly what he wanted and you reacted, as well as how he fled. That was amusing, as Malcanthet directed him your way and it caught his attention. A reasonable, low cost gambit that didn't work out in a funny way, so that's good all around. A feeling of terrifying whimsy was there, which is what I was aiming for.

I find it interesting how Alicia's response to Chourst wasn't anger, annoyance, amusement or anything but resigned weariness. It says something about her mindset that's interesting to me.

There was an element of subverted expectations on my end when Chourst showed up. Like when I sensed this huge thing barrelling towards us super fast, my thinking was it'd be some horrific Demogorgon spawned monstrosity. He's Malcanthet's obvious go-to for when she wants someone turned into a smear, and it'd serve as a nice lead-in for the stuff on Daun I'm getting involved with.

So when it turned out to be a small army of fodder slaad I was like, just fucking go away dudes no one cares.

Then when Chourst himself showed up it was more of a significant threat but at the same time not one Alicia cared much about. You can't even really hate him, he's just random after all and as he proved even if he shows up to fight you, random chance means he could end up bailing or even being your friend... until the next chaotic whimsy. She doesn't find slaad antics to be very amusing either (though Malcanthet's charms being spurned for the tsunamis was amusing, it mostly elicited pity towards the succubus queen), so yeah the feeling was very much 'This is the shit I have to deal with.'
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 20, 2018, 04:35:48 PM
Note to self, there's a bunch of node updates about to hit.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 21, 2018, 03:46:07 AM
Spoiler blocks? Where?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 21, 2018, 12:09:19 PM
Quote from: Ebiris on August 20, 2018, 12:21:24 PM
Quote
By and large, this week was dealing with Chourst. I like that he did exactly what he wanted and you reacted, as well as how he fled. That was amusing, as Malcanthet directed him your way and it caught his attention. A reasonable, low cost gambit that didn't work out in a funny way, so that's good all around. A feeling of terrifying whimsy was there, which is what I was aiming for.

I find it interesting how Alicia's response to Chourst wasn't anger, annoyance, amusement or anything but resigned weariness. It says something about her mindset that's interesting to me.

There was an element of subverted expectations on my end when Chourst showed up. Like when I sensed this huge thing barrelling towards us super fast, my thinking was it'd be some horrific Demogorgon spawned monstrosity. He's Malcanthet's obvious go-to for when she wants someone turned into a smear, and it'd serve as a nice lead-in for the stuff on Daun I'm getting involved with.

So when it turned out to be a small army of fodder slaad I was like, just fucking go away dudes no one cares.

Then when Chourst himself showed up it was more of a significant threat but at the same time not one Alicia cared much about. You can't even really hate him, he's just random after all and as he proved even if he shows up to fight you, random chance means he could end up bailing or even being your friend... until the next chaotic whimsy. She doesn't find slaad antics to be very amusing either (though Malcanthet's charms being spurned for the tsunamis was amusing, it mostly elicited pity towards the succubus queen), so yeah the feeling was very much 'This is the shit I have to deal with.'

Which makes sense and fits Alicia. I don't think anyone in the party is really a big fan of slaad and you're right about Chourst. He's like a storm or a day of bad luck. All you can really do is sit there and take it, you know?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 21, 2018, 12:11:14 PM
Quote from: Corwin on August 21, 2018, 03:46:07 AM
Spoiler blocks? Where?

Each person's node. Everyone but yours is done - being the last one on the board list does that sometimes, since I often go in order of boards for simplicity's sake. I'm on Kascha's now, so those should go up tomorrow. Also, as you're not in a combat situation yours are being further stalled by various other bits of DM work.

Here's Donald's for a preview.

Donald
HP: 768/768
Negative Conditions:
Aura:
Bonuses: Attack+0, Damage+0 AC+0, Saves+0, Skills+0, Checks+0
Resources: Quick Cast 6/6 Protection Devotion 1/1 +5 One Attack On FA 1/1 (rnd) Take 10 On One Attack (rnd) 1/1 Armor Haste 15/15 Breath Weapon Boost 3/3 Weapon Damage Dice Boost 3/3
Spells Used:
SLAs Used:
Spells Active:
Notes: Two quickened spells/round when under armor's haste, unkillable allows Con saves to not be reduced below 1 HP
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 21, 2018, 12:15:35 PM
Syala is going to choose extra domain as her new SDA, because she wants to use that to further define herself as a deity. She has the following domains as prospective domains. Which one do you think fits her the best, Eb? This is as much a roleplaying choice as a mechanical choice.

Animal, Celestial, Community, Healing, Lust, Patience, Pleasure, Protection, Retribution, Strength, Weather.

Animal: Part and parcel of the druid package, a natural fit with plant already taken.
Celestial: A weak association, but Syala is a celestial who oversees many other celestials. It's certainly one you could argue for.
Community: Syala focuses on family and the home, focusing on the communities that arise between families is certainly possible.
Healing: A supportive role, but Syala's role is that of a supporter.
Lust: She's a Sharessian. This is always an aspect she can choose to emphasize.
Patience: Syala is nothing if not patient, as her long guardianship of the Tree of Idun suggests. This takes that a step further.
Pleasure: Again, Sharessian. This is a BoED domain anyway, so it's hardly that salacious.
Protection: Syala is a protector of families. This is a natural fit to that.
Retribution: Syala is also an avenger, a figure of wrath. This doubles down on that, makes her extra smashy.
Strength: Syala smash! Syala is also fairly strong and can wrestle, so this is a bit weak but a possible angle to develop.
Weather: Druidy. The weakest of all of them for her, but you could frame it so it makes sense.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on August 21, 2018, 12:19:14 PM
I'd go with plant, community, or protection I suppose.

Community feels the strongest link with how she's presented herself as a deity so far.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on August 21, 2018, 12:26:39 PM
Quote from: Anastasia on August 20, 2018, 10:18:06 AM
Weekly Roundup
Alyssa

This week was about wrapping up the hoard adventure as well as starting something new. That chat with Jarem was nice, really getting into his head a bit and some of his deeper motivations. A mortal character of his level has to has one hell of a backstory, something that's slowly coming into more and more focus. Neither Jarem, Emily or Alyssa is terribly interested in just laying it out, so more and more of it gets hinted and shown as we go along.

Yeah, a lot of what I'm doing is establishing character relationships. Lots to do. Not much beyond that, really.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 22, 2018, 12:58:15 AM
Quote from: Iron Dragoon on August 21, 2018, 12:26:39 PM
Quote from: Anastasia on August 20, 2018, 10:18:06 AM
Weekly Roundup
Alyssa

This week was about wrapping up the hoard adventure as well as starting something new. That chat with Jarem was nice, really getting into his head a bit and some of his deeper motivations. A mortal character of his level has to has one hell of a backstory, something that's slowly coming into more and more focus. Neither Jarem, Emily or Alyssa is terribly interested in just laying it out, so more and more of it gets hinted and shown as we go along.

Yeah, a lot of what I'm doing is establishing character relationships. Lots to do. Not much beyond that, really.

Pretty much.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 22, 2018, 12:58:51 AM
Quote from: Ebiris on August 21, 2018, 12:19:14 PM
I'd go with plant, community, or protection I suppose.

Community feels the strongest link with how she's presented herself as a deity so far.

I'm going to make an executive decision and go with animal. That last post I made in response to yours? Animal felt tremendously right there to solidify part of her role in Sylica.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 22, 2018, 01:13:09 PM
The divine text emporium is up. If I'm missing any that have been seen in topics so far, let me know, would you? I'm sure I'm missing one or two.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 23, 2018, 01:00:49 PM
Eblis added to the divine text emporium.

Syala's DvR2 upgrade is complete. Sulia's will be over the weekend.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 25, 2018, 06:18:38 AM
I have a question about the following SDA:

QuoteINSTANT COUNTERSPELL
The deity can counterspell as a free action.
Benefit: The deity gains Epic Counterspell as a bonus feat. She can use her spell-like abilities as counterspells in addition to her normal spells.
Suggested Portfolio Elements: Magic.

Am I eligible for it? I don't have the Magic domain, only the Knowledge domain. No Magic portfolio either, although mages are listed under my worshippers. I'd like to free my Divine Defiance feat, and having the ability to counter infinite spells per round with my SLAs would be nice.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 25, 2018, 10:59:34 AM
Quote from: Corwin on August 25, 2018, 06:18:38 AM
I have a question about the following SDA:

QuoteINSTANT COUNTERSPELL
The deity can counterspell as a free action.
Benefit: The deity gains Epic Counterspell as a bonus feat. She can use her spell-like abilities as counterspells in addition to her normal spells.
Suggested Portfolio Elements: Magic.

Am I eligible for it? I don't have the Magic domain, only the Knowledge domain. No Magic portfolio either, although mages are listed under my worshippers. I'd like to free my Divine Defiance feat, and having the ability to counter infinite spells per round with my SLAs would be nice.

RAW you're eligible. There's no prerequisites to it. Suggested portfolio elements is just that - suggestions for what sort of deity that SDA fits. Remember, a deity's SDAs should generally reinforce what they are and what they do. Those suggestions are meant to guide towards typical roles that would fit the SDA.

I've been informally considering adding a prereq of DvR6+ to it, though as of yet I've taken no action towards it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 25, 2018, 01:07:27 PM
Making headway in todos. If anyone has some to add, post them here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 26, 2018, 10:24:50 PM
Chauntea added to the divine text emporium.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 26, 2018, 11:19:18 PM
Weekly Roundup (Aug 20th-26th)

As much as I don't want to always put you all in the same order, I tend to have a certain laziness and go by board order in things. I did it in doing spoiler block upgrades for example, it's just a bit of mental laziness that makes me work a little faster. One less variable, y'know?

Alicia

Lots of text this week, as this was a big week for you.

This was a good week. First of all, I felt the Zariel situation resolved as well as it could have. There were all sorts of ways that could have gone, but ultimately both you and Seira found the right words and deeds to get through to her. That was a goal accomplished, even if like Antenora, much remains to be done after that initial breakthrough. I think by now one can begin to see a trend with the Fallen (and those of evil disposition who are sufficiently wise and self aware), the sheer sorrow that they labor under. While from a cosmological standpoint good and evil are balanced, otherwise the entire point of Creation would be answered, morally and emotionally they are not.

The expansion of Sylica was excellent. I was happy with that description you dropped, it was well done and showed Sylica's apotheosis into a true divine realm of Ysgard. There was a sense of gravitas to it, the sort of raw power and divinity that you're supposed to have in those sort of scenes. I was going to give you a nudge in that direction if needed, but you worked it out by yourself and knocked it out. It's a nice sense of progression to match your ascension to DvR2.

Anyway, Zariel chat afterwards was okay, but it was becoming more and more obvious she needed some personal time.

Finally, the beach scene has been nice. It's been pure character work and character work that I've felt was needed, along with a splash of highly relevant introspection and discussion over the ongoing plot. Sometimes you need those scenes where everyone's being themselves and bouncing off one another. The plot relevant stuff merely helps keep it interesting and progress the story a little bit on the side.

As an aside less to you and more in general, it's always interesting to see deities when they show their human side. B6 lets that happen, which is both new and interesting. There were a few tiny hints of this in B1 and B3, but by and large it's been out of bounds.

Moore

This was also a good week.

First of all, the trip up to the Bridge of Al-Sihal was solid. It wasn't a lot - I don't try to overdo it all the time there, since that sort of transcendence is beyond any words to portray. The DM can try, but ultimately we aren't equipped with words to adequately describe something as absolute and miraculous as Chronias. Now destroying the wand was surprisingly easy and that was on purpose. You all are epic characters and not just barely epic characters. At this point you have deep resources and access to things lesser characters don't. Likewise, some trials they have shouldn't apply to you or sometimes be easily solved. So thus the wand was consumed by the light of Chronias, never to be seen again.

Before going on, one quote of Xerona's is worth mentioning: "You'll meet her again before the end." As you may recall, Sylvie's last words before leaving in B3 were the following: "We'll see each other again before the end, Moore. Be strong." Oftentimes, important comments or sentiments are echoed repeatedly in Balmuria - it's one of the way things work. This can vary from general ideas to exact quotations. One current example is hope, that's come up quite a bit from the end of B3 onward. Generally, the more precisely a comment is repeated, the more important it is. One example from B3: '21 is the key to everything. 21 can destroy the Child of Lifasa, Abigor and even Bel. 21 is a battle for a soul.' This one repeated a few times, including when the Child of Lifasa arrived at Aurora. When you see this sort of thing, it's usually a sign to pay attention.

The rest of the business around Mount Celestia was enjoyable but not dreadfully remarkable. As mentioned in chat (and I think you missed this one, Moore), those sort of characters like Pactpeace mean something. There's so many stories going in Creation, and while the PCs have important ones, they're never the only ones. Sometimes you brush against stories that have nothing to do with you. It's always worth keeping that in mind and it also helps give things more depth and feeling of being alive.

Finally, Villisa will drop in and be Villisa. Poor Cresiel.

Tryll

Okay, this week has pretty much covered the start of this dungeon adventure. It's a good week and lemme get into why.

First off, the first encounter was purely a 'do you suck' check. If you struggled with that one or otherwise had to use meaningful resources to get through it, it's a sign your node isn't ready for this adventure yet. Fortunately between new members of the node and Debonah being along as a guest, you all made quick work of it. As mentioned in chat, it's nice that Tryll has more support now. Dana's solid but she's not an offensive juggernaut. So Miranda for ranged support and Benyen to crush people in melee both really help expand your versatility.

Beyond that, hitting the no fly zone was about was I expected. It's a nasty little trap but one I laughed out loud at with the solution you came up with. That's 10/10 amusing and awesome, gladly enjoyed and hope you keep that sort of thinking around. It's a good a way as any to deal with that trap considering none of you had super-solid wall spells like wall of stone or wall of iron. That wasn't intentional, just a quirk of how the party worked out. It also highlights you all could use a full caster to round out the node, maybe a jack of all trades to take some pressure of Tryll there.

The water trap's amusing but yeah, in the future just let me know outright if I'm making a mistake. I'm running 4-5 nodes a day and a small thing like that can completely slip through the wickets. Be interesting to see how you approach the encounter coming up, it's a pretty nasty one that uses terrain to put the PCs on the back foot. I'm hoping Rocket Squid continues, thank you very much.

Alyssa

A solid week all around.

Getting the teleport rod done was nice and set things up well. That'll be an asset for sure, so use it wisely. Anyway, that being said, the assassin's strike was rough but at least fatalities were prevented. That was an almost impossible situation, he's essentially a nearly unstoppable force that's hard to guard against. That sort of epic level, elite threat can be a nightmare to deal with, let alone with possible support from Shar or Sharrans. Here's hoping you find a chink in his armor and take him down.

I did like how Alyssa's trying to track down more about him and analyze clues. It's a good effort and I think it makes possibly finding him out more likely. It's good effort, y'know, like running hard to first base even on a routine ground out. You have to respect the hustle regardless of results. Anyway, hopefully something here bears fruit for you.

Past that it's all about Seira and Alyssa chatting with a side of Emily. I can't say a lot here - and both yours and Seira's roundup are gonna be shorter on account of that - since it's ongoing and spoilers, but I've mostly given you two a chance to talk. PCs (Seira and Alicia aside since past history) don't meet often in this game, so I'm letting you two be center stage here as I have when other PCs meet (this also doesn't apply to Seira and Alicia since past history as well). I've made a point to have Amaryl had some comments here, but by and large Agathiel and Vayley have been on the quiet side for this reason. That's a deliberate DM choice for the sake of letting PCs have the spotlight.

Seira

A strong week.

First of all, I felt the Zariel situation resolved as well as it could have. There were all sorts of ways that could have gone, but ultimately both you and Seira found the right words and deeds to get through to her. That was a goal accomplished, even if like Antenora, much remains to be done after that initial breakthrough. I think by now one can begin to see a trend with the Fallen (and those of evil disposition who are sufficiently wise and self aware), the sheer sorrow that they labor under. While from a cosmological standpoint good and evil are balanced, otherwise the entire point of Creation would be answered, morally and emotionally they are not.

Yes, it's a paste. The peril of crossing nodes over.

A bit of miscommunication aside, I liked how you expanded the Cauldron. Taking notes from Aurora makes sense for Seira, she's always been big on synthesizing what she's seen and putting her own spin on it. Incidentally, Waukeen's due for congratulations, this got delayed due to the looming meet up with Alyssa. Don't hold this one against her, it was a DM decision for the sake of making times work. She'll be sending you warm fuzzies once that's done, as I didn't want to make it a one off line when Sharess and Mystra were dropping in for appearances.

The bit with Mystra was really enjoyable. I liked how you two interacted, just talking about things and seeing what could be done. The fact that the Initiate of Mystra feat (I think that's it, not checking books at the moment) was mentioned and noted as being rare is intentional. That feat's very much a sign of Mystra's favor as the benefit it gives is a huge deal in setting. I liked the idea of showing Mystra some of Calley's notes, though that one was considered ahead of time. Still, I thought it made sense to try and you got something out of it.

Dropping into Alicia's party was fun and I think you spent just the right amount of time there. I don't have much to say here - I enjoyed it, it was fun but ultimately it did exactly what it needed to.

Finally, I'm still not saying much about Seira and Alyssa due to spoiler reasons. I will say this about Emily - sometimes, for all a teenager kicks and has issues, they still want a mother's affection and love. Emily's story is very much a story of a teenager searching for adulthood through insecurities and the struggles there, mixed with the simple reality that she'll never be a normal teenager. She's far too much and far too powerful for that.

---

DM Notes

I'm holding up pretty well right now, though I'm still targeting a week off in September. I'm not sure when yet, probably mid month pending work getting even worse. I need some DM time as well as some time to legitimately hit the job hunt. I'd also like to get a booster out for epic spells, but we'll see how that goes.

Please remember to be wary of the secret slaad.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 26, 2018, 11:21:59 PM
Also, a general question for everyone. How much of other people's nodes do you read and keep up with? There's no right or wrong answer, I'm merely curious.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 26, 2018, 11:57:43 PM
I'll reply more fully in the morning, but for now I'll say I generally keep abreast of the other ones but don't read every post.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 27, 2018, 12:21:03 AM
Quote from: Nephrite on August 26, 2018, 11:57:43 PM
I'll reply more fully in the morning, but for now I'll say I generally keep abreast of the other ones but don't read every post.

Fair enough, I'll reserve comment for more complete commentary in the morning.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 27, 2018, 01:31:47 AM
Quote from: Anastasia on August 26, 2018, 11:19:18 PM
Weekly Roundup (Aug 20th-26th)

Seira

A strong week.

First of all, I felt the Zariel situation resolved as well as it could have. There were all sorts of ways that could have gone, but ultimately both you and Seira found the right words and deeds to get through to her. That was a goal accomplished, even if like Antenora, much remains to be done after that initial breakthrough. I think by now one can begin to see a trend with the Fallen (and those of evil disposition who are sufficiently wise and self aware), the sheer sorrow that they labor under. While from a cosmological standpoint good and evil are balanced, otherwise the entire point of Creation would be answered, morally and emotionally they are not.

Yes, it's a paste. The peril of crossing nodes over.

You could've at least swapped the names in the paste so it read 'you and Alicia' instead of 'you and Seira'.  >_>

Aside from that, I enjoyed the Zariel scenes. A shame she decided to go to Alicia first, but hey, Alicia actually had forests at the time and she did take my idea for the first trip. I was pleasantly surprised at how well things went, but that can happen. We'll keep at it!

Quote
A bit of miscommunication aside, I liked how you expanded the Cauldron. Taking notes from Aurora makes sense for Seira, she's always been big on synthesizing what she's seen and putting her own spin on it. Incidentally, Waukeen's due for congratulations, this got delayed due to the looming meet up with Alyssa. Don't hold this one against her, it was a DM decision for the sake of making times work. She'll be sending you warm fuzzies once that's done, as I didn't want to make it a one off line when Sharess and Mystra were dropping in for appearances.

Yeah. I was somewhat annoyed that I had to keep describing the same thing several times in slightly different words, and some of the disconnect was because I asked you a few weeks ago about whether I could expand the Cauldron and you said sure, it's your divine realm. So it didn't feel like this huge thematic once in a lifetime PC opportunity, you know? That said! I was really amused that I took the opposite stance from Alicia. I'll aim for a 'more real' divine realm eventually, but for now I decided to seal things up and make it more wondrous as preparation with folded space and mini-realms that might or might not have holodecks and helpful AI.

So much mileage out of that shitty wizard from the end of B1!

Anyways, I have plans here, whether they pan out is something to check back on circa DvR 6.

Quote
The bit with Mystra was really enjoyable. I liked how you two interacted, just talking about things and seeing what could be done. The fact that the Initiate of Mystra feat (I think that's it, not checking books at the moment) was mentioned and noted as being rare is intentional. That feat's very much a sign of Mystra's favor as the benefit it gives is a huge deal in setting. I liked the idea of showing Mystra some of Calley's notes, though that one was considered ahead of time. Still, I thought it made sense to try and you got something out of it.

Mmm, I'd actually like to see what I got from the notes. Do I need to look IC?

I had fun chatting Mystra up, and felt welcome enough to return. I've been wondering whether I could for a while, and it's nice to see confirmation. We haven't really interacted much before, and that's a shame since I'm all about the magic and its manipulation.

Quote
Dropping into Alicia's party was fun and I think you spent just the right amount of time there. I don't have much to say here - I enjoyed it, it was fun but ultimately it did exactly what it needed to.

Syala invited me for a visit so I visited! We'll have some proper party together another time.

Quote
Finally, I'm still not saying much about Seira and Alyssa due to spoiler reasons. I will say this about Emily - sometimes, for all a teenager kicks and has issues, they still want a mother's affection and love. Emily's story is very much a story of a teenager searching for adulthood through insecurities and the struggles there, mixed with the simple reality that she'll never be a normal teenager. She's far too much and far too powerful for that.

If she's still uncertain of ours we must've done something wrong.

Quote
DM Notes

I'm holding up pretty well right now, though I'm still targeting a week off in September. I'm not sure when yet, probably mid month pending work getting even worse. I need some DM time as well as some time to legitimately hit the job hunt. I'd also like to get a booster out for epic spells, but we'll see how that goes.

Please remember to be wary of the secret slaad.

-Vayley isn't secret.
-I've got a lot of holidays in September, the start of it is actually better since the second half I'll be home a lot. If that matters for when you plan time off, Dune, of course.

QuoteAlyssa

Past that it's all about Seira and Alyssa chatting with a side of Emily. I can't say a lot here - and both yours and Seira's roundup are gonna be shorter on account of that - since it's ongoing and spoilers, but I've mostly given you two a chance to talk. PCs (Seira and Alicia aside since past history) don't meet often in this game, so I'm letting you two be center stage here as I have when other PCs meet (this also doesn't apply to Seira and Alicia since past history as well). I've made a point to have Amaryl had some comments here, but by and large Agathiel and Vayley have been on the quiet side for this reason. That's a deliberate DM choice for the sake of letting PCs have the spotlight.

Just one comment there. I felt the opposite for much of the scene thus far.
Interacting with Alyssa worked very well pretty much from the start, and the Emily chat is still ongoing but I think might be on the right track. In any case, Emily could stay a bit after Alyssa leaves so they don't even need to be in sync, and I like having the opportunity.

On the downside, and the reason I felt opposite is that it's all taking in a white room with cardboard extras. I set up the scene, but it wasn't really commented on. Incidentally, it hit upon what Emily, Alyssa and Jeram were talking about recently (I agree that it's a luxury with Jeram!) but it really slid by quietly. There were no real descriptions from the GM, and other than Vayley bringing in soup once and Agatha speaking up when I urged this directly, we were largely left alone in that white room.

I really thought that a special scene of two PCs meeting outside regular gaming hours could've had more GM attention to it, and if the problem was split attention from running other Nodes concurrently, well... there's an easy fix for that, isn't there? I wouldn't have begrudged it had the situation been reversed.

General thoughts: Very good week, enjoyed most of what happened. Got plans upon plans, will do more! Please let me follow through on 'research' stuff more, be it via studying Mystra's notes or having Sanzha and Syala involved IC in cool behemoth stuff.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 27, 2018, 01:41:23 AM
Quote from: Anastasia on August 26, 2018, 11:21:59 PM
Also, a general question for everyone. How much of other people's nodes do you read and keep up with? There's no right or wrong answer, I'm merely curious.

I usually read with a considerable delay. There are exceptions, like when I'm interacting with someone.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on August 27, 2018, 07:17:30 AM
Quote
Lots of text this week, as this was a big week for you.

This was a good week. First of all, I felt the Zariel situation resolved as well as it could have. There were all sorts of ways that could have gone, but ultimately both you and Seira found the right words and deeds to get through to her. That was a goal accomplished, even if like Antenora, much remains to be done after that initial breakthrough. I think by now one can begin to see a trend with the Fallen (and those of evil disposition who are sufficiently wise and self aware), the sheer sorrow that they labor under. While from a cosmological standpoint good and evil are balanced, otherwise the entire point of Creation would be answered, morally and emotionally they are not.

The expansion of Sylica was excellent. I was happy with that description you dropped, it was well done and showed Sylica's apotheosis into a true divine realm of Ysgard. There was a sense of gravitas to it, the sort of raw power and divinity that you're supposed to have in those sort of scenes. I was going to give you a nudge in that direction if needed, but you worked it out by yourself and knocked it out. It's a nice sense of progression to match your ascension to DvR2.

Anyway, Zariel chat afterwards was okay, but it was becoming more and more obvious she needed some personal time.

Finally, the beach scene has been nice. It's been pure character work and character work that I've felt was needed, along with a splash of highly relevant introspection and discussion over the ongoing plot. Sometimes you need those scenes where everyone's being themselves and bouncing off one another. The plot relevant stuff merely helps keep it interesting and progress the story a little bit on the side.

As an aside less to you and more in general, it's always interesting to see deities when they show their human side. B6 lets that happen, which is both new and interesting. There were a few tiny hints of this in B1 and B3, but by and large it's been out of bounds.

I was quite pleased with the Sylica expansion stuff. It wasn't super-detailed but it covered what it needed to in a nicely majestic fashion. Also nice that it happened now after Antenora's ascension so she got to take part in it, which solidifies her role in the triumverate. And yeah, got some interesting stuff out of Zariel after but it was pretty clear she'd be best off having some time to herself to decompress for a while.

The beach stuff was nice, it probably would've been pretty boring if Mystra and Sharess hadn't shown up since there's not much new ground to cover with that group. Was mostly thinking it'd just be a quiet little bit of celebrating and relaxing, but we got more mileage from having the other deities show.

Quote
Also, a general question for everyone. How much of other people's nodes do you read and keep up with? There's no right or wrong answer, I'm merely curious.

I usually read new posts for all of them as they come in.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 27, 2018, 10:27:50 AM
Quote from: Anastasia on August 26, 2018, 11:19:18 PM
Moore

This was also a good week.

First of all, the trip up to the Bridge of Al-Sihal was solid. It wasn't a lot - I don't try to overdo it all the time there, since that sort of transcendence is beyond any words to portray. The DM can try, but ultimately we aren't equipped with words to adequately describe something as absolute and miraculous as Chronias. Now destroying the wand was surprisingly easy and that was on purpose. You all are epic characters and not just barely epic characters. At this point you have deep resources and access to things lesser characters don't. Likewise, some trials they have shouldn't apply to you or sometimes be easily solved. So thus the wand was consumed by the light of Chronias, never to be seen again.

Before going on, one quote of Xerona's is worth mentioning: "You'll meet her again before the end." As you may recall, Sylvie's last words before leaving in B3 were the following: "We'll see each other again before the end, Moore. Be strong." Oftentimes, important comments or sentiments are echoed repeatedly in Balmuria - it's one of the way things work. This can vary from general ideas to exact quotations. One current example is hope, that's come up quite a bit from the end of B3 onward. Generally, the more precisely a comment is repeated, the more important it is. One example from B3: '21 is the key to everything. 21 can destroy the Child of Lifasa, Abigor and even Bel. 21 is a battle for a soul.' This one repeated a few times, including when the Child of Lifasa arrived at Aurora. When you see this sort of thing, it's usually a sign to pay attention.

The rest of the business around Mount Celestia was enjoyable but not dreadfully remarkable. As mentioned in chat (and I think you missed this one, Moore), those sort of characters like Pactpeace mean something. There's so many stories going in Creation, and while the PCs have important ones, they're never the only ones. Sometimes you brush against stories that have nothing to do with you. It's always worth keeping that in mind and it also helps give things more depth and feeling of being alive.

Finally, Villisa will drop in and be Villisa. Poor Cresiel.

I enjoyed going back and paying homage to everyone who helped Moore before he really had any sense of himself. I doubt he's going to be recruiting an Authority or anything, but this is helping him kind of set groundwork for himself. He feels like he does still need to get stronger and pursuing the path of an Authority may be one way to do it.

Curious as to what happened to Iris, but if he really wants to find out he can try and track her down, unless she passed over to Chronias, of course.

I do want to take the team out for another spin at more evil bad dudes, but doing so right this second may not be the wisest idea since we know there's an Elite Team of Evildoers ready to pounce on us when we go somewhere.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 27, 2018, 10:40:06 AM
The Spell Collection has been further improved. There is now a list of epic domain spells in this post, as well as the beginnings of an updated epic spell lists for bards, paladins and rangers.

http://www.soulriders.net/forum/index.php/topic,103075.msg1050497.html#msg1050497
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 27, 2018, 10:59:48 AM
Quote from: Corwin on August 27, 2018, 01:31:47 AMYou could've at least swapped the names in the paste so it read 'you and Alicia' instead of 'you and Seira'.  >_>

I thought I caught all those. Alas.

QuoteAside from that, I enjoyed the Zariel scenes. A shame she decided to go to Alicia first, but hey, Alicia actually had forests at the time and she did take my idea for the first trip. I was pleasantly surprised at how well things went, but that can happen. We'll keep at it!

It was a nice surprise all around. Dealing with that sort of creature can easily go wrong, but fortunately you do found the right words and the right strategies.

QuoteYeah. I was somewhat annoyed that I had to keep describing the same thing several times in slightly different words, and some of the disconnect was because I asked you a few weeks ago about whether I could expand the Cauldron and you said sure, it's your divine realm. So it didn't feel like this huge thematic once in a lifetime PC opportunity, you know? That said! I was really amused that I took the opposite stance from Alicia. I'll aim for a 'more real' divine realm eventually, but for now I decided to seal things up and make it more wondrous as preparation with folded space and mini-realms that might or might not have holodecks and helpful AI.

Well, the entire point of that was 'you went up in divine rank, have a special chance to improve things with prodding and a thematic reason to do so', which is more important than getting up one morning, scratching yourself and changing how things work there.

That aside, I think both approaches are entirely valid. It is your divine realm, you can do whatever you want with it as long as it doesn't break the few rules those have. I like the contrast the realms have, as I was expecting you to expand for lands outside of the actual volcano rather than expanding that.

QuoteAnyways, I have plans here, whether they pan out is something to check back on circa DvR 6.

What plans do you have, anyway?

QuoteMmm, I'd actually like to see what I got from the notes. Do I need to look IC?

Go ahead and do so at some point, yes. I did some clarification for Moore and he has a quest out of it, you have a hunk of the 777 parts needed.

QuoteI had fun chatting Mystra up, and felt welcome enough to return. I've been wondering whether I could for a while, and it's nice to see confirmation. We haven't really interacted much before, and that's a shame since I'm all about the magic and its manipulation.

It's like Alicia and Waukeen. I'd like them to interact some, I think there's potential there, but I try to keep them more focused on their respective protege. It's mostly a conservation of time, details and DMing effort there. Also, there's a sense of keeping every node their own selection of characters that focus on them. They cross over occasionally, but by and large it's meant to have certain characters orbiting certain nodes.

QuoteSyala invited me for a visit so I visited! We'll have some proper party together another time.

Sounds good.

QuoteIf she's still uncertain of ours we must've done something wrong.

Nah.

Emily's finding her way and part of that is blundering around. It's entirely normal for her age. Being a teenager does strange things to your mental state, she'll sort it out in time.

Quote-Vayley isn't secret.

Vayley also isn't the secret slaad.

Quote-I've got a lot of holidays in September, the start of it is actually better since the second half I'll be home a lot. If that matters for when you plan time off, Dune, of course.

What extra days off do you have? Lemme know, planning better never hurts.

QuoteJust one comment there. I felt the opposite for much of the scene thus far.
Interacting with Alyssa worked very well pretty much from the start, and the Emily chat is still ongoing but I think might be on the right track. In any case, Emily could stay a bit after Alyssa leaves so they don't even need to be in sync, and I like having the opportunity.

Fair enough, Emily might linger a bit then depending on how things go, hash that out. I'll see how that conversation works out, but that's a solid plan.

QuoteOn the downside, and the reason I felt opposite is that it's all taking in a white room with cardboard extras. I set up the scene, but it wasn't really commented on. Incidentally, it hit upon what Emily, Alyssa and Jeram were talking about recently (I agree that it's a luxury with Jeram!) but it really slid by quietly. There were no real descriptions from the GM, and other than Vayley bringing in soup once and Agatha speaking up when I urged this directly, we were largely left alone in that white room.

In my defense, I was away for a chunk of it and y'all went back and forth. I can't interject and add things if I'm not there. That's just RL being RL though, but fair enough.

QuoteI really thought that a special scene of two PCs meeting outside regular gaming hours could've had more GM attention to it, and if the problem was split attention from running other Nodes concurrently, well... there's an easy fix for that, isn't there? I wouldn't have begrudged it had the situation been reversed.

Well, the thing is when that happens, I mostly let the PCs have the posting and the focus. I'll see about adding more the next time it happens, though, and for whatever's left of this one.

QuoteGeneral thoughts: Very good week, enjoyed most of what happened. Got plans upon plans, will do more! Please let me follow through on 'research' stuff more, be it via studying Mystra's notes or having Sanzha and Syala involved IC in cool behemoth stuff.

Sure. The best thing you can do there is poke me about it when I ask you for next move. That makes my job easier and reminds me of all the things going on, those need focus right now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 27, 2018, 11:02:45 AM
Quote from: Corwin on August 27, 2018, 01:41:23 AM
Quote from: Anastasia on August 26, 2018, 11:21:59 PM
Also, a general question for everyone. How much of other people's nodes do you read and keep up with? There's no right or wrong answer, I'm merely curious.

I usually read with a considerable delay. There are exceptions, like when I'm interacting with someone.

Good to know, thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 27, 2018, 11:07:20 AM
Quote from: Ebiris on August 27, 2018, 07:17:30 AMI was quite pleased with the Sylica expansion stuff. It wasn't super-detailed but it covered what it needed to in a nicely majestic fashion. Also nice that it happened now after Antenora's ascension so she got to take part in it, which solidifies her role in the triumvirate. And yeah, got some interesting stuff out of Zariel after but it was pretty clear she'd be best off having some time to herself to decompress for a while.

I like the idea of making Sylica a triumvirate. It's always three.

You didn't need that much detail, you just needed the intent and in the way you presented it. So that worked nicely. That aside, Zariel needs some time to sort her head out by herself, that's expected and normal. If she was on Celestia, she'd probably end up spending a good while wandering Solania by herself. Same basic idea there.

QuoteThe beach stuff was nice, it probably would've been pretty boring if Mystra and Sharess hadn't shown up since there's not much new ground to cover with that group. Was mostly thinking it'd just be a quiet little bit of celebrating and relaxing, but we got more mileage from having the other deities show.

That was the intent, yeah. Like anyone, deities have things only other deities understand. They talk about these things when they're by themselves, like with oblivious mortals asking for aid and completely missing that aid.

QuoteI usually read new posts for all of them as they come in.

Good to know x2.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 27, 2018, 11:10:07 AM
Quote from: Nephrite on August 27, 2018, 10:27:50 AMI enjoyed going back and paying homage to everyone who helped Moore before he really had any sense of himself. I doubt he's going to be recruiting an Authority or anything, but this is helping him kind of set groundwork for himself. He feels like he does still need to get stronger and pursuing the path of an Authority may be one way to do it.

Well, becoming an Authority is a bit of a trick. Would you like to know more?

QuoteI do want to take the team out for another spin at more evil bad dudes, but doing so right this second may not be the wisest idea since we know there's an Elite Team of Evildoers ready to pounce on us when we go somewhere.

Good luck with them. More importantly, have plans ready to go.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 27, 2018, 11:14:22 AM
Going over everyone's to do lists.

Alicia.

QuoteWhy is this space blank? What are you even doing with your life Alicia?!

Ahahahahhahahahaha.

Quote

Find Io. This is probably more Seira's thing, since dragon.

Indeed. At least there's a hint of progress there.

QuoteFind 21. Keep an eye on Syvlie's son, maybe that'll spring a lead?

So he did. Are you doing anything else with him right now?

QuoteLook into that behemoth research Seira got. Syala's probably good for that, and she'd love giant cats.

Syala'll be dropping in for that in a little while.

QuoteKeep an eye on that super-competent child in Balmuria. Someone will probably want to use/corrupt/recruit him!

You could fold this into the other Calley one.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 27, 2018, 11:16:38 AM
Moore doesn't have one, though he's also pretty on the ball with things so it hasn't been a huge deal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 27, 2018, 11:20:08 AM
Tryll

QuoteMakaril has information on a psionic grimoire! What the heck!? Someone help me decode this thing. It's got a mind of its own and is terrible at naming things!

It really is. It's a willful grimoire on top of it, there may be a reason it was forgotten. Grumble, grumble.

QuoteIt's time to make our own Medicant. With blackjack and lasers! Also, it needs to be made out of crystal, shoot lightning, and look like a giant flying brain. Because REASONS.

So what you're saying is you want Medicant with Canderella attached, right?

QuoteBaby psychic squids are happening! Yay!

Those could use a dropin once you have some free time.

QuoteWe're gonna need a team! Let's start with a dedicated scout! The planes are an ever-changing place and we need to keep our finger on the pulse! This'll be a non-combat role, so we should get plenty of takers! Someone like Tannin!

Miranda can cover some scouty things, though not the things you're thinking of, I think.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 27, 2018, 11:24:02 AM
Alyssa

QuoteGith diplo.

At some point, yes.

QuoteOoze. Get the ship. Want it.

Done, should be crossed out or removed, since you cleared that out.

QuoteDelaize blinded/cursed.

Likewise, I think this topic's due for a freshening up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 27, 2018, 11:26:57 AM
Quote from: Anastasia on August 27, 2018, 11:10:07 AM

Well, becoming an Authority is a bit of a trick. Would you like to know more?


Sure. i imagine it isn't just a "wave your hand a boom there it is" but it's definitely on his mind.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 27, 2018, 11:29:09 AM
Quote from: Anastasia on August 27, 2018, 10:59:48 AM
That aside, I think both approaches are entirely valid. It is your divine realm, you can do whatever you want with it as long as it doesn't break the few rules those have. I like the contrast the realms have, as I was expecting you to expand for lands outside of the actual volcano rather than expanding that.

QuoteAnyways, I have plans here, whether they pan out is something to check back on circa DvR 6.

What plans do you have, anyway?

The Cauldron will be broken up into three layers, and if I can't manage that with my power alone I'll figure out the means for it. The slopes, the terraces and the vast space in between.

The 'lands outside' are Astral, where space and time hold no meaning and linear navigation on a macro scale doesn't exist. There is absolutely no point in grabbing more of infinite air than what I have. That said, I might expand the section of the slopes once the Astral dragon collective is befriended thoroughly.

Quote
What extra days off do you have? Lemme know, planning better never hurts.

Let's see. I'm off Sep9-11th, 18-19th, and will return early on the workdays of 23-30th. It's like our golden week, except for a month!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 27, 2018, 11:29:45 AM
Seira

QuoteVayley's Itinerary

Heh, heh. Recent edit?

Quote-Making spells with Donald

More than you've already made?

Quote-Tor Salinus

Never forget, huh?

Also the rest of it looks good. Everyone's topics look good and are useful. Thanks, all of you.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 27, 2018, 11:54:53 AM
QuoteVayley's Itinerary

Heh, heh. Recent edit?

[/quote]

Yes, actually. That's why I hired her!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 27, 2018, 12:14:21 PM
Quote from: Nephrite on August 27, 2018, 11:26:57 AM
Quote from: Anastasia on August 27, 2018, 11:10:07 AM

Well, becoming an Authority is a bit of a trick. Would you like to know more?


Sure. I imagine it isn't just a "wave your hand a boom there it is" but it's definitely on his mind.

First of all the, basic writeup from the template.

QuoteAuthority of Celestia

The Authorities of Celestia are a special rank within Celestia. They are the direct servants of the Hebdomad and the deities of Lawful Good, roughly akin to the Dukes of Hell, lesser Demon Lords or the 77+7 Archangels of Elysium. It is said that seven serve each member of the Hebdomad save Zaphkiel. The last seven serve the seven virtues instead of Zaphkiel.

An Authority follows one of the Hebdomad or a lawful good deity. As these two groups exist in cooperation and harmony, they share servants in these matters. No matter who they serve, each Authority is associated with one of the Hebdomad and layer of Celestia. For example, Vel Custos worships Tyr while he serves Barachiel and Lunia. Despite being associated with a layer, the duties of an Authority take them far and wide across Celestia.

Only lawful good celestials are granted this station. Should a mortal be chosen to take this station, they are first converted into a high ranking celestial, such as a planetar, throne archon or rarely a solar. Dragons, fey and other immortal creatures may be converted at the discretion of the deity or member of the Hebdomad sponsoring the ascension. For instance, it is known that Bahamut has sponsored a silver dragon Authority. The dragon was allowed to keep its form, but this is rare.

Authorities must have at least 21 hit dice. That said, Authorities are generally 27 to 40 hit dice. Authorities of higher layers tend to be stronger than those of lower layers, though this is no hard and fast rule.

The rank of Authority may co-exist with other deity specific ranks (including proxy status), but the Authority cannot also be one of Elysium's Archangels.

- There are 7*7=49 Authorities.
- Authorities can have divided loyalties so long as they're all dedicated to lawful good forces. There's a great deal of overlap, understanding and support amid the deities and planar lords of Celestia.
- Mortals become outsiders if they are made into an Authority, though immortal creatures can keep that form if they're promoted. After all, the important part is what you are and what you do, not your exact form. All can reach Chronias if they walk the path of the Holy Mountain.
- It's possible to also be a proxy or anything else deity specific and be an Authority of Celestia. However, true DvR0 or higher disqualifies from the template. If you get that, you've outgrown the role of Authority.
- While the highest 7 Authorities serve Chronias, they are not seraph. Namely, they have not passed into Chronias or gone beyond the Empyrean Gate.

What the Authorities deal with depending on which layer they serve:

Lunia: Deals with the defense of Celestia, the absolution of mortal sin and rebirth, oceans.
Mercuria: Deals with eternal life and the afterlife, death, undead and temperance.
Venya: Deals with knowledge, generosity, guidance.
Solania: Deals with insight, chastity, mind, psionics.
Mertion: Deals with holy war, zeal, healing, purification.
Jovar: Deals with defense, pilgrimages, humility, the approach to Chronias.
Chronias: The seven virtues.

A list of Authorities and a few examples of who the current holders of those offices are.

Lunia

Wardens (Vel Custos), Absolution (Cerulean Joy), Rebirth (Raquiel), Defense, Oceans, Loyalty, Armies.

Mercuria

Eternity, Death, Rest, Liberation, Life (Mythan Eversight), Balance, Slayers.

Venya

Wisdom, Learning, Gifts, Sages, Knowledge, Libraries (Timeless Prince), Revelations.

Solania

Psionics, Mind, Inner Strength (Vashael), Purity, Introspection, Holy Wisdom (Lo of Lestos), Self Control.

Mertion

Crusades (Holly Warmheart), Healing, Purification, Passion, Peace (Dajasiel), Paladins, Holy Fires.

Jovar

Guardians, Pilgrimages, Glory, Light, Skies, Truth (He-Who-Rose), Hope.

Chronias

Charity, Chastity, Generosity (Talinalinas), Humility, Patience, Temperance, Zeal.

One must understand that new Authority roles aren't created. Rather, when openings happen, a new person takes that role and ascends to it. Practically speaking, each Authority has duties and matters to attend to, but also direct the exact focus of their efforts. For example, the previous Authority of Truth (Skamesh) focused on the revelation of truth above all else. The current Authority of Truth (He-Who-Rose) focuses more on the preservation of already revealed truths.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 27, 2018, 12:24:48 PM
Quote from: Corwin on August 27, 2018, 11:29:09 AMThe Cauldron will be broken up into three layers, and if I can't manage that with my power alone I'll figure out the means for it. The slopes, the terraces and the vast space in between.

Do you mean three layers in the mundane sense, or like layers ala Avernus, Dis and so on?

QuoteThe 'lands outside' are Astral, where space and time hold no meaning and linear navigation on a macro scale doesn't exist. There is absolutely no point in grabbing more of infinite air than what I have. That said, I might expand the section of the slopes once the Astral dragon collective is befriended thoroughly.

Good to know.

QuoteLet's see. I'm off Sep9-11th, 18-19th, and will return early on the workdays of 23-30th. It's like our golden week, except for a month!

Okay, so noted. I'm leaning towards the week of the 9th at the moment but this could change.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 27, 2018, 12:33:58 PM
So noted on the Authorities. I'll have to consider my options then.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 27, 2018, 12:42:10 PM
Like Celestia but with three layers, yes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on August 27, 2018, 12:54:51 PM
Quote from: Anastasia on August 26, 2018, 11:19:18 PM
Tryll

Okay, this week has pretty much covered the start of this dungeon adventure. It's a good week and lemme get into why.

First off, the first encounter was purely a 'do you suck' check. If you struggled with that one or otherwise had to use meaningful resources to get through it, it's a sign your node isn't ready for this adventure yet. Fortunately between new members of the node and Debonah being along as a guest, you all made quick work of it. As mentioned in chat, it's nice that Tryll has more support now. Dana's solid but she's not an offensive juggernaut. So Miranda for ranged support and Benyen to crush people in melee both really help expand your versatility.

Beyond that, hitting the no fly zone was about was I expected. It's a nasty little trap but one I laughed out loud at with the solution you came up with. That's 10/10 amusing and awesome, gladly enjoyed and hope you keep that sort of thinking around. It's a good a way as any to deal with that trap considering none of you had super-solid wall spells like wall of stone or wall of iron. That wasn't intentional, just a quirk of how the party worked out. It also highlights you all could use a full caster to round out the node, maybe a jack of all trades to take some pressure of Tryll there.

The water trap's amusing but yeah, in the future just let me know outright if I'm making a mistake. I'm running 4-5 nodes a day and a small thing like that can completely slip through the wickets. Be interesting to see how you approach the encounter coming up, it's a pretty nasty one that uses terrain to put the PCs on the back foot. I'm hoping Rocket Squid continues, thank you very much.
Rocket Squid wins all encounters.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on August 27, 2018, 12:56:08 PM
Quote from: Anastasia on August 26, 2018, 11:21:59 PM
Also, a general question for everyone. How much of other people's nodes do you read and keep up with? There's no right or wrong answer, I'm merely curious.
0%. I have very little time to catch up and honestly it sort of feels like both prying and metagaming to read someone else's node when I shouldn't know what's going on.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 27, 2018, 12:57:25 PM
Quote from: Yuthirin on August 27, 2018, 12:56:08 PM
Quote from: Anastasia on August 26, 2018, 11:21:59 PM
Also, a general question for everyone. How much of other people's nodes do you read and keep up with? There's no right or wrong answer, I'm merely curious.
0%. I have very little time to catch up and honestly it sort of feels like both prying and metagaming to read someone else's node when I shouldn't know what's going on.

I do feel a bit of this way too which is why I don't generally read them verbatim.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 27, 2018, 12:59:39 PM
It's perfectly okay to read other nodes, so long as you don't metagame about it. If that was a concern, I'd set it up so that each node was only viewable by myself, moderators and each PC for it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on August 27, 2018, 12:59:54 PM
Quote from: Anastasia on August 27, 2018, 11:20:08 AM
Tryll

Quote
QuoteMakaril has information on a psionic grimoire! What the heck!? Someone help me decode this thing. It's got a mind of its own and is terrible at naming things!

It really is. It's a willful grimoire on top of it, there may be a reason it was forgotten. Grumble, grumble.

Everyone likes attention. Even books!

Quote
QuoteIt's time to make our own Medicant. With blackjack and lasers! Also, it needs to be made out of crystal, shoot lightning, and look like a giant flying brain. Because REASONS.

So what you're saying is you want Medicant with Canderella attached, right?

Depends, is she free? Always liked her.

Quote
QuoteBaby psychic squids are happening! Yay!

Those could use a dropin once you have some free time.

Noted.

Quote
QuoteWe're gonna need a team! Let's start with a dedicated scout! The planes are an ever-changing place and we need to keep our finger on the pulse! This'll be a non-combat role, so we should get plenty of takers! Someone like Tannin!

Miranda can cover some scouty things, though not the things you're thinking of, I think.
Yeah, I was thinking a purely non-combat role.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on August 27, 2018, 01:01:11 PM
Quote from: Anastasia on August 27, 2018, 12:59:39 PM
It's perfectly okay to read other nodes, so long as you don't metagame about it. If that was a concern, I'd set it up so that each node was only viewable by myself, moderators and each PC for it.
Yes, but I do not trust myself.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 27, 2018, 01:03:58 PM
Oh, fair enough. I'm just sayin', don't feel like you have to avoid reading them on my account.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 27, 2018, 01:15:41 PM
Quote from: Nephrite on August 27, 2018, 12:33:58 PM
So noted on the Authorities. I'll have to consider my options then.

Total honesty, that's really the sort of thing you should ask Erathaol or someone like that the next time you see them. One simply doesn't become one purely because they want to.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 27, 2018, 01:15:53 PM
Quote from: Corwin on August 27, 2018, 12:42:10 PM
Like Celestia but with three layers, yes.

Sounds good.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 27, 2018, 04:24:34 PM
I'm laughing but I feel bad for Moore right now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 29, 2018, 04:58:51 PM
I think the spell lists and related accessories post of the Spell Collection is about complete. Let me know what you all think. Is this helpful? I'll sling one up for corrupt spells sooner or later, for all like 3 of them. We use enough duskblades to warrant one for them too, I think.

Epic psionics at this time doesn't need one, but if this changes, I'll make one.

http://www.soulriders.net/forum/index.php/topic,103075.msg1050497.html#msg1050497
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 30, 2018, 12:09:04 PM
Auril added to divine text emporium. In the least surprising revelation ever, Auril's color tag is [.color=snow].
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 04, 2018, 12:28:14 PM
From the bureau of miscellaneous news:

- No Weekly Roundup for the past week. I was a zombie most of the weekend so it just didn't happen. Chalk it up to work being brutal, I was about out on my feet Saturday evening.

- Due to yesterday being a disrupted day and next week being vacation, I may run on Saturday. More on this later in the week. So just a heads up if it helps reveal any scheduling blockers in place for it.

- My dog's continuing to be old and having bathroom issues, so expect continued, sudden and unannounced aways. Sorry about this, but when she has to go, she has to really go. Otherwise I end up with cleanup and that's never fun.

- Vacation goals are as follows. 1. Post Beezlebub. He's about 90% finished. 2. See about clearing up some odds and ends C&Ms to post. 3. Spells, spells, spells. Epic spells in particular, though I may get a few non epic spells out of it. 4. Clearing out more of the todo list. Conversely, anything y'all want done, post here and I can add it to the todo list. Check that list first in case it's already up there.

- Football season starts this week. While this primarily impacts Sundays and is thus not relevant for us, it has a few knockons. There's football on Monday and Thursday nights, which means possible disruptions there. Mostly in the event if the Redskins play on those days, but heads up. Odds are if the Redskins play on MNF or TNF, I'll cancel that evening anyway. Known problem days: Monday, October 8th; Monday, December 3rd. It's possible another could arise due to flexible scheduling. They also play on Thanksgiving this year, but odds are that's no session anyway that day.

- Holiday interruptions will be posted in later September or early October. These could be more variable than usual this year, due to the job hunt and all that may bring.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 04, 2018, 12:38:00 PM
Oh, and I forgot to say. I expect to take a week off once every four months or so. So expect a vacation around January, though it may be a little earlier and rolled into the holidays.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 08, 2018, 10:54:48 AM
Oberuth reaches level 31.

- Fighter 31 and Dwarven Defender 21.
- Max HP per HD, so 35 hit points and a grand total of 1065 hit points.
- +1 BAB for a total of 31.
- Gains favored enemy: (outsider (beyond))+2.
- Gains another daily use of defensive stance, now has 11/day total.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 08, 2018, 11:52:03 AM
DM work schedule

Going to try this, see if it helps.

Saturday Night: Weekly roundup, along with a more in depth commentary on how I think the game is going (spoiler: it's going good).
Sunday: Day off since it's week 1 of the NFL season. I might do a smidgen of something but that's purely optional.
Monday: Empty out the todo list as much as possible.
Tuesday: Finish Beezlebub. This may run into Wednesday, depending on how things go.
Wednesday- Friday: Spells.
Saturday: TBA, it may be a catch up day if needed.
Sunday: Not much, any cleanup and mostly football.

Last call for todos and requests during the week. I shall get grumpy if I get any mid week.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 09, 2018, 10:40:28 AM
Weekly Roundup

Alicia

The bit with the descrate casting Sharran was minor but nice - showing how deities deal with little things and I think you nailed it there. Shar won that verbal spar thereafter, but that and the reactions to it with Sharess were both good and funny, so I think it was strong character work. Likewise with Martin afterwards, it's the sort of little thing that helps fill in characters. Finally the Consortium stuff was nice, I think everyone suspected something or another would happen here after the Fall of Bel interludes.

Moore

The riddle stuff was fun, if only for the moment when you figured out the pun of your topic title. Total honesty, I was wondering if having that around would help subliminally at some point, put the right words in your head. Shar throwing weight around is pretty much Shar making trouble, but that's y'know, normal.  Beyond that it felt like something of an odds and ends week? I'd decided earl in the week I didn't want to pop bigger plot things until after vacation, so like with Alicia you were knocking out small things and lining up post vacation adventures.

Tryll

BRR!

Really, I like how you're proceeding through the ice dungeon. The anti flight measure is harsh but you're managing it, surviving it, enduring it. You've done well with the encounters so far, surviving them and keeping going. It's a solid party, one that should be fine for the coming challenges. Just keep Rocket Squidding all day long.

Alyssa

Ding-dong, the assassin is dead-er stopped. The assassin is stopped. That was nice for that looming headache to be removed and really that was the week, but it was a rewarding week. The rest of the stuff was good, chatting and feeling out the mood and limits of your node. Choosing not to be the ones to talk to Brannold's interesting, though I respect the logic involved (and honestly, those things require a PC being on board with it, so that was the right call if you weren't IC).

Seira

The Zaaman Rul chat was fine and advanced your goals nicely. It's worth nothing how games are colliding here - some things in B3 have influenced B6. This wasn't truly planned, just the result of organic events leading to me realizing that yeah, this would be a concern. It's a complication but one I enjoy, one that I think has added to events rather than subtracted from them. That aside, everything else has been good, including the mercane chat. I won't repeat myself there from Alicia's round up, but movement there's a start.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 09, 2018, 10:41:25 AM
Sunday morning status update.

Saturday Night: Weekly roundup, along with a more in depth commentary on how I think the game is going (spoiler: it's going good).
Sunday: Day off since it's week 1 of the NFL season. I might do a smidgen of something but that's purely optional.
Monday: Empty out the todo list as much as possible.
Tuesday: Finish Beezlebub. This may run into Wednesday, depending on how things go.
Wednesday- Friday: Spells.
Saturday: TBA, it may be a catch up day if needed.
Sunday: Not much, any cleanup and mostly football.

Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on September 09, 2018, 10:52:25 AM
QuoteThe bit with the descrate casting Sharran was minor but nice - showing how deities deal with little things and I think you nailed it there. Shar won that verbal spar thereafter, but that and the reactions to it with Sharess were both good and funny, so I think it was strong character work. Likewise with Martin afterwards, it's the sort of little thing that helps fill in characters. Finally the Consortium stuff was nice, I think everyone suspected something or another would happen here after the Fall of Bel interludes.

I'm not sure I'd say Shar won the verbal spar. I mean she certainly distracted things but Alicia got a good zinger in before Shar just went 'lol lets fuck!' and how do you even respond to that one? Still, it gave a nice excuse to chat with Sharess and after that and her appearance at our party before it brings her a bit closer to our node in a more real sense than her just being Syala's former boss.

For the Consortium stuff, trade isn't really Alicia's interest and no way would she be dumb enough to hand intelligence services off to an outsider so we're at least pretty safe from infiltration, so we're just giving them a foot in the door and seeing what they do with it basically. Even without the stuff we know OOC from that interlude, the mercane are just too neutral and mercenary for Sylica to actually want close ties with, even if we've got no real reason to exclude them either.

Otherwise yeah mostly just puttering along. Things are going well in Sylica so we don't really have that much impetus to go looking for trouble elsewhere. Shar doesn't tend to have big evil castles floating around the planes waiting to be knocked over, and even if we're picking fights with Malcanthet we don't want to push her into a corner before we're ready to really capitalise on that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on September 09, 2018, 01:11:33 PM
My goals are progressing, although slowly. I'm just knocking off both necessary things and trying to match the pace of said progress.

I like the interaction with the friendly deities. It's a bit weird, like I've graduated to stand on the same stage but as a junior member. Still, it's cool! I did my time as Robin, and now I'm Nightwinging it up.

Amaryl, Donald and Elle better do cool anti-Sharran stuff off screen. It's their node goals and they have a nice hook! It'd go a long way towards feeling like I don't have to micromanage everything for my node. I don't feel like much got done thus far without my direct involvement, and since I can't grab everyone for everything, it leads to me thinking that those from the node I don't involve in a current plan just sit back home and twiddle their thumbs. Whether that's how things go as a result of some oversimplifications that the game's format requires or if it's just a misconception on my side, I figure the only way to really deal with it is to give them nice hooks and see if they can solve those themselves.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on September 09, 2018, 01:39:08 PM
Things feel like they're progressing in the right direction. Now we're prepared for anyone who tries to Time Stop and then escape on us, so that's a good thing.

I'll be curious to see what information Melia can get for us, since I really enjoy the strike raid aspect of our group a lot.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on September 09, 2018, 03:47:49 PM
Quote from: Anastasia on September 09, 2018, 10:40:28 AM
Weekly Roundup

Alyssa

Ding-dong, the assassin is dead-er stopped. The assassin is stopped. That was nice for that looming headache to be removed and really that was the week, but it was a rewarding week. The rest of the stuff was good, chatting and feeling out the mood and limits of your node. Choosing not to be the ones to talk to Brannold's interesting, though I respect the logic involved (and honestly, those things require a PC being on board with it, so that was the right call if you weren't IC).

Yeah, it was an issue that never really went anywhere. I kept poking at it but my fucking terrible rolls (lookin' at you 2-7) just crippled the effort every time. Not going with the whole interrogation thing was primarily because Alyssa doesn't have any experience in that sort of thing and I can't imagine a group of arcane researchers has someone specialized in it and I didn't want to let inexperience with it cost us finding the souls (and whatever other info he had).

Mechanically/meta, it was because my diplo/intimidate/bluff stuff isn't as high as someone specialized in it and I'd have to blow Cunning Knowledge for it. Which would have been fine if it was just one or two checks, but I can easily see it being way more than just a couple and, well, my dice history ain't fantastic.

IC-wise, yeah, I can't see Alyssa the explorer/researcher going all Guantanamo Bay at the drop of a hat. She knew what was going to happen, vaguely, and was pretty okay with it, though. The whole turning him to our side wasn't really anything she expected to come up, and she honestly doesn't expect it to pan out, but Amaryl and Seira have way more experience with doing that sort of thing than she does. Honestly, if Amaryl had pushed it on her, Alyssa's solution was going to be to try to use that Programmed Amnesia spell to edit the guy's personality/memories to be a double agent for her so he'd be willing to report. That said, she knew that was a fairly bad option to suggest in the presence of Amaryl and Emily, and it's not really the sort of thing she actively *wants* to do, but without the experience of breaking/turning people before-hand, it's honestly her highest probability of success.

That said, I'm not really sure what Emily's thoughts on Alyssa are. I think she had lofty ideas and while Alyssa hasn't *failed* to meet them, not exactly, I don't think Emily really understood how Alyssa operates when she threw her hat in. I'd like to get some sort of feedback on that, if possible. Same with Jarem. Nothing like super OOC/Meta break-down or anything, just like if Alyssa's meeting or missing what they expected and how/why, just for personal insight.

I did like the part when I blew the smoke away and he went "Damn." =)
The fact that I know her heard Emily talking about dropping the cage and hoping to use it as a chance to escape, only for me to derail it is even better.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 09, 2018, 05:24:35 PM
Quote from: Ebiris on September 09, 2018, 10:52:25 AMI'm not sure I'd say Shar won the verbal spar. I mean she certainly distracted things but Alicia got a good zinger in before Shar just went 'lol lets fuck!' and how do you even respond to that one? Still, it gave a nice excuse to chat with Sharess and after that and her appearance at our party before it brings her a bit closer to our node in a more real sense than her just being Syala's former boss.

I'd say it won it for her. It changed the entire pace of the conversation, countered Alicia's shot back and put Alicia on the back foot. I think summing it down to 'lol let's fuck' undermines that it was an effective gambit.

Quibbling over that aside, it was nice to develop Sharess some more. That went well overall and helped fill her in beyond 'cat'.

QuoteFor the Consortium stuff, trade isn't really Alicia's interest and no way would she be dumb enough to hand intelligence services off to an outsider so we're at least pretty safe from infiltration, so we're just giving them a foot in the door and seeing what they do with it basically. Even without the stuff we know OOC from that interlude, the mercane are just too neutral and mercenary for Sylica to actually want close ties with, even if we've got no real reason to exclude them either.

Pretty good observations all around there. The mercane are just too useful to be spurred by most sides, even if it comes down to using them as part of the games of diplomacy and spying and little else. Not many people have deep ties to them, but most have some ties.

QuoteOtherwise yeah mostly just puttering along. Things are going well in Sylica so we don't really have that much impetus to go looking for trouble elsewhere. Shar doesn't tend to have big evil castles floating around the planes waiting to be knocked over, and even if we're picking fights with Malcanthet we don't want to push her into a corner before we're ready to really capitalise on that.

Pretty much. I've been winding up for events to happen the last few weeks, I decided a little while ago to clear out things, settle things down and prepare for shit happening. The way vacation timing worked out meant I'd use the vacation as a buffer, so I wanted to get in some nice little things and have fun before shit hits the fan.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 09, 2018, 05:35:42 PM
Quote from: Corwin on September 09, 2018, 01:11:33 PM
My goals are progressing, although slowly. I'm just knocking off both necessary things and trying to match the pace of said progress.

Yes, pretty much. Seira has a knack at keeping herself busy.

QuoteI like the interaction with the friendly deities. It's a bit weird, like I've graduated to stand on the same stage but as a junior member. Still, it's cool! I did my time as Robin, and now I'm Nightwinging it up.

Pretty good metaphor for it, yeah.

QuoteAmaryl, Donald and Elle better do cool anti-Sharran stuff off screen. It's their node goals and they have a nice hook! It'd go a long way towards feeling like I don't have to micromanage everything for my node. I don't feel like much got done thus far without my direct involvement, and since I can't grab everyone for everything, it leads to me thinking that those from the node I don't involve in a current plan just sit back home and twiddle their thumbs. Whether that's how things go as a result of some oversimplifications that the game's format requires or if it's just a misconception on my side, I figure the only way to really deal with it is to give them nice hooks and see if they can solve those themselves.

Well sure, but lemme refresh on one of the point of the node goals. I want them to be something the PC is involved in, as a way to spend time with and grow with an NPC.

That being said, NPCs are doing things. However, and this is a big however, see above. You give me a lot to do and work with. This isn't a bad thing at all, but with all that's in the air, there's only so much time and posts I have. I'm not saying you're wasting your time or anything, you aren't, you're just grabbing tons of things and running with it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 09, 2018, 05:36:20 PM
Quote from: Nephrite on September 09, 2018, 01:39:08 PM
Things feel like they're progressing in the right direction. Now we're prepared for anyone who tries to Time Stop and then escape on us, so that's a good thing.

I'll be curious to see what information Melia can get for us, since I really enjoy the strike raid aspect of our group a lot.

Yes, that can be a lot of fun. We'll see how you develop with those tactics in place.

Can any of you actually cast time stop?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 09, 2018, 06:24:32 PM
Elle's old HP, in case I need it later.

Hit Dice: 1d4+9d10+21d12+248+31+62+2 (532 hp)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 09, 2018, 06:49:50 PM
Quote from: Ebiris on August 14, 2018, 02:30:24 PM
We're a few levels away from getting 14th level spells but there's not a lot there so here's one I made up that'll be obviously useful for Alicia to murder lots of people in melee combat, but is also I think pretty unique and fun, if perhaps a bit complicated. The stuff about how spell effects propagate through linked squares feels a bit awkward to explain.

Basically it's like being discount Vista though.

Space Compression
Transmutation
Level: Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 100ft/level -radius emanation
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Under the effect of this spell space and distance become malleable, able to change at the caster's whim. Once per round as a free action the caster may alter the distance between any two points within its area of effect such that distant squares are treated as adjacent to one another. Once set, the points remain in their new configuration until either the caster resets them or else moves so that one of them falls outside the radius of the spell (based on its 'true' position - this spell cannot be used to extend its own area).

For example a caster can link her present square with one at the edge of the spell's radius and cover several hundred feet with a single five foot step, bypassing any obstacles or attacks of opportunity in her path. Or she may connect her square with that of a distant enemy, allowing melee attacks to be made through the compressed space. Lines or ray attacks can travel through compressed space normally, whereas for a radius effect a cone is projected through compressed space based on the orientation of the squares and the remaining radius of the effect. For example if a 20 foot radius fireball detonates 10 feet to the left of a square that is linked elsewhere, a 10 foot cone is cut out of the fireball's radius moving past that square, and the 10 foot cone then issues forth from the linked square aimed in the same direction drawn from the fireball's point of origin.

A creature threatens normally through linked squares, potentially increasing their melee reach and triggering attacks of opportunity on other creatures moving around them.

We're going to try this as a 14th level spell, understanding that I'm going to want to demo this with you at some point during the week and that it may be adjusted during play. It's hard to peg at a level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 09, 2018, 06:53:27 PM
Just tidying up a few stylistic issues.

Space Compression
Transmutation
Level: Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 100ft/level radius emanation
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Under the effect of this spell space and distance become malleable, able to change at the caster's whim. Once per round as a free action the caster may alter the distance between any two points within its area of effect such that distant squares are treated as adjacent to one another. Once set, the points remain in their new configuration until either the caster resets them or else moves so that one of them falls outside the radius of the spell (based on its 'true' position - this spell cannot be used to extend its own area).

For example a caster can link her present square with one at the edge of the spell's radius and cover several hundred feet with a single five foot step, bypassing any obstacles or attacks of opportunity in her path. Or she may connect her square with that of a distant enemy, allowing melee attacks to be made through the compressed space. Lines or ray attacks can travel through compressed space normally, whereas for a radius effect a cone is projected through compressed space based on the orientation of the squares and the remaining radius of the effect. For example if a 20 foot radius fireball detonates 10 feet to the left of a square that is linked elsewhere, a 10 foot cone is cut out of the fireball's radius moving past that square, and the 10 foot cone then issues forth from the linked square aimed in the same direction drawn from the fireball's point of origin.

A creature threatens normally through linked squares, potentially increasing their melee reach and triggering attacks of opportunity on other creatures moving around them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on September 09, 2018, 07:20:20 PM
Quote from: Anastasia on September 09, 2018, 05:36:20 PM
Quote from: Nephrite on September 09, 2018, 01:39:08 PM
Things feel like they're progressing in the right direction. Now we're prepared for anyone who tries to Time Stop and then escape on us, so that's a good thing.

I'll be curious to see what information Melia can get for us, since I really enjoy the strike raid aspect of our group a lot.

Yes, that can be a lot of fun. We'll see how you develop with those tactics in place.

Can any of you actually cast time stop?

Uhhhh... nope! Moore's got his Boots of Temporal acceleration which always gives him 2, but no one else can. This is another "I'm not really sold on war mage" tick, I think.

Or something I suppose I could simply look into fixing somehow for our node.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 09, 2018, 07:34:21 PM
This one's primarily aimed at Neph, but anyone can chime in. Right now I have epic warmages getting all evocation spells as their epic spell options. This is a crude solution I admit. Do y'all have any ideas on how to do it better?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 09, 2018, 07:34:48 PM
Quote from: Nephrite on September 09, 2018, 07:20:20 PM
Quote from: Anastasia on September 09, 2018, 05:36:20 PM
Quote from: Nephrite on September 09, 2018, 01:39:08 PM
Things feel like they're progressing in the right direction. Now we're prepared for anyone who tries to Time Stop and then escape on us, so that's a good thing.

I'll be curious to see what information Melia can get for us, since I really enjoy the strike raid aspect of our group a lot.

Yes, that can be a lot of fun. We'll see how you develop with those tactics in place.

Can any of you actually cast time stop?

Uhhhh... nope! Moore's got his Boots of Temporal acceleration which always gives him 2, but no one else can. This is another "I'm not really sold on war mage" tick, I think.

Or something I suppose I could simply look into fixing somehow for our node.

Or getting someone who can cast it somehow or another.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 09, 2018, 07:54:13 PM
Quote from: Iron Dragoon on September 09, 2018, 03:47:49 PMIt never really went anywhere. I kept poking at it but my fucking terrible rolls (lookin' at you 2-7) just crippled the effort every time. Not going with the whole interrogation thing was primarily because Alyssa doesn't have any experience in that sort of thing and I can't imagine a group of arcane researchers has someone specialized in it and I didn't want to let inexperience with it cost us finding the souls (and whatever other info he had).

Yeah, painful dice. That aside, I think it was a reasonable choice to make for her, just interesting.

QuoteMechanically/meta, it was because my diplo/intimidate/bluff stuff isn't as high as someone specialized in it and I'd have to blow Cunning Knowledge for it. Which would have been fine if it was just one or two checks, but I can easily see it being way more than just a couple and, well, my dice history ain't fantastic.

As a general rule, this sort of thing is RP based and saying the right things. At certain points a check can matter, but saying the right things matters more.

QuoteIC-wise, yeah, I can't see Alyssa the explorer/researcher going all Guantanamo Bay at the drop of a hat. She knew what was going to happen, vaguely, and was pretty okay with it, though.

It's worth noting it's not really as...questionable as your analogy would suggest. Less nastiness and more genuinely trying to reach someone with superhuman charisma and speaking skills.

QuoteThe whole turning him to our side wasn't really anything she expected to come up, and she honestly doesn't expect it to pan out, but Amaryl and Seira have way more experience with doing that sort of thing than she does. Honestly, if Amaryl had pushed it on her, Alyssa's solution was going to be to try to use that Programmed Amnesia spell to edit the guy's personality/memories to be a double agent for her so he'd be willing to report. That said, she knew that was a fairly bad option to suggest in the presence of Amaryl and Emily, and it's not really the sort of thing she actively *wants* to do, but without the experience of breaking/turning people before-hand, it's honestly her highest probability of success.

Indeed.

QuoteThat said, I'm not really sure what Emily's thoughts on Alyssa are. I think she had lofty ideas and while Alyssa hasn't *failed* to meet them, not exactly, I don't think Emily really understood how Alyssa operates when she threw her hat in. I'd like to get some sort of feedback on that, if possible. Same with Jarem. Nothing like super OOC/Meta break-down or anything, just like if Alyssa's meeting or missing what they expected and how/why, just for personal insight.

She doesn't precisely understand, I'll say that much.

As for the rest, I'll cover that a little later, need to mull it over and how I want to do that.

QuoteI did like the part when I blew the smoke away and he went "Damn." =)
The fact that I know her heard Emily talking about dropping the cage and hoping to use it as a chance to escape, only for me to derail it is even better.

That was a nice little bit there, definitely.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on September 09, 2018, 08:38:52 PM
Quote from: Anastasia on September 09, 2018, 05:35:42 PM
Well sure, but lemme refresh on one of the point of the node goals. I want them to be something the PC is involved in, as a way to spend time with and grow with an NPC.

That's actually not been fully clear, I'm afraid. Take Kascha, for example:

Kascha: Good, Loyal. ("Hmm, there's so much to do for the Cauldron. I should get out there and do some hands on work with the elements.")

So yeah, I suggested she go and do that thing. Which she did, without me. I fully expect that to fulfill her node goal.

Or Sanzha:

Lady Sanzha: Good, Watching. ("Planar events are moving. Perhaps it's time I rejoin them.")

The phrasing and context suggest she needs to take these steps on her own. I did get involved in talking to her about it on several occasions, offering advice and getting others to help out, and provided her with some options she could go for alongside me. If I'm intended to actually find her cool unique deity thing instead of Sanzha deciding on it herself, it's not actually been made clear to me.

It's obvious there is some involvement necessary, but while some side quests are clear hooks to do them throughout with an npc, others seem more of a 'go do that cool thing' sort of instruction.

Quote
That being said, NPCs are doing things. However, and this is a big however, see above. You give me a lot to do and work with. This isn't a bad thing at all, but with all that's in the air, there's only so much time and posts I have. I'm not saying you're wasting your time or anything, you aren't, you're just grabbing tons of things and running with it.

Mmm. It's been an informed ability in B6 so far, at least as far as my node is concerned. Things would've been different had I returned home to a report of fresh volunteers progressing along the Rainbow Pixie model, or to have Sanzha present me with baby Behemoths. Or if the Earth side of things either advanced in some tangible way, or Donald&Elle reported progress to me of their own initiative instead of me seeking them out to ask them. Stuff like that.

Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on September 09, 2018, 09:18:40 PM
Quote from: Anastasia on April 16, 2018, 01:58:31 PM
Alyssa's Node

Overall Condition: Young.

Members

Emily: Relieved ("Let's go do something awesome and smite evil, Alyssa.")

Did beating the assassin count towards this?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on September 09, 2018, 10:34:55 PM
Quote from: Anastasia on September 09, 2018, 07:34:48 PM
Quote from: Nephrite on September 09, 2018, 07:20:20 PM
Quote from: Anastasia on September 09, 2018, 05:36:20 PM
Quote from: Nephrite on September 09, 2018, 01:39:08 PM
Things feel like they're progressing in the right direction. Now we're prepared for anyone who tries to Time Stop and then escape on us, so that's a good thing.

I'll be curious to see what information Melia can get for us, since I really enjoy the strike raid aspect of our group a lot.

Yes, that can be a lot of fun. We'll see how you develop with those tactics in place.

Can any of you actually cast time stop?

Uhhhh... nope! Moore's got his Boots of Temporal acceleration which always gives him 2, but no one else can. This is another "I'm not really sold on war mage" tick, I think.

Or something I suppose I could simply look into fixing somehow for our node.

Or getting someone who can cast it somehow or another.

I was under the impression our node for actual NPCs with combat sheets was full. Is that not the case?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 09, 2018, 11:20:18 PM
Amaryl avatar is up for future reference. It's ultra-basic on purpose.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 09, 2018, 11:23:53 PM
Sunday evening status update.

Saturday Night: Weekly roundup, along with a more in depth commentary on how I think the game is going (spoiler: it's going good).
Sunday: Day off since it's week 1 of the NFL season. I might do a smidgen of something but that's purely optional.
Monday: Empty out the todo list as much as possible.
Tuesday: Finish Beezlebub. This may run into Wednesday, depending on how things go.
Wednesday- Friday: Spells.
Saturday: TBA, it may be a catch up day if needed.
Sunday: Not much, any cleanup and mostly football.

The commentary hasn't really gelled in my head yet, it's still too rambly. As for the rest, I've gotten most of the todo stuff done that isn't a huge effort and/or time sink. That's good enough for now, spell todos will be rolled into the spell push later in the week.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on September 10, 2018, 10:38:59 AM
Quote from: Anastasia on June 04, 2018, 11:46:26 AM
Okay, on reflections lets do healing flames as clr 6 and pal 5.

I think this spell never got settled? It's not in the Spell Collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 10, 2018, 07:42:42 PM
Replies to things in here in due time, in DM work.

Imix is up, including 9 new spells. Those will go to the spell collection soon.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 11, 2018, 03:11:18 PM
Quote from: Nephrite on September 09, 2018, 07:20:20 PM
Quote from: Anastasia on September 09, 2018, 05:36:20 PM
Quote from: Nephrite on September 09, 2018, 01:39:08 PM
Things feel like they're progressing in the right direction. Now we're prepared for anyone who tries to Time Stop and then escape on us, so that's a good thing.

I'll be curious to see what information Melia can get for us, since I really enjoy the strike raid aspect of our group a lot.

Yes, that can be a lot of fun. We'll see how you develop with those tactics in place.

Can any of you actually cast time stop?

Uhhhh... nope! Moore's got his Boots of Temporal acceleration which always gives him 2, but no one else can. This is another "I'm not really sold on war mage" tick, I think.

Or something I suppose I could simply look into fixing somehow for our node.

Arcane Disciple came up last night. Were you gonna do that, Moore?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on September 11, 2018, 06:17:13 PM
Yes. Traveling so I haven't had time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 12, 2018, 09:51:52 AM
Wednesday status update.

Saturday Night: Weekly roundup, along with a more in depth commentary on how I think the game is going (spoiler: it's going good).
Sunday: Day off since it's week 1 of the NFL season. I might do a smidgen of something but that's purely optional.
Monday: Empty out the todo list as much as possible.
Tuesday: Finish Beezlebub. This may run into Wednesday, depending on how things go.
Wednesday- Friday: Spells.
Saturday: TBA, it may be a catch up day if needed.
Sunday: Not much, any cleanup and mostly football.

Progress. Finishing Imix was a bonus since h provided a bunch of spells. I'm going to put my nose to the grindstone on spells today.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 12, 2018, 12:30:43 PM
Working on spells now and...hm, what's that? Well, I suppose. It seems our favorite(?) bitter bitch wants to show off a new spell in production. This is highly irregular but I'll allow it.

Voidcall
Evocation [Evil]
Level: Corrupt 14
Components: V, S, Corrupt
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One living creature/level; no two of which can be more than 120ft apart
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

With a mournful call and longing incantation, you bring Shar's song to the targets to unravel them to nothingness. The targets take 1d10 points of damage per caster level (maximum 40d10) and is afflicted by the Song of Ending disease. A successful Fortitude save halves the damage and prevents being afflicted with the Song of Ending disease.

Corruption Cost

1d8 points of Constitution damage. Sharrans only take 1d4 points of Constitution damage instead.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on September 12, 2018, 01:58:08 PM
This is official notice that Moore is changing Arcane Disciple from Fate domain to Time Domain.

I also realized a few things today about this:

1) I never actually took any Fate domain spells in the first place last time
2) I didn't realize that it was just added to the arcane spells (because I'm stupid and can't read) but that's totally fine
3) This gives Moore Moment of Prescience too which is hot didilly dang great.

Does the Time domain have any changes? Just checking - - i didn't see any in the houserules. http://archive.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_Timedomain&alpha=

Hopefully using a WotC link isn't a problem.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 12, 2018, 03:46:04 PM
It's fine, Neph.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 12, 2018, 03:47:34 PM
Have another preview as I work.

Not a dreadfully interesting spell, but here because it's a benchmark. A few of the spells here are essentially that, as this serves a useful purpose for everyone. In this case, it's taking a fairly powerful spell and upping it a few levels in exchange for 1 minute/level duration.

Avenging Angel's Strike
Transmutation [Good, Fire]
Level: Clr 14, Pal 12
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Melee weapon touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

The weapon touched becomes capable of vanquishing any evil. It becomes a +7 weapon with the holy and fiery blast special abilities. This temporarily overwrites the properties of the weapon touched. Artifacts cannot be affected by this spell.

This spell is primarily known to a small group of avenging angels, who have slowly spread it to worthy mortals in recent centuries.

Focus

The weapon to be affected by this spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on September 12, 2018, 04:03:44 PM
Further reading (because I really skimmed over this feat, jesus) shows that I basically get each spell once a day.

I may just look at upgrading my Boots to be 3/day or something for the 2 rounds of time stop there, that may not be a bad way to go in addition to this.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 13, 2018, 10:00:49 PM
Spells continue apace. Right now the booster has 12 spells in it. Combined with the 9 from Imix and we currently has 21 that may end up in the Spell Collection by the end of this weekend.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 13, 2018, 10:08:02 PM
Also, for the Nephs since I'm working on a Cresiel spell here:

Cresiel's Valiant Stand
?
Level:
Components: V, S, DF
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

You offer yourself up as a martyr, all to protect those around you.

Have a preview.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 14, 2018, 11:26:19 AM
Up to 30 spells including the Imix spells, the booster's taking shape lightly. Have another preview.

Kascha's Curse
Necromancy
Level: Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

The creature affected by this spell suffers a penalty to Dexterity equal to 5d6. The subject's Dexterity score cannot drop below 1. Any time the target attempts to move in combat, they have a 50% chance of tripping and falling, suffering 1d6 points of damage and going prone.

This spell is difficult to remove, requiring a wish or miracle that succeeds on an opposed caster level check against the caster of this spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on September 14, 2018, 02:39:34 PM
Hi! I'm interested in Sor/Wiz spells that can be Widened (especially burst/emanation/spread), and Fire spells in particular.

I'm also interested in Sor/Wiz spells that can provide healing, and other spells that can allow someone to fight like a hero and then explode.

For this purpose, Sanctified spells and the like are also fine, so long as a Good Sor/Wiz can use them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 14, 2018, 02:44:40 PM
Relevant spell from the booster. It's intended for Xandra and may or may not bear her name in the final revision. It's also first draft so bear in mind details may change when I do mechanical balancing.

Starbeam
Evocation [Light]
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 standard action
Range: 400ft
Area: Line from your hand
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You emit a beam of starlight that vaporizes anything within it, dealing 1d8 points of damage per caster level (maximum 45d8)

Focus

A small teardrop shaped star's tear gemstone worth 2,000 gold.


Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 15, 2018, 08:45:43 AM
Spell booster will be out sometime tomorrow. It's mostly done, just need to add a few more, polish things up and do some deliberations. I need a bit of time away from it though, it's been a lot of work and I need a mental chance to relax.

In other news, the vacation's been pleasant for me. Not great because of RL things like the hurricane threat that never was, but pleasant and it's helped me recharge my batteries.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on September 16, 2018, 08:59:07 PM
Greater Aura of Terror
Necromancy [Fear, Mind-Affecting]
Level: Sorcerer 9, Wizard 9,
Components: V,
Casting Time: 1 standard action
Range: 30-ft.-radius emanation centered on you
Duration: 10 minutes/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

As you chant the dark necromantic spell, the ghostly visage of the tormented dead surrounds you in black and violet light. The dead fade, but the aura of black and violet light lingers around you.

You become surrounded by an aura of fear, granting you a frightful presence not unlike that of a dragon. Whenever you charge or attack, you inspire fear in all creatures within 30 feet that have fewer Hit Dice than your caster level. Each potentially affected opponent must succeed on a Will save or become shaken—a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to your frightful presence for 24 hours.

If you cast this spell when you already have the frightful presence ability or a fear aura, the existing ability becomes more effective in the following ways:

The radius of the area affected by the ability increases by 10 feet.
The DC of your frightful presence ability increases by 4.
Creatures that would normally be shaken by your fear aura are frightened instead, and creatures that would normally be frightened are panicked.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 17, 2018, 10:18:34 AM
Spell Booster's mostly done but besides polish, but it won't be out right away. I'm pretty sure they all need some mental down time to settle so I can appraise them more neutrally. I'm aiming for this coming weekend.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 17, 2018, 10:19:26 AM
Quote from: Corwin on September 10, 2018, 10:38:59 AM
Quote from: Anastasia on June 04, 2018, 11:46:26 AM
Okay, on reflections lets do healing flames as clr 6 and pal 5.

I think this spell never got settled? It's not in the Spell Collection.

Quote me the most recent version of it, then?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 17, 2018, 10:21:04 AM
Quote from: Iron Dragoon on September 09, 2018, 09:18:40 PM
Quote from: Anastasia on April 16, 2018, 01:58:31 PM
Alyssa's Node

Overall Condition: Young.

Members

Emily: Relieved ("Let's go do something awesome and smite evil, Alyssa.")

Did beating the assassin count towards this?

It's borderline. Her exact goal involves actively smiting evil and just...I dunno. She's more traditional than Alyssa there, she's thinking a bardic story sort of fight where evil is smited, crushed and beaten up.

I've been thinking about it and there's a certain disconnect between what she had in mind and what you did. That's nothing against what you did, she's just imagining a great, climactic battle and you out thought and out prepped the assassin instead.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on September 17, 2018, 01:25:06 PM
Quote from: Anastasia on September 17, 2018, 10:19:26 AM
Quote from: Corwin on September 10, 2018, 10:38:59 AM
Quote from: Anastasia on June 04, 2018, 11:46:26 AM
Okay, on reflections lets do healing flames as clr 6 and pal 5.

I think this spell never got settled? It's not in the Spell Collection.

Quote me the most recent version of it, then?

Should be here (http://www.soulriders.net/forum/index.php/topic,104100.msg1115822/topicseen.html#msg1115822)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 20, 2018, 12:00:47 PM
This is more of a downtime/away thing, yet I'll post it here for the sake of exposure.

Right now I'm using the mornings to jobhunt. It makes the most sense so I'm rolling with it. This only impacts morning posts, which while undesirable is not a huge deal as it doesn't impact either daily session. Once I'm finished with my current job, I'll have more time and be able to assess how I'm going to spend my time. Between job hunting and working some side gigs to scratch up extra cash, we'll see how it all works out. Odds are mornings will be job hunting and later afternoons and into the evening will be side gigs.

At the very least, we won't lose any gaming time. We'll also gain some afternoon flexibility, though much of this will go to the above concerns.

Go ahead and let me know you've read this with a post. If you have any questions or suggestions, feel free to toss them out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on September 20, 2018, 12:02:16 PM
So noted.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on September 20, 2018, 12:34:32 PM
You betcha.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on September 20, 2018, 12:51:45 PM
Yarp
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on September 20, 2018, 03:08:24 PM
.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 21, 2018, 07:20:50 PM
Waiting on a reply here, Yuth.

Anyway, heads up. I'm sure most of you know this from IRC, but lemme summarize: This week has sucked for me. Between some fatigue, the stress of my job going away soon and a few other things, I've felt drained most of the week. This should hopefully resolve in a few weeks once it's all said and done. I feel I had some weakness at times on account of things, a few posts being less than they could be. Bear with me.

Maybe more on this in the Weekly Roundup tonight.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 22, 2018, 12:27:35 AM
Houserules update.

9/21/18: Houseruled shock trooper over in feats. The feat's problematic for one part of it, while the other two uses are great and reasonable for someone focusing on bull rushes. So the bad part is gone and the BAB prereq is reduced as compensation. It's a rough solution but there's not a lot of room to work with there. Heedless charge is simply a bad idea and dreadfully abusable in power attack combos.

I'm working up an NPC who would love the non broken parts of shock trooper, but I don't want to introduce in the broken part of it. So basically making the best of the situation.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on September 23, 2018, 05:55:29 PM
Quote from: Anastasia on September 21, 2018, 07:20:50 PM
Waiting on a reply here, Yuth.

Anyway, heads up. I'm sure most of you know this from IRC, but lemme summarize: This week has sucked for me. Between some fatigue, the stress of my job going away soon and a few other things, I've felt drained most of the week. This should hopefully resolve in a few weeks once it's all said and done. I feel I had some weakness at times on account of things, a few posts being less than they could be. Bear with me.

Maybe more on this in the Weekly Roundup tonight.
Sorry. When I'm at work I have trouble replying.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 25, 2018, 05:14:54 PM
So I haven't had the energy to do last week's Weekly, so I'm gonna mix it up. Let's try a different feedback format while I'm a bit drained from RL.

Did you all have fun today? Answer however you like in as little or as much depth as possible.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on September 25, 2018, 05:16:57 PM
Sure! Treasure-hunting in trapped nazi vaults ftw~
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on September 25, 2018, 05:18:39 PM
Yeah, not much to it but still good setup to what sounds like an exciting quest.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on September 25, 2018, 05:19:44 PM
I enjoyed finding a simple solution to a roadblock. I'm excited to get to what I assume is the real meat and potatoes of this place though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 25, 2018, 10:37:33 PM
Quote from: Corwin on September 25, 2018, 05:16:57 PM
Sure! Treasure-hunting in trapped nazi vaults ftw~

It's been pretty good so far, especially the various possible traps and mind games here, since there's clearly some going on.

Quote from: Ebiris on September 25, 2018, 05:18:39 PM
Yeah, not much to it but still good setup to what sounds like an exciting quest.

Very much so. I'd only quibble about the not much comment to it. Mystra continues to get character development and it's interesting what traits she shows behind the curtain.

As mentioned on IRC, she's old and has the many regrets only the ancient can rack up. When she can just be herself rather than what she is, those poke out in various ways.

Quote from: Nephrite on September 25, 2018, 05:19:44 PM
I enjoyed finding a simple solution to a roadblock. I'm excited to get to what I assume is the real meat and potatoes of this place though.

It was some good thinking, no doubt. There were a few ways to deal with him and you found one of them. Nicely done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on September 25, 2018, 10:39:35 PM
More set up, but I'm starting to push for real development of the Order. Family stuff was fun, and I'm really, really interested in that scrying ability. Over-all, pretty good.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 25, 2018, 10:40:48 PM
Quote from: Iron Dragoon on September 25, 2018, 10:39:35 PM
More set up, but I'm starting to push for real development of the Order. Family stuff was fun, and I'm really, really interested in that scrying ability. Over-all, pretty good.

Glad to hear. Out of pure curiosity, any ideas on what's up with that scrying?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on September 25, 2018, 10:42:43 PM
If I can get it and implement some sort of control function on it, it'll be a super powerful all-around seeing function for any sort of combatant. Melee especially. Depending on what type of scrying it uses, for scouts as well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on September 25, 2018, 11:24:32 PM
I haven't had anything this week since I've either been out of the house or asleep during game time, so yeah. But jetting around as a ballistic squidthing was hilarious.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 26, 2018, 12:15:55 PM
Quote from: Yuthirin on September 25, 2018, 11:24:32 PM
I haven't had anything this week since I've either been out of the house or asleep during game time, so yeah. But jetting around as a ballistic squidthing was hilarious.

It really was a nice solution to a nasty problem, yeah. Jet squid must be continued.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on September 27, 2018, 09:12:53 AM
I'm looking for recommendations for existing spells that deal damage only to Evil characters. Like Affliction from the BoED, for example, Cleansing Rain from the spell collection or some sanctified spells. Presumably, all will be Good spells.

Preference to Sorc/Wiz spells with a spread like Fireball, but I'll take anything~
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 27, 2018, 04:53:32 PM
I think there's a few, but they're not common, Cor.

----

Have fun today, all? It was an okay session for me. I was still a bit feverish and honestly grumpy on account of my TV showing signs of breaking down, but it was solid I think. I'm trying not to let my bad mood influence things, y'know? Any complaints I have are about my mood and me being in a bad mood on account of RL, nothing on you all. I won't say this week has sucked, but this week has kinda blown RL.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on September 27, 2018, 04:56:27 PM
I'm having fun, first real use of whirlwind attack since swapping it in and it did nicely.

Is a shame Marie's barrage left everyone inside the cathedral untouched - I'd been hoping between open doors/broken windows/shattered walls that missiles could've gotten inside and wasted all the mook tier stuff inside. I'm not sure how the amazing barrage works with respect to cover though so maybe I've been overselling it's capabilities? Still, prospect of some weird hive mind thing is interesting and I feel clever for having used that detect thoughts to verify its existence so by exterminating lots of vermin I might make the boss at the end easier.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on September 27, 2018, 04:57:23 PM
It was an interesting scenario. I went from 'ready to teleport home' to 'I think a cool fight awaits me outside, let's check it out' to 'I think I can take him, and the three of us definitely can!' to 'fuck seriously? I might not be able to take them' to 'I hate everything, let's share in the misery with exquisite divine bullshit'.

Good times, even if the aura thing caused slowdown.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on September 28, 2018, 12:29:31 AM
I feel like I've approached the current mission in completely the wrong way, to be totally honest! But that's a live and learn thing.

I enjoyed the small debate, even though I was hoping for something more robust.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on September 28, 2018, 12:30:47 AM
Quote from: Anastasia on September 25, 2018, 05:14:54 PM
So I haven't had the energy to do last week's Weekly, so I'm gonna mix it up. Let's try a different feedback format while I'm a bit drained from RL.

Did you all have fun today? Answer however you like in as little or as much depth as possible.

Was good, but setting up for expansion and rulership is mainly paperwork type stuff, so while it's needed, it's not exactly exciting, but hey, it is what it is.

I think we're starting to get into some real meat for development though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 28, 2018, 12:05:40 PM
Quote from: Corwin on September 27, 2018, 09:12:53 AM
I'm looking for recommendations for existing spells that deal damage only to Evil characters. Like Affliction from the BoED, for example, Cleansing Rain from the spell collection or some sanctified spells. Presumably, all will be Good spells.

Preference to Sorc/Wiz spells with a spread like Fireball, but I'll take anything~

While not exactly what you want, Purify Spell's a useful metamagic along those lines.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on September 30, 2018, 12:41:11 PM
Question, there are spells that turn sand and mud into stone, but nothing that simply solidifies regular, normal ground to stone. Would you allow the sand to stone spell to do that?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 01, 2018, 12:54:20 PM
Quote from: Iron Dragoon on September 30, 2018, 12:41:11 PM
Question, there are spells that turn sand and mud into stone, but nothing that simply solidifies regular, normal ground to stone. Would you allow the sand to stone spell to do that?

Not that I can think of, but a custom spell to do the same sounds entirely reasonable.

Still, check druid spells in the SC and a few other books.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 01, 2018, 04:54:09 PM
Have fun today, everyone?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on October 01, 2018, 04:56:45 PM
Yeah, although I have concerns about doing a room by room sweep of the entire cathedral at the rate we're going. Based on how big the map appears to be this will take a long time.

Still, getting good mileage out of the SLAs even if I had to blow an actual spell slot on the last room. Not really much roleplaying going on at the moment, just extermination.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 01, 2018, 04:58:08 PM
Yeah, today was mostly setup. The simplest rooms with just sacs or insects are probably going to be automated soon now that we've gotten past that phase. I do agree with time concerns so I want to keep this moving smoothly, and save time and IC attention for more important rooms.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on October 02, 2018, 11:09:35 AM
Not really sure what the point of the fight was, honestly. From an outside/meta perspective, it felt more like a cut scene. You said in chat that you expected my response to Eblis to go the way it did, so events were entirely predictable. As for Eblis, if he doesn't want me to hurt his kids, he shouldn't send them to ambush and try to murder me.
I liked the challenge of the fight, though these guys did come out of nowhere as far as I'm concerned, so I'm not too troubled over not getting to fight them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 03, 2018, 04:50:47 PM
Did you all have fun today?

I did. All the rooms are donig various things and have a good, different feel. Quick hits: Seira: Really wanna get you and some of your node beyond Amaryl out for some combat. Iddy: Glad the chess challenge was setup to go quick, I got the impression were meh on it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 03, 2018, 04:52:19 PM
Quote from: Corwin on October 02, 2018, 11:09:35 AM
Not really sure what the point of the fight was, honestly. From an outside/meta perspective, it felt more like a cut scene. You said in chat that you expected my response to Eblis to go the way it did, so events were entirely predictable. As for Eblis, if he doesn't want me to hurt his kids, he shouldn't send them to ambush and try to murder me.
I liked the challenge of the fight, though these guys did come out of nowhere as far as I'm concerned, so I'm not too troubled over not getting to fight them.

I don't recall saying quite that, or in the context you said, Cor. If I recall right I said your approach was valid, that's all.

There's a few points to the battle,b ut yeah, a lot is going on there and you're were just in position for that along with the way the dice fell for reinforcements.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on October 03, 2018, 04:52:36 PM
I'm having a good time. Lots of bugs are being efficiently killed. Marie and Ebony are loosening up a bit in interacting together.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 03, 2018, 04:54:45 PM
Quote from: Ebiris on October 03, 2018, 04:52:36 PM
I'm having a good time. Lots of bugs are being efficiently killed. Marie and Ebony are loosening up a bit in interacting together.

Good. I was a little nervous composing this dungeon, as I felt the pace of it would be different and a little slower. While there's threats here, don't get me wrong, it's not super high pressure. More introspective, you might say.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 03, 2018, 05:06:27 PM
Things are proceeding.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 03, 2018, 05:17:20 PM
Quote from: Nephrite on October 03, 2018, 05:06:27 PM
Things are proceeding.

Things look about ready to hit the fan, you going to be here tonight or is it gonna be a tomorrow thing?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 03, 2018, 05:19:53 PM
I WOULD have been there tonight, but there's been a million and a half of flight problems so it'll probably be tomorrow.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 03, 2018, 05:23:55 PM
Fair enough, I get the impression this trip has been a mess for you.

Tell you what, I'll drop you one more bonus post so you can frame the fight in your mind, use the time to consider strategies.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 04, 2018, 06:05:11 PM
Have fun today, all?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on October 04, 2018, 06:09:06 PM
Yeah, nice bit with the trapped souls being rescued from the furniture there. Also maw of chaos is a fantastic spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on October 04, 2018, 06:53:57 PM
The Zariel and Kascha bits were nice, hoping to go have a nice fight against evil with Donald and Elle. If vs Sharrans, with Amaryl as well~
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 04, 2018, 07:30:35 PM
Quote from: Ebiris on October 04, 2018, 06:09:06 PM
Yeah, nice bit with the trapped souls being rescued from the furniture there. Also maw of chaos is a fantastic spell.

Agreed. It's houseruled to be evocation at least, but it's a solid spell all over.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 04, 2018, 07:30:59 PM
Quote from: Corwin on October 04, 2018, 06:53:57 PM
The Zariel and Kascha bits were nice, hoping to go have a nice fight against evil with Donald and Elle. If vs Sharrans, with Amaryl as well~

Yes, that should be a lot of fun. Take a full on party out and go end things.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 04, 2018, 08:53:20 PM
I'm wondering when we're going to be attacked by the Real Boss.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 04, 2018, 10:01:53 PM
Quote from: Nephrite on October 04, 2018, 08:53:20 PM
I'm wondering when we're going to be attacked by the Real Boss.

Do you want his answer or the honest answer?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 04, 2018, 10:16:44 PM
That's a great question.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 04, 2018, 10:43:43 PM
Quote from: Nephrite on October 04, 2018, 10:16:44 PM
That's a great question.

Indeed, isn't it?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on October 05, 2018, 07:23:43 AM
I hate rolling.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on October 05, 2018, 11:20:03 PM
Visions of the Past

Divination
Level: Sorc/Wiz 12
Components: V, S, M,
Casting Time: 1 hour
Range: Touch
Area: 60-ft. radius, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster can revisit their personal past, allowing them to review an event in time that they have personally experienced. If familiar enough with a location, the spell will allow them to view events that transpired in that location.

The caster can share this view with one other individual per four caster levels. If the target of the spell is a specific event that the caster lived through, then no check is required. However, if the event attempting to be viewed is based on a location, then a CL check vs a DC of the DM's discresion is called for.


Material Component: An hourglass-shaped diamond worth at least 10,000 gp.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 08, 2018, 05:10:18 PM
Have fun today, everyone?

Quick hits:

1. I liked Alicia's temple dungeon, but didn't drag it out too far. Feeling out how to do these sorts of dungeons, it was lower difficulty for that reason and a few others.
2. Seira was on fire all day.
3. Not to undercut Melia's efforts, Moore merely got lucky that those mercs weren't there. Good intel sometimes becomes bad intel depending on your timing.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on October 08, 2018, 05:13:56 PM
Yeah the dungeon was fun but the difficulty curve felt a few notches below me. It's gratifying to stomp shit of course, but I probably could've left Marie or Ebony at home.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on October 08, 2018, 05:18:20 PM
Never leave home alone!
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on October 08, 2018, 05:22:34 PM
Yeah, wise advice.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 08, 2018, 05:25:17 PM
Wise indeed.

And yeah, the occasional stomp's well and good. It helps remind you of where you're at and how strong you are.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on October 08, 2018, 05:29:21 PM
Well, I'm on fire today (always)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 09, 2018, 08:48:47 PM
Quick note: Syllen's Switch is a new spell in the Spell Collection. It may see a bit of tweaking for language issues and possibly a spell level adjustment. Just heads up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 09, 2018, 09:48:05 PM
Quote from: Iron Dragoon on October 05, 2018, 11:20:03 PM
Visions of the Past

Divination
Level: Sor/Wiz 12
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Area: 60ft radius, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster can revisit their personal past, allowing them to review an event in time that they have personally experienced. If familiar enough with a location, the spell will allow them to view events that transpired in that location.

The caster can share this view with one other individual per four caster levels. If the target of the spell is a specific event that the caster lived through, then no check is required. However, if the event attempting to be viewed is based on a location, then a CL check vs a DC of the DM's discresion is called for.

Material Component: An hourglass-shaped diamond worth at least 10,000 gp.

Okay, lemme try rewriting this a bit since I think the entire thing is a little vague. Like I get what you're going for here, but it could use stronger definition of what's allowable and what isn't.

Visions of the Past
Divination
Level: Sor/Wiz 12
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No

When you cast this spell, you are able to relive your past or the past of a touched creature. An unwilling creature requires a successful melee touch attack and is allowed a Will save to negate.

This spell allows you to relieve up to one hour per caster level of the target's life. This may be any time you see fit, but must be one unbroken block of time. You may also share this spell with up to one creature per four caster levels, all creatures affected must within 30ft of you. Those who relieve the past do so instantly, experiencing everything the target did in all of the target's senses (including senses those who relieve the past do not normally possess). For all purposes, it is as if the creatures lived the experiences themselves.

While the memories are completely lifelike, those who relieve the past do not suffer any ill effects from it (except for any trauma the memories would cause naturally, such as viewing the memories of a creature being tortured).

Material Component

An hourglass filled with tiny diamonds worth at least 1,000 gold.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on October 09, 2018, 09:49:30 PM
Sounds fine
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 09, 2018, 10:02:28 PM
A bunch of spells are in the SC now, including Imix spells, a few odds and ends and two new Donald spells.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 11, 2018, 09:48:54 AM
IRC crossposting time, since I think the chat here was interesting and worth saving.

1. Mind Theater vs Visions of the Past

> Since Alyssa and Naeys were on the same rough track for epic divinations, pasting this for consideration along with Alyssa's spell.
> Naeys' Mind Theater
> Divination
> Level: Sor/Wiz 12
> Components: V, S, M
> Casting Time: 1 round
> Range: Touch
> Target: Creature touched
> Duration: 10 min/level
> Saving Throw: Will negates
> Spell Resistance: Yes
> You touch a creature, granting you a telepathic connection to the creature and access to all of its memories. This is done by asking the creature telepathic questions, which call up relevant memories to answer. These memories manifest above the creature as lifelike, moving images, any creature within sight can see these images. There is no limit to the number of questions you may ask for the duration of this spell, but you may only ask one question a round. The creature is allowed a Will save to negate this spell when cast, but if this is failed, they have no save against the telepathic questions.
> This spell does not restrain the creature affected in any way. If the creatures affected and the spell caster move more than 30ft away from one another, the spell ends. The creature does not need to be awake or aware to respond to the telepathic questions, this happens automatically.
> Material Component
> Silver and platinum dust used to form a circle around the creature, worth no less than 1,000 gold.
> Visions of the Past
> Divination
> Level: Sor/Wiz 12
> Components: V, S, M
> Casting Time: 1 round
> Range: Touch
> Target: Creature touched
> Duration: Instantaneous
> Saving Throw: Will negates
> Spell Resistance: No
> When you cast this spell, you are able to relive your past or the past of a touched creature. An unwilling creature requires a successful melee touch attack and is allowed a Will save to negate.
> This spell allows you to relieve up to one hour per caster level of the target's life. This may be any time you see fit, but must be one unbroken block of time. You may also share this spell with up to one creature per four caster levels, all creatures affected must within 30ft of you. Those who relieve the past do so instantly, experiencing everything the target did in all of the target's senses (including senses those who relieve the past do not normally possess). For all purposes, it is as if the creatures lived the experiences themselves.
> While the memories are completely lifelike, those who relieve the past do not suffer any ill effects from it (except for any trauma the memories would cause naturally, such as viewing the memories of a creature being tortured).
> Material Component
> An hourglass filled with tiny diamonds worth at least 1,000 gold.
<Iddy> Huh, yeah. I just don't have access to learn those spells.
> They're really different takes on the same idea. Naeys' is more about long interrogations while yours is one quick flush of memories.
> They share a lot of traits as it is and I lined up a few more to acknowledge the two of you were on the same track.
> Well, I just finished writing this out tonight. I had the basics hashed out since this spell showed up in Alicia's thread a few days ago.
> Convergent evolution on divinations, really.
<Nephrite> I admit I'm a bit surprised at the high level on the visions of the past one
<Nephrite> But that may be more of the "sharing the memories" part than the "Seeing the memories part"
> Yeah.
> It's the sharing that really pumps it up.
<Iddy> Well, I just kind of tossed a level out.
> It's pretty unique for that, since you can get that with really nasty spells like mindrape, but not sharing it on demand.
<Iddy> I usually let you decide that stuff.
> Both spells are specialist's tools.
> Sec, dinner.
> but yeah.
> But yeah, even. Both are very much downtime spells for information gathering with luxurious extras. Probe mind's the basic entry in that level of mind reading and that's level 5/6. Naeys' pays for the super long duration and image projection. Visions pays for letting others relive the memories like they lived it.

2. Antimagic Sound and Deities

<Iddy> Antimagic Sound is an awesome army support killer. Drop that from range, then dump a wide area attack.
<Iddy> Alyssa wants Antimagic Sound, honestly.
> That one's pretty good. It doesn't stop ongoing magic, just prevents anyone from casting in it. It miiight need a CL check or something, but it's hardly any different than dropping antimagic, so that boat may have sailed anyway.
> If it came up, I'd probably rule a deity ignores it the same way they ignore antimagic, even though it's not explicity said in the spell.
<Iddy> Throw that on Shifting Steel, then AAA.
<Iddy> Wall of death right there.
> But that comes down to a flavor thing about deities having deeper access to the Weave than even the strongest mortal.
<Nephrite> I figured the weakness of it is someone can just walk out of it.
> That too, yeah.

3. Perfection Domain's themes

> Perfection Domain's spells follow a theme. Corrupt weapon allows automatic crit confirms, thus perfect crit confirms. Spell Immunity grants perfect defense against a handful of spells - unbeatable SR vs them. Globe of Invulnerability automatically blocks spells below a certain level, thus a perfect defense against them.
> It's not 100% since there were only so many ways I could play to that with SRD spells, but that's the logic.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 11, 2018, 09:55:45 AM
I'm working up an article on how epic magic and artifacts work together. Here's a small preview. ETA on it isn't known yet, as it'll need cross checking and polishing. So consider this a non canon preview rather than anything authoritative. Phrasing, exact details and a lot of presentation will need work.

Epic Magic And Artifacts

This article will discuss how epic magic and artifacts interact. This article is written from an OOC perspective and is aimed at players, not PCs. As such, I'll include a notes at the end explaining how much of this each character knows IC. I'm not worrying too much about spoilers here, as this is the sort of thing Mystra would tell Alicia if nothing else, so there's reason for it to be public knowledge.

What is an artifact?0

The DMG discusses the origins of artifacts briefly (pg 277), as well as discerns between minor (pg 277) and major artifacts (pg 280). Review those before continuing. Balmuria uses a slightly different take on artifacts, tying them into the greater campaign world.

An artifact is a divine or quasi divine magic item beyond the means of mortals to create in normal circumstances. It is not a matter of lost lore as a matter of purpose. In Creation, every artifact has some purpose, some meaning towards the greater search for the Answer. Minor artifacts are relatively trivial things, minor points of minimal importance. Many do not have any obvious connection to such matters, as they may address small questions or points rather than great matters of good and evil. Major artifacts always have a history and a clear purpose, something that works towards the Answer in some way - perhaps obliquely or perhaps obviously, but always towards that. Many artifacts, especially major artifacts, are aligned towards law, chaos, good or evil due to this.

What properties does an artifact possess?

The powers of artifacts vary. Some are essentially powerful magical items while others do things beyond the greatest magic item to accomplish. Not all artifacts would be considered epic magic items nor are epic magic items automatically artifacts. Regardless, all artifacts are have the following properties unless their description says otherwise.

Artifacts ignore antimagic, dead magic areas or similar things. This is identical to a deity's only ability to ignore such things. An artifact sword retains its full powers in antimagic, an artifact ring that raises ability scores continues to do so in antimagic and so forth. Exception: Artifacts that grant spell casting (such as the Shield of Prator/Shield of the Sun in the SRD) directly do not grant that spellcasting the ability to ignore antimagic.

Artifacts cannot be damaged or destroyed by mortal means. Note that mage's disjunction is not used in this campaign in favor of a houseruled equivalent called magic disjunction. Any non epic ability or spell that says it can affect artifacts can be assumed to be houseruled to be compliant with this. In the case of an unusual situation, bring it up with the DM. Physical force of all kinds are ineffective. Only specific circumstances unique to the artifact can destroy it. Generally, minor artifacts are easier to destroy than major artifacts.

Artifacts are tied to the force or deity that created them. The strength of this tie varies. Minor artifacts have a faint connection, but major artifacts are always overseen by what they are tied to. How this manifests depends on a variety of factors.

----

A related quote to keep in mind for this, from when Seira and Mystra talked as well as IRC comments.

> Seira: "Can any deity make artifacts, though?"
> Mystra: "Those gifted in magical creation can, and others can in time with practice, though on a much more limited scale, save for their personal equipment," Mystra says, "Are you talented there?"
> CRAFT ARTIFACT
> The deity can make magic items that exceed mortal limits.
> Prerequisites: Any two item creation feats.
> Benefit: The deity gains epic crafting as a bonus feat. In addition, all magic items she creates gain the special properties unique to artifacts if she desires.
> Suggested Portfolio Elements: Crafts, knowledge, magic.
> What she's referring to there about being gifted.
> Requires an SDA and a few feats, but lets you go hog wild with them.
> She didn't go into personal gear deeply, but simply being used by a deity long enough usually does the trick.
> It's not fast, per se, as deities and the Incarnations work on timescales we would consider impossibly vast, but they can.
> Like this:
> Staff of Idun: Quarterstaff +2 Impacting/+2 Impacting. Functions only for Alicia.
> Alicia doesn't use it often, but made it with her own hands as a mortal and still has it. If she handed it out, she'd find it's become a minor artifact. Not a huge deal, it's honestly not terribly powerful but it is a thing.
> That one would be fast since it's so strongly tied to Alicia and she made it herself.
> For reference, Alicia has owned it over 20 years.
> Personal gear on hand during an apotheosis might advance along much faster, and I might handwave a signature weapon or armor to make the leap at the same time. But honestly, artifacts aren't that important to deities in the mechanical sense of their abilities from being an artifact.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 11, 2018, 12:44:26 PM
I'm going to start releasing spell booster spells, one spell per day.

Despite the name, this spell was not made by Kascha. It was made by someone in Aurora's Crusade or directly connected to it (and not a PC for the sake of clarity). Points if anyone can guess who.

Kascha's Curse
Necromancy
Level: Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

The creature affected by this spell has their Dexterity reduced to 1. The target's Dexterity score cannot drop below 1. Any time the target attempts to move in combat, they have a 50% chance of tripping and falling, suffering 1d6 points of damage and going prone. Any item held in hand, including a weapon or shield, has a 25% chance per round of being dropped. Finally, the target suffers a -20 penalty to Acrobatics checks.

This spell is difficult to remove, requiring a wish or miracle that succeeds on an opposed caster level check against the caster of this spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on October 11, 2018, 09:15:48 PM
Battlemage's Touch
Transmutation/Divination
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minute/level

You gain supernatural accuracy with your spells. For the duration of the spell, you can use your Caster Level plus your primary casting stat in place of the normal Ranged Touch Attack.

Power of the Spellpool
Transmutation
Level: Sor/Wiz 9
Components: V, S, Special
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You temporarily alter your connection with the Spellpool. For the duration of the spell instead of drawing on the Spellpool for spells, you draw power to directly empower your spell. For the duration of the spell, you gain a bonus to the Caster Level of any spell you cast. You gain a bonus as below:

Every time you cast this spell, it consumes 2 level of spells from your Spellpool levels. You gain a CL bonus equal to your remaining Spellpool levels.

Special: You must already possess a connection to a Spellpool to gain any benefit of this spell.

Spellpool Enhancer
Transmutation
Level: Sor/Wiz 8
Components: V, S, Special
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

When you cast this spell, you temporarily enhance your connection to the Spellpool. For the duration of this spell, you may freely swap out any spell below 6th level for any other spell of equivalent level.

Special: You must already possess a connection to a Spellpool to gain any benefit of this spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on October 11, 2018, 09:38:34 PM
Charsheet changes:
Drop Survival to 15, drop appraise to 15, increase Craft: Blacksmith to 30

Swap Arcane: Thesis for Empower Spell
Swap Font of Inspiration for Item Familiar
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 12, 2018, 06:40:58 PM
Today's addition to the Spell Collection from the Spell Booster.

Malcanthet's Kiss
Enchantment (Charm) [Mind-Affecting]
Level: Brd 11, Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell functions as dominate monster, but with the following addition. The creature gains a +6 morale bonus on attack rolls, weapon damage rolls, checks and saving throws whenever it follows your commands.

This spell is difficult to remove, any attempts to dispel it suffer a -5 penalty.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 12, 2018, 06:55:36 PM
Quote from: Iron Dragoon on October 11, 2018, 09:15:48 PM
Battlemage's Touch
Transmutation/Divination
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minute/level

You gain supernatural accuracy with your spells. For the duration of the spell, you can use your Caster Level plus your primary casting stat in place of the normal Ranged Touch Attack.

Interesting, let's run some numbers.

Let's say a bog standard 15th level wizard with a Dex of 16 and an Int of 26 casts that spell. They'd normally have a to hit of +10 for ranged touch. With the spell active they'd have +23. Pretty impressive a boost. It's essentially swapping out bad wizard BAB in favor of full BAB through caster level plus their best stat.

On the other hand it's ranged touch which is ranged touch. Anyone else got an opinion here? Could use a second or third opinion.

QuotePower of the Spellpool
Transmutation
Level: Sor/Wiz 9
Components: V, S, Special
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You temporarily alter your connection with the Spellpool. For the duration of the spell instead of drawing on the Spellpool for spells, you draw power to directly empower your spell. For the duration of the spell, you gain a bonus to the Caster Level of any spell you cast. You gain a bonus as below:

Every time you cast this spell, it consumes 2 level of spells from your Spellpool levels. You gain a CL bonus equal to your remaining Spellpool levels.

Special: You must already possess a connection to a Spellpool to gain any benefit of this spell.

Walk me through how this would work mechanically.

QuoteSpellpool Enhancer
Transmutation
Level: Sor/Wiz 8
Components: V, S, Special
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

When you cast this spell, you temporarily enhance your connection to the Spellpool. For the duration of this spell, you may freely swap out any spell below 6th level for any other spell of equivalent level.

Special: You must already possess a connection to a Spellpool to gain any benefit of this spell.

Okay, so this spell lets you freely swap spells in and out of the pool ahead of time, rather than doing it on the spot?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on October 12, 2018, 07:00:46 PM
Battlemage's touch feels a bit too good. I mean it is ranged touch so the expectation is that it hits anyway, but that does help avoid any doubt even with dodgy types around and the duration basically lasts for the whole adventuring day.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 12, 2018, 07:03:01 PM
Quote from: Ebiris on October 12, 2018, 07:00:46 PM
Battlemage's touch feels a bit too good. I mean it is ranged touch so the expectation is that it hits anyway, but that does help avoid any doubt even with dodgy types around and the duration basically lasts for the whole adventuring day.

That's basically where I'm at on it.

Admittedly in gestalt this is less of a concern, since higher to full BAB is more likely.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on October 13, 2018, 12:01:50 AM
Quote from: Anastasia on October 12, 2018, 06:55:36 PM
QuotePower of the Spellpool
Transmutation
Level: Sor/Wiz 9
Components: V, S, Special
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

You temporarily alter your connection with the Spellpool. For the duration of the spell instead of drawing on the Spellpool for spells, you draw power to directly empower your spell. For the duration of the spell, you gain a bonus to the Caster Level of any spell you cast. You gain a bonus as below:

Every time you cast this spell, it consumes 2 level of spells from your Spellpool levels. You gain a CL bonus equal to your remaining Spellpool levels.

Special: You must already possess a connection to a Spellpool to gain any benefit of this spell.

Walk me through how this would work mechanically.

Okay, so using Alyssa as an example. She can do 16 spell levels per day via Spellpool.

Cast Power of the Spellpool. -2 levels. 14/16. I have 14 remaining, all spells for the duration get +14 CL. Writing it out makes that too powerful now that I look at it, but we can fiddle with that so it's reasonable, I think.

Maybe it costs half of your total spellpool levels or a quarter?

Quote from: Anastasia on October 12, 2018, 06:55:36 PM
QuoteSpellpool Enhancer
Transmutation
Level: Sor/Wiz 8
Components: V, S, Special
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

When you cast this spell, you temporarily enhance your connection to the Spellpool. For the duration of this spell, you may freely swap out any spell below 6th level for any other spell of equivalent level.

Special: You must already possess a connection to a Spellpool to gain any benefit of this spell.

Okay, so this spell lets you freely swap spells in and out of the pool ahead of time, rather than doing it on the spot?

It lets you swap prepared spells as a standard action. So if you prepared a fire spell and run into fire elementals, you cast it, spend a standard action and shuffle your prepared spells around however you want. Maybe just for a single level per casting? Like, you pick level 6 spells and you can swap only level 6 spells around?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 13, 2018, 08:01:57 AM
Today's Spell Booster entry is one I previewed. It's what you'd expect it would be.

Voidcall
Evocation [Evil]
Level: Corrupt 14
Components: V, S, Corrupt
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One living creature/level; no two of which can be more than 120ft apart
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

With a mournful call and longing incantation, you bring Shar's song to the targets to unravel them to nothingness. The targets take 1d10 points of vile damage per caster level (maximum 40d10) and is afflicted by the Song of Ending disease. A successful Fortitude save halves the damage and prevents being afflicted with the Song of Ending disease.

Corruption Cost

1d8 points of Constitution damage. Sharrans only take 1d4 points of Constitution damage instead.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 13, 2018, 08:09:17 AM
10/9/18: Added 1 new spell from B6: 7: Syllen's Switch.
10/9/18: Added 9 spells from Imix: 9: Disintegrating Burst 10: Corruptor's Touch, Titan's Surge 11: Imix's Desiccating Aura, Imix's Wreath 12: Disintegrating Blast, Mass Titan's Surge 13: Imix's Touch 14: Imix's Burning Scream
10/9/18: Added 2 spells from Donald: 8: Dispelling Slap, Sonic Handshake.
10/10/18: Added 1 spell from Alyssa: 12: Visions of the Past.
10/10/18: Added 1 domain from Beezlebub: Perfection.
10/10/18: Added 1 spell from Moore: 10: Antimagic Sound.
10/10/18: Added 1 spell from Naeys: 12: Naeys' Mind Theater.
10/11/18: Adeed 1 spell from the Spell Booster: 13: Kascha's Curse.
10/12/18: Added 1 spell from the Spell Booster: 13: Malcanthet's Kiss.
10/12/18: Added 1 spell from B6: 9: Vampiric Assault.
10/13/18: Added 1 spell from the Spell Booster: 14: Voidcall.

The Spell Collection's been busy lately. I've posted a bunch of new spells, and that's where I could use some help. I'm looking at these spells and could use suggestions for other classes that could get access to them. For example, think a sor/wiz spell should reasonably be a cleric spell as well? Say so. I might say no, but the reward is DM gratitude and possibly getting spells more readily available.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 13, 2018, 08:46:14 AM
Quote from: Iron Dragoon on October 11, 2018, 09:15:48 PM
Battlemage's Touch
Transmutation/Divination
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minute/level

You gain supernatural accuracy with your spells. For the duration of the spell, you can use your Caster Level plus your primary casting stat in place of the normal Ranged Touch Attack.

Let's look at how this spell works on a practical level in B6. I'm going with people who can cast a 6th level sor/wiz spell. This only accounts for BAB+Dex and base CL+Casting Ability. CL boosters, bonuses to ranged attack rolls and anything else is being ignored for now.

Alicia: Ranged attack of +41, spell would give her +45.
Marie: Ranged attack of +42, spell would give her +46.
Emily: Ranged attack of +34, spell would give her +41.
Seira: Ranged attack of +40, spell would give her +46.
Amaryl: Ranged attack of +41, spell would give her +26 (she's way behind in sorc CL since she started late).
Kascha: Ranged attack of +39, spell would give her +42.
Elle: Ranged attack of +28, spell would give her +46.

Let's get an average. I'm discarding Amaryl as an outlier, as she's both specialized in ranged attacks as it is and only a partial caster. That really skews her numbers out of line.

Average gain: 4+4+7+6+3+18=+7 gain on average. Even that's a bit inflated, since Elle's one of the few characters who completely disregards BAB and doesn't have a class that raises it high anyway. If we disregard that, the average is a bit below +5.

So in light of that is this spell ruinous? Nah. Ranged touch is going to hit in most instances in the campaign as it is. If a ranged touch of around +40 misses an attack roll, odds are a bonus of +5 or so won't change that, as it's something specialized in that sort of defense.

Now I generally balance spells against non gestalt (as that's what normal spells are balanced on), so that is a strike against it. So let's narrow the language a bit, bring it closer to the stated intent. Also it really doesn't need to be a dual school spell, this strikes me as a straight up transmutation. I don't see any divination in the spell. Iddy, what was your logic there?

Battlemage's Touch
Transmutation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minute/level

You gain supernatural accuracy with your spells. For the duration of the spell, you can use your caster level plus your Intelligence modifier (if a wizard) or your Charisma modifier (if a sorcerer) in place of your base attack bonus and Dexterity modifier when you make ranged touch attack rolls with a spell you cast.

Looking at it, my take is this: A bit dicey from a design perspective, as that sort of spell could be turned into something much more objectionable with some tweaking, but as is it's ultimately not going to break anything. We'll give it a try, see how it works out and if it's broken we'll deal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 13, 2018, 01:06:48 PM
We had talked a bit about a good version of Gathgorian's Fireball, here's my take:

Xandra's Holy Explosion
Evocation [Good, Fire, Lawful]
Level: Sor/Wiz 10
Components: V, S, Archon
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 40ft spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes


This spell creates a sudden explosion of holy and fire energy at a target location, dealing 1d6 damage per caster level (up to 30d6 damage), half of this damage is fire and half is divine in nature. In addition, this spellis difficult to resist; it ignores fire resistance for any evil creature who is damaged by it. In addition, evil characters suffer -3 to their saving throw.


I figured a higher damage cap was okay since it's split damage, but I guess in theory it just hits harder on evil targets than GF does, so YMMV on whether that's okay.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on October 13, 2018, 05:02:06 PM
Quote from: Anastasia on October 13, 2018, 08:46:14 AM
Now I generally balance spells against non gestalt (as that's what normal spells are balanced on), so that is a strike against it. So let's narrow the language a bit, bring it closer to the stated intent. Also it really doesn't need to be a dual school spell, this strikes me as a straight up transmutation. I don't see any divination in the spell. Iddy, what was your logic there?

Dual school was because I was half looking at True Strike, which is divination. I sorta put it in just as a catch-all and figured it'd be adjusted out to whichever school was most suitable after.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on October 13, 2018, 05:57:37 PM
More skillpoint refinement:

Profession: Cartographer reduced from 30 to 0. Craft: Tailoring +15, Diplomacy +1, Disable Device +1, Knowledge: Engineering +7, Knowledge: History +6
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 14, 2018, 09:12:51 PM
Sunday Spell Booster? Sure!

This one is a specialist's tool. A lot of epic magic falls into that niche, due to spellcasters who make it that far often having specialized interests and needs. In this case, this spell comes from the Mercane Consortium. They relentlessly innovate spells to aid in their businesses and this is one such spell. One that notably leaked and spread, though it's hardly the most specialized and powerful tool they have.

It's true purpose is to provide mercane who have cut corners on mercantile knowledge to more than catch up. While the vast majority of mercane will take max ranks in Appraise, the exceptions are often powerful mercane specialized in magic or other obscure studies. The mercane certainly recognize specialists are needed, ones that don't have anything to do with buying or selling. There's no reason they can't have a patch in a pinch, however.

Mercane's Insight
Divination
Level: Brd 12, Sor/Wiz 13
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

By invoking the name of the legendary founder of the Mercane and channeling knowledge from across the planes, you become a dynamo of mercantile knowledge. You gain a +40 competence bonus to Appraise checks. Appraising an item's value is a free action on your turn, you may appraise as many objects as you care to and can see on your turn. If an object you appraise is magical, you understand it as if you cast identify on the item.

Material Component

A platinum piece worth 10 gold.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 14, 2018, 09:20:03 PM
Quote from: Iron Dragoon on October 13, 2018, 05:57:37 PM
More skillpoint refinement:

Profession: Cartographer reduced from 30 to 0. Craft: Tailoring +15, Diplomacy +1, Disable Device +1, Knowledge: Engineering +7, Knowledge: History +6

So noted.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 14, 2018, 09:20:39 PM
Quote from: Iron Dragoon on October 13, 2018, 05:02:06 PM
Quote from: Anastasia on October 13, 2018, 08:46:14 AM
Now I generally balance spells against non gestalt (as that's what normal spells are balanced on), so that is a strike against it. So let's narrow the language a bit, bring it closer to the stated intent. Also it really doesn't need to be a dual school spell, this strikes me as a straight up transmutation. I don't see any divination in the spell. Iddy, what was your logic there?

Dual school was because I was half looking at True Strike, which is divination. I sorta put it in just as a catch-all and figured it'd be adjusted out to whichever school was most suitable after.

Fair. I'm gonna add it to the Spell Collection, we'll see how it works out. It's on probation for now for the reasons discussed. We'll see how it works out in actual play.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 14, 2018, 09:36:29 PM
Quote from: Nephrite on October 13, 2018, 01:06:48 PM
We had talked a bit about a good version of Gathgorian's Fireball, here's my take:

Xandra's Holy Explosion
Evocation [Good, Fire, Lawful]
Level: Sor/Wiz 10
Components: V, S, Archon
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 40ft spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates a sudden explosion of holy and fire energy at a target location, dealing 1d6 damage per caster level (up to 30d6 damage), half of this damage is fire and half is divine in nature. In addition, this spell is difficult to resist; it ignores fire resistance for any evil creature who is damaged by it. In addition, evil characters suffer -3 to their saving throw.

I figured a higher damage cap was okay since it's split damage, but I guess in theory it just hits harder on evil targets than GF does, so YMMV on whether that's okay.

Eeeeeeh. Lemme write this out so I can analyze it.

Gathgorian's Fireball is an okay 10th level spell, mostly because it ignores fire resistance and immunity chaotic or good creatures. What does your spell trade?

+ 30d6 max damage, up from 25d6.
+ Half fire and half divine.

- Only bypasses fire resistance and only for evil creatures.

So more baseline damage plus making it half divine damage in exchange for less resistance penetration, no immunity penetration and less broad range save penalty/fire defenses bypassing. However, I don't feel less resistance and no immunity penetration really matters here. With the spell dealing half divine damage, it's suddenly off brand. Rather than being flames aimed at evil, they're flames that work on basically anything. Let's call it a wash there for the sake of argument.

So you have +5d6 max damage in exchange for...not a lot, really.

More than that, I feel the spell suffers from a certain degree of design incoherence. It gets off brand quickly with divine damage. Rather than it being a powerful anti evil fireball, it becomes a broad tool to damage anything. Inefficiently if you run into fire immunity granted, but still worth noting. There's a reason flame strike's a classic. The thing is you have divine damage, then resistance bypassing and finally a saving throw penalty. This isn't that different than Gathgorian's fireball, but together I feel it makes a less elegant package. The changes altogether add a bit too much to the formula of the spell.

So let's back to the beginning of this and work our way forward. You want an anti evil fireball at heart, or did you want a closer patterning based specifically on Gathgorian's Fireball?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 14, 2018, 09:40:37 PM
More or less just looking for an anti-evil evocation Sorc/Wiz spell. It doesn't really have to ignore fire resistance (but spells that do purely divine damage seem... limited? Maybe I'm wrong there?)

I don't mind the damage being reduced, or even the actual area. It'd be okay as a smaller explosion too, since Sunlance has a pretty big area, for whatever it's worth.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 14, 2018, 09:57:47 PM
In that case, it may be more productive to make a sanctified spell. Rain of Embers provides a strong example, it's a sanctified 7 spell in the BoED.

To be clear, Xandra can access sanctified magic, any caster who can cast a spell of the proper level can access a sanctified spell. Wizards have to memorize it and know it, a cleric has to request it in prayer as normal, a favored soul has to choose it as a spell known and so on. In Xandra's case, she'd have access to it since she has her entire spell list available. Note that a houserule in Balmuria Houserules notes that spontaneous spellcasters aren't banned from them, they can select them normally.

Two notes about the upcoming spell I'm suggesting. 1. Xandra isn't the type to put her name on a spell. Personal choice. 2. She's going with light instead of fire because she has another spell for her in the Spell Booster that has the same theme. She's building around this, so it makes sense to build in tandem with it. Same with the star theme. Stars are more associated with the eladrin but it doesn't mean the archons can't peacefully contest that.

Star Explosion
Evocation [Good, Light]
Level: Sanctified 10
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 60ft radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A burst of radiant stars deals 1d6 points of damage per caster level (maximum 25d6). Creatures vulnerable to bright light (including sunlight) take 25d10 points of damage instead.

Sacrifice

1d2 points of Strength damage.

Any opinion on it?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 14, 2018, 10:27:21 PM
That's good! She would definitely use that.

What I'm looking for is an anti-evil spell, but I wonder if Burst of Glory already kind of treads on that idea too much? What do you think?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 14, 2018, 10:35:05 PM
Quote from: Nephrite on October 14, 2018, 10:27:21 PM
That's good! She would definitely use that.

What I'm looking for is an anti-evil spell, but I wonder if Burst of Glory already kind of treads on that idea too much? What do you think?

Well, to be clear here, for Xandra or Moore?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 14, 2018, 10:51:22 PM
Xandra. Moore has Cleric casting so one day will get it.

There really aren't a lot of anti-evil sorc/wiz spells, but Sanctified casting would absolutely fit that bill, I think.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 15, 2018, 11:16:07 AM
Monday's Spell Booster installment.

The archons of Mount Celestia are dedicated in their mission to eliminate evil. This takes many forms and paths, including epic level spells. This is one such spell, created by a forgotten throne archon that found a way to temporarily bestow a fragment of Celestia's majesty onto another creature. With a sacrifice of part of one's ego and force of personality, the resonation of that sacrifice can draw in the power of Celestia.

This is not a spell to be used lightly, both for the cost and the gift it gives.

Blessing of the Throne
Transmutation [Good, Lawful]
Level: Sanctified 13
Components: V, Archon, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

You call on the Seven Heavens of Mount Celestia to bless the creature touched, giving them all the august power and authority of Celestia's champions. This grants the creature touched a +4 sacred bonus to all ability scores. They also gain the penitentiary gaze, aura of menace, teleport, tongues and magic circle against evil abilities of a throne archon. Finally, they gain a +8 racial bonus to Intimidate and Sense Motive checks.

The creature touched uses their ability scores and hit dice to determine the save DC of penitentiary gaze and aura of menace.

This spell fails if used on a non good creature. Throne archons gain no benefit from this spell.

Sacrifice

1d4 points of Charisma drain.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 15, 2018, 11:22:33 AM
Quote from: Anastasia on October 14, 2018, 09:57:47 PM
Star Explosion
Evocation [Good, Light]
Level: Sanctified 10
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 70ft radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A burst of radiant stars deals 1d6 points of damage per caster level (maximum 25d6). Creatures vulnerable to bright light (including sunlight) take 25d10 points of damage instead.

Sacrifice

1d2 points of Strength damage.

I'm not quite happy with it, but for no reason I can adequately describe. It's good enough to try out so to the Spell Collection it goes.

Edit: Tweaked it up slightly with +10ft to its radius. That's the real draw, nontyped damage over a big radius.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 15, 2018, 11:54:51 AM
Quote from: Nephrite on October 14, 2018, 10:51:22 PM
Xandra. Moore has Cleric casting so one day will get it.

There really aren't a lot of anti-evil sorc/wiz spells, but Sanctified casting would absolutely fit that bill, I think.

There aren't. This came up a few months ago with Cor, anti evil spells tend to be more of a cleric or sanctified spell thing. Arcane magic tends to be more classical sorcery, touching on issues of darkness more than holiness. I consider them somewhat out of specialization for sor/wiz magic. Not as badly as something like healing, which is traditionally kept to clerics and divine casters with a few exceptions, but still outside of their wheelhouse.

So yeah, I'd prefer to mostly stick to sanctified magic for her, especially because she can bear the sacrifice costs when needed. It's on theme for her.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 15, 2018, 11:56:42 AM
That's fine. I'll look at other Sanctified spells and see what I can come up with.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 15, 2018, 05:19:25 PM
So, I have no idea if this is too strong, too weak, just right or even really a "Sanctified" spell due to the tacked on effect, but here's a thing. I apologize in advance for formatting issues that may be present in this as I don't know a lot of spells that have secondary effects like this one.

Lightbound
Evocation [Good, Light]
Level: Sanctified 12
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Ray
Duration: Instantaneous, 1 minute/level, see text
Saving Throw: None
Spell Resistance: Yes

A brilliant white ray leaps from your outstretched hand. You must succeed on a ranged touch attack to hit your target. Any creature struck by this ray takes 1d6 points of damage per caster level (max 25d6 damage). Additionally, evil creatures are affected as if by a dimensional anchor spell.

Sacrifice

1d4 points of Strength damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 16, 2018, 10:01:33 AM
Tuesday's Spell Booster release.

Every epic spell has a story behind it, if one is willing to invest the time to learn it. Silverfrost's story is that it was created by the Frost Daughters, a fanatical sect of half white dragon succubi who serve Auril. One tenet of their depraved faith is that none but they are worthy to stand in Auril's presence, all others must bow and supplicate themselves before the Frostmaiden. In time this belief became more and more important to them, leading to their leader at the time developing this spell based on that tenet.

This spell is not evil despite its origins, merely as cold as Auril's own black heart.

Silverfrost
Conjuration (Creation) [Cold]
Level: Sor/Wiz 11
Components: V, S
Casting Time: 1 standard action
Range: 20ft/level
Area: 20ft/level radius spherical emanation, centered on you
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

All the ground within the area of the spell are covered with a thick layer of shining silver frost. Squares affected by this are treated as difficult terrain. Additionally, any creature who attempts to move through squares affected by silverfrost succeed on an Acrobatics check when they enter the first square with silverfrost, failure results in falling prone. The DC is equal to your caster level + 10. A creature only makes one Acrobatics check per round, no matter how many squares of silverfrost it passes through. A creature that attempts to stand up from being rpone in a square affected by silverfrost must succeed on the same Acrobatics check or be unable to stand up that turn.

Any creature that is prone at the beginning of their turn in a square affected by silverfrost takes 5d6 points of cold damage.

This spell only impedes creatures who move on the ground. Flying creatures are not affected by it unless they land.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 17, 2018, 12:21:50 PM
Wednesday? SPELL BOOSTER TIME.

Miranda is ultimately a simple sort. While she knows strategy and tactics, she is most comfortable firing arrows from start to finish. She focuses on her favored enemies above everything else, seeking to strike them down whenever she can. This spell is a logical extension of her, in the works once she has 8th level spellcasting.

Miranda's Banecrush
Evocation
Level: Rgr 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

All of your ranged attacks against your favored enemies deal an extra 4d6 points of damage as well as 1 point of Constitution damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 17, 2018, 12:29:21 PM
Re: Iddy's two other spells.

Power of the Spellpool: I'm just going to nix this one entirely. Neat idea but it didn't pan out, that happens.
Spellpool Enhancer: I'm going to nix this one, but for a different reason. Some sort of expanded spell pool switching and recall could be possible, but it feels the domain of an epic feat for epic Mage of the Arcane Order.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 17, 2018, 12:31:54 PM
Quote from: Nephrite on October 15, 2018, 05:19:25 PM
So, I have no idea if this is too strong, too weak, just right or even really a "Sanctified" spell due to the tacked on effect, but here's a thing. I apologize in advance for formatting issues that may be present in this as I don't know a lot of spells that have secondary effects like this one.

Lightbound
Evocation [Good, Light]
Level: Sanctified 12
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Ray
Duration: Instantaneous, 1 minute/level, see text
Saving Throw: None
Spell Resistance: Yes

A brilliant white ray leaps from your outstretched hand. You must succeed on a ranged touch attack to hit your target. Any creature struck by this ray takes 1d6 points of damage per caster level (max 25d6 damage). Additionally, evil creatures are affected as if by a dimensional anchor spell.

Sacrifice

1d4 points of Strength damage.

Too weak. I'd compare it to 12th level spells and adjust upward.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 17, 2018, 12:58:29 PM
Okay, I fiddled with it. I'm not sure if the 'hitting multiple creatures' thing makes it too good or not.

Lightbound
Evocation [Good, Light]
Level: Sanctified 12
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature/5 levels
Duration: Instantaneous, 1 minute/level, see text
Saving Throw: None
Spell Resistance: Yes

Brilliant white light flies from your hand at your opponents. You must succeed on a ranged touch attack to hit your targets. Any creature struck by this ray takes 1d6 points of damage per caster level (max 25d6 damage). Additionally, nongood creatures are affected as if by a dimensional anchor spell.

Sacrifice

1d4 points of Strength damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on October 17, 2018, 01:42:34 PM
I want Chan's spell! She gypped me!

I also hope it fits my dream spells of using fire in a burst/spread to hit only evil dudes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 17, 2018, 03:06:23 PM
Quote from: Corwin on October 17, 2018, 01:42:34 PM
I want Chan's spell! She gypped me!

I also hope it fits my dream spells of using fire in a burst/spread to hit only evil dudes.

It's on my todo list, I'm just doing a ton of spells as it is. I'll see about getting it up tonight.

Total honesty: You're mid adventure so it's low priority due to that. Keep the dungeons running first of all, then prep and a bunch of other things. Busy DMs are quite busy, y'know?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 18, 2018, 12:54:46 AM
So did you all have fun today?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 18, 2018, 12:55:35 AM
Diplomacy is always fun for me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on October 18, 2018, 01:04:41 AM
Was a decent day. Plodding foundation progress, as always.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 23, 2018, 10:58:26 AM
Okay, time for news from everywhere.

Dragonheart Shapeshifter is up in homebrew. This is from B3, it's how Muirfinn shapeshifted into a dragon. It's been revised and turned into a proper PrC for Ianvasah. I may tweak it more in the near future, but for now it's fine.

Speaking of, Ianvasah is tentatively a Druid 31//Doppelganger 4/Ranger 11/Nature's Warrior 5/Dragonheart Shapeshifter 11. It's possible I drop the nature's warrior from it and go with 5 more levels of ranger. I'm not sure if I disallowed it before, so I need to go do my homework. Even if I haven't, I need to see if it cleanly translates to shapeshift.

Spell Booster spells will resume soon, perhaps today. Blame Disgaea 5 for capturing me like a video game hasn't since I was a teenager. It's like I'm 13 and playing Final Fantasy 6 again or 17 and lost in Final Fantasy Tactics. So bear with me on that one, okay?

I'm fiddling with feedback options. I may go back to the Weekly Roundup since daily nags haven't felt quite right to me. They're a little too disposal and short form I think, good for taking a general temperature of things but not good for more in depth commentary. That's okay. If you noticed that I haven't been using daily pokes much the past week, that's why. Alternately, I may come up with a different system altogether, we'll see.

Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on October 23, 2018, 11:02:34 AM
Do we need such periodic feedback in the first place? We can just talk instead.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 23, 2018, 11:12:10 AM
Quote from: Corwin on October 23, 2018, 11:02:34 AM
Do we need such periodic feedback in the first place? We can just talk instead.

It depends. Fundamentally I feel some level of feedback is helpful for me as the DM. Be it daily, weekly or whatever other pace used, it's a useful thing and a useful tool. But really, most feedback is us talking and me taking the initiative to bring it up. The form I use varies, but it's essentially starting a conversation about things in a formal way.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 23, 2018, 12:39:28 PM
Quote from: Anastasia on October 23, 2018, 10:58:26 AM
Okay, time for news from everywhere.

Dragonheart Shapeshifter is up in homebrew. This is from B3, it's how Muirfinn shapeshifted into a dragon. It's been revised and turned into a proper PrC for Ianvasah. I may tweak it more in the near future, but for now it's fine.

Speaking of, Ianvasah is tentatively a Druid 31//Doppelganger 4/Ranger 11/Nature's Warrior 5/Dragonheart Shapeshifter 11. It's possible I drop the nature's warrior from it and go with 5 more levels of ranger. I'm not sure if I disallowed it before, so I need to go do my homework. Even if I haven't, I need to see if it cleanly translates to shapeshift.

Spell Booster spells will resume soon, perhaps today. Blame Disgaea 5 for capturing me like a video game hasn't since I was a teenager. It's like I'm 13 and playing Final Fantasy 6 again or 17 and lost in Final Fantasy Tactics. So bear with me on that one, okay?

I'm fiddling with feedback options. I may go back to the Weekly Roundup since daily nags haven't felt quite right to me. They're a little too disposal and short form I think, good for taking a general temperature of things but not good for more in depth commentary. That's okay. If you noticed that I haven't been using daily pokes much the past week, that's why. Alternately, I may come up with a different system altogether, we'll see.



For whatever it's worth, Gildas was at least Nature's Warrior 1 on one side.

I know you're iffy on incorporating other people's PrCs but I'll just throw out this one that Gildas also used, which was great fun. http://www.giantitp.com/forums/showthread.php?74521-Battle-Shifter-PrC
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 23, 2018, 01:03:24 PM
Interesting idea but I'll probably pass on it (and just go straight ranger until epic), since dragonheart shapeshifter feels like it gives enough there.

While she's a natural shapeshifter, she really only uses the elemental fury and draconic ravager shapeshifts in serious battles. The latter is saved for serious situations or emergencies only, sort of a draconic trump card to lay down.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 24, 2018, 07:54:45 PM
Disgaea is still a massive timesink, that is all.

---

In other news, next week Cor and Eb will be off DST but we won't. So for that single week, I'm toying with shifting game times from noon to 4 PM EST to 1 to 5 PM EST. Thoughts?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 24, 2018, 08:14:40 PM
I'll be out for a few days next week, so it doesn't impact me too severely regardless.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 24, 2018, 08:50:26 PM
Quote from: Nephrite on October 24, 2018, 08:14:40 PM
I'll be out for a few days next week, so it doesn't impact me too severely regardless.

So noted, drop a note on which days in downtime/away, would you?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on October 24, 2018, 09:23:27 PM
Tentatively okay with it, barring dinner/family.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on October 25, 2018, 12:59:41 PM
I think I'm fine as is, actually, I've been getting home earlier.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on October 25, 2018, 01:43:32 PM
An hour either way makes little difference to me. It's a post game after all, no need to get hung up on scheduling!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 25, 2018, 04:50:16 PM
Okay. Yuth?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 26, 2018, 08:08:33 PM
Once again, a reminder to all PCs: Slaad is not interchangeable with DM. PMs that consist of 'hey slaad' or similar things will be ignored.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 27, 2018, 01:37:12 PM
Weekly Rambling

In which I ramble about B6 to stir up replies and commentary. Replies are encouraged, since it's meant to be a conversation.

I'm trying this as a new form of feedback, a less structured version of the Weekly Roundup. We'll see how it goes.

One thing I like about Alicia is her sense of gravitas. She's serious without being solemn, able to be the straight woman in a scene without being too bland. She works well with Syala, who is more lively and a little more irrelevant. Compare this to Antenora and Marie, who has the same sort of relationship, only exaggerated.

This contrasts with Cresiel. Cresiel goes past being serious and into solemn, an almost brooding sort of focus. It's not absolute as some of his banter this week showed, but that's his nature. Xandra's much the same way, albeit this is something of a trait in many archons or lawful good celestials. Duty and Chronias are important things and all the more important to them.

Jetina's a little livelier, though her voice still eludes me on occasion. I've been rereading bits of the Lost Realm, which has helped me refocus her.

Really, I like Tryll's node for being easy to pick up and play, though I need to sit down and have a good run with Yuth sometime. Real life sucks, y'know?

If there's one thing about Seira's node that it reminds me of, it's that hers is very easy to play and feels like the (mechanically) strongest node right now. Most of this comes down to Cor going in the hardest on that sort of thing (though Moore's gimmick has him come in a close second, it's mostly because Cor has a stronger group of node members and support right now, I think, they'd be equal otherwise).

Elite kill squads are what I'm informally calling things like the efreet squad Moore met or what Seira ran into against Shar on Vacuum. They're generally prepared, powerful and largely the mirror of PCs. Same tactics, same sort of overwhelming smash to try and counter PC tactics with similar tactics. It only makes sense, after all. So far Moore's ran into such a group (he really provoked it first) and Seira did recently, though one without quite the prep time or situation to maximize themselves.

Alyssa isn't in a position to quite yet, Alicia hasn't happened to by the luck of the draw and Yuth's been in a dungeon lately.

For sheer humor I think Alicia's node is the best, but I've always had a huge weak spot for the way Antenora and Marie interact. They have it. Moore's squad has been good for that recently, the stuff this week was solid. Seira's has potential but the main catalyst (Donald) is still somewhat sorting himself out for the enforced higher Wisdom score. He's made a few sallies but nothing too outrageous. Yuth's is strong for that but needs a good post session to draw it out, which has been in short supply lately. Alyssa's is the least humorous group, mostly by function of the personalities there. There's certainly lighthearted moments but nothing overwhelming.

Favorite moments of the week? Alicia mastering the tome was strong, she had the right amount of gravitas for the scene. The casual talk and joking as Moore's node rose and then descended Celestia was great (and I liked the bit with Talinalinas too).

Ianvasah's something. As always I'm still clarifying and sorting out a new NPC as I play her, but she should be solid. More on her once I get her sheet up sometime. FYI, this is why I so rarely play games - when one does get me I lose too much of my free time an focus. Admittedly Disgaea 5's nature makes this a lot worse than it could be otherwise.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on October 27, 2018, 01:52:32 PM
Gravitas is a good way of putting forward Alicia's general attitude, she takes the situations she ends up in and the people she confronts seriously. Even when she trash talks someone in a fight she still tries to keep up a serious image behind it all. It's like being a professional wrestler or something, if you have a gimmick/personality then you want to stick with it for people to easily grasp what you're about! Brand recognition's important for deities after all, your worshippers know what they're getting in for when they follow you, and your peers know what kind of person they'll be dealing with so they can lower their guard a bit. You only ever really see her telling jokes with her friends, and even then she sticks to subtler ones.

As far as not running into elite kill squads, I hope part of Alicia's success in that regard is in how she doesn't hang around in places long enough for any such squads to buff/gear up and teleport over and hunt her down. Like most battle encounters she has are over within two rounds, but actually stripping and looting a defeated foe is going to take at least ten times that long. In that yugoloth pit I'd actually planned on going back and looting the boss daemon and that tiefling who wanted to duel only after we'd gotten the tome, and then use the antimagic field/gate trick to go home without running into the kill squad or avatar of Shar I was expecting to be lingering up on the surface. If we'd stopped to loot we may have gotten away with extra treasure plus the tome when we left, but we also might've had a kill squad hit our flank while we were fighting boss daemon or sorting through all those fake tomes.

It does mean I don't get as much cool loot like other nodes do, but that's the trade-off I'm making for being able to win these fights before reinforcements can show or the guy I'm after can sneak out and escape or whatever.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on October 27, 2018, 02:23:31 PM
If we're picking adjectives, Seira is earnest. That's the driving force, there. Power-wise, I'm not sure who's 'the strongest' and I try to avoid thinking about it. Measuring up against your enemies should be enough.

Interesting point on the time it takes to loot people. We can probably cheat with wish-based emulation but yeah. I don't think Dune takes that under account, though. Do you, Dune?

Re: kill squads in general, I really had no choice in hitting mine given I intended to make a statement and had to assault their place openly. That said, it does affirm my belief that armies are pointless at our level and things are decided by elite teams!
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on October 27, 2018, 04:01:35 PM
Responding mostly to say I read it. As you said, nothing much on Alyssa since so much for her is building, well... Everything. As the only PC that's completely brand new, without any contacts, there's just so much more I have to get done before I get anywhere close to having an effect on the actual storyline of B6 that there's never really anything to say there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 27, 2018, 10:11:06 PM
Quote from: Iron Dragoon on October 27, 2018, 04:01:35 PM
Responding mostly to say I read it. As you said, nothing much on Alyssa since so much for her is building, well... Everything. As the only PC that's completely brand new, without any contacts, there's just so much more I have to get done before I get anywhere close to having an effect on the actual storyline of B6 that there's never really anything to say there.

Fair enough.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 27, 2018, 10:20:59 PM
Quote from: Corwin on October 27, 2018, 02:23:31 PM
If we're picking adjectives, Seira is earnest. That's the driving force, there. Power-wise, I'm not sure who's 'the strongest' and I try to avoid thinking about it. Measuring up against your enemies should be enough.

Earnest is a great word for Seira, 100% agree.

Power-wise I agree with your sentiment there, though I did make that as an off the cuff comment without really thinking about it too much.

QuoteInteresting point on the time it takes to loot people. We can probably cheat with wish-based emulation but yeah. I don't think Dune takes that under account, though. Do you, Dune?

I do take note of it. Moore ran into that in his most recent adventure with looting a library, I believe. I also don't comment on it usually unless it's going to take more time than can be reasonably anticipated or something happens during it.

QuoteRe: kill squads in general, I really had no choice in hitting mine given I intended to make a statement and had to assault their place openly. That said, it does affirm my belief that armies are pointless at our level and things are decided by elite teams!

As always, context is important. An army of Nessian Pit Fiends or advanced solars is going to wreck things regardless, but that's the sort of thing that gets filed under 'apocalyptic' or 'End of Days'. But the way I run large forces tends to reinforce that, yes. I want that sort of feel, where the heroes are larger than life enough to face down those sort of odds and triumph. I think a more realistic take is, 'Armies don't matter at this level as long as the component members aren't too powerful'.

Plus if between an army and a party of level 30 characters vs a party of level 30 characters, I'd take the first one any day. Even if the army may not beat you, it saps resources, causes injuries and otherwise wears down the enemy. For example, PCs on a level where they can assault Nessus and challenge the Serpent Throne probably aren't that worried by facing down who knows how many Nessian Pit Fiends, but nonetheless, they will take a toll. (Let alone whatever else Asmodeus has, of course.)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 27, 2018, 10:30:50 PM
Quote from: Ebiris on October 27, 2018, 01:52:32 PMGravitas is a good way of putting forward Alicia's general attitude, she takes the situations she ends up in and the people she confronts seriously. Even when she trash talks someone in a fight she still tries to keep up a serious image behind it all. It's like being a professional wrestler or something, if you have a gimmick/personality then you want to stick with it for people to easily grasp what you're about! Brand recognition's important for deities after all, your worshippers know what they're getting in for when they follow you, and your peers know what kind of person they'll be dealing with so they can lower their guard a bit. You only ever really see her telling jokes with her friends, and even then she sticks to subtler ones.

Yes, it works for her. Honestly I feel that it resonates with the intended tone of this game exceptionally well and leads to strong moments. The expansion of Sylica comes to mind here as well as what you did with the Warrior's Spelltome. Don't get me wrong, Balmuria has places of great happiness and humor. Balmuria is also a serious setting where countless souls and realities vie for dominance, all under the shadow of everything coming to an end.

That aside you and Seira both have strong images like that. It's done a good job at presenting that. Like I'd imagine a follower of Seira dressed in rich and eye catching golden clothing, while someone who serves Alicia might wear functional gray and brown.

QuoteAs far as not running into elite kill squads, I hope part of Alicia's success in that regard is in how she doesn't hang around in places long enough for any such squads to buff/gear up and teleport over and hunt her down. Like most battle encounters she has are over within two rounds, but actually stripping and looting a defeated foe is going to take at least ten times that long. In that yugoloth pit I'd actually planned on going back and looting the boss daemon and that tiefling who wanted to duel only after we'd gotten the tome, and then use the antimagic field/gate trick to go home without running into the kill squad or avatar of Shar I was expecting to be lingering up on the surface. If we'd stopped to loot we may have gotten away with extra treasure plus the tome when we left, but we also might've had a kill squad hit our flank while we were fighting boss daemon or sorting through all those fake tomes.

You have avoided things with that approach, yes. It's a different approach and it changes your risk and reward. I won't say it changes everything, but you can see the difference in difficulties versus loot gotten. Either approach is perfectly respectable. All it takes is one encounter going wrong and it's wise to consider that with your enemies. It's also wise to consider the treasures you may get if you're confident enough of victory and have a plan if it goes wrong.

There's really no one right way to play that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 28, 2018, 10:46:00 AM
The thing I appreciate the most about Moore's node and story is that he is having an actual impact on the people around him. It may not be in quite the same way that Alicia and Seira are, but that's entirely to be expected. He isn't a divinity and, realistically speaking, I don't know that I'd ever see him as willingly becoming one, I mean, unless he had to.

But I enjoy the fact that he's able to soften things up from the traditional Archon way of doing things, even if just a little bit. Yeah, he rubs people the wrong way -- and that's okay! He has his own way of doing things which may not always be 100% in line with Celestia's way. But they also value freedom of thought (to a point, I realize) and he takes advantage of that fully.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 29, 2018, 12:59:01 PM
Quote from: Nephrite on October 28, 2018, 10:46:00 AM
The thing I appreciate the most about Moore's node and story is that he is having an actual impact on the people around him. It may not be in quite the same way that Alicia and Seira are, but that's entirely to be expected. He isn't a divinity and, realistically speaking, I don't know that I'd ever see him as willingly becoming one, I mean, unless he had to.

But I enjoy the fact that he's able to soften things up from the traditional Archon way of doing things, even if just a little bit. Yeah, he rubs people the wrong way -- and that's okay! He has his own way of doing things which may not always be 100% in line with Celestia's way. But they also value freedom of thought (to a point, I realize) and he takes advantage of that fully.

The thing about Celestia is that it plays the long game. No one, save those who are already in Chronias, is perfected yet. Reaching Chronias is all about the journey and learning on the way. Someone who is loyal but has some beliefs that don't perfectly line up is fine. There's always chances to learn and grasp towards the truth of Chronias. That's the point of entire affair, after all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 01, 2018, 12:25:00 PM
I could say a lot about this spell, but at heart, it's about Syala being simple. No great invocation, no meaningful backstory. She wants a spell like this that's from Aura of Vitality. It trades multitarget for better bonuses and also affecting Dexterity.

Syala's Blessing
Transmutation
Level: Drd 14
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The target of this spell gains a +10 morale bonus to Strength, Dexterity and Constitution.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 02, 2018, 01:02:47 PM
Worthwhile IRC paste.

<Nephrite> I'm quite curious what Humble Words actually does, I admit!
> I didn't have it where I thought I did, so I need to rewrite it anyway.
> Very short version: Save or you lose any bonuses to Charisma based checks. You automatically are affected.
<Nephrite> Ahhhhh.
> It has some language about what exactly it applies to that makes it a bit wordy, but nothing too terrible.
> Something like...
> Humble voice negates all bonuses to Charisma based checks except for those from skill ranks and the target's Charisma score.
> It's useful (moreso by powerful entities against lesser ones) but niche for a few reasons.
> 1. Saving throw limits how good it is.
> 2. Most sides at high level either can match each other at that game so it cancels out, or they agree to certain bounds. Not always but often enough that brute forcing it falls into a weird position for it.
> Like if Graz'zt's diplomats and, I don't know, the Whirlwind Throne are in a diplomatic meeting for whatever reason, they'd probably agree to some sort of tentative bounds. Not to say they  may not try and cheat them, but both sides at that level of power know how the game is played and how to play it.
> 3. The highest levels (deities, extremely high hit dice creatures) are usually set enough in their ways that really blitzing them simply isn't possible without some levers. Like you could roll DC 500 against Taelfagn and if you just walked up to him, trying to convince him to betray Hell? Wouldn't work. It's not that your words aren't powerful, but there's generally limits to diplomacy. See also how Asmodeus manipulated Zariel. He didn't go all in and blow her away out of the blue with a super high check, he used levers intelligently to beguile and tempt her into the position he wanted her in.
> Since RAW some Charisma based skills have a certain degree of no limits fallacy to them.
> Simply speaking, Asmodeus has a shot at the check because he struck in the right way at exactly the right time.
> Weaker creatures are conversely easier to deal with in general - a typical human can be swayed pretty easily into most things by a sufficiently charismatic speaker.
> But when you start getting into heroic willpowers, creatures who have lived for millions or billions of years and so on and so forth, you can only do so much to sway them with words. You need the right words at the right place at the right time.
> So if say the Grand Sultan is going over his gameplay to deal with Moore, 'Diplo check him into serving me' isn't really on the table unless he has one hell of a set of reasons to think he can.
> He knows it and accepts that.
> The sort of hero Moore is isn't the kind you batter down with words and drag along.
> Not without really preforming to the utmost. You'll also notice in B3 that a lot of Diplo checks are DM initiated with the DM sees something that makes it reasonable.
> You gotta deal with the people, set up situations to work. Strike when you have a possibly once in eternity chance. Like with Eblis, Alicia and Antenora made some headway because they had a weak point to exploit and Antenora was a direct, personal challenge and way to shake his beliefs. Instant lever that made it more than screaming rage.
<Nephrite> Right, yeah
<Nephrite> The "roll a natural 20 to convince the king you're the rightful heir and not him" thing doesn't really happen
<Nephrite> I've always viewed diplomacy checks as "how effective your words are" rather than "do they believe you y/n"
* Kotono nods.
> There's time and places for the latter - usually bluff checks but occasionally something falls into Diplo for that.
> But by and large you're right.
<Nephrite> And this was more of an effort to see if there were some neat spells that Barachiel had cooked up to help aid with diplomatic endeavors that aren't just "adds a sacred bonus to the skill check" or whatever
* Kotono nods.
> That's the biggest one offhand.  The thing is at the highest levels there isn't as much boosting as you'd expect - either a lot or little to none, depending on who is meeting and why. So there's not a lot of shades of gray territory, understanding the personalities involved is viewed as more important.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 08:51:09 PM
Not a dreadfully interesting spell, but here because it's a benchmark. A few of the spells here are essentially that, as this serves a useful purpose for design. Being able to pick up any common weapon and suddenly have an epic weapon's worthwhile for emergencies, at least to me.

Avenging Angel's Strike
Transmutation [Good, Fire]
Level: Clr 14, Pal 12
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Melee weapon touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

The weapon touched becomes capable of vanquishing any evil. It becomes a +7 weapon with the holy and fiery blast special abilities. This temporarily overwrites the properties of the weapon touched. Artifacts cannot be affected by this spell.

This spell is primarily known to a small group of avenging angels, who have slowly spread it to worthy mortals in recent centuries.

Focus

The weapon to be affected by this spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 07, 2018, 08:55:41 PM
Quote from: Nephrite on October 17, 2018, 12:58:29 PM
Okay, I fiddled with it. I'm not sure if the 'hitting multiple creatures' thing makes it too good or not.

Lightbound
Evocation [Good, Light]
Level: Sanctified 12
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature/5 levels
Duration: Instantaneous, 1 minute/level, see text
Saving Throw: None
Spell Resistance: Yes

Brilliant white light flies from your hand at your opponents. You must succeed on a ranged touch attack to hit your targets. Any creature struck by this ray takes 1d6 points of damage per caster level (max 25d6 damage). Additionally, nongood creatures are affected as if by a dimensional anchor spell.

Sacrifice

1d4 points of Strength damage.

Since you're on a Spell Booster kick, I will remind you of this one.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 09:00:40 PM
Cresiel makes magic. This is really the sort of thing he'd make - a martyr in a can sort of spell. Of course the goal is to survive all that damage and use the bonus to thump the trouble maker harder in return.

Cresiel's Valiant Stand
Abjuration
Level: Clr 13
Components: V, S, DF
Casting Time: 1 immediate action
Range: Personal; see text
Target: You; see text
Duration: Instantaneous

You offer yourself up as a martyr to protect those around you. You may only cast this spell when one more allies within 100ft take damage. When you do, all damage taken by allies within 100ft is taken by you instead. This spell only functions when cast and does not remove damage already taken previously or ward against damage taken in the future.

For each creature you take damage in place of from your casting of this spell, you gain a +2 bonus attack rolls and weapon damage rolls for one round (maximum +20).
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 09:04:47 PM
Quote from: Nephrite on November 07, 2018, 08:55:41 PM
Quote from: Nephrite on October 17, 2018, 12:58:29 PM
Okay, I fiddled with it. I'm not sure if the 'hitting multiple creatures' thing makes it too good or not.

Lightbound
Evocation [Good, Light]
Level: Sanctified 12
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature/5 levels
Duration: Instantaneous, 1 minute/level, see text
Saving Throw: None
Spell Resistance: Yes

Brilliant white light flies from your hand at your opponents. You must succeed on a ranged touch attack to hit your targets. Any creature struck by this ray takes 1d6 points of damage per caster level (max 25d6 damage). Additionally, nongood creatures are affected as if by a dimensional anchor spell.

Sacrifice

1d4 points of Strength damage.

Since you're on a Spell Booster kick, I will remind you of this one.

That's fine, we'll try it and see how it goes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 09:08:39 PM
At heart, Emily wants a general damage spell that's good on everything. Force damage fits the bill, especially for shadow slaying. Consider this an investment in her future, she'll grab it in two levels.

Emily's Forceful Strike
Evocation [Force]
Level: Sor/Wiz 14
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (30ft radius, 100ft high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A column of raw force slams down and obliterates your enemies, dealing 1d6 points of damage per caster level (maximum 45d6) and stunning all creatures within for 1d6 rounds. A successful Reflex save halves the damage and negates the stunning.

Material Component

A handful of glass beads, which are thrown to the ground when you cast this spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 09:12:13 PM
FYI the spell doesn't technically exist until Emily can cast such magic, just heads up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 09:13:17 PM
Emily wanted a bigger version of miracle of life tailored to her tastes. It's as much healing as an anti minor undead spell.

Emily's Miraculous Gift
Conjuration [Healing]
Level: Clr 12, Hlr 12, Pal 11
Components: V, S, DF
Casting Time: 1 full round action
Range: 1 mile radius centered on yourself
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)

This spell heals every living creature within the range 2d4+10 hit points and deals an identical amount of damage to undead creatures.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 09:21:51 PM
Evil beings make horrifying things, a nightmare no one ever wants to see. This is one such poisonous fruit.

Fallen's Lament
Enchantment [Evil, Mind-Affecting]
Level: Corrupt 14
Components: V, S, F, Corrupt
Casting Time: 1 hour
Range: Touch
Target: Celestial touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This vile spell is the result of study by the fallen planetar Sasoliel in league with the yugoloths. If the target fails a Will save, they are flooded with evil power. They lose the good subtype and gain the evil subtype, as well as the fallen template. Their alignment shifts to evil on the good-evil axis while the law-chaos axis is not changed. While the change is permanent, the newly fallen celestial may be able to purify themselves (and atone if needed). There is no compulsion to stay evil, save their new outlook and anything they may do as a result of it. The celestial is aware the changes are artificial.

A celestial that succeeds on the saving throw against this spell is thereafter immune to this spell, as is any celestial who fell and atoned or otherwise had a non-good alignment in the past.

This spell ignores any racial ability a celestial would have to block or suppress this spell, such as magic circle against evil, a protective aura or immunity to enchantments or mind affecting magic.

Focus

The soul of a solar, imprisoned within a gemstone or similar object.

Corruption Cost

2d8 points of Wisdom drain.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 09:29:47 PM
Antenora likewise invests in the future. A nice AC bump and a fiend focused mind blank on demand fits her.

Opal Protection
Abjuration/Enchantment (Compulsion) [Good, Mind-Affecting]
Level: Pal 8
Targets: Allies in a 40ft radius burst

This spell is identical to divine protection, except as noted here. Allies gain a +3 morale bonus to armor class. They are treating as being under a mind blank spell, but only against spells with the evil descriptor or by spells cast by evil outsiders.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 09:35:22 PM
Silverfrost's grown up cousin.

Silverfrost Mist
Conjuration (Creation) [Cold]
Level: Sor/Wiz 15

This spell is identical to silverfrost, except as noted here. The air within the area of the spell is filled with a thin, translucent silver fog. This does not impair visibility at all, but flying creatures within it must make the same Balance check as creatures on the ground. If they fail it, they fall to the ground prone. Trying to fly from being prone requires the same Balance check to successfully fly as it does to stand up.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 09:40:06 PM
FYI, Silverfrost Mist uses Balance instead of Acrobatics. This is purely for compatibility over on R&S, which doesn't use the Pathfinder skills. It's about consistency and not driving me crazy by dithering between them.

We know what it means and can convert it to Acrobatics with a moment's thought, so no big deal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 07, 2018, 09:41:33 PM
I was thinking of making a stronger version of Share Talents, but I wasn't sure if it deserved to have a "stronger" and then "much stronger" version. I have provided both for consideration.

As a note, the PHBII refers to the Consecrated Harrier class when discussing this spell that I just knocked off of here because I don't know what the fuck it is but you could always add it back in if you wanted to.

I also admit I'm confused that Druids don't get the spell, but Rangers do? I dunno, just seems weird to me.



Greater Share Talents
Transmutation
Level: Bard 6, Cleric 7, Ranger 7, Sorcerer 7, Wizard 7, Spellthief 7

This spell functions as Share Talents, except it gives +6 bonus to skill checks.



Superior Share Talents
Transmutation
Level: Bard 9, Cleric 10, Ranger 10, Sorcerer 10, Wizard 10, Spellthief 10

This spell functions as Share Talents, except it gives +10 bonus to skill checks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 10:28:29 PM
Also known as undead suck. Really there's no shortage of spells to oppose the living dead like this.

Solar Pulse
Conjuration/Evocation (Healing) [Light]
Level: Clr 15
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 10ft/level radius burst
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes

From above a massive burst of golden sunshine rejuvenates the living while obliterating the dead. Living creatures within the area of the spell heal 1d8+1 hit points per caster level (maximum 35d8+35) while the undead take the same amount of damage instead and are dazed for one round. A successful Reflex save halves the damage taken and negates the dazing.

A solar pulse automatically dispels any darkness spell within its area of 9th level or lower. Darkness spells of 10th level or higher are not affected.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 07, 2018, 10:31:24 PM
That spell seems a little high for what it ends up doing. That may just be me undervaluing it, though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 10:38:05 PM
It pays up extra for the anti-darkness feature, but it's pretty decent as it is. Big healing burst that's equally anti undead. It's a 10ft/level radius burst that you can position as well, which counts for more.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 10:38:40 PM
If it helps, I've ping-ponged about this spell a bunch and I went lower end for now. If play reveals it as not competitive or reasonable, I'll adjust.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 07, 2018, 10:39:08 PM
Somehow I read the 35d8 as 5d8, please just ignore me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 10:41:58 PM
Quote from: Nephrite on November 07, 2018, 10:39:08 PM
Somehow I read the 35d8 as 5d8, please just ignore me.

Oh okay, those things happen.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 10:43:46 PM
Hellball in bard boosting form. That really says it all. This is one of the two spells aimed at Lady Sanzha.

Song of the Elements
Evocation [Acid, Cold, Electricity, Fire]
Level: Brd 8
Components: V, S
Casting Time: 1 standard action
Range: 120ft
Targets: All allies within 120ft
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

All allies who hear this spell have their weapons empowered with elemental might. Any weapon attacks they make deal an extra 2d6 points of acid damage, 2d6 points of cold damage, 2d6 points of electricity damage and 2d6 points of fire damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 10:49:07 PM
The second spell, a marid spell for sure. It's still something Sanzha would appreciate.

In particular it makes water or aquatic allies better at things, as well as thematic ability to heal as the running waters flow.


Song of the Sea
Conjuration/Enchantment (Compulsion, Healing) [Mind-Affecting, Sonic, Water]
Level: Brd 10
Components: V, S
Casting Time: 1 standard action
Range: 120ft
Targets: All allies within 120ft
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Song of the Sea grants all allies who hear it water breathing and freedom of movement, as by the spells of the same name. Additionally, allies with the aquatic or water subtypes gain a +6 insight bonus to attack rolls, saving throws and armor class, as well as fast healing 10.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 11:02:37 PM
Because one day Xandra would like to make huge beams and send her enemies flying with them.

What? Even a trumpet archon needs things to aspire to.


Starbeam
Evocation [Light]
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 standard action
Range: 400ft
Area: Line from your hand
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You emit a beam of starlight that devastates creatures, dealing 1d8 points of damage per caster level (maximum 45d8) to any creature within it. Creatures that fail the save are dragged with the line to the end of the range. While being dragged prevents creatures moved by this spell to slam into each other, it does nothing to protect them from other hazards (such as passing through fire and being burned or falling because the line goes off a cliff, for example).

Focus

A small teardrop shaped star's tear gemstone worth 2,000 gold.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 11:07:55 PM
This one's experimental. The level's a ballpark estimate at best.

Stars of Mystra are 40th level spellcasters in multiple fields of magic. They're over in C&M if you're curious.


Summon Star of Mystra
Conjuration (Summoning) [Good]
Level: Clr 20, Sor/Wiz 20
Components: V, S, DF, Special
Casting Time: 1 round
Range: Close (25ft + 5ft 2/levels)
Effect: 1 summoned Star of Mystra
Duration: Concentration; up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No

This spell summons a Star of Mystra from Dweomerheart It appears where you designate and acts immediately, on your turn. It understands your speech, regardless of language, and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action.

Special

This spell can only be cast if you have Mystra's personal favor.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 11:11:36 PM
And that's it for the spell booster. In a few days I'm going to round them all up and post them in homebrew as another booster. Enjoy.

FYI, if any of you think any of these spells should be on spell lists than besides the ones listed, say so.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2018, 11:27:37 PM
This is a timeline. What I'd like for all of you to do is read this and tell me what you'd like to see on it. Obviously, things that are spoilers will not be added.

-Less than 1 year ago Aurora frees Lifasa and slays the Duke of Destiny.
-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: DM Nagging: It's pretty much my job
Post by: Anastasia on November 08, 2018, 07:32:49 AM
An example of Chronomancy has been added to retired spells in the Spell Collection. It came up in Alicia's thread. The simplest example to be fair, but hey.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 08, 2018, 12:01:09 PM
Quote-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.

Swap these around, it triggers my OCD something fierce.

Other than that... Malcanthet seems to be semi relevant to this game so stick some stuff in there for her history? Androlynne's a big enough deal to be mentioned as well, covering how long that lost generation was trapped for. Could mention the Eladrin/Fey split and subsequent Seelie/Unseellie one.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 08, 2018, 12:02:08 PM
It's already fixed on my main copy of it. Yeah, it annoyed me as well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 08, 2018, 12:03:59 PM
Maybe some mentions of when The Lost Realm was established? I'd be curious (if it isn't a spoiler) when the first person "graduated" from there too.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 08, 2018, 12:06:27 PM
Humble Words added to the Spell Collection.

Also noted you too, I'm gonna do another post about those suggestions this evening.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 12, 2018, 11:32:35 AM
Corrupt spell index added to the spell collection. There's not many, as most aren't publicly posted, but the ones that are known are now sorted.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 12, 2018, 11:35:27 AM
A first update to the timeline will ideally be up before session. It's a lot of note checking and getting everything just so.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 12, 2018, 12:16:09 PM
Quote from: Nephrite on November 08, 2018, 12:03:59 PM
Maybe some mentions of when The Lost Realm was established? I'd be curious (if it isn't a spoiler) when the first person "graduated" from there too.

Having had a thought about it, that's probably best revealed IC first.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 12, 2018, 12:24:38 PM
DM NOTE: All newly added times are not final. I have a ton of note checking to do, so I'm often slotting 'good enough' with the understanding this can and will change in later drafts. If you can produce a log that says otherwise on something or is otherwise off, please do so. It'll save me work.

In particular the Androlynne, Consorts of Queen Morwel and such parts are very tentative. I need to dive into old notes for those, ones I don't have immediately handy.


Understand that beyond the immediate past (100 years or less), times are somewhat estimated and rounded off. 10s of years are only used when needed, generally things are rounded to the nearest 100 years once past 1000 years in the past.

Right now the timeline tends to focus on a few realms in particular. That simply comes down to where I had material written out and available when I made this timeline. It'll be expanded in due time.

Next edition: Other planes and pantheons being added, Glasae Queen's birth being slotted, more on the Adversary, lots of odds and ends, tense/grammar cleanups. Suggestions welcome.

Timeline.

-Less than 1 year ago Aurora frees Lifasa and slays the Duke of Destiny.
-20 years ago Seira Aryn and Alicia Reynes rose as new demipowers.
-20 years ago The Lost Children of Androlynne are rescued by the Crimson Guard.
-20 years ago Helm moves against Kelemvor and creates the Well of Souls, lead by Demedais the Prophet.
-21 years ago Zquujaj wages war on Hell
-350 years ago Empress Sulia rises as a new demipower.
-600 years ago Beginning of Lifasa's golden age.
-610 years ago The most recent master of the Whirlwind Throne ascends.
-780 years ago Akil bin Faheem obtains Razalim, a powerful but legendarily cursed scimitar.
-950 years ago The Hag Countess is overthrown by Glasya, who becomes the new Lord of the Sixth.
-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.
-1800 years ago A quarut named Chrona arrives at this time to preserve and protect a temporal anomaly for Alicia Reynes and Syala, future deities.
-1900 years ago Bel replaced Zariel as Lord of the First.
-2000 years ago Zariel rises as Lord of the First.
-2000 years ago War against the Gnomish God-King, which leads to the fall of Torm.
-2400 years ago The lost children of Androlynne
-2800 years ago The current Padisha of the Marid took the Coral Throne.
-3000 years ago. Fall of the Lost Eastlands and the rampage of the Destroyer.
-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.
-6400 years ago Lady Gwynharwyf becomes one of the two consorts of Queen Morwel.
-6700 years ago Faerinaal becomes one of the two consorts of Queen Morwel.
-6800 years ago Death of Vaeros, Consort of Queen Morwel.
-7000 years ago The Lost Children of Androlynne are imprisoned.
-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.
- 12500 years ago Cerulean Joy and Vel Custos are married.
- 13400 years ago Zaaman Rul is defeated by Imix on the Plain of Burnt Dreams.
- 14300 years ago. Cerulean Joy returns to Celestia as a planetar and rises to the position of Authority of Absolution in seven years.
- 28100 years ago. Purple Star is defeated by the Red Knight and joins her army. Renbuu probably approves.
- 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.

- Malcanthet becomes Queen of Succubi.
- 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.
- The legend of the Great Xorn spreads amid the creatures of Earth.
- Medi's era, leading to the creation and loss of Medicant.
- Auril triumphs on a long forgotten world as her own and claims Arctinal as her servant.
- Creation of the Hecatoncheries, followed by its rebellion and relocation to the Abyss.
- The Seelie and Unseelie Fey split apart, as a result of some of the leShay exploring winter's cold heart.
- Temporal Compact is agreed to. Time travel past this point is forbidden and enforced by powerful guardians.
- In the shadow of a deadlocked Convocation of Time, the fey and eladrin are split by Queen Morwel.
- The Red Knight obtains divinity and challenges the demon lord Balum, slaying him and destroying him for all time.
- Scholars of the Abyss note that Ubalukk obyriths have seemingly vanished from the Abyss.
- Beelzebub becomes Lord of the Seventh and Belial becomes Lord of the Fourth.
- The first vampire vanishes, either dead or in some sort of sleep.
- Villisa is captured by a cleric of Loviatar and tormented for a decade.
- 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.

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.

- Creation of the City of Brass and the organization of efreet society by the Crimson Firebrand.
- 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 a great scale until then.
- Queen Morwel became 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: DM Nagging: It's pretty much my job
Post by: Nephrite on November 12, 2018, 08:33:45 PM
Quote from: Nephrite on November 07, 2018, 09:41:33 PM
I was thinking of making a stronger version of Share Talents, but I wasn't sure if it deserved to have a "stronger" and then "much stronger" version. I have provided both for consideration.

As a note, the PHBII refers to the Consecrated Harrier class when discussing this spell that I just knocked off of here because I don't know what the fuck it is but you could always add it back in if you wanted to.

I also admit I'm confused that Druids don't get the spell, but Rangers do? I dunno, just seems weird to me.



Greater Share Talents
Transmutation
Level: Bard 6, Cleric 7, Ranger 7, Sorcerer 7, Wizard 7, Spellthief 7

This spell functions as Share Talents, except it gives +6 bonus to skill checks.



Superior Share Talents
Transmutation
Level: Bard 9, Cleric 10, Ranger 10, Sorcerer 10, Wizard 10, Spellthief 10

This spell functions as Share Talents, except it gives +10 bonus to skill checks.


A gentle reminder.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 13, 2018, 05:42:07 PM
Seira and Moore, you have reached level up time. Congratulations! Go ahead and begin your level ups.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 13, 2018, 06:00:54 PM
Rogue//Arcane Trickster, as planned.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 13, 2018, 06:08:24 PM
I'm getting my second level in Singer of the Celestial Choir, which states:

Sanctified Magic (Ex)

At 2nd level and every four levels thereafter, the singer of the celestial choir may add a sanctified spell to her selection of bard spells known. This is in addition to the spells known that a bard gains as normal.

Does this mean I can pick any Sanctified magic spell for any level I have a bardic spell level for? I.e. I can pick anything between 1 and 10?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 13, 2018, 06:17:16 PM
Briefly since it's a fair question: Yes you can. Any bard level you have.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 13, 2018, 06:54:19 PM
Just posting this here since I'm looking at the SC, it seems like some spells are randomly italicized and I'm not sure why.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 13, 2018, 07:26:26 PM
Moore reaches level 32!

Singer of the Celestial Choir 2/Favored Soul 2

5 on a d8 for a total of 5+2+8 = 15 HP and 442 total HP.

Singer bumps the Bard casting up to 31st level, which gives an extra 10th level spell known. Moore selects Sensual Blessing. I should really check what spells I already have. Ahem. Moore selects Greater Snowsong.

For his Sanctified spell, Moore selects Cleansing Rain.

Also, Moore is changing out Greater Harmonic Void for Song of the Elements.


Moore also finally gets 20th level Favored Soul casting, giving him one extra 7th, 8th and 9th level spells. I will pick them but I may want to change them up depending on what other spells we uncover from our new healer friend, if that's okay.

7th: Shield of the Archons
8th: Mass Death Ward
9th: Miracle

Also, just as a note, I'm going to go through and add the Time Domain spells off to the side because I nearly forgot I had all of them again.

EDIT: I'm also apparently really stupid and didn't realize that 32 is both a +1 saves level as well as an ability score level. He'll have to take a point in Charisma to take it to 29 base. Ughhhh that sucks so much!!!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 13, 2018, 07:29:39 PM
Quote from: Nephrite on November 13, 2018, 06:54:19 PM
Just posting this here since I'm looking at the SC, it seems like some spells are randomly italicized and I'm not sure why.

From the SC's first post:

A spell in italics is an epic spell for of 9th level or lower, the domain of paladins, rangers and bards. All spells of 10th level or higher are epic spells.

It's purely for internal tracking on my end and notations.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 13, 2018, 07:31:42 PM
Has it always been like that? I swear I never noticed before today...
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 13, 2018, 10:20:18 PM
Yes it has.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 13, 2018, 10:26:46 PM
Then I'm very blind.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 14, 2018, 10:11:04 AM
Out of curiosity, what bane types will work on the standard efreet? Magebane, evil outsider bane? Anything else?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 14, 2018, 11:10:21 PM
Quote from: Nephrite on November 13, 2018, 10:26:46 PM
Then I'm very blind.

I can relate.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 14, 2018, 11:12:19 PM
Quote from: Corwin on November 14, 2018, 10:11:04 AM
Out of curiosity, what bane types will work on the standard efreet? Magebane, evil outsider bane? Anything else?

Magebane assuming they qualify. That's not really a standard bane type but it's own thing, so check with that to see.

https://www.dandwiki.com/wiki/SRD:Bane_(Weapon_Enhancement)

Outsider (Fire), since they have the fire subtype. That's about it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 14, 2018, 11:13:18 PM
I'm working on a resource system, as most of you are already know. Here is a rough first draft. It's not quite finished with it, but I'd like to get feedback on it from everyone before I begin to polish it up and adjust.

Realm Management

This system is meant to provide a basic and abstract method of marshaling and tracking your realm's resources. It's meant to cover all the things your realm is investing energy into above and beyond what the PCs do - essentially what the forces you command are up to. It covers a myriad of of possibilities and tasks to complete.

Right now, this system is relevant to everyone but Tryll. This may change if Tryll gains any sort of centralized position or otherwise a position with minions, infrastructure and resources to draw on.

Rules

Every polity covered in these rules, from the lowliest settlement to the grandest plane, is called a realm and will be called as such in this article. A realm's resources are displayed as a percentage, 100%. This percentage is known as your realm's total resources. This covers things such as the military, internal production, deployment ability, research capacity and so forth. While a default amount to everything is assumed to handle basic, day by day tasks, anything beyond that requires an investment from your realm's total resources.

Every realm has the same 100% for your realm's total resources. This is not a reflection of how big your realm is nor how populous (or not) it is. Instead, various things to invest your realm's total resources into require a percentage that scales depending on the size of your realm. These things are known as tasks.

A task consumes a percentage of your realm's total resources. A task has a difficulty from one of six categories, with the difficulty determining the percentage of your realm's total resources needed to accomplish it. You can engage in as many tasks as your realm's total resources permit, but never above 100%. See table 1, below.

(Add table last so I can paste this without having to bombard people with code. Numbers are not final.)

Minor: 1%
Light: 5%
Moderate: 10%
Serious: 20%
Critical: 50%
Custom: Varies.

A task is further distinguished by the task's rank. This is to scale the task to the proper size that the task covers. After all, a task for a village and a task for an empire are on far different scales. A task's rank can be as low as 1 and as high as 30 (or even higher, theoretically). See table 2, below.

(A table of task ranks and how each rank sizes up.)

1: A small hamlet.
3: A village
5: A town
7: A city (Victoria)
9: A metropolis (Balmuria)
11: A kingdom (United Baronies)
13: An empire (The Old Malmuth Empire)
15: An 'average' demiplane (Makil's Demiplane)(Before you ask, no Aurora isn't average for a demiplane, I'm not sure where I'd put it)
17: An 'average' planar group (Githzerai)
19: A 'strong' planar group or demiplane (Githyanki)
21: The plane/domain of a demipower (Sylica, the Cauldron)
23: The plane/domain of a lesser power
25: The plane/domain of an intermediate power
27: The plane/domain of a greater power
29: The plane/domain of a planar lord (Asmodeus, Morwel) or a greater power that leads a pantheon (CL, Moradin)

An example task is provided below.

Clear Out the Mines
Task Rank: 5
Task Difficulty: Moderate (10%)

Clear some kobolds out of our mines so we can get back to work. They're hampering the city's livelihood and endangering miners.

The task's rank is 5. That means the task's size is something a town may deal with. In this case, it's a band of kobolds interfering in a town's mining operations. The task's difficulty is moderate (10%), which means it takes 10% of your realm's total resources to deal with. In this case it may be rounding up a party to deal with it from the town itself, or pooling money to hire adventurers to sort it out.

That all assumes your realm is rank 5, a typical town. However, a realm may have a task to which its rank does not match. If the task's rank is higher than the realm's rank, increase the difficulty by one for each rank it is above the realm's rank. For example, the above task would be treated as a serious (20%) difficulty task by a rank 4 realm. A rank 3 realm (a typical village) would treat it as a critical (50%) task. While a a village that isn't quite a town can buckle down and step up with an increased investment to deal with the task, it becomes nigh overwhelming for a mere village. Any task that would go above critical cannot be accomplished by your realm in this manner. Such things are more the domain of PCs or IC action rather than your realm dealing with things.

Additionally, if your realm's total resources permit, you can multiply the resources expended by two, three, four or five. If you do, this increases the speed and results of the task getting done. This represents devoting an abnormal amount of resources to a particular situation. Certain custom difficulty tasks cannot be altered in this manner.  Using the previous example task above, if a rank 5 realm wished to expend three times the normal resources to a task, this would raise your realm's total resources invested into it to 30% increases both the speed and improves the outcome of the task.

Do note that even investing heavily into a task won't let you accomplish something that is impossible, nor does it guarantee success. Even the best and most lavishly funded efforts sometimes fail for a variety of reasons. (Not to mention the fact that these things going wrong often give adventurers jobs.)

In the inverse direction, if the tasks' rank is lower than the realm's rank, decrease the difficulty by one for each rank it is above the realm's rank. For example, the above task would be treated as a light (5%) difficulty task by a rank 6 realm. A rank 7 realm would treat it as a minor (1%) task. A town on the cusp of becoming a big city has more resources to deal with such a thing, while a proper city can easily dispatch forces to clean out the infestation. Any task that would go below minor should not be considered tasks for you at all. These are the sort of things that are simply dealt with by your realm, the forces, funds or effort needed trivial to them.

Finally, there is one more feature in how your realm handles tasks. You may assign a leader to direct each task. This leader must be a named NPC that has featured in your adventures and is available for your realm to call on. Each leader has trait that influences how the task is accomplished. This trait may help the task succeed, it may lower the task's costs or a myriad of other things. This is where you all come in: I'd like a list of named NPCs working and available in your realms so I can generate them as leaders.  You may not use members of your node for this, they are automatically disqualified. This isn't the place for them, their place is in the node adventuring and dealing with IC things.

What Your Realm Covers Automatically

Your realm's day to day and basic operations are assumed to be covered. However, a few special tasks are available to represent an increased investment in certain matters.

Realm Defense: This is an investment in your realm's defense above the norm For example, the norm for a hamlet might be a single retired guard and a few farmers keeping an eye out. For a city that's a routine city watch along with any related law enforcement elements. It's what you'd assume would be there. Any investment in this task channels resources into a more active and robust defense. A village dealing with a few minor raids may invest 10% into this, while a city under siege might invest 100% into this.

Rest: Not every percentage of every realm is used all the time. This is normal and this is what unused resources should be put into. Most non Hellish realms have some percentage here, as it's only normal to rest forces.

Realm Defense
Task Rank: N/A
Task Difficulty: Custom (Any)

The percentage of your resources dedicated to your realm's defenses, above and beyond the norm.

Rest
Task Rank: N/A
Task Difficult: (Any)

The percentage of your resources not dedicated to a particular task.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 14, 2018, 11:16:55 PM
For the most part, it looks pretty basic but solid. I think there needs to be some form of quantification for like, defenses, offenses, and some basic upgrade type stuff, though. Like, the DC to attack your realm is 50, your military might is +30, ect.

Also, are there going to be reoccurring tasks or something that needs to 'cool-down' before it can be done/attempted again? Like, festivals every month or a recruitment drive for the military (only so many military aged people, after all).
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 14, 2018, 11:25:21 PM
Quote from: Iron Dragoon on November 14, 2018, 11:16:55 PMFor the most part, it looks pretty basic but solid. I think there needs to be some form of quantification for like, defenses, offenses, and some basic upgrade type stuff, though. Like, the DC to attack your realm is 50, your military might is +30, ect.

An actual, serious attack on your realm will be handled IC. However, resources devoted there would make your realm respond better, be better prepared and altogether less likely to fold up. I'm not looking for numbers for that because that's not really the aim of these rules. It's meant to work in a certain degree of abstraction without getting into numbers, rather than, 'Iddy has 30% of his forces on defense, attackers have to roll DC 40 to sack the guild'. Instead it would be like, 'Iddy has 30% of his forces on defense, the guild expects an attack and is ready, so the effort is valiantly resisted and sets up a counterattack that the PCs deal with'.

This is meant to be an aid to diverting resources and getting things done, not into a mini system that requires more numbers and systems beyond the minimum needed to make this work.

QuoteAlso, are there going to be reoccurring tasks or something that needs to 'cool-down' before it can be done/attempted again? Like, festivals every month or a recruitment drive for the military (only so many military aged people, after all).

Generally not, though if I feel that's needed in execution I'll factor that in and add it. More like 'Recruit local military strength' might be a light task, then doing it again would be a moderate task. Then maybe you hop to a different task of 'recruit military strength beyond your borders' which is a whole different task, now that you've tapped out the land you control.

Still tinkering with the exacts there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 14, 2018, 11:27:56 PM
QuoteFinally, there is one more feature in how your realm handles tasks. You may assign a leader to direct each task. This leader must be a named NPC that has featured in your adventures and is available for your realm to call on. Each leader has trait that influences how the task is accomplished. This trait may help the task succeed, it may lower the task's costs or a myriad of other things. This is where you all come in: I'd like a list of named NPCs working and available in your realms so I can generate them as leaders.  You may not use members of your node for this, they are automatically disqualified. This isn't the place for them, their place is in the node adventuring and dealing with IC things.

Just emphasizing this part so y'all can do your work on it and not miss it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 15, 2018, 02:38:56 AM
Quote from: Anastasia on November 14, 2018, 11:12:19 PM
Quote from: Corwin on November 14, 2018, 10:11:04 AM
Out of curiosity, what bane types will work on the standard efreet? Magebane, evil outsider bane? Anything else?

Magebane assuming they qualify. That's not really a standard bane type but it's own thing, so check with that to see.

https://www.dandwiki.com/wiki/SRD:Bane_(Weapon_Enhancement)

Outsider (Fire), since they have the fire subtype. That's about it.

I honestly thought they 'all' did, given the efreet get racial SLAs of arcane spells and that's exactly (part of) what Magebane banes.
Outsider (Fire) is awesome, I wasn't sure that was a thing. Thanks!
Outsider (Evil) would work on evil efreet, given they're outsiders? They don't need to literally have an Evil subtype to be hit by this?

Actually, from the same site. Is this (https://www.dandwiki.com/wiki/3e_SRD:Genie,_Efreeti) correct?
QuoteLarge Outsider (Evil, Fire, Lawful)

Would it suggest that Bane: Lawful Outsider also applies to 90% of the efreet, accounting for any deviants in the race?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 15, 2018, 10:16:10 AM
No, the SRD I'm looking at does not give efreet the evil or lawful subtypes. Where did you get that?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 15, 2018, 10:33:11 AM
Cresiel reaches level 32.

- Solar 32 and Hellreaver 21.
- Max HP per hit die, for a total of 23 hit points and a grand total of 723 hit points.
- BAB rises by +1 to +32.
- Holy fury points rise by 1 to 31.
- Regeneration rises by 1 to 18.
- Spell resistance rises by 1 to 45.
- Cresiel's cleric spellcasting rises to level 29. This is just another 12th level spell, so folding that into the changes from +wis that are incoming. His spells are also screwed up slightly, he's a few levels ahead by mistake. He shouldn't have 13th level magic, but this is easily fixed as he hasn't used 13th level magic much.
- CL of SLAs rises by 1 to 32.
- Wisdom rises by 1 to 36. +skills and a new 1st, 5th and 9th level spell known. This is an extra light of lunia, divine agility and miracle.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 15, 2018, 11:02:36 AM
Xandra reaches level 32.

- Trumpet Archon 32 and Mage of the Illuminated Temple 20.
- 8 on a d8 for a total of 17 hit points and a grand total of 538 hit points.
- +1 BAB for a total of +32.
- Spell resistance rises by 1 to 49.
- Gains another spell for glorious spellcasting. This opens up 13th level spellcasting. As you often run Xandra in combat, do you have any preference here, Moore?
- Now casts as a 30th level warmage. This opens up 13th level spellcasting as well as grants 1 more 12th level spell per day and 3 13th level spells per day.
- CL of SLAs rises by 1 to 32.
- All saves go up by 1. So do Cresiel's, that's what I get for posting before noon.
- Charisma rises by 1 to 31. Lots of odd numbered stats now, she's eyeing stat bonuses or boosts to round those up.
- Skills go up as normal.

Okay level for her. Still pending on the pixie, of course.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 15, 2018, 11:08:40 AM
I'll have a more full response to your posted idea from yesterday once I fully digest it.

What exactly are the options for glorious spellcasting? What can I pick from?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 15, 2018, 11:15:31 AM
Okay, so I have several questions:

When you say "realm," you refer specifically to only the things that we're in charge of, right? So for example, Moore's realm is Hope's Landing and everything that goes on there, correct? Not Lunia, Celestia, or anything else?

Is Melia a character you'd want designated as a "leader" for this or not?

Finally, is the difficulty simply the percentage of resources that would need to be assigned to a particular task?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 15, 2018, 11:23:45 AM
Quote from: Nephrite on November 15, 2018, 11:08:40 AM
I'll have a more full response to your posted idea from yesterday once I fully digest it.

What exactly are the options for glorious spellcasting? What can I pick from?

Lemme quote glorious spellcasting real quick.

QuoteGlorious Spellcasting (Su)

The mage of the illuminated temple can infuse a tiny bit of the light of Chronias into chosen spells, making them far more potent. At 2nd level and every two levels thereafter, the mage of the illuminated heaven selects any one spell they know. This spell is forever changed when he casts it. The spell's effect is suffused with dazzling light, and spells that produce no visible effect instead cause a glow of light around the area or creature affected. Light generated by this spell sheds illumination equal to a torch and lasts for the duration of the spell plus one round thereafter.

A spell changed in this way gains the good and light descriptors. Evil creatures affected by the spell are dazzled by the light for seven rounds, a separate Fortitude save negates the dazzling. If the spell deals damage, half of the damage becomes divine damage, as if the spell was consecrated.

When the mage of the illuminated temple casts a spell affected by this ability, he can choose to expend a daily use of his smite evil ability. If he does so, he adds the normal bonus to hit from the smite attempt as a bonus to the DC of the spell and any caster level check to overcome spell resistance. In addition, evil creatures are instead blinded for seven rounds by the spell's light, rather than dazzled.

From the first paragraph, it's any one spell she knows. So basically any spell on her spell list, including the 13th level spells gained this level.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 15, 2018, 11:26:08 AM
Quote from: Nephrite on November 15, 2018, 11:15:31 AM
Okay, so I have several questions:

When you say "realm," you refer specifically to only the things that we're in charge of, right? So for example, Moore's realm is Hope's Landing and everything that goes on there, correct? Not Lunia, Celestia, or anything else?

Correct. As noted in the writeup, basically anything from a small village to a huge plane is called a realm under these rules. It's the area you control, so yes, yours would be Hope's Landing.

QuoteIs Melia a character you'd want designated as a "leader" for this or not?

She'd be fine for it.

QuoteFinally, is the difficulty simply the percentage of resources that would need to be assigned to a particular task?

Yes. For example, a serious (10%) task would count for 10/100%. You could have up to ten 10% tasks, 100 1% tasks, ect ect ect.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 15, 2018, 11:30:00 AM
Quote from: Anastasia on November 15, 2018, 10:16:10 AM
No, the SRD I'm looking at does not give efreet the evil or lawful subtypes. Where did you get that?

Dude, it's the same site you linked to with bane. Literally the same one, different page.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 15, 2018, 11:31:13 AM
Link me then?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 15, 2018, 11:31:46 AM
Oh, I see the link. That's the 3.0 SRD, not the 3.5.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 15, 2018, 11:36:13 AM
Quote from: Anastasia on November 15, 2018, 11:31:46 AM
Oh, I see the link. That's the 3.0 SRD, not the 3.5.

Okay, you linked me to this (https://www.dandwiki.com/wiki/SRD:Efreeti) in #e.

Going by that, Magebane should be effective unless the efreet in question is a freak of nature born without his SLAs.

As for the various outsiders (aside from Fire), would Evil Outsider Bane work on an efreet who happens to be evil? Same with Lawful Outsider Bane vs an efreet who happens to be lawful?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 15, 2018, 11:41:09 AM
I like the idea of Glorious Rain of Desolation, myself. And this is what I get for not checking first.

Hmm, what does Xandra think of (it's a bit of a mouthful) Glorious Sandalphon's Amazing Barrage? That has the potential to be really strong for her, in my opinion at least.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 15, 2018, 01:00:40 PM
So, Leaders for Hope's Landing:

Melia - Information Gathering, etc.

Grias - Upkeep (? not sure he'd count)


There were 4 other people who joined up that I admittedly totally forgot about from here: http://www.soulriders.net/forum/index.php/topic,104170.msg1117365.html#msg1117365 -- I have no idea if any of them would be appropriate, but I don't have any issues with making them leaders or just integrating them into the day-to-day tasks either.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 15, 2018, 01:05:34 PM
Quote from: Corwin on November 15, 2018, 11:36:13 AM
Quote from: Anastasia on November 15, 2018, 11:31:46 AM
Oh, I see the link. That's the 3.0 SRD, not the 3.5.

Okay, you linked me to this (https://www.dandwiki.com/wiki/SRD:Efreeti) in #e.

Going by that, Magebane should be effective unless the efreet in question is a freak of nature born without his SLAs.

As for the various outsiders (aside from Fire), would Evil Outsider Bane work on an efreet who happens to be evil? Same with Lawful Outsider Bane vs an efreet who happens to be lawful?

RAW no, as it's about the evil subtype, not alignment. Not always enforced that way, but that's the RAW.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 15, 2018, 01:06:21 PM
Quote from: Nephrite on November 15, 2018, 11:41:09 AM
I like the idea of Glorious Rain of Desolation, myself. And this is what I get for not checking first.

Hmm, what does Xandra think of (it's a bit of a mouthful) Glorious Sandalphon's Amazing Barrage? That has the potential to be really strong for her, in my opinion at least.

Could work, could work. That's good battlefield control since it's dropping a hunk of damage on everyone in a huge radius.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 15, 2018, 01:06:33 PM
Also, 100 pages of nagging. Scary!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 15, 2018, 01:06:59 PM
Quote from: Nephrite on November 15, 2018, 01:00:40 PM
So, Leaders for Hope's Landing:

Melia - Information Gathering, etc.

Grias - Upkeep (? not sure he'd count)


There were 4 other people who joined up that I admittedly totally forgot about from here: http://www.soulriders.net/forum/index.php/topic,104170.msg1117365.html#msg1117365 -- I have no idea if any of them would be appropriate, but I don't have any issues with making them leaders or just integrating them into the day-to-day tasks either.

That's fine, err on the side of listing too many people. I'll pare things down if needed.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 15, 2018, 01:29:52 PM
Comments on your realm resources draft!

Since 1% is the smallest fragment, if I wanted to ensure hamlets were protected from kobolds, I'd only be able to cover 100 of them across all of Creation?
What about guiding my paladins towards spots where they are needed, whether through subtlety or directly? Does that fall under this mechanic, under IC action, something else?
Is one of the goals here to ensure things happen off screen that would be monotonous or boring to oversee in person?
Can I allocate percentages towards goals where I'm also personally involved? Case in point, the coming war. If so, how does it work?
I wasn't too fond of the Aurora mechanic of leading battles given I often didn't have much to do, and rarely knew how much of an effect I personally had. Are we going to use a similar system for army battles?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 15, 2018, 02:15:29 PM
Okay, for named NPCs related to Sylica not in my node...

Strength of Light. Badass warrior angel. He's obviously most used on army training/home defence.
Naeys. Epic archmage. He's my Tepen basically, so magical teaching/R&D/item making stuff.
Ebony. Versatile bard sort. She's with Aurora but gets used for miscellaneous troubleshooting.

Those are the main ones already mentioned in my topics. I can dredge up a few others.

Hugo. Yugoloth/angel hybrid, I honestly have no idea what he's up to now or if he's able to offer any sort of practical help.
Marchalu. Half fiend pixie infiltrator from Hell, also powerful sorcerer. She turned out to be cool though so if she survived her atonement quest helping Benfal I'd definitely have use for her in my intelligence service.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 15, 2018, 02:22:06 PM
Quote from: Corwin on November 15, 2018, 01:29:52 PM
Comments on your realm resources draft!

Since 1% is the smallest fragment, if I wanted to ensure hamlets were protected from kobolds, I'd only be able to cover 100 of them across all of Creation?

What about guiding my paladins towards spots where they are needed, whether through subtlety or directly? Does that fall under this mechanic, under IC action, something else?

Relevant text: In the inverse direction, if the tasks' rank is lower than the realm's rank, decrease the difficulty by one for each rank it is above the realm's rank. For example, the above task would be treated as a light (5%) difficulty task by a rank 6 realm. A rank 7 realm would treat it as a minor (1%) task. A town on the cusp of becoming a big city has more resources to deal with such a thing, while a proper city can easily dispatch forces to clean out the infestation. Any task that would go below minor should not be considered tasks for you at all. These are the sort of things that are simply dealt with by your realm, the forces, funds or effort needed trivial to them.

The last sentence or two in particular. Unless you're going above and beyond to direct your paladins, it would be the sort of thing that's automatic. I assume a deity would be directing her paladins as a matter of course. As that notes, things below minor for a realm generally shouldn't be counted. If your realm was making an effort to direct and use your paladins above and beyond the norm, it might merit a suitable task in that case.

As a rule of thumb, if something is a 'minor thing that should be basic and/or automatic', there's a good chance it's covered by the basics and in its basic form doesn't need to be a task.

QuoteIs one of the goals here to ensure things happen off screen that would be monotonous or boring to oversee in person?

That can be, but it's more about managing your resources and understanding what you're using them for effectively. Skipping any tedious things is a pleasant bonus.

QuoteCan I allocate percentages towards goals where I'm also personally involved? Case in point, the coming war. If so, how does it work?

Generally, it depends. In this case, a task that lets you devote percentages to the war would be how much your realm is mobilizing and investing itself into the conflict. Your personal involvement is assumed since it's a big war, this is just how everyone else is being used in pursuance of that war.

QuoteI wasn't too fond of the Aurora mechanic of leading battles given I often didn't have much to do, and rarely knew how much of an effect I personally had. Are we going to use a similar system for army battles?

I haven't decided yet. I'm trying to avoid direct warfare simulation and keep it on a more abstract level of the plot, but I'm considering options in light of the way events have developed.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 15, 2018, 04:20:34 PM
Named NPCs not in my Node.

First, my Shitennou: Lumenbur of Fire, Kresset of Earth, Gulpan of Water and ChanGyppedMeAgain of Air.
Omni, the heart, completes the elemental ensemble.
Then, Valar the Conqueror is my foremost general, strategist and administrator.
Na'lith is a good drill sergeant and tactician.
Vayley, best maid. Highly competent!
Oraga is my trusted bodyguard.
Xera is my non-treasonous daughter! She's good with her hands.
Yandrazrt is my crafter, trap-maker, researcher and foremost expert on heretical gnomish lore. He's also one of my oldest friends.
Yoshi is Amaryl's companion so I'm not sure if he should be here. Still, with enough int-boosters building up on what I've started for him ages ago he might be trusted with more independent action.
*Lady Honeydip is temporarily attached to the Cauldron. She's a great person and an amazing general!

In case they reach the Cauldron after they die, or otherwise choose to participate:
Mia
Celebrimbor Drake
Saul Aryn
Crumbly
Fooze

Followers on assignment outside the Cauldron:
Abagail "Abby" Aryn
Commander Hellman Oberuth
Marianne
Lyris
Berry Crownsguard
Ranbar of Aryn
Laurenal Smythe
Dugarth Winsam
Jannel
Richard
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 15, 2018, 07:03:25 PM
Quote from: Anastasia on November 15, 2018, 01:06:59 PM
Quote from: Nephrite on November 15, 2018, 01:00:40 PM
So, Leaders for Hope's Landing:

Melia - Information Gathering, etc.

Grias - Upkeep (? not sure he'd count)


There were 4 other people who joined up that I admittedly totally forgot about from here: http://www.soulriders.net/forum/index.php/topic,104170.msg1117365.html#msg1117365 -- I have no idea if any of them would be appropriate, but I don't have any issues with making them leaders or just integrating them into the day-to-day tasks either.

That's fine, err on the side of listing too many people. I'll pare things down if needed.

There really isn't anyone else who I think would qualify that I have at current. Unless technically those archangels who showed up after Hope's Landing got protected would count.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 16, 2018, 11:40:50 AM
Kaja reaches level 32.

- Fighter 32 and Dervish 22.
- 3 on a d10 for a total of 14 hit points and a grand total of 529 hit points.
- +1 BAB for a total of +32.
- All saves rise by 1.
- +1 Constitution for a total of 27.
- Skills go up as normal.
- Kaja selects Dire Charge(F32) and Epic Dodge(D22). Epic dodge is a prereq for untouchable, an epic dervish feat he'd like in the future.

Okay level. Most of Kaja's growth from here is feats, so feats are a good level. Dire charge is a nice option when he has to close in, but doesn't meaningfully change his main damage output.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 16, 2018, 12:30:59 PM
Jetina reaches level 32.

- Pious Templar 22 and Healer 32.
- 3 on a d10 for a total of of 13 hit points and a grand total of 491 hit points.
- +1 BAB for a total of +32. Really, her physical game is solid with smiting. It's just when you need a healer, you really need a healer, y'know?
- Gains another daily use of smite. Can't go wrong with more smites.
- Healing hands rises by 1 to +26.
- Lingering healing rises to 32 rounds.
- Jetina gains 22nd level pious templar casting. She grabs energy immunity as her new 9th level spell. She needs a custom spell here, this is going into the todo list. Energy immunity's a placeholder until then.
- Jetina gains 32nd level healer casting. Gains another 13th level spell per day.
- All saves go up by one.
- +1 Wisdom for a total of 32. Hello upgrades. +1 AC, +1 DC of channel energy, +1 healing hands, +1 hp lingering healing, +1 Wis based skills, a 3rd, 7th and 11th bonus spell as applicable.
- Skills go up as normal.
- Jetina selects Epic Toughness(H32) and Damage Reduction(PT22)

Pretty good level for her. She largely focused on boosting her defense, since she's been beaten up a few times. More HP and a smidge more DR is her response, along with an AC bump from +Wisdom.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 16, 2018, 07:37:33 PM
Amaryl reaches level 32.

- Dragonbreath Archer 11 and Sorcerer 17.
- Max HP per hit die for a total of 17 hit points and a grand total of 522 hit points.
- +1 BAB for a total of +26.
- Gains a new attack on many shot thanks to improved manyshot.
- +1 to the DC of Explosive Flames.
- Spell resistance rises by 1 to 47.
- Caster level of SLAs rises by 1 to 32.
- Amaryl gains 19th level sorcerer spellcasting. This grants another 8th and 9th level spell per day, as well as a new 8th and 9th level spell known. She selects Endurance of the Dragon Princess for 8th level, because Surraruthru made an awesome spell. 9th level is time stop so she can throw quickened ones in the future. This may change, but I'll roll with it for now.
- All saves rise by 1.
- +1 Constitution for a total of 30. The safe option since she could've gone in all sorts of ways, but my logic is that her build is mature. She doesn't have toughness or epic toughness (and probably never will), so choosing the safe option makes sense. She doesn't need to scramble for the extra offense.
- Skills go up as normal.

Not a great level - just the way the levels sorted out. But still decent enough.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 16, 2018, 08:37:08 PM
Lady Sanzha reaches level 32.

- Marid 32 and Bard 32.
- Maximum HP per hit die, for a total of 16 hit points and a grand total of 512 hit points.
- +1 BAB for a total of +32.
- DC of channel water rises by 1 to 38.
- Damage reduction rises by 5 to 20/cold iron and epic.
- Gained spell resistance equal to hit dice + 11.
- Inspire courage rises by 1 to +6.
- SLA caster levels rise by 1 to 32.
- Lady Sanzha gains 32nd level bard spellcasting. She gains another 10th level spell per day and another 10th level spell known. She grabs Sonic Shattering for now, understanding that her spells will be revised fairly soon.
- All saves rise by 1.
- +1 Charisma for a total of 35.
- Skills go up as normal.
- Lady Sanzha selects Lasting Inspiration(B32).

More later, need to redo her spells and maybe make an ACF or something.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 16, 2018, 10:37:14 PM
All but the last two are Regents:

Delaize (Elf). Status: Alive

Ule (Unspecified). Status: Alive

Madala Hawkwine (Unspecified). Status: Alive. Maximum Magic: 7th level.

Yorel (Human). Status: Alive.

Delan (Unspecified). Satus: Alive.

Leyral (Dwarf). Allegiance: Arcane Order. Status: Alive, Cursed by Shar. ( I can't recall off the top of my head if we broke that curse? I think we did.)

Researcher Janise (Unspecified). Allegiance: Arcane Order. Status: Alive.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 16, 2018, 10:51:32 PM
So I had vague rememberings of some spells and stuff I tossed you that I don't think you ever fully worked out and added to the spell collection:

Limb to Salt: http://www.soulriders.net/forum/index.php/topic,104100.msg1121333.html#msg1121333

Ability Hamstring (I think you wanted to fix the save, I put none because I didn't know if it'd be fort or will since it's an ability target thing): http://www.soulriders.net/forum/index.php/topic,104100.msg1120243.html#msg1120243
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 16, 2018, 11:08:26 PM
That look right, Iddy?

Ability Hamstring
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One touched living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You temporarily remove one extraordinary or supernatural ability of your choice from the target creature. You must know of the ability you wish to remove, either from seeing it, experiencing it, with a Knowledge check or some other means.

Oozes, constructs or undead are immune to this spell. Spellcasting cannot be removed by this ability, nor can deific abilities.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 16, 2018, 11:12:48 PM
Quote from: Anastasia on November 16, 2018, 11:08:26 PM
That look right, Iddy?

Ability Hamstring
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One touched living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You temporarily remove one extraordinary or supernatural ability of your choice from the target creature. You must know of the ability you wish to remove, either from seeing it, experiencing it, with a Knowledge check or some other means.

Oozes, constructs or undead are immune to this spell. Spellcasting cannot be removed by this ability, nor can deific abilities.

Yeah, but I was going through the spells (literally just now) and came across 'Spurn the Supernatural' which is basically the same thing, except with Truename weirdness and concentration.

And the more powerful version, Expunge the Supernatural.

How about just dumping the Truename weirdness and concentration, and making it Abjuration, Transmutation?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 16, 2018, 11:16:30 PM
Also, wanted to ask what your opinion is on Baleful Polymorph. I know you have rules against polymorph, but it seems to be okay by your rules.

I think the the permanent effect is a little powerful for a 5th level spell, so how about something that dumps that to round or minute/level, and makes it less likely to be resisted?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 16, 2018, 11:16:51 PM
Uh, I'd have to read up on truenaming, since they use those mechanics and are balanced around it. Truenaming's also a notable mess so I'm hesitant to bring in things from it due to that factor.

Let me go read up on that over the weekend.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 16, 2018, 11:18:02 PM
MOAR SPELLS

Clouds for Armor
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes

A dark red ray projects from your hand. You must succeed on a ranged touch attack to strike a target. The target's worn armor bonus is reduced by 4 points, +1 point per two caster levels above 7th (maximum reduction 10 points at 17th level). This spell can't reduce equipment's armor bonus to less than 0, nor does it have any effect on an magical enhancement bonuses (such as that granted by +1 enchantment bonus, though the bonus of the base armor is still affected).

Material Component: A shed snakeskin.

Weapon Lock
Transmutation
Level: Brd 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature wearing armor
Duration: 1 round/level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

The scabbard, or whatever serves to hold a weapon, swells and stiffens, making it exceendingly difficult to draw the weapon.

On a failed Fortitude save, the target must make a Strength check as a standard action to draw their weapon. Failure results in the weapon not being drawn. On a successful Fortitude save, the target must still take an action to draw the weapon.


Shrink Weapon
Transmutation
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)   
Target: One creature wielding a weapon
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

With a shriek of warping wood and scraping metal, your weapon shrinks, becoming far less effective.

The targeted melee weapon reduces by one size category (Small weapons become Tiny, Medium weapons become Small, and so on). As its size reduces, the damage the weapon deals reduces as well (PH 114).

If the affected weapons is dropped, or are disarmed, or hand the weapon to another creature, the spell ends.

Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 16, 2018, 11:33:38 PM
[22:30] <Nephrite> Also, get to my improved spells over the weekend!
[22:30] * Nephrite cracks whip
[22:30] <Iddy> Heh.
[22:30] <Kotono> Where are they?
[22:31] <Nephrite> http://www.soulriders.net/forum/index.php/topic,104100.msg1130977.html#msg1130977
[22:31] <Kotono> PAste this chat into nagging, I'll do it when Is weep out nagging tonight or int he morning.
[22:31] * Kotono whimpers. Scary!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 17, 2018, 06:59:51 AM
Baleful Polymorph has been long nailed by the anti polymorph ban (save for polymorph subschool spells).

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 17, 2018, 07:03:59 AM
Belated, but Alicia has reached level up time. Let me know how it goes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 17, 2018, 07:09:36 AM
Quote from: Anastasia on November 16, 2018, 11:16:51 PM
Uh, I'd have to read up on truenaming, since they use those mechanics and are balanced around it. Truenaming's also a notable mess so I'm hesitant to bring in things from it due to that factor.

Let me go read up on that over the weekend.

I'm going to punt the truenaming spells entirely. It's simply not worth the headache of trying to salvage those spells from that mess. In lieu of it, we can drop ability hamstring a few levels to compensate. Sound okay?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 17, 2018, 07:12:36 AM
Quote from: Iron Dragoon on November 16, 2018, 11:18:02 PM
MOAR SPELLS

Clouds for Armor
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes

A dark red ray projects from your hand. You must succeed on a ranged touch attack to strike a target. The target's worn armor bonus is reduced by 4 points, +1 point per two caster levels above 7th (maximum reduction 10 points at 17th level). This spell can't reduce equipment's armor bonus to less than 0, nor does it have any effect on an magical enhancement bonuses (such as that granted by +1 enchantment bonus, though the bonus of the base armor is still affected).

Material Component: A shed snakeskin.

What spell did you crib from here? It looks familiar but I can't place it.

QuoteWeapon Lock
Transmutation
Level: Brd 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature wearing armor
Duration: 1 round/level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

The scabbard, or whatever serves to hold a weapon, swells and stiffens, making it exceendingly difficult to draw the weapon.

On a failed Fortitude save, the target must make a Strength check as a standard action to draw their weapon. Failure results in the weapon not being drawn. On a successful Fortitude save, the target must still take an action to draw the weapon.

Same as above, along with what is the DC of the Strength check?

QuoteShrink Weapon
Transmutation
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)   
Target: One creature wielding a weapon
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

With a shriek of warping wood and scraping metal, your weapon shrinks, becoming far less effective.

The targeted melee weapon reduces by one size category (Small weapons become Tiny, Medium weapons become Small, and so on). As its size reduces, the damage the weapon deals reduces as well (PH 114).

If the affected weapons is dropped, or are disarmed, or hand the weapon to another creature, the spell ends.

Looks fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 17, 2018, 07:19:53 AM
Quote from: Nephrite on November 16, 2018, 11:33:38 PM
[22:30] <Nephrite> Also, get to my improved spells over the weekend!
[22:30] * Nephrite cracks whip
[22:30] <Iddy> Heh.
[22:30] <Kotono> Where are they?
[22:31] <Nephrite> http://www.soulriders.net/forum/index.php/topic,104100.msg1130977.html#msg1130977
[22:31] <Kotono> PAste this chat into nagging, I'll do it when Is weep out nagging tonight or int he morning.
[22:31] * Kotono whimpers. Scary!

QuoteI was thinking of making a stronger version of Share Talents, but I wasn't sure if it deserved to have a "stronger" and then "much stronger" version. I have provided both for consideration.

As a note, the PHBII refers to the Consecrated Harrier class when discussing this spell that I just knocked off of here because I don't know what the fuck it is but you could always add it back in if you wanted to.

I also admit I'm confused that Druids don't get the spell, but Rangers do? I dunno, just seems weird to me.

Greater Share Talents
Transmutation
Level: Bard 6, Cleric 7, Ranger 7, Sorcerer 7, Wizard 7, Spellthief 7

This spell functions as Share Talents, except it gives +6 bonus to skill checks.

Superior Share Talents
Transmutation
Level: Bard 9, Cleric 10, Ranger 10, Sorcerer 10, Wizard 10, Spellthief 10

This spell functions as Share Talents, except it gives +10 bonus to skill checks.

1. A big source of untyped bonuses. The base spell is a little oddity that is no big deal on it, but continuing it makes it one of those spells you stack everything on because it's untyped. I'd probably want to change the bonus to something like an insight bonus to compensate.
2. I don't think you need two spells if all you want is a bigger number. If anything, I think it's a spell that should improve in breadth rather than depth. Some other function is added that makes sense based on the concept, rather than a raw bonus. Not sure what offhand, though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 17, 2018, 08:15:04 AM
Kascha reaches level 32.

- Ghaele 32 and Wyrm Wizard 22.
- 8 on a d8 for a total of 17 hit points and a grand total of 441 hit points.
- +1 BAB for a total of +32.
- Caster level of SLAs rises by 1 to 32.
- Spell resistance rises by 1 to 44.
- The bonus of knowledge of the wyrm rises by 1.
- Gains a new spell from spell research. She takes moon barrage for now, understanding that it's a placeholder.
- Kascha gains 32nd level wizard spellcasting. She gains a new 13th level spell, she selects Seira's Arcane Thesis.
- All saves go up by 1.
- +1 Int for a total of 34. Here we go. +Intelligence skills for one thing. Another is new bonus spells: 4th, 8th and 12th. She goes with another maximized empowered scorching ray, maximized twinned greater fireburst and a quickened maximized twinned righteous smite.
- Skills go up as normal.

Decent level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 17, 2018, 09:11:01 AM
I've been working on Domain spells, and started with War. It's relevant to me, and I did have unfinished business from B3 with them. I scrapped my old efforts and started afresh! The following spells are for lvl12-14, and they are upgraded version of lvl2-4 in the War Domain. Please give me your thoughts, as well as whether any of them could also be Sor/Wiz spells. I kept that part as the base versions, but spells do change that up sometimes.

War Domain spells, pre-epic:
Quote
Magic Weapon
Spiritual Weapon
Magic Vesment
Divine Power
Flame Strike
Blade Barrier
Power Word Blind
Power Word Stun
Foresight

Custom epic War Domain spells:
Quote
10: War's Blessing
11: Superior Mighty Wallop
22: Warrior's Boon

Mass Spiritual Weapon
Evocation [Force]
Level: Clr 12, War 12
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Area: 100ft/level radius spread
Effect: Magic weapons of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

This spell functions like Spiritual Weapon, except the cap is extended to +15. Your feats and combat actions affect the weapons, as if you were wielding them. If one of the targets is destroyed, goes beyond the spell range or goes out of your sight, the weapon attacking it is dispelled.

As with Spiritual Weapon, this spell uses the caster's relevant ability rather than Wisdom.

Unlike with Spiritual Weapon, this spell doesn't allow redirecting the weapons to a new target.



Army Magic Vestment
Transmutation
Level: Clr 13, Strength 13, War 13
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: See text
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell functions as Mass Magic Vestment, except the cap is extended to +10. The targets are one or more allied creatures within spell range.



Greater Divine Power
Evocation
Level: Clr 14, War 14
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell functions like Divine Power, except you receive an extra attack. This extra attack is not a haste effect and stacks with other sources of extra attacks such as Haste. You gain a +20 enchancement bonus to Strength, and you gain 3 temporary hit points per caster level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 17, 2018, 09:11:36 AM
Quote from: Anastasia on November 17, 2018, 07:12:36 AM
What spell did you crib from here? It looks familiar but I can't place it.

Soften Armor. Reduces Natural Armor. Edit: Scale Weakening, sorry. Was just waking up.

Quote from: Anastasia on November 17, 2018, 07:12:36 AM
Same as above, along with what is the DC of the Strength check?

Armor Lock. No idea what would be reasonable for DC, so I left it blank!
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 17, 2018, 09:12:29 AM
Quote from: Anastasia on November 17, 2018, 07:09:36 AM
Quote from: Anastasia on November 16, 2018, 11:16:51 PM
Uh, I'd have to read up on truenaming, since they use those mechanics and are balanced around it. Truenaming's also a notable mess so I'm hesitant to bring in things from it due to that factor.

Let me go read up on that over the weekend.

I'm going to punt the truenaming spells entirely. It's simply not worth the headache of trying to salvage those spells from that mess. In lieu of it, we can drop ability hamstring a few levels to compensate. Sound okay?

Yup, it was just something I came across that did the same basic thing. Would it be better to drop it levels or make it harder to resist? Not sure.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 17, 2018, 09:13:23 AM
Quote from: Anastasia on November 17, 2018, 06:59:51 AM
Baleful Polymorph has been long nailed by the anti polymorph ban (save for polymorph subschool spells).

Cool. It was just similar in concept to Limb to Salt so I figured I'd ask.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 17, 2018, 10:15:44 AM
Alicia reaches level 32

Sorcerer 32 and duskblade 15

Max hp so +8 there.
+1 bab
+1 to all saves
+1 SR
+1 CL for SLAs
Stat point this level goes to charisma. Odd numbered so does nothing.
Bonus feat from epic sorcerer. She takes spell stowaway (time stop) because it's cool and good.
+1 13th level spell per day.
New sorcerer spell known, she takes antimagic zone.
Quick cast gets another use for 3/day.
+1 3rd/4th/5th level duskblade spells per day.
New duskblade spell known, she takes prismatic touch.
Skills all go up.
Silver fire DC goes up by 1.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 17, 2018, 10:47:00 AM
Marie reaches level 32

Outside 32 and... well her build's complete, so either epic incantatrix, more sorcerer, or some other new PrC. Has to be full casting.

You know what, I'm going to make one up.

Master of Missiles

Hit die

d4

Requirements

Skills

Spellcraft 23 ranks

Feats

Arcane thesis (magic missile)

Spells

Must be able to cast magic missile.

Class skills

The Master of Missiles class skills (and the key ability for each skill) are Craft (Int), Knowledge (all skills, taken individually) (Int), Perception (Wis), Profession (Wis) and Spellcraft (Int).

Level   Base Attack Bonus   Special   Spells
1   +0   Extra missiles   +1 arcane
2   +1   Bonus epic metamagic feat   +1 arcane
3   +1   Phasing missiles   +1 arcane
4   +2   Piercing missiles   +1 arcane
5   +2   Extra missiles 2   +1 arcane

Extra missiles (Ex)

The master of missile's magic missile spell gains a maximum of 10 missiles instead of five. These are gained as normal for every two caster levels above 9th.

Epic Metamagic Feat

At 2nd level, the master of missiles gains a bonus epic metamagic feat of her choice that she meets the requirements for.

Phasing missiles (Su)

The master of missiles may ignore total cover and total concealment when targeting creatures with her magic missile spells. She must be aware of the target via other means (such as scent or tremorsense) to target them.

Piercing missiles (Ex)

Magic missiles spells cast by the master of missiles gain a +4 bonus to their caster level for the purpose of overcoming spell resistance.

Extra missiles 2 (Ex)

The master of missile's magic missile spell gains a maximum of 20 missiles instead of five. These are gained as normal for every two caster levels above 9th.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 17, 2018, 09:15:13 PM
Quote from: Corwin on November 17, 2018, 09:11:01 AM
I've been working on Domain spells, and started with War. It's relevant to me, and I did have unfinished business from B3 with them. I scrapped my old efforts and started afresh! The following spells are for lvl12-14, and they are upgraded version of lvl2-4 in the War Domain. Please give me your thoughts, as well as whether any of them could also be Sor/Wiz spells. I kept that part as the base versions, but spells do change that up sometimes.

War Domain spells, pre-epic:
Quote
Magic Weapon
Spiritual Weapon
Magic Vesment
Divine Power
Flame Strike
Blade Barrier
Power Word Blind
Power Word Stun
Foresight

Custom epic War Domain spells:
Quote
10: War's Blessing
11: Superior Mighty Wallop
22: Warrior's Boon

Mass Spiritual Weapon
Evocation [Force]
Level: Clr 12, War 12
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Area: 100ft/level radius spread
Effect: Magic weapons of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

This spell functions like Spiritual Weapon, except the cap is extended to +15. Your feats and combat actions affect the weapons, as if you were wielding them. If one of the targets is destroyed, goes beyond the spell range or goes out of your sight, the weapon attacking it is dispelled.

As with Spiritual Weapon, this spell uses the caster's relevant ability rather than Wisdom.

Unlike with Spiritual Weapon, this spell doesn't allow redirecting the weapons to a new target.



Army Magic Vestment
Transmutation
Level: Clr 13, Strength 13, War 13
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: See text
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell functions as Mass Magic Vestment, except the cap is extended to +10. The targets are one or more allied creatures within spell range.



Greater Divine Power
Evocation
Level: Clr 14, War 14
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell functions like Divine Power, except you receive an extra attack. This extra attack is not a haste effect and stacks with other sources of extra attacks such as Haste. You gain a +20 enchancement bonus to Strength, and you gain 3 temporary hit points per caster level.

Are any of these retreads? I swear I've at least seen a greater divine power before from you. Am I wrong? Lemme know that before I get into it, so I can check what I said then.

None of these would be sor/wiz spells, they're upgraded versions of non sor/wiz spells and nothing in them really makes sense for them to make the leap.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 17, 2018, 10:09:17 PM
Quote from: Iron Dragoon on November 16, 2018, 11:18:02 PM
MOAR SPELLS

Clouds for Armor
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes

A dark red ray projects from your hand. You must succeed on a ranged touch attack to strike a target. The target's worn armor bonus is reduced by 4 points, +1 point per two caster levels above 7th (maximum reduction 10 points at 17th level). This spell can't reduce equipment's armor bonus to less than 0, nor does it have any effect on an magical enhancement bonuses (such as that granted by +1 enchantment bonus, though the bonus of the base armor is still affected).

Material Component: A shed snakeskin.

It's fine, rewriting so you're not copying the other spell directly. We'll see how it works in play.

Clouds for Armor
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: Ray
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes

You fire a red ray from your hand at a single target, you must succeed on a ranged touch attack roll to hit the target. The target's worn armor bonus decreases by four points, with an additional loss of one point per two caster levels above 7th level (maximum decrease of 10 points at caster level 19th). The target's armor bonus cannot be less than zero, nor does it reduce any enhancement bonus from magic that the armor possesses.

Material Component

A bit of cotton.

QuoteWeapon Lock
Transmutation
Level: Brd 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature wearing armor
Duration: 1 round/level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

The scabbard, or whatever serves to hold a weapon, swells and stiffens, making it exceendingly difficult to draw the weapon.

On a failed Fortitude save, the target must make a Strength check as a standard action to draw their weapon. Failure results in the weapon not being drawn. On a successful Fortitude save, the target must still take an action to draw the weapon.

Check out peacebond in Cityscape, same idea.

QuoteShrink Weapon
Transmutation
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)   
Target: One creature wielding a weapon
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

With a shriek of warping wood and scraping metal, your weapon shrinks, becoming far less effective.

The targeted melee weapon reduces by one size category (Small weapons become Tiny, Medium weapons become Small, and so on). As its size reduces, the damage the weapon deals reduces as well (PH 114).

If the affected weapons is dropped, or are disarmed, or hand the weapon to another creature, the spell ends.

Seems okay, I'll rewrite it but the concept seems fine. Surprised I didn't find something like it already, I'll have to look deeper later.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 17, 2018, 10:09:47 PM
Quote from: Iron Dragoon on November 17, 2018, 09:12:29 AM
Quote from: Anastasia on November 17, 2018, 07:09:36 AM
Quote from: Anastasia on November 16, 2018, 11:16:51 PM
Uh, I'd have to read up on truenaming, since they use those mechanics and are balanced around it. Truenaming's also a notable mess so I'm hesitant to bring in things from it due to that factor.

Let me go read up on that over the weekend.

I'm going to punt the truenaming spells entirely. It's simply not worth the headache of trying to salvage those spells from that mess. In lieu of it, we can drop ability hamstring a few levels to compensate. Sound okay?

Yup, it was just something I came across that did the same basic thing. Would it be better to drop it levels or make it harder to resist? Not sure.

I'd say just reduce it in levels and call it done here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 18, 2018, 12:56:27 AM
Quote from: Anastasia on November 17, 2018, 09:15:13 PM

Are any of these retreads? I swear I've at least seen a greater divine power before from you. Am I wrong? Lemme know that before I get into it, so I can check what I said then.

None of these would be sor/wiz spells, they're upgraded versions of non sor/wiz spells and nothing in them really makes sense for them to make the leap.

QuoteI've been working on Domain spells, and started with War. It's relevant to me, and I did have unfinished business from B3 with them. I scrapped my old efforts and started afresh!

With that said, please take a look at the spells and give me your thoughts?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 18, 2018, 01:25:06 AM
Quote from: Ebiris on November 17, 2018, 10:47:00 AM
Marie reaches level 32

Outside 32 and... well her build's complete, so either epic incantatrix, more sorcerer, or some other new PrC. Has to be full casting.

You know what, I'm going to make one up.

Master of Missiles

Hit die

d4

Requirements

Skills

Spellcraft 23 ranks

Feats

Arcane thesis (magic missile)

Spells

Must be able to cast magic missile.

Class skills

The Master of Missiles class skills (and the key ability for each skill) are Craft (Int), Knowledge (all skills, taken individually) (Int), Perception (Wis), Profession (Wis) and Spellcraft (Int).

Level   Base Attack Bonus   Special   Spells
1   +0   Extra missiles   +1 arcane
2   +1   Bonus epic metamagic feat   +1 arcane
3   +1   Phasing missiles   +1 arcane
4   +2   Piercing missiles   +1 arcane
5   +2   Extra missiles 2   +1 arcane

Extra missiles (Ex)

The master of missile's magic missile spell gains a maximum of 10 missiles instead of five. These are gained as normal for every two caster levels above 9th.

Epic Metamagic Feat

At 2nd level, the master of missiles gains a bonus epic metamagic feat of her choice that she meets the requirements for.

Phasing missiles (Su)

The master of missiles may ignore total cover and total concealment when targeting creatures with her magic missile spells. She must be aware of the target via other means (such as scent or tremorsense) to target them.

Piercing missiles (Ex)

Magic missiles spells cast by the master of missiles gain a +4 bonus to their caster level for the purpose of overcoming spell resistance.

Extra missiles 2 (Ex)

The master of missile's magic missile spell gains a maximum of 20 missiles instead of five. These are gained as normal for every two caster levels above 9th.


Okay, when making an epic PrC, the main premise I work with is 'how do I make this epic'? Generally, an epic PrC takes something to the next level. It's meant to move things beyond being non epic and progress it in a real and material way. Some examples from homebrew:

Cosmic Descryer: Allows infinitely advancing the hit dice of non epic summons. Allows gates that last for an entire day. So on and so forth.
Dragonheart Shapeshifter: Allows a new shapeshift form, one that's a mighty dragon with room to advance further. As dragons are one of the more powerful and iconic creatures in D&D, taking shapeshift to this next level makes sense.
Grand Weaver: Advances a war weaver's craft into epic, moving beyond the limitations of the original PrC with adding new spells to it, more spell levels and other benefits.
Hellfire Master: Takes the hellfire warlock to a new level, concluding in a diabolical apotheosis into true mastery of Hell's corruptive power.
Singer of the Celestial Choir: Mastery over new songs related to the Words of Creation and ultimately use them far better than a mere mortal.

So on and so forth. The point is that an epic PrC represents something more than a normal PrC. It's meant to take things to a new level, yeah? Not every epic PrC I've made quite manages that (dragonbreath archer comes to mind, though it's a good PrC on its own merits and Amaryl has zero complaints, not to mention it's grandfathered in), but that's the standard I try to measure up to. So when I apply that to the idea of an epic PrC dealing with magic missile, I'm not quite happy with your entry. There's nothing -wrong- with it per se, but it could use more work, more polish along those lines. It feels like it should be more, y'know?

Like let's start with a simple question: What does an epic PrC that focuses on a lowly first level spell look like and why? Well, at that point you've taken a simple arcana beyond any reasonable limits. You've reached a sublime grand mastery with it that's above and beyond even force missile mage, something that takes the spell even farther and higher. Fundamentally this is a purely offensive spell, so it focuses on making magic missile stronger in that way, rather than something more esoteric like swiftblade.

So quick and dirty:

Master of Missiles

Prereqs of blah blah blah.
Poor BAB (as wizard), 10/10 or 9/10 progression.

1: Magic Missile Mastery: Add an extra missile to the maximum magic missile can produce. So 6 at 11th level would be the cap. This rises to 7/13th at level 3 in the PrC and so on. You rapidly move beyond the normal limits of the spell, especially if you have bonus missiles from force missile mage.

???: Metamagic Missiles: -1 total level of metamagiced magic missiles, stacks with the same effect from arcane thesis (hence it being a prereq). Might be a good halfway ability around level 5 or stuck to patch over a dead level. Point is to give you a lot of free metamagic (2 levels worth) on any magic missile you cast, which is definitely one of the spellcaster strategies in epic. Could be written as a direct upgrade to arcane thesis in that aspect.

???: Magic Might: Caster level bonus to magic missile. As good as it sounds. Probably 3+3 progression for it. So 3, 6, 9, 12, 15, ect sees +1 caster level for magic missile. (Incidentally, when possible with a PrC, I try to pattern it so there's a 1+2 OR a 2+2 ability as well as a 3+3 ability. This covers a good chunk of levels with some sort of advancement, helping prevent dead levels.

???: I can't think of another alliterative M name. Dang. Anyway, 1 or whatever times per day use magic missile as an immediate action when you're struck in melee. Being able to use anything as an immediate action is rare and precious, let along your signature spell. That sort of rare advancement feels epic enough to pass muster here.

I dunno, I'm tired and I'm spitballing at this point. The point of this rambling post is that it feels like the PrC should be more. Additionally, something that can keep improving, so that the spell can be taken as far as Marie can, rather than just a big, flat bonus.

You can tell I've spent a lot of time thinking about epic PrCs.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 18, 2018, 01:26:13 AM
Quote from: Corwin on November 18, 2018, 12:56:27 AM
Quote from: Anastasia on November 17, 2018, 09:15:13 PM

Are any of these retreads? I swear I've at least seen a greater divine power before from you. Am I wrong? Lemme know that before I get into it, so I can check what I said then.

None of these would be sor/wiz spells, they're upgraded versions of non sor/wiz spells and nothing in them really makes sense for them to make the leap.

QuoteI've been working on Domain spells, and started with War. It's relevant to me, and I did have unfinished business from B3 with them. I scrapped my old efforts and started afresh!

With that said, please take a look at the spells and give me your thoughts?

Sure, at some point tomorrow or perhaps Monday. Today was such a fiasco that I'm just now catching nagging up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 18, 2018, 01:37:29 AM
Quote from: Anastasia on November 17, 2018, 10:09:47 PM
Quote from: Iron Dragoon on November 17, 2018, 09:12:29 AM
Quote from: Anastasia on November 17, 2018, 07:09:36 AM
Quote from: Anastasia on November 16, 2018, 11:16:51 PM
Uh, I'd have to read up on truenaming, since they use those mechanics and are balanced around it. Truenaming's also a notable mess so I'm hesitant to bring in things from it due to that factor.

Let me go read up on that over the weekend.

I'm going to punt the truenaming spells entirely. It's simply not worth the headache of trying to salvage those spells from that mess. In lieu of it, we can drop ability hamstring a few levels to compensate. Sound okay?

Yup, it was just something I came across that did the same basic thing. Would it be better to drop it levels or make it harder to resist? Not sure.

I'd say just reduce it in levels and call it done here.

Okay. What about a version built from Expunge? Perm. destruction?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 18, 2018, 01:46:24 AM
Posting per your request.

Quote07:34 <CC> I noticed an error in your post to Iddy
07:34 <CC> You rewrote that clouds spell to be +1 per level till lvl17
07:34 <CC> Where the original was +1 per two levels
07:35 <CC> At present, it doesn't actually work (+4 at CL7 +1 per CL will reach +10 much earlier)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 18, 2018, 11:18:00 AM
Not sure on output today, it's picking up where yesterday left off.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 18, 2018, 12:01:06 PM
Quote
Master of Missiles

Prereqs of blah blah blah.
Poor BAB (as wizard), 10/10 or 9/10 progression.

1: Magic Missile Mastery: Add an extra missile to the maximum magic missile can produce. So 6 at 11th level would be the cap. This rises to 7/13th at level 3 in the PrC and so on. You rapidly move beyond the normal limits of the spell, especially if you have bonus missiles from force missile mage.

???: Metamagic Missiles: -1 total level of metamagiced magic missiles, stacks with the same effect from arcane thesis (hence it being a prereq). Might be a good halfway ability around level 5 or stuck to patch over a dead level. Point is to give you a lot of free metamagic (2 levels worth) on any magic missile you cast, which is definitely one of the spellcaster strategies in epic. Could be written as a direct upgrade to arcane thesis in that aspect.

???: Magic Might: Caster level bonus to magic missile. As good as it sounds. Probably 3+3 progression for it. So 3, 6, 9, 12, 15, ect sees +1 caster level for magic missile. (Incidentally, when possible with a PrC, I try to pattern it so there's a 1+2 OR a 2+2 ability as well as a 3+3 ability. This covers a good chunk of levels with some sort of advancement, helping prevent dead levels.

???: I can't think of another alliterative M name. Dang. Anyway, 1 or whatever times per day use magic missile as an immediate action when you're struck in melee. Being able to use anything as an immediate action is rare and precious, let along your signature spell. That sort of rare advancement feels epic enough to pass muster here.

I dunno, I'm tired and I'm spitballing at this point. The point of this rambling post is that it feels like the PrC should be more. Additionally, something that can keep improving, so that the spell can be taken as far as Marie can, rather than just a big, flat bonus.

You can tell I've spent a lot of time thinking about epic PrCs.

Yeah, well the point of Extra Missiles/Extra Missiles 2 is to keep it improving past the point where it ordinarily caps out, kinda like how Enhance Spell boosts the damage dice cap on spells. Magic missile mastery works as well for that, though. Metamagic missiles is good too, even if Marie's already stacked that deck about as far as it'll go it's still good. Magic might works well for keeping ahead of the SR curve. Not sure about the immediate action thing, since an immediate action magic missile isn't going to do much to stop a melee attack.

From my version, Phasing Missiles honestly might be better as its own separate metamagic or something, since it's the sort of thing I really want on the amazing barrage for better depopulating castles.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 18, 2018, 06:48:07 PM
Okay, I've read through the Permanency rules and I'm interested in making a few spells permanent. I've set up two sections, one that I know/think should be good for it, and one that's iffy (like a spell with round duration, but isn't really abusable), but count as mainly quality of life type things:

Alyssa has 32 HD, which means she can Perm. spells up 10th level.
Alyssa has 31 CL, so she can Perm up to CL 23, which is 10th level.


Good:
Detect Magic (Cantrip, Concentration, 1 min/level) See magic things.
Identify (1st level, Listed as an example in Good list in Perm. Post) ID magical items
Scent (2nd level, 10 min/level) Detect/track by smell.
Heart of Air (2nd level, 1 hour/level) 10 ft enhancement bonus to fly speed, +10 enhancement bonus to Jump, Feather Fall.
Telepathy (3rd level, Spell Collection, 10 min/level)


Iffy:
Scholar's Touch (1st level, 1 book/round, concentration) Instantly read books
Detect Secret Doors (1st level, Concentration, 1 min/level)
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 18, 2018, 06:51:29 PM
Upgraded Bestow Wound, level 1 spell:

Greater Bestow Wound
Transmutation
Level: Sorc/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

If wounded, you can cast this spell and touch a living creature. The target takes damage equal to your wounds at the rate of 3 points of damage per your caster level, or the amount needed to bring you up to your maximum hit points, whichever is less. At the same time, you heal that much damage, as if a cure spell had been cast on you.

Material Component: A small tiger's eye worth 100gp

Also, would like to ask if Quickshift (level 6 spell) could be altered to apply to Dimension Door:

Alyssa's Quick Jaunt
Transmutation
Level: Sorc/Wiz 6
Components: V, S,
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 round/level

For the duration of this spell, the caster's Dimension Door spell-like ability is quickened (as if enhanced with the Quicken Spell feat). This spell has no effect on other spells or spell-like abilities.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 18, 2018, 11:49:39 PM
Changing up my spells. Adding a few:
Rot of Ages, Resinous Tar, Arcane Conversion, Control Weather, Starmantle, Magic Disjunction, Stone Skewers.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2018, 12:40:27 AM
Quote from: Corwin on November 17, 2018, 09:11:01 AMMass Spiritual Weapon
Evocation [Force]
Level: Clr 12, War 12
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Area: 100ft/level radius spread
Effect: Magic weapons of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

This spell functions like Spiritual Weapon, except the cap is extended to +15. Your feats and combat actions affect the weapons, as if you were wielding them. If one of the targets is destroyed, goes beyond the spell range or goes out of your sight, the weapon attacking it is dispelled.

As with Spiritual Weapon, this spell uses the caster's relevant ability rather than Wisdom.

Unlike with Spiritual Weapon, this spell doesn't allow redirecting the weapons to a new target.

Range/Area need adjusting, but I'd have to go look up precisely how this sort of spell would be handled. I'll deal with that on my end if it gets that far.

For the cap extended to +15, you mean the 1d8+5 cap goes up to 1d8+15 now?

Okay, so how many weapons are generated? Does it send one to attack every target in the range? Is it a set number? The text isn't clear. I get the impression this is meant to be a radius thing that hits everyone in the radius with a spiritual weapon on them. It implies multiple weapons several times, but never clarifies exactly how many are generated.

I don't see anything in spiritual weapon that has it 'use the caster's relevant ability rather than Wisdom'. Can you elaborate where that comes from?

Let me reserve further comment until I get clarifications and I better grasp your intent with this spell. Weapon swarm is a solid enough idea.

QuoteArmy Magic Vestment
Transmutation
Level: Clr 13, Strength 13, War 13
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: See text
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell functions as Mass Magic Vestment, except the cap is extended to +10. The targets are one or more allied creatures within spell range.

I feel this spell is trying to be two things at once - both a magic vestment that exceeds the +5 cap and also a spell over a large range. Mass Magic Vestment is Range: Medium (100ft + 10ft/level). I'd suggest making it a flat one mile range and dropping the +10 part. The name of the spell suggests the real focus is on the huge range of it and affecting a vast number of troops with magic vestment, so focus on that aspect.

QuoteGreater Divine Power
Evocation
Level: Clr 14, War 14
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell functions like Divine Power, except you receive an extra attack. This extra attack is not a haste effect and stacks with other sources of extra attacks such as Haste. You gain a +20 enhancement bonus to Strength, and you gain 3 temporary hit points per caster level.

I'd rephrase the text of it to something like this, mostly for clarity. It's about keeping the changes first then the add on after, so that's clear what it's doing.

This spell functions as divine power, except the enhancement bonus to Strength is +20 and you gain 3 temporary hit points per caster level. You gain an extra attack on a full attack at your highest base attack bonus, this stacks with haste and similar effects.

Clarity aside? It's probably not level inappropriate. Lemme check. Doesn't look out of line, it can be tried and adjusted if it doesn't work. Right now I don't think anyone can cast it that's available, though that'll change after people start hitting level 33.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2018, 12:41:20 AM
Quote from: Iron Dragoon on November 18, 2018, 01:37:29 AM
Quote from: Anastasia on November 17, 2018, 10:09:47 PM
Quote from: Iron Dragoon on November 17, 2018, 09:12:29 AM
Quote from: Anastasia on November 17, 2018, 07:09:36 AM
Quote from: Anastasia on November 16, 2018, 11:16:51 PM
Uh, I'd have to read up on truenaming, since they use those mechanics and are balanced around it. Truenaming's also a notable mess so I'm hesitant to bring in things from it due to that factor.

Let me go read up on that over the weekend.

I'm going to punt the truenaming spells entirely. It's simply not worth the headache of trying to salvage those spells from that mess. In lieu of it, we can drop ability hamstring a few levels to compensate. Sound okay?

Yup, it was just something I came across that did the same basic thing. Would it be better to drop it levels or make it harder to resist? Not sure.

I'd say just reduce it in levels and call it done here.

Okay. What about a version built from Expunge? Perm. destruction?

What's Expunge do?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2018, 12:41:56 AM
Quote from: Corwin on November 18, 2018, 01:46:24 AM
Posting per your request.

Quote07:34 <CC> I noticed an error in your post to Iddy
07:34 <CC> You rewrote that clouds spell to be +1 per level till lvl17
07:34 <CC> Where the original was +1 per two levels
07:35 <CC> At present, it doesn't actually work (+4 at CL7 +1 per CL will reach +10 much earlier)

Lemme edit what I wrote there so it'll be right when I port it over. Thanks, good catch.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2018, 12:46:12 AM
Quote from: Ebiris on November 18, 2018, 12:01:06 PM
Quote
Master of Missiles

Prereqs of blah blah blah.
Poor BAB (as wizard), 10/10 or 9/10 progression.

1: Magic Missile Mastery: Add an extra missile to the maximum magic missile can produce. So 6 at 11th level would be the cap. This rises to 7/13th at level 3 in the PrC and so on. You rapidly move beyond the normal limits of the spell, especially if you have bonus missiles from force missile mage.

???: Metamagic Missiles: -1 total level of metamagiced magic missiles, stacks with the same effect from arcane thesis (hence it being a prereq). Might be a good halfway ability around level 5 or stuck to patch over a dead level. Point is to give you a lot of free metamagic (2 levels worth) on any magic missile you cast, which is definitely one of the spellcaster strategies in epic. Could be written as a direct upgrade to arcane thesis in that aspect.

???: Magic Might: Caster level bonus to magic missile. As good as it sounds. Probably 3+3 progression for it. So 3, 6, 9, 12, 15, ect sees +1 caster level for magic missile. (Incidentally, when possible with a PrC, I try to pattern it so there's a 1+2 OR a 2+2 ability as well as a 3+3 ability. This covers a good chunk of levels with some sort of advancement, helping prevent dead levels.

???: I can't think of another alliterative M name. Dang. Anyway, 1 or whatever times per day use magic missile as an immediate action when you're struck in melee. Being able to use anything as an immediate action is rare and precious, let along your signature spell. That sort of rare advancement feels epic enough to pass muster here.

I dunno, I'm tired and I'm spitballing at this point. The point of this rambling post is that it feels like the PrC should be more. Additionally, something that can keep improving, so that the spell can be taken as far as Marie can, rather than just a big, flat bonus.

You can tell I've spent a lot of time thinking about epic PrCs.

Yeah, well the point of Extra Missiles/Extra Missiles 2 is to keep it improving past the point where it ordinarily caps out, kinda like how Enhance Spell boosts the damage dice cap on spells. Magic missile mastery works as well for that, though. Metamagic missiles is good too, even if Marie's already stacked that deck about as far as it'll go it's still good. Magic might works well for keeping ahead of the SR curve. Not sure about the immediate action thing, since an immediate action magic missile isn't going to do much to stop a melee attack.

From my version, Phasing Missiles honestly might be better as its own separate metamagic or something, since it's the sort of thing I really want on the amazing barrage for better depopulating castles.

That may be worth working on - phasing missiles, that is. I'll work on slapping together a PrC tomorrow.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 19, 2018, 12:49:21 AM
Quote from: Anastasia on November 19, 2018, 12:41:20 AM
Quote from: Iron Dragoon on November 18, 2018, 01:37:29 AM
Quote from: Anastasia on November 17, 2018, 10:09:47 PM
Quote from: Iron Dragoon on November 17, 2018, 09:12:29 AM
Quote from: Anastasia on November 17, 2018, 07:09:36 AM
Quote from: Anastasia on November 16, 2018, 11:16:51 PM
Uh, I'd have to read up on truenaming, since they use those mechanics and are balanced around it. Truenaming's also a notable mess so I'm hesitant to bring in things from it due to that factor.

Let me go read up on that over the weekend.

I'm going to punt the truenaming spells entirely. It's simply not worth the headache of trying to salvage those spells from that mess. In lieu of it, we can drop ability hamstring a few levels to compensate. Sound okay?

Yup, it was just something I came across that did the same basic thing. Would it be better to drop it levels or make it harder to resist? Not sure.

I'd say just reduce it in levels and call it done here.

Okay. What about a version built from Expunge? Perm. destruction?

What's Expunge do?

Permanently removes a supernatural ability. It's got a truename thing in it to recover it, but I figure you'll make it some sort of similar thing to ability loss.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 19, 2018, 05:15:00 AM
Quote from: Anastasia on November 19, 2018, 12:40:27 AM
Quote from: Corwin on November 17, 2018, 09:11:01 AMMass Spiritual Weapon
Evocation [Force]
Level: Clr 12, War 12
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Area: 100ft/level radius spread
Effect: Magic weapons of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

This spell functions like Spiritual Weapon, except the cap is extended to +15. Your feats and combat actions affect the weapons, as if you were wielding them. If one of the targets is destroyed, goes beyond the spell range or goes out of your sight, the weapon attacking it is dispelled.

As with Spiritual Weapon, this spell uses the caster's relevant ability rather than Wisdom.

Unlike with Spiritual Weapon, this spell doesn't allow redirecting the weapons to a new target.

Range/Area need adjusting, but I'd have to go look up precisely how this sort of spell would be handled. I'll deal with that on my end if it gets that far.

For the cap extended to +15, you mean the 1d8+5 cap goes up to 1d8+15 now?

Okay, so how many weapons are generated? Does it send one to attack every target in the range? Is it a set number? The text isn't clear. I get the impression this is meant to be a radius thing that hits everyone in the radius with a spiritual weapon on them. It implies multiple weapons several times, but never clarifies exactly how many are generated.

I don't see anything in spiritual weapon that has it 'use the caster's relevant ability rather than Wisdom'. Can you elaborate where that comes from?

Let me reserve further comment until I get clarifications and I better grasp your intent with this spell. Weapon swarm is a solid enough idea.

My intention is thus: the original spell sends a Spiritual Weapon directly away from the caster to hit an enemy within range. I would like to hit every enemy within the listed area (radius of 100ft/level from the caster) who are within this area during casting with one Spiritual Weapon each. The adjustments are that the max cap is 1d8+15 instead of 1d8+5, using the same scaling as the original spell. The reassign weapon as a move action mechanism is eliminated, since the caster only sends one weapon per target that was present during the original casting. The weapons do persistently attack (each their own target) with iterations (since at the HD that requires having lvl12 spells you will have iterations, like it or not). The weapons also use your feats and such as if you were holding them, since I ran the numbers and at our level it would be 20-fishing without the boosts we all have. I envision it working similar to Whirling Blade or Whirling Attack, where a single roll of SR is made at the cating, and a single attack sequence is rolled each round (the first being a single attack, and the following being iterations) and checked against all targets.
I also explicitely made it run off relevant casting stat rather than just Wisdom, as that is how we're run Spiritual Weapon in B3 to begin with.
The spell sans metamagic does attack every target in range, so allies will also be hit if within the target area.

Quote
QuoteArmy Magic Vestment
Transmutation
Level: Clr 13, Strength 13, War 13
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: See text
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell functions as Mass Magic Vestment, except the cap is extended to +10. The targets are one or more allied creatures within spell range.

I feel this spell is trying to be two things at once - both a magic vestment that exceeds the +5 cap and also a spell over a large range. Mass Magic Vestment is Range: Medium (100ft + 10ft/level). I'd suggest making it a flat one mile range and dropping the +10 part. The name of the spell suggests the real focus is on the huge range of it and affecting a vast number of troops with magic vestment, so focus on that aspect.

Eh. Do keep in mind that Mass Magic Vestment exists in the Spell Collection as a Clr 7 spell. Wouldn't you agree that boosting the cap from +5 to +10 (which at Magic Vestment progression happens at CL40) and increasing the range to either a flat 1 mile or to Long is worth the push into epic at +6 spell levels? I know I'm not paying the Clr7 to Clr13 upgrade just to improve range from Medium to 1 mile. I suppose there is no limit on those it would hit, but given the 30+ targets from Mass Magic Vestment are beyond enough for any named NPCs this is a cosmetic change that affects exactly as much as the GM would like it to behind the scenes, as we won't get to see the effects ourselves. In light of this, I would like to ask you to reconsider.

Quote
QuoteGreater Divine Power
Evocation
Level: Clr 14, War 14
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

This spell functions like Divine Power, except you receive an extra attack. This extra attack is not a haste effect and stacks with other sources of extra attacks such as Haste. You gain a +20 enhancement bonus to Strength, and you gain 3 temporary hit points per caster level.

I'd rephrase the text of it to something like this, mostly for clarity. It's about keeping the changes first then the add on after, so that's clear what it's doing.

This spell functions as divine power, except the enhancement bonus to Strength is +20 and you gain 3 temporary hit points per caster level. You gain an extra attack on a full attack at your highest base attack bonus, this stacks with haste and similar effects.

Clarity aside? It's probably not level inappropriate. Lemme check. Doesn't look out of line, it can be tried and adjusted if it doesn't work. Right now I don't think anyone can cast it that's available, though that'll change after people start hitting level 33.
[/quote]

Correct! It's mostly there to tempt us! I think it's a pretty decent choice, though not overwhelming. At our level, we get a ton of attacks so a new means of getting one that stacks with haste is sweet but hardly a necessity. The enhancement, too, is likely a boon when you find yourself sans gear, as we (PCs and our Node NPCs) really should have somewhere in the area of +8/+10 enhancement via gear or other means if we're Strength-focused. Jeram would probably derive the most advantage from it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2018, 11:57:47 AM
Quote from: Iron Dragoon on November 18, 2018, 06:48:07 PMGood:
Detect Magic (Cantrip, Concentration, 1 min/level) See magic things.
Identify (1st level, Listed as an example in Good list in Perm. Post) ID magical items
Scent (2nd level, 10 min/level) Detect/track by smell.
Heart of Air (2nd level, 1 hour/level) 10 ft enhancement bonus to fly speed, +10 enhancement bonus to Jump, Feather Fall.
Telepathy (3rd level, Spell Collection, 10 min/level)

DM is fine. Identify...well, do you really need it with epic spellcraft in the mix? I see it as redundant there more than anything else. Scent is okay (I let Jaela do that to blindsight, and I don't think I'd let that repeat, but scent's less objectionable anyway). No to Heart of Air. No to Telepathy.


QuoteIffy:
Scholar's Touch (1st level, 1 book/round, concentration) Instantly read books
Detect Secret Doors (1st level, Concentration, 1 min/level)

No to both.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2018, 12:11:55 PM
Quote from: Iron Dragoon on November 18, 2018, 06:51:29 PM
Upgraded Bestow Wound, level 1 spell:

Greater Bestow Wound
Transmutation
Level: Sorc/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

If wounded, you can cast this spell and touch a living creature. The target takes damage equal to your wounds at the rate of 3 points of damage per your caster level, or the amount needed to bring you up to your maximum hit points, whichever is less. At the same time, you heal that much damage, as if a cure spell had been cast on you.

Material Component: A small tiger's eye worth 100gp

It's fine, though would compress it down to this rather than reprinting the entire spell.

Greater Bestow Wound
Transmutation
Level: Sor/Wiz 5

This spell is identical to bestow wound, except that the rate of damage transferred is 3 hit points per caster level.

Material Component: A small tiger's eye worth 100 gold.

QuoteAlso, would like to ask if Quickshift (level 6 spell) could be altered to apply to Dimension Door:

Alyssa's Quick Jaunt
Transmutation
Level: Sorc/Wiz 6
Components: V, S,
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 round/level

For the duration of this spell, the caster's Dimension Door spell-like ability is quickened (as if enhanced with the Quicken Spell feat). This spell has no effect on other spells or spell-like abilities.

B3 people, didn't I rule on quickshift/fiendish quickening, or am I going crazy? I think it came up, am I wrong?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2018, 12:12:23 PM
FYI, I'm going to gather up approved spells this evening and move them over. Just heads up since I haven't yet.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2018, 12:15:35 PM
Quote from: Iron Dragoon on November 18, 2018, 11:49:39 PM
Changing up my spells. Adding a few:
Rot of Ages, Resinous Tar, Arcane Conversion, Control Weather, Starmantle, Magic Disjunction, Stone Skewers.

Starmantle's in the banned spells section of houserules so that's out. Others aren't any problem.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2018, 12:17:53 PM
Quote from: Iron Dragoon on November 19, 2018, 12:49:21 AM
Quote from: Anastasia on November 19, 2018, 12:41:20 AM
Quote from: Iron Dragoon on November 18, 2018, 01:37:29 AM
Quote from: Anastasia on November 17, 2018, 10:09:47 PM
Quote from: Iron Dragoon on November 17, 2018, 09:12:29 AM
Quote from: Anastasia on November 17, 2018, 07:09:36 AM
Quote from: Anastasia on November 16, 2018, 11:16:51 PM
Uh, I'd have to read up on truenaming, since they use those mechanics and are balanced around it. Truenaming's also a notable mess so I'm hesitant to bring in things from it due to that factor.

Let me go read up on that over the weekend.

I'm going to punt the truenaming spells entirely. It's simply not worth the headache of trying to salvage those spells from that mess. In lieu of it, we can drop ability hamstring a few levels to compensate. Sound okay?

Yup, it was just something I came across that did the same basic thing. Would it be better to drop it levels or make it harder to resist? Not sure.

I'd say just reduce it in levels and call it done here.

Okay. What about a version built from Expunge? Perm. destruction?

What's Expunge do?

Permanently removes a supernatural ability. It's got a truename thing in it to recover it, but I figure you'll make it some sort of similar thing to ability loss.

Would be some flavor of epic spell. Exact level would depend on the execution.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2018, 12:48:56 PM
Quote from: Corwin on November 19, 2018, 05:15:00 AMMy intention is thus: the original spell sends a Spiritual Weapon directly away from the caster to hit an enemy within range. I would like to hit every enemy within the listed area (radius of 100ft/level from the caster) who are within this area during casting with one Spiritual Weapon each. The adjustments are that the max cap is 1d8+15 instead of 1d8+5, using the same scaling as the original spell. The reassign weapon as a move action mechanism is eliminated, since the caster only sends one weapon per target that was present during the original casting. The weapons do persistently attack (each their own target) with iterations (since at the HD that requires having lvl12 spells you will have iterations, like it or not). The weapons also use your feats and such as if you were holding them, since I ran the numbers and at our level it would be 20-fishing without the boosts we all have. I envision it working similar to Whirling Blade or Whirling Attack, where a single roll of SR is made at the cating, and a single attack sequence is rolled each round (the first being a single attack, and the following being iterations) and checked against all targets.
I also explicitely made it run off relevant casting stat rather than just Wisdom, as that is how we're run Spiritual Weapon in B3 to begin with.
The spell sans metamagic does attack every target in range, so allies will also be hit if within the target area.

Okay, gimme some typical numbers for if Seira cast this spell and how it would look, what the ranges would be like and so on.

QuoteEh. Do keep in mind that Mass Magic Vestment exists in the Spell Collection as a Clr 7 spell. Wouldn't you agree that boosting the cap from +5 to +10 (which at Magic Vestment progression happens at CL40) and increasing the range to either a flat 1 mile or to Long is worth the push into epic at +6 spell levels? I know I'm not paying the Clr7 to Clr13 upgrade just to improve range from Medium to 1 mile. I suppose there is no limit on those it would hit, but given the 30+ targets from Mass Magic Vestment are beyond enough for any named NPCs this is a cosmetic change that affects exactly as much as the GM would like it to behind the scenes, as we won't get to see the effects ourselves. In light of this, I would like to ask you to reconsider.

It's less a question of what level if falls on for the +10 cap boost, but instead if I want that at all. I've avoided making an epic magic weapon and epic magic vestment spell as a design choice - namely, that you can't just make generic weapons epic weapons all day long. The spells that do it - things like shardread weapon or whatever that spell is, or avenging angel's strike - are round or minute/level spells (and I had a long think about making avenging angel's strike a minute/level spell instead of a round/level spell).

I don't feel this is a good look for the game: Oh hey, we can get an awesome +8 sword...or just make that sword over there a +10 weapon. Or let's boost up all our weapons to +10 just because. I want epic weapons you get to be more meaningful than that, more meaningful than just plop a big enhancement bonus on something and be done with it or just become another always cast +x to your attack rolls.

Though all that being said, a mile radius magic vestment spell wouldn't strike me as 13th level. Probably 11th or 12th. Those sort of spells aren't about automatically boosting your core node as much as boosting a huge number of people around you. An army spell as you named it, a war spell.

QuoteCorrect! It's mostly there to tempt us! I think it's a pretty decent choice, though not overwhelming. At our level, we get a ton of attacks so a new means of getting one that stacks with haste is sweet but hardly a necessity. The enhancement, too, is likely a boon when you find yourself sans gear, as we (PCs and our Node NPCs) really should have somewhere in the area of +8/+10 enhancement via gear or other means if we're Strength-focused. Jeram would probably derive the most advantage from it.

Jarem, Latha or Cresiel would like it for sure. Ironically I don't think your node can really access it, being arcane casting central.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2018, 01:28:58 PM
Elle reaches level 32.

- Wizard 32 and Dragon Disciple 22.
- For the sake of archiving in case Elle loses proxy status: Her hit dice roll is 8.
- Maximum HP per hit die, for a total of 25 hit points and a grand total of 776 hit points.
- +1 BAB for a total of +22.
- Spell resistance rises by 1 to 47.
- School mastery (evocation)'s bonus rises by 1 to +32.
- Natural armor rises by 1.
- Gains 32nd level wizard spellcasting, as well as a bonus spell from dragon disciple. Antimagic zonex2.
- +1 Dexterity for a total of 26. This is mostly because her Int of 41 is plenty high enough for now, she'd rather boost AC and init. Odds are she'll see another great ability (intelligence) in the future, but right now between those and DD she's way ahead on Intelligence.
- Skills go up as normal.
- Elle selects the following feats: Enhance Spell (W32) and Armor Skin (DD22). Armor Skin is likely a retrain in the future, but I'm running out of time before my interview, so it's used for now.

Solid level for her. Elle's build really came together.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 19, 2018, 01:48:39 PM
Quote from: Anastasia on November 19, 2018, 12:48:56 PM
It's less a question of what level if falls on for the +10 cap boost, but instead if I want that at all. I've avoided making an epic magic weapon and epic magic vestment spell as a design choice - namely, that you can't just make generic weapons epic weapons all day long. The spells that do it - things like shardread weapon or whatever that spell is, or avenging angel's strike - are round or minute/level spells (and I had a long think about making avenging angel's strike a minute/level spell instead of a round/level spell).

I don't feel this is a good look for the game: Oh hey, we can get an awesome +8 sword...or just make that sword over there a +10 weapon. Or let's boost up all our weapons to +10 just because. I want epic weapons you get to be more meaningful than that, more meaningful than just plop a big enhancement bonus on something and be done with it or just become another always cast +x to your attack rolls.

Though all that being said, a mile radius magic vestment spell wouldn't strike me as 13th level. Probably 11th or 12th. Those sort of spells aren't about automatically boosting your core node as much as boosting a huge number of people around you. An army spell as you named it, a war spell.

Mmm. I took inspiration from existing War spells, one of which did actually expand MV bonus. Warrior's Boon (overpriced at lvl22, IMO) is an epic War spell that gives +14 GMW and +14 MV, plus a bunch of other nice buffs. I figured the Army spell could find a nice niche since it was, in fact, in character for War spells.

That said, if you don't like it, you don't like it. I'm scrapping the spell since I don't want a Mass MV spell that does MV to a bunch of NPCs I don't actually see affected as a player.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 19, 2018, 02:19:04 PM
Quote from: Anastasia on November 19, 2018, 12:48:56 PM
Okay, gimme some typical numbers for if Seira cast this spell and how it would look, what the ranges would be like and so on.

Jarem, Latha or Cresiel would like it for sure. Ironically I don't think your node can really access it, being arcane casting central.

We discussed the possibility of a SDA that might extend the free use of Domain SLAs into epic. If it becomes a reality and I choose to take it, I'll be able to cast them. If not, that's why I recruited my high priestess and other high-level clerics/favored souls. I do hope they are talented enough to cast my epic spells!

Now, for the attack routine (for my true self, not an avatar, for maximum impact):
roll 1d20+29BAB+16Int+1WeaponFocus+1Haste+5KnowledgeDevotion+2DvR => 1d20+54

Seira's War Domain CL is raised to 35 (from Ordained Champion) and it's a Force spell, so it's further boosted to CL 36 (Holy Warrior reserve feat), so the SR roll would be: roll 1d20+36

Damage mod would be 36/3 = 12.

Round 1 (after passing SR):
roll 1d20+54 attack, roll 1d8+12 force

Rounds 2-36:
roll 1d20+54 attack 1
roll 1d20+54 attack 2
roll 1d20+49 attack 3
roll 1d20+44 attack 4
roll 1d20+39 attack 5

Damage rolls remain the same:
roll 1d8+12 force

Assuming all attacks hit (they're not touch attacks but regular ones):

Round 1: max damage of 20 force
Rounds 2-36: max damage of 100 force

Some rolls for fun!
Spoiler: ShowHide
20:05 <CC> roll 1d20+54
20:05 <Penuche> CC invokes Penuche's magic: < 61 > [d20=7]
20:05 <CC> roll 1d20+54
20:05 <Penuche> CC invokes Penuche's magic: < 69 > [d20=15]
20:05 <CC> roll 1d20+49
20:05 <Penuche> CC invokes Penuche's magic: < 54 > [d20=5]
20:05 <CC> roll 1d20+44
20:05 <Penuche> CC invokes Penuche's magic: < 57 > [d20=13]
20:05 <CC> roll 1d20+39
20:05 <Penuche> CC invokes Penuche's magic: < 52 > [d20=13]
20:05 <CC> Set 1
20:05 <CC> roll 1d20+54
20:05 <Penuche> CC invokes Penuche's magic: < 57 > [d20=3]
20:05 <CC> roll 1d20+54
20:05 <Penuche> CC invokes Penuche's magic: < 57 > [d20=3]
20:05 <CC> roll 1d20+49
20:05 <Penuche> CC invokes Penuche's magic: < 64 > [d20=15]
20:05 <CC> roll 1d20+44
20:05 <Penuche> CC invokes Penuche's magic: < 56 > [d20=12]
20:05 <CC> roll 1d20+39
20:05 <Penuche> CC invokes Penuche's magic: < 49 > [d20=10]
20:06 <CC> Set 2
20:06 <CC> roll 1d20+54
20:06 <Penuche> CC invokes Penuche's magic: < 62 > [d20=8]
20:06 <CC> roll 1d20+54
20:06 <Penuche> CC invokes Penuche's magic: < 72 > [d20=18]
20:06 <CC> roll 1d20+49
20:06 <Penuche> CC invokes Penuche's magic: < 67 > [d20=18]
20:06 <CC> roll 1d20+44
20:06 <Penuche> CC invokes Penuche's magic: < 59 > [d20=15]
20:06 <CC> roll 1d20+39
20:06 <Penuche> CC invokes Penuche's magic: < 54 > [d20=15]
20:06 <CC> Set 3


I glanced at the various nodes, and at our level of challenge I expect 1-3 hits per worthy opponent (not accounting for deflections/miss chance) assuming it passes SR, which is a 50/50 chance for me, and somewhat less for those that don't have War/Force CL buffs.

20:16 <CC> roll 3#1d8+12
20:16 <Penuche> CC invokes Penuche's magic: < 14, 20, 18 >

So we're talking about a spell that does 20-50 damage on average to targets from round 2 onwards by my estimate, if Seira were to (be able to) cast it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2018, 04:14:21 PM
Donald reaches level 32.

- Duskblade 32 and Fighter 20. Finish that fighter 20 block, whoo.
- Archiving HP roll in case it matters later: 8 on a d10.
- Maximum HP per hit die, for a total of 24 hit points and a grand total of 792 hit points.
- +1 BAB for a total of +32.
- SLA caster level rises by 1 to 32.
- Spell resistance rises by 1 to 47.
- Gains 32nd level duskblade casting. Gains another 8th level spell per day and another spell known. He grabs Chain Dispel. Might be replaced by another custom one, but that does for now.
- All saves rise by 1.
- +1 Intelligence for a total of 29. It's all even numbers so pick your poison there.
EDIT: Skills go up as normal.
- Donald selects Slashing Flurry(F20) and Automatic Quick Cast(D32).

Solid level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2018, 04:35:52 PM
Antenora reaches level 32.

- Hellreaver 22 and Paladin 32.
- Maximum HP per hit die, for a total of 24 hit points and a grand total of 768 hit points.
- +1 BAB for a total of +32.
- Spell resistance rises by 1 to 47.
- +1 holy fury for a total of 35/encounter.
- Furious strike rises by +2/+1d6 for a total of +16/+9d6.
- Lay on hands rises by 13 to 416 total.
- SLA caster level rises to 32.
- Gains 32nd level paladin spellcasting. This gives another 7th level spell, which ends up an extra opal cleansing.
- All saves rise by 1.

Gotta dash awhile, paused here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2018, 05:34:31 PM
Antenora reaches level 32.

- Hellreaver 22 and Paladin 32.
- Maximum HP per hit die, for a total of 24 hit points and a grand total of 768 hit points.
- +1 BAB for a total of +32.
- Spell resistance rises by 1 to 47.
- +1 holy fury for a total of 35/encounter.
- Furious strike rises by +2/+1d6 for a total of +16/+9d6.
- Lay on hands rises by 13 to 416 total.
- SLA caster level rises to 32.
- Gains 32nd level paladin spellcasting. This gives another 7th level spell, which ends up an extra opal cleansing.
- All saves rise by 1.
- +1 Charisma for a total of 38. That boosts...AC, smite to hit bonus, +1 daily use of channel energy, channel energy DC by 1, +1 holy fury, lay on hands up to 448, +1 saves, +1 Charisma based skill and finally a new 2nd and 6th level spell for paladin casting.
- Skills go up as normal.
- Antenora selects Spectral Strike(P32) as her feat.

Solid level.

Spells for Charisma.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2018, 10:41:01 PM
Latha reaches level 32.

- Astral Deva 32 and Cleric 32.
- 6 on a d8 for a total of 16 hit points and a grand total of 538 hp.
- +1 BAB for a total of +32.
- Stun DC rises by 1.
- Spell resistance rises by 1 to 45.
- Latha gains 32nd level cleric spellcasting. She gets another 13th level spell, which is greater fire storm.
- All saves rise by 1.
- +1 Wisdom for a total of 35.
- Skills go up as normal.
- Latha selects Improved Metamagic(C32) as her new feat.

Eh. Not a great one for her.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 19, 2018, 11:14:50 PM
When you've got time, Dune, I wanted to run through my spells and get your opinion on what's useless/ful.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2018, 11:17:00 PM
Jessica reaches level 32.

- Rogue 32 and Perfect Wight 12.
- 4 on a d6 for a total of 14 hit points and a grand total of 483 hit points.
- +1 BAB for a total of 26.
- Spell resistance rises by 1 to 44.
- CL of SLAs rises by 1 to 32.
- Gains another daily use of ghost form.
- All saves rise by 1.
- +1 Constitution for a total of 32. That means more HP and Fort saves, always good. New max HP of 515.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2018, 11:42:04 PM
Syala reaches level 32.

- Astral Deva 32 and Druid 32.
- Max HP per hit die, for a total of 20 hit points and a grand total of 640 hit points.
- +1 BAB for a total of 32.
- DC of stun rises by 1 to 50.
- Spell resistance rises by 1 to 47.
- Gains a new 13th level spell from 32nd level druid casting. Noted since she generally casts spontaneously.
- All saves rise by 1.
- +1 Wisdom for a total of 39.
- Skills go up as normal.
- Syala selects Improved Favored Enemy(D32) as her new feat. Not on the druid list, but she took an ACF and I'll allow it (since most of the druid epic feats are based around wild shape.).

In between level for Syala, unfortunately.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 20, 2018, 10:58:35 AM
Realm rules are in production, first draft should be up within an hour.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 20, 2018, 10:59:05 AM
FYI, my Thanksgiving and Black Friday are already off, so those are gonna be huge DM work days.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 20, 2018, 10:59:33 AM
Quote from: Iron Dragoon on November 19, 2018, 11:14:50 PM
When you've got time, Dune, I wanted to run through my spells and get your opinion on what's useless/ful.

Sounds good. Probably ...mmm, actually, you're gonna get rained on for Black Friday, aren't you?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 20, 2018, 11:05:09 AM
By the way, besides posting spells (that will be tonight at this rate) from this flurry of level up activity, have I missed any replies? I probably have with all the craziness going on.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 20, 2018, 11:08:57 AM
Rules are up, expect some refinement and prettying up in the future.

Each node barring Tryll's will be getting a post about this soon. Go post there, you won't be resuming until everything's hashed out in that thread.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 20, 2018, 11:56:23 AM
Quote from: Anastasia on November 20, 2018, 11:05:09 AM
By the way, besides posting spells (that will be tonight at this rate) from this flurry of level up activity, have I missed any replies? I probably have with all the craziness going on.

My loot stuff. There were two things. The efreet financial records thing, which I'm not sure if you wanted to do IC or OOC, and the goldenfire stone thing which I asked you to update with the redemption quest info.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 20, 2018, 11:57:54 AM
I still need a finalised epic magic missile PrC for Marie.

She's doing background stuff for now anyway and probably won't see combat for a bit so not a huge rush.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 20, 2018, 12:19:50 PM
Our current afternoon gaming time is noon to 4 PM, EST. Cor would like to push the start time of it back a half hour, to 11 30 AM to 4 PM EST. I'm going to go ahead and say that if we do, I'll move the end back to match, to 11 30 AM to 3 30 PM EST.

Any opinions, y'all?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 20, 2018, 12:22:19 PM
That's fine with me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 20, 2018, 12:28:28 PM
Quote from: Corwin on November 20, 2018, 11:56:23 AM
Quote from: Anastasia on November 20, 2018, 11:05:09 AM
By the way, besides posting spells (that will be tonight at this rate) from this flurry of level up activity, have I missed any replies? I probably have with all the craziness going on.

My loot stuff. There were two things. The efreet financial records thing, which I'm not sure if you wanted to do IC or OOC, and the goldenfire stone thing which I asked you to update with the redemption quest info.

Yeah, loot's incoming.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 20, 2018, 12:28:56 PM
Quote from: Ebiris on November 20, 2018, 11:57:54 AM
I still need a finalised epic magic missile PrC for Marie.

She's doing background stuff for now anyway and probably won't see combat for a bit so not a huge rush.

Basically. It'll be done by Monday, or should be.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 20, 2018, 12:31:01 PM
I don't get hung up on posting times because it's a play by post game anyway, I don't care.

I mean some weeks I work late and won't be home until after we 'start' but I don't feel like I'm holding anyone up because we post at our convenience, it's not like waiting in chat.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 20, 2018, 12:34:26 PM
Also Cor, if you could link me to the post(s) for yours it would be helpful. Alicia's loot is the most recent post or so, but lemme make sure I got the right posts for you.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 20, 2018, 01:50:13 PM
No issue with game time change for me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 20, 2018, 01:56:25 PM
Quote from: Anastasia on November 20, 2018, 10:59:33 AM
Quote from: Iron Dragoon on November 19, 2018, 11:14:50 PM
When you've got time, Dune, I wanted to run through my spells and get your opinion on what's useless/ful.

Sounds good. Probably ...mmm, actually, you're gonna get rained on for Black Friday, aren't you?

Yes. I will likely sleep as soon as I get home. If you want to do it in lieu of a evening run, I have no complaints.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 20, 2018, 05:35:18 PM
So, back in April I swapped a level 6 spell on Moore for Greater Carrying Voice, but I cannot for the life of me find that actual spell anywhere. As such, I am recreating it... or whatever you want to call it.

Greater Carrying Voice
Evocation [Sonic]
Level: Brd 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

This spell functions like Carrying Voice, except it increases the range by 100 feet per caster level with no maximum.


100 feet/level makes it around half a mile at CL 30, which... well, that is pretty strong when you're talking armies, I suppose, but it's also very specialized, so I think that's okay?

EDIT: If you think it not having a cap is too strong, I would probably make a Bard 9/10 version in addition to this one.

EDIT 2: Here's the original version.

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.


Given that you did approve this before (but I don't know that we ever hashed out 'power' for it) I think I was erring more on the side of lower power. I have no idea where to kind of peg it, but it "feels" like 1500 feet isn't that much, but in practice I really have no idea. Thoughts?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 20, 2018, 09:32:48 PM
http://www.soulriders.net/forum/index.php/topic,101729.msg1106805/topicseen.html#msg1106805

Let me adjust and post that one.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 20, 2018, 09:33:35 PM
Greater Carrying Voice
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 1500ft.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 21, 2018, 11:28:06 AM
Latha retrains Power Attack into Empower Spell. Experimenting with her a bit.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 21, 2018, 11:25:54 PM
Are there any spells that add a flat amount of movement speed, other than Haste? I know there are some that give you wings with a certain amount of movement, or things that turn you into other things, but I don't know that there are any that just, say, help you move faster.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 22, 2018, 01:11:59 AM
Longstrider does, and there are a few more. Are you looking for something that stacks with haste, however?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 22, 2018, 10:13:08 AM
Either stacks with or would be used in place of, but purely for the movement aspects.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 22, 2018, 11:30:38 AM
A couple of the Heart of *** spells do I think. Heart of Air does.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 22, 2018, 12:43:54 PM
Haste is the best enhancement-type Speed boost with +30f, and Grace is a +10ft untyped speed boost. Heart of Fire doesn't beat Haste's bonus (it's also enhancement, like Longstrider and a few others).

That said! Phantom Steed has a base speed of 240ft for you, which you could further boost by 40ft via Haste and Grace. With the Run action, it becomes 280x4=1,120ft per round. Each phantom steed carries one person, but if you emulate it with a Wish or Miracle it's not unreasonable to ask for a Mass version.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 22, 2018, 12:46:12 PM
Now I wonder whether a Floating Disk can be tied to your mount, or if it works off your speed only. Wizard chariots!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 22, 2018, 08:36:40 PM
Okay Eb, a master of missiles PrC is up in homebrew. It was an interesting design experiment.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 23, 2018, 12:28:08 AM
Lady Sanzha's spells are getting a review. She makes the following changes:

4th: Replace Shadow Conjuration with Voice of the Dragon. Replace Rainbow Pattern with Sirine's Grace.
8th: Replace Summon Monster 8 with Song of the Elements.
10th: Replace Summon Monster X with Song of the Sea. (She'll get SMX back next level.)

Looking over them more intensely, she wants 4 things:

1. Damage. Not a ton (she has tsunami for general offense), but she wants some options there. Sonic shattering is a step there along with a combo dispel, but she wants more options.
2. Utility. Much of her role is in prismatic research and diplomacy, she needs tools there. Examples are glibness, tongues and wish.
3. Healing. This is purely because a couple of the healing spells are that good, mostly heal and mass heal.
4. Selected boosting spells. Mostly thematic ones like her song spells.

These moves all help her move forward towards it. Now all she needs is some manner of trump card.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 23, 2018, 07:47:12 AM
Marie reaches level 32

Outsider 32, master of missiles 1

Max hp so +8 there.
[11:35] <@Ebiris> roll 1d8 Marie hp for posterity if she loses favour
[11:35] <Kobot> Ebiris rolled 1d8 Marie hp for posterity if she loses favour --> [ 1d8=6 ]{6}

+1 bab
+1 to all saves
+1 SR
+1 CL for SLAs
+1 DC for gaze
Stat point goes to charisma, putting her at 40.
Magic missile mastery lets her do 8 magic missiles per casting.
+1 12th level spell per day, +3 13th level spells per day.
New sorcerer spell known, she takes Seira's arcane thesis.
Skills go up.
Racial inspire courage goes up to +6.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 23, 2018, 08:07:01 AM
Quote from: Anastasia on November 23, 2018, 12:28:08 AM
Lady Sanzha's spells are getting a review. She makes the following changes:

4th: Replace Shadow Conjuration with Voice of the Dragon. Replace Rainbow Pattern with Sirine's Grace.
8th: Replace Summon Monster 8 with Song of the Elements.
10th: Replace Summon Monster X with Song of the Sea. (She'll get SMX back next level.)

Looking over them more intensely, she wants 4 things:

1. Damage. Not a ton (she has tsunami for general offense), but she wants some options there. Sonic shattering is a step there along with a combo dispel, but she wants more options.
2. Utility. Much of her role is in prismatic research and diplomacy, she needs tools there. Examples are glibness, tongues and wish.
3. Healing. This is purely because a couple of the healing spells are that good, mostly heal and mass heal.
4. Selected boosting spells. Mostly thematic ones like her song spells.

These moves all help her move forward towards it. Now all she needs is some manner of trump card.

Has she tried... being Good?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 23, 2018, 08:12:05 AM
I don't follow.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 23, 2018, 11:48:15 AM
Hey, have we ever run into a situation of Twinned Whirling Blade? How would that work?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 23, 2018, 11:50:14 AM
Quote from: Anastasia on November 23, 2018, 08:12:05 AM
I don't follow.

Good Bards have lots more fun! Words of Creation make them more capable, plus now that I think about it the rest of our guys are Good.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 23, 2018, 12:50:29 PM
Quote from: Corwin on November 23, 2018, 11:48:15 AM
Hey, have we ever run into a situation of Twinned Whirling Blade? How would that work?

That's a good question. I'd have to check.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 23, 2018, 12:51:21 PM
Quote from: Corwin on November 23, 2018, 11:50:14 AM
Quote from: Anastasia on November 23, 2018, 08:12:05 AM
I don't follow.

Good Bards have lots more fun! Words of Creation make them more capable, plus now that I think about it the rest of our guys are Good.

Sanzha's alignment is where it is for intentional reasons.

Though Sanzha aside, WoC is that good so yeah, good aligned bards get a huge boost.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 23, 2018, 01:57:09 PM
Quote from: Corwin on November 22, 2018, 12:43:54 PM
Haste is the best enhancement-type Speed boost with +30f, and Grace is a +10ft untyped speed boost. Heart of Fire doesn't beat Haste's bonus (it's also enhancement, like Longstrider and a few others).

That said! Phantom Steed has a base speed of 240ft for you, which you could further boost by 40ft via Haste and Grace. With the Run action, it becomes 280x4=1,120ft per round. Each phantom steed carries one person, but if you emulate it with a Wish or Miracle it's not unreasonable to ask for a Mass version.

I forgot entirely about Phantom Steed. That should do nicely.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 23, 2018, 02:16:46 PM
Dune, feel free to get to this whenever, but I'm curious as to why Singer of the Celestial Choir doesn't progress bard casting at every level. I don't have some sort of huge problem with it, I just am curious as to how you decided on that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 23, 2018, 04:18:46 PM
Glad to be of service.

Dune, I'm seeking a clarification on the Divine SLAs we get. We have domains that we grant, and get the spells in them as SLAs. Their DC is higher, and they provide infinite spells, but other than that are they regular SLAs? I figured I'd ask if the spells in them count as divine spells for the purpose of qualifying for a PrC, such as Ordained Champion?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 23, 2018, 07:32:23 PM
They're normal SLAs. They'd count as SLAs, not spells.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 24, 2018, 11:22:30 PM
A new PrC is up. It came from considering one for Latha. She may or may not take it, I'm not sure. Regardless, I may tinker with it in the future.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 26, 2018, 10:48:53 AM
Another PrC is nearly done. It has a finished draft, will be posted tonight sometime once I refine and review it. This one's aimed at Lady Sanzha. The descriptive text of the main ability is below (but not the various powers that unlock level by level while under it). The essence of the ability is soul hacking, with the marid using a triune belief to assert that music is water and life is water and in turn they are water. This belief uses bardic music as an instrument to unlock power they shouldn't be able to access in themselves, a powerful but risky business.

Whenever I make an epic PrC, I try to have it be about overcoming or exceeding a limit. In this case it's directly trying to hack your very essence and soul. This isn't a new concept, as Debonah has a power that does exactly that. Debonah's is reprinted below as well - the power is more of a cudgel compared to the far deeper understanding and investment of someone in this PrC.

FYI, this isn't the sort of thing that the text here addresses, but learning to be a madalani would be hard, even for an epic character (it has high prereqs and you won't get in until the mid 20s at the earliest) and you'd see the occasional training mistake that maims or kills a madalani. This is powerful but it's certainly not safe or easy. It's not using souls and the processes around them as precisely designed.

Melody of Water (Su)

The madalani consider water and music to be one in the same, water an endless melody that ranges from a torrent to a stagnant pool, but never ends. As water is also life to the marid, this in turn creates a triune meaning to madalani, where music is water and water is life, so thus life is music. This triune is directed inward, as what is a marid if not water? With this inner focus, they use their bardic music to empower themselves, a key to unlock the power of water within.

The benefits of melody of water apply whenever the madalani is under the effects of their own bardic music and end when they are no longer affected by their bardic music. Unless noted otherwise, the benefits of melody of water stack with the benefits of bardic music.

Melody of water is not without risks. Channeling into one's inner essence is not without risk. When a madalani ceases to be affected by their own bardic music and the benefits of melody of water fade, they must make DC 30 Constitution check. Failure results in 1d4 points of ability burn to Constitution. Success results in only 1 point of ability burn to Constitution. Multiple instances of ability burn from melody of water stack. This ability burn cannot be prevented in any way, and even affects the creature if they are otherwise immune to ability burn. A creature with a Constitution score of 0 (null) cannot use or benefit from melody of water.

A madalani can choose not to gain the benefits of melody of water when they use bardic music, and thus suffer no ability burn. This choice is made each time the madalani uses bardic music that affects them.

---

Ko note: This was never posted over to the SC. When it is moved over from Debonah's sheet to there, expect an addition that the ability burn can't be prevented even if normally immune, ala what madalani has. That sort of thing is primally damaging and bypasses the normal limitations to such things. Fortunately, one can generally only encounter it if they do it to themselves or with long term experimentation/dickery by an epic spellcaster type who really knows what they're doing. Anyway, this was never ported over since it was the only (public) thing of I felt suitable to post and was one of the first I did. I figured I may well tweak and revise, but I ended up posting it with Debonah since I didn't want to forget about it.

Heavenly Glory
Psychometabolism [Good, Light]
Level: Psychic Warrior 10
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 21

When a celestial manifests heavenly glory, they temporarily destroy the barrier between themselves, the outer world and the pure Good they are connected to. This results in several effects as they are overtaken by powers beyond even them.

Firstly, they glow with intense light. This light is strong light equivalent to strong sunshine that reaches 700ft in all directions from the manifester. Areas of supernatural darkness are countered by this light. Effects of 8th level or less are suppressed and this power's light is unaffected. Effects of 9th level or higher are countered and counter the light of this power, allowing natural light conditions to prevail.

Secondly, any evil creature within the light or struck by the celestial's attacks takes 7d6 points of damage. Each round of exposure to the light or attack deals an additional 7d6 damage.

Thirdly, this light impedes any spell or power with the evil descriptor. The caster must succeed on a Spellcraft check (if a spell or a spell-like ability) or a Psicraft check (if a power or a psi-like ability); the DC is 49 + the celestial's Wisdom modifier. If the check fails, the spell is countered. If the spell has an equivalent good spell (such as unholy blight to holy smite, a summon monster spell to summon evil creatures to a summon monster spell to summon good creatures), the equivalent spell is cast instead.

Spells and powers changed in this way adjust to harm the caster or other evil creatures. For example, a converted unholy blight targeted on innocent creatures would become a holy smite targeted on the caster. Creatures summoned or called by spells changed in this manner are hostile to the creature that summoned them and attack the caster.

Finally, good creatures within the light cannot be reduced below one hit point. Good creatures at zero hit points to -9 hit points automatically stabilize. They cannot be reduced below their current hit points as long as they are within the light.

Manifesting this power is extremely hazardous to the manifester. The barrier between the celestial and pure Good is not meant to be destroyed, unless the celestial is to merge with a plane or deity. When this power ends, the celestial takes 10 points of ability burn to all six ability scores. This cannot reduce an ability score below 1. Additionally, they are unable to manifest powers of 7th level or higher for 1d4 days.

This power can only be selected by an outsider with the good subtype. If this power is somehow manifested by a creature without the good subtype, the power fails with no effect.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 26, 2018, 07:42:26 PM
Quote from: Nephrite on November 23, 2018, 02:16:46 PM
Dune, feel free to get to this whenever, but I'm curious as to why Singer of the Celestial Choir doesn't progress bard casting at every level. I don't have some sort of huge problem with it, I just am curious as to how you decided on that.

PrC spell progression is a question of balance, design and ultimately designer choice. Some PrCs give up spell level(s) to balance out the powers. If this is worthwhile or not really depends, though spellcasting is potent enough that it can be tough.

It's all a question of trying to balance the PrC. The powers, the prereqs, the spell progression and all of it play into a final answer to the question: In the end, is this balanced?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 26, 2018, 07:44:02 PM
My gut feeling is bard casting is already kind of limited by the natural course of things, and the requirements to get into SotCC is actually pretty high.

Basically, I don't think you'll see a lot of one-level dips into it, if that makes sense.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 26, 2018, 09:05:24 PM
The logic there was (I believe) that the first level song is fast healing as long as the bard performs. Basically if the bard wants to keep it going, they can be mobile fast healing for as long as they can perform bardic music. The minimum fast healing is 11 and it rises as you gain SotCC levels, so it's nothing to sneeze at.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 26, 2018, 09:09:22 PM
I understand the reasoning, I just don't agree with it in its entireity. :)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 26, 2018, 09:16:14 PM
Fair enough. I have that happen sometimes. Pure curiosity, how would you balance it?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 26, 2018, 09:28:58 PM
Hmmmm.

To avoid any one-level dips (which I'm still not entirely sure would happen) you could reduce the Song of Life bonus to +5 at level 1 and then increase it to +10 at level 3 or 4.

I would let it fully progress bard casting, but not let it have any bonuses for bardic music except to give daily uses of bardic music. I realize that it already does this, but I know Madalani does progress all aspects of bards including the other stuff, but that's also a little different.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 27, 2018, 12:48:40 PM
Yeah. The devil of 3.5 balancing is that no two PrCs, classes, feats or anything are the same. There's a whole lot of feeling it out, establishing norms and ultimately deciding what should and shouldn't work for you.

Plus there's a simple fact: Not all kinds of power are equally useful in a given campaign. In a campaign where military structure and mass battles were emphasized more than Balmuria, things like Song of Life or Miracle of Health would be way more prominent and useful. That can make it even trickier, since even when you enforce standards, some things just aren't useful or don't balance for a particular campaign.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 27, 2018, 01:03:10 PM
Re: Antimagic sound. Moore, I'd like you write up an addition to it that deals with how it interacts with creatures too large for the radius being partially in it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 27, 2018, 01:04:06 PM
Also, I'd like to request a favor from someone. If you could gather up all the spells posted and approved here and link me to the approved versions, I'd appreciate it. For that I mean over the past level up period.

Secondly, if I have any things here that still need replies, link me to them so I can resolve them. Thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 27, 2018, 01:12:01 PM
[17:06] <~Ebiris> For the whole antimagic thing, isn't the rule that if you're in any square of an effect then you're affected by it even if you have other squares that aren't inside it?
[17:06] <~Ebiris> If a fireall hitting one out of an ogre's 4 squares does full damage, surely antimagic would similarly take full effect.
[17:08] <CC> That sounds like the best interpretation
[17:08] <@Kotono> Iddy. Emily got a Seria approved bonus.
[17:08] <CC> Since we don't have figurines or maps or really care to figure out what bodypart carries what magical item and where it's located
[17:11] <@Kotono> Toss the conversation into nagging, please? Trying not to get derailed by it while DMing, it's in nagging for that reason. Thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 27, 2018, 01:18:32 PM
Here is what the Rules Compendium has to say on the subject, if it helps any:

CREATURES
Constructs, elementals, outsiders, and corporeal undead still function in an antimagic area. Their special abilities are affected by the antimagic as detailed below.  A big creature whose space is partially within an antimagic area can choose to attack from a square not within the area, thereby suffering no adverse effects from the antimagic. Its attacks and abilities are affected by the
antimagic if it attacks into the antimagic area or uses an ability on a foe within the antimagic area.  Summoned creatures of any type disappear if they enter an antimagic area. Incorporeal creatures do the same. These creatures reappear in the same spot once the antimagic effect goes away, unless they were summoned by an effect whose duration has expired—see Spells, below

SPELLS
Spells don't function in an antimagic area, but an antimagic area doesn't block line of effect. If a spell's point of origin is inside an antimagic area, that spell is entirely suppressed. When a spell's point of origin is located outside an antimagic area, but part of that spell's area overlaps the antimagic area, that spell's effect is suppressed where the two areas overlap.


It seems to suggest that you can still cast things outside of the antimagic area if you're large enough, but if you're targeting yourself with something, it won't work.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 27, 2018, 03:04:06 PM
I can't fucking believe I'm having a dragon fall on me again.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 27, 2018, 03:17:14 PM
Quote from: Nephrite on November 27, 2018, 03:04:06 PM
I can't fucking believe I'm having a dragon fall on me again.

Draaaagon!

Dragons everywhere!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 27, 2018, 08:27:57 PM
Quote from: Anastasia on November 20, 2018, 12:19:50 PM
Our current afternoon gaming time is noon to 4 PM, EST. Cor would like to push the start time of it back a half hour, to 11 30 AM to 4 PM EST. I'm going to go ahead and say that if we do, I'll move the end back to match, to 11 30 AM to 3 30 PM EST.

Any opinions, y'all?

We're going to try rolling with this, starting tomorrow. This is a bit of a stretch for me scheduling wise, so we'll see how it holds up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 27, 2018, 08:45:54 PM
11/27/18: Added 5 spells from B6: 4: Clouds for Armor 5: Greater Bestow Wound 6: Greater Carrying Voice 7: Ability Hamstring 14: Greater Divine Power

Did I miss any? Note: Shrink Weapon is pending due to needing a rewrite and Alyssa's Quickshift is pending me looking up previous rulings.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 27, 2018, 10:46:23 PM
We changed Concentration, but I still have Melodic Casting:

Melodic Casting (1st)

Whenever a Concentration check would be required to cast a spell or use a spell-like ability (such as when you cast defensively or are distracted or injured while casting), you can make a Perform check instead. In addition, you can cast spells and activate magic items by command word or spell completion while using a bardic music ability. Bardic music abilities that require concentration still take a standard action to perform.


[21:40] <Kotono> Oh wow, that would be crazy in context. Mmm.


Do you want me to just change the feat out? Are we just using it as a level check right now? I forget how we changed it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 27, 2018, 11:46:02 PM
First try at this. What do you think?

Level 1-
Telekinetic Focus: An Epic Master of the Unseen Hand's focus on Telekinesis is so honed that it becomes more difficult to counter than normal. When using Telekinesis, a Epic Master of the Unseen Hand gains +1 to the DC of Telekinesis. This ability stacks with the benefit from Spell Focus: Transmutation and Greater Spell Focus: Transmutation.

Level 2-
Greater Sustained Force: An Epic Master of the Unseen Hand's Sustained Force use of the Telekinesis Spell can move ever greater weights even further. From this point on, the Master of the Unseen Hand's Sustained Force can move an object that is 25 pounds per caster level, with no limit to the maximum weight. Additionaly, they may move the object up to 40 feet per round.

Greater Violent Thrust: An Epic Master of the Unseen Hand's Violent Thrust can hurl greater weight and distances. You can hurl one object or creature per caster level, with no limit. Additionally, you can hurl 25 pounds per caster level with no limit.

Level 3-
Greater Telekinetic Focus: An Epic Master of the Unseen Hand's focus on Telekinesis is so honed that it becomes more difficult to counter than normal. When using Telekinesis, a Epic Master of the Unseen Hand gains an additional +2 to the DC of Telekinesis. This ability stacks with the benefit from Telekineteic Focus, Spell Focus: Transmutation and Greater Spell Focus: Transmutation.

Level 4-
Chain Telekinesis: When you use Telekinesis, it automatically gains the effects of Chain Spell, with no level adjustment.

Level 5-
Improved Sustained Concentration: An Epic Master of the Unseen Hand is so practiced with Telekinesis that they can maintain their concentration on it as second nature. It only takes a free action, not a move action, to use the sustained force version of telekinesis (or simply to maintain concentration so the ability doesn't end). It now takes a move action to use the combat maneuver or violent thrust versions of the ability.

Telekinetic Flight Mastery: An Epic Master of the Unseen Hand can use the sustained force version of telekinesis to lift himself and willing creatures into the air with an even greater speed. He now gains a flight speed equal to his land movement speed with perfect maneuverability and can move willing creatures as well. The master of the unseen hand can lift one Medium or smaller creature (carrying up to its maximum load) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.

Alyssa won't personally get any benefit for the last, since she gets flight from other sources, but I figured it'd be a sensible progression from the base class.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 27, 2018, 11:58:04 PM
Solid enough. It's really a matter of taking it as an extension/new PrC for master of the unseen hand and expanding it. Let me ask you something: Mechanics aside a moment, what do you want out of this sort of PrC?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 28, 2018, 12:03:13 AM
More effective/reliable use of telekinesis. Like with the DC boosts so I can reliably overcome save boosts/bloats, and be able to extend it to do multiple things at once. Like when I pinned the assassin, being able to do that to multiple targets (that's why chain spell's in there), and help boost the SLA use of it.

I know going full-on Jean Gray is probably unrealistic, but hey, that's sorta the image I have. I mean the original write up for MotUH makes it sound amazing and powerful, so I just want to continue down the same vein. I'd like to see some improvement with Telekinetic Wielder too, but I can't really think of much except maybe extending it to Two Weapon Fighting or something.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 28, 2018, 09:34:03 AM
Quote from: Iron Dragoon on November 28, 2018, 12:03:13 AM
More effective/reliable use of telekinesis. Like with the DC boosts so I can reliably overcome save boosts/bloats, and be able to extend it to do multiple things at once. Like when I pinned the assassin, being able to do that to multiple targets (that's why chain spell's in there), and help boost the SLA use of it.

I know going full-on Jean Gray is probably unrealistic, but hey, that's sorta the image I have. I mean the original write up for MotUH makes it sound amazing and powerful, so I just want to continue down the same vein. I'd like to see some improvement with Telekinetic Wielder too, but I can't really think of much except maybe extending it to Two Weapon Fighting or something.

Sure. I can work with that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 28, 2018, 10:43:42 AM
Jarem reaches level 32.

- Cleric 32 and Knight 32.
- 7 on a d12 for a total of 16 hit points and a grand total of 489 hit points.
- +1 BAB for a total of +32.
- Gains 32nd level cleric casting. This is another daily charge, which goes into another War's Echo.
- All saves rise by 1.
- +1 Wisdom for a total of 32.
- Skills go up as normal. 
- Jarem selects Knight's Defense(K32) and Improved Deific Foe(C32) as bonus feats.

Solidish level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 28, 2018, 12:20:55 PM
Hi Dune, I would be happy if you responded to these two old posts so I know how to proceed with my domain spells:
http://www.soulriders.net/forum/index.php/topic,104100.msg1131536.html#msg1131536
http://www.soulriders.net/forum/index.php/topic,104100.msg1131537.html#msg1131537
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 28, 2018, 11:11:00 PM
Rough draft/idea:

Telekinetic Storm
Transmutation
Level: Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Medium, Special
Duration: 1 round/level

As you cast this spell, a windstorm begins to stir, soon becoming a maelstrom. This spell causes a storm of telekinetic energy to appear. All hostile creatures in the eye of the storm, a 20 foot radius, are thrown into the air and suspended in place. Outside of the eye, the telekinetic winds throw all objects, including creatures, are whipped into a tornado-like whirlwind. Once per round, as a free action, the caster can fling these objects at the suspended targets, impacting for 1d6 damage per caster level. The caster can designate a target for each object as they wish. Any creatures with flying caught in the storm must make a check to maintain their flight, and any creature trying to cast a spell must make a check to maintain their spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 29, 2018, 11:42:55 AM
Take a gander, Iddy. Draft 1 and missing feat/skill information, which isn't critical to the overall structure.

Telekinetic Master

Hit Die

d4

Prerequisites

Skills

Concentration 24 ranks, Knowledge (Arcana) 24 ranks, Spellcraft 24 ranks

Feats

Arcane Thesis (Telekinesis)

Epic Feats

Epic Skill Focus (Spellcraft)

Special

Able to cast 6th level arcane spells.

Special

Fling skyward.

SKILLS PLACEHOLDER, IT'LL MOSTLY BE SIMILAR TO SOR/WIZ SKILL OPTIONS.



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusSpecialSpells
1+1Telekinetic focus+1+1 arcane
2+2Greater force (50 pounds)+1 arcane
3+3Bonus feat+1 arcane
4+4Telekinetic focus+2+1 arcane
5+5Telekinetic blast+1 arcane
6+6Bonus feat+1 arcane
7+7Greater force (75 pounds), telekinetic focus+3+1 arcane
8+8Mass fling skyward+1 arcane
9+9Bonus feat, crushing blow+1 arcane
10+10Telekinetic focus+4, telekinetic overload+1 arcane


Telekinetic Focus (Ex)

The telekinetic master's telekinesis becomes virtually unstoppable.  She gains a +1 bonus to the save DC of telekinesis. This bonus stacks with other bonuses to DC, such as from spell focus (transmutation).

At 4th level and every 3 levels thereafter, the bonus to the DC of telekinesis rises by 1.

Greater Force (Ex)

The telekinetic master can move far more weight than a typical spellcaster. She can move up to 50 pounds per caster level with telekinesis, such as with the sustained force or violent thrust usage of telekinesis. Additionally, she no longer has a maximum of 375 pounds that she can move, the only limit is what her caster level provides her. For example, a telekinetic master with a caster level of 25 can move up to 1250 pounds.

At 7th level and every 5 levels thereafter, the amount of weight that can be move per caster level rises by 25. This is 75 pounds per caster level at level 7, 100 pounds at level 12 and so forth.

Telekinetic Blast (Ex)

At 5th level, a telekinetic master can throw anyone close to her away like leaves on the wind. As a standard action, the telekinetic master may use the violent thrust usage of telekinesis on all creatures within 100ft of herself. This sends them flying in the opposite direction to you, relative to where they are. Creatures that hit a solid surface take 10d6 points of damage, as if they had fell 100ft, instead of 1d6 points of damage. The telekinetic master can choose to exclude individual creatures from this blast.

A creature targeted by this is allowed a Will save and spell resistance, as normal. Using this ability requires telekinesis to be active on the telekinetic master.

Mass Fling Skyward (Ex)

The telekinetic master can throw many creatures skyward at once. This is identical to the fling skyward class feature of the master of the unseen hand, except it can affect up to one creature per caster level. All creatures affected must be in the range of telekinesis but do not need to be close together.

Crushing Blow (Ex)

When the telekinetic master uses the violent thrust usage of telekinesis (including telekinetic blast), they can choose to crush their enemies with the same force that sends them flying. This deals 1d6 points of damage per two caster levels. This only applies if the Will save against violent thrust is failed, no damage is taken on a successful save. The normal effects of violent thrust still apply, this damage is in addition to it as well as any damage they suffer for striking a solid surface or any other damage taken as a result of violent thrust.

Telekinetic Overlord (Ex)

Once per day, the telekinetic master can overcharge a single casting of telekinesis. This casting gains a +5 bonus to caster level and DC of any saves. Additionally, any weight limits to the spell (such as using the sustained force or violent thrust usages of telekinesis) have their weight limit increased by a factor of ten. For example, a telekinetic master who can move up to 1250 pounds can move up to 12500 pounds for this casting of telekinesis.

BONUS FEATS PLACEHOLDER, IT'S 3+3 FOR PROGRESSION AND WILL MOSTLY BE TYPICAL SOR/WIZ FEAT OPTIONS ALONG WITH CLASS SPECIFIC ONES.

Extra Telekinetic Overlord [Epic]
Prerequisite: Telekinetic Overlord
Benefit: You may use your telekinetic overload special ability an additional time per day.
Special: You may select this feat more than once. Its benefits stack.

Improved Fling Skyward [Epic]
Prerequisite: Fling Skyward
Benefit: You fling creatures skyward with vast force. A creature you fling skyward now takes 1d8 points of damage per 10ft fallen. This damage is no longer limited by the maximum falling damage.
Normal: A creature takes 1d6 points of damage per 10ft fallen. The maximum damage for this or any fall is 20d6 damage.

Superior Telekinetic Force [Epic]
Prerequisite: Greater Force
Benefit: Double the amount of weight you can move with telekinesis, such as with the sustained force or violent thrust usage of telekinesis.
Special: You may select this feat more than once. Its benefits stack. Remember that two doublings equal a tripling and so forth.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 29, 2018, 01:06:44 PM
I like it over-all. The Fling Skyward improvement is nice, but I still have questions about it. If I do it inside, what happens? If they can fly, do they just negate it?

Other than that, everything else looks to be fairly straightforward.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 29, 2018, 01:32:48 PM
Okay, you can go ahead and begin your level up with that beta, it's not going to change a ton besides skills being added and a list of bonus feats.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 29, 2018, 09:09:07 PM
Level 32/Changes:

+1 Factotum (lvl 22)
-1 Paragnostic Apostle (retrained: Telekinetic Master 1)
+2 Telekinetic Master (Lvl 1, 2)

+3Hp from roll, +2Hp from Con, +1Hp from Toughness
+1 to saves
+1 BaB (Side 2: Factotum)
+1 Int
+18 skillpoints (+1 to: Diplo, DD, K:A/D/G/N/P/R, Perception, Spellcraft, Stealth. +7 to Intimidate)

Retrain:
(LvL 12) Empower Spell -> Arcane Thesis (Telekinesis)
(Lvl 15) Arcane Mastery -> Skill Focus (Spellcraft)
(Lvl 30) Improved Metamagic -> Epic Skill Focus (Spellcraft)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 30, 2018, 11:01:23 AM
Telekinetic Master and Madalani are up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 30, 2018, 12:49:54 PM
Quote from: Corwin on November 19, 2018, 01:48:39 PM
Quote from: Anastasia on November 19, 2018, 12:48:56 PM
It's less a question of what level if falls on for the +10 cap boost, but instead if I want that at all. I've avoided making an epic magic weapon and epic magic vestment spell as a design choice - namely, that you can't just make generic weapons epic weapons all day long. The spells that do it - things like shardread weapon or whatever that spell is, or avenging angel's strike - are round or minute/level spells (and I had a long think about making avenging angel's strike a minute/level spell instead of a round/level spell).

I don't feel this is a good look for the game: Oh hey, we can get an awesome +8 sword...or just make that sword over there a +10 weapon. Or let's boost up all our weapons to +10 just because. I want epic weapons you get to be more meaningful than that, more meaningful than just plop a big enhancement bonus on something and be done with it or just become another always cast +x to your attack rolls.

Though all that being said, a mile radius magic vestment spell wouldn't strike me as 13th level. Probably 11th or 12th. Those sort of spells aren't about automatically boosting your core node as much as boosting a huge number of people around you. An army spell as you named it, a war spell.

Mmm. I took inspiration from existing War spells, one of which did actually expand MV bonus. Warrior's Boon (overpriced at lvl22, IMO) is an epic War spell that gives +14 GMW and +14 MV, plus a bunch of other nice buffs. I figured the Army spell could find a nice niche since it was, in fact, in character for War spells.

That said, if you don't like it, you don't like it. I'm scrapping the spell since I don't want a Mass MV spell that does MV to a bunch of NPCs I don't actually see affected as a player.

So noted.

For what it's worth, Warrior's Boon is old and really speculative. I wouldn't read too much into it since it's basically a shot in the dark for that power level. Fair point though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 30, 2018, 01:21:24 PM
I'd really appreciate some clarifications on infrequently-used aspects of my powers and resources.

-Item redemption quests. We've covered (more or less) what I can purify through divine will alone, and what needs to be done the hard way. But does this mean I need to find followers who would do the quest for me? Can I do any such quests myself? If so, who grants it? Do I do it for myself? How are the quest parameters decided?

We've had it happen before, and even I gave such a quest to my Malana party. But it feels like a thing of indeterminate timeframe and the rewards are equally vague, it's more a plot hook than anything else. I doubt that as things stand I will see it resolved in the frame of B6. So I want to see what can actually happen where I can see it through, and how. Please provide some guidelines and examples.

-Actual redemption quests. It's something that I've been wondering about for a while. Stuff like Atonement has never been used, so I'm asking whether paladins never make missteps and clerics never misstep. What happens then? Do I immediately know for my followers? Are they cut off from spells/divine powers, or is it always a conscious choice? Does it need to result in alignment change?

This is mostly OOC stuff, but I'm curious and it'll help me understand how the gameworld works better.

-Living spells. Is there a flavor or balance reason for me to not build up an army of them, costs aside? As for convenience, if I want my realm to have convenience from noncombat applications of spells and living spells, how is it handled? Am I assumed to have anything I want since it's a heaven, is it anything that doesn't have dual-use possibilities, do I need to make a task and assign realm resources via the new mechanic? Something else?

-Magical holograms. Something we ran into near the end of B1 and I used a couple times in B6 so far. As with the previous point, should I just use them for convenience as is? Do I need to use realm resources? What if I want to give everyone in the realm a Siri? I presume the current usage isn't intelligent and thus isn't self-aware, but can that sort of thing actually happen?

-Finally, I'm toying with trying a secondary character again, along the lines of Marie or Calleigh. Are you open to that sort of thing? If so, do they need to be familiars? To be clear about this, I want to try the same usage, so they'd be around in some of my scenes, and if I want to focus on them for some reason Seira is doing important stuff off-screen. Not to run two concurrent threads, say.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 30, 2018, 03:18:14 PM
QuoteMass Spiritual Weapon
    Evocation [Force]
    Level: Clr 12, War 12
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Personal
    Area: 100ft/level radius spread
    Effect: Magic weapons of force
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: Yes

    This spell functions like Spiritual Weapon, except the cap is extended to +15. Your feats and combat actions affect the weapons, as if you were wielding them. If one of the targets is destroyed, goes beyond the spell range or goes out of your sight, the weapon attacking it is dispelled.

    As with Spiritual Weapon, this spell uses the caster's relevant ability rather than Wisdom.

    Unlike with Spiritual Weapon, this spell doesn't allow redirecting the weapons to a new target.


Range/Area need adjusting, but I'd have to go look up precisely how this sort of spell would be handled. I'll deal with that on my end if it gets that far.

For the cap extended to +15, you mean the 1d8+5 cap goes up to 1d8+15 now?

Okay, so how many weapons are generated? Does it send one to attack every target in the range? Is it a set number? The text isn't clear. I get the impression this is meant to be a radius thing that hits everyone in the radius with a spiritual weapon on them. It implies multiple weapons several times, but never clarifies exactly how many are generated.

I don't see anything in spiritual weapon that has it 'use the caster's relevant ability rather than Wisdom'. Can you elaborate where that comes from?

Let me reserve further comment until I get clarifications and I better grasp your intent with this spell. Weapon swarm is a solid enough idea.

Pasting this for my own reference.

Okay, reading the results over now.

As I said before, the basic concept's fine. Not sold on the range + the blades being fire and forget - the area of the spell is enough that this is largely mitigated, and there's nothing to say you can't cast the spell again and again to stack more blades or simply do other things. As it is now the spell's simply too big a radius combined with fire and forget potential for the level. Sure, some of the later attacks may miss, but it has a whole lot of rounds to hit things with.

If I were doing it, I'd probably amend it to something like this.

Mass Spiritual Weapon
Evocation [Force]
Level: Clr 12, War 12
Components: V, S, DF
Casting Time: 1 standard action
Range: 150ft
Effect: Magic weapons of force
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell is identical to spiritual weapon, except as noted here. You generate one weapon for each creature in the range, you can choose to exclude creatures from this at will and not attack them. Otherwise, all creatures in range are attacked with a spiritual weapon. This weapon follows them automatically in the radius and makes a single attack or multiple attacks. This takes no action to do so and is automatic, and persists as long as the creature is within the range of the spells. A weapon that kills its target vanishes, as does if the target leaves the spell range. You can't switch weapons like with spiritual weapon, you get one weapon per creature. A creature who enters the range of this spell is not attacked.

The damage of each weapon is 1d8 + 1 per three caster levels, to a maximum of 1d8+15 at caster level 45th. If the spellcaster's primary statistic for spellcasting is not Wisdom, they may use that stat in place of Wisdom to determine the attack roll of the spiritual weapons.

Due to the number of spiritual weapons, make one set of attacks each round and apply them to all creatures affected.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 30, 2018, 03:37:38 PM
Quote from: Corwin on November 30, 2018, 01:21:24 PM
I'd really appreciate some clarifications on infrequently-used aspects of my powers and resources.

-Item redemption quests. We've covered (more or less) what I can purify through divine will alone, and what needs to be done the hard way. But does this mean I need to find followers who would do the quest for me? Can I do any such quests myself? If so, who grants it? Do I do it for myself? How are the quest parameters decided?

Anyone can do them, including yourself. You grant it yourself (or Amaryl, whatever). In that case I'd give you a few suitable choices amid things you know need to be done and you can work with them.

QuoteWe've had it happen before, and even I gave such a quest to my Malana party. But it feels like a thing of indeterminate timeframe and the rewards are equally vague, it's more a plot hook than anything else. I doubt that as things stand I will see it resolved in the frame of B6. So I want to see what can actually happen where I can see it through, and how. Please provide some guidelines and examples.

Malana wouldn't happen in the frame of B6, since we might come back to that. Bad example in that case.

Otherwise, hm. Refresh me on the ones you've sent out, so I know where you're coming from?

Quote-Actual redemption quests. It's something that I've been wondering about for a while. Stuff like Atonement has never been used, so I'm asking whether paladins never make missteps and clerics never misstep. What happens then? Do I immediately know for my followers? Are they cut off from spells/divine powers, or is it always a conscious choice? Does it need to result in alignment change?

Atonement is used, it was used in B1. It's just not usually needed by PCs, since most played paladins or clerics manage to stay within the dotted lines. It's been used before, but usually not directly by PCs on themselves or to PCs from others. You generally know when someone fucks up and if they need to atone, that's handled by you and the clergy under the aegis of general upkeep. I haven't felt the need to call too much attention to that sort of thing.

Someone who falls from grace presumably has you cut off spells from them. The exact point varies on what they'd done and the deity in question. Some give more latitude than others and sometimes a screw up manages to screw up in a way that demands immediate response. It may or may not result in alignment change, depending on what they've done. A paladin of Seira who goes and loots, plunders and torches a peaceful village? Yeah, he's probably going straight to evil alignment along with getting cut off. Someone who simply drifts away from the methods and message of the church to another LG church may not change alignment. Not every split involves a drastic fall from grace, some are softer and a case more like quitting a job where you don't fit anymore. (At least amid goodly churches, sometimes. Almost any other tends to be...acrimonious. At best. Woe to the heretic.)

QuoteThis is mostly OOC stuff, but I'm curious and it'll help me understand how the gameworld works better.

-Living spells. Is there a flavor or balance reason for me to not build up an army of them, costs aside? As for convenience, if I want my realm to have convenience from noncombat applications of spells and living spells, how is it handled? Am I assumed to have anything I want since it's a heaven, is it anything that doesn't have dual-use possibilities, do I need to make a task and assign realm resources via the new mechanic? Something else?

Costs aside, not really. If you want some and want to invest in that, knock yourself out. The main limitation is that it's a 10th level spell to create them, and those sort of casters don't grow on trees.

Quote-Magical holograms. Something we ran into near the end of B1 and I used a couple times in B6 so far. As with the previous point, should I just use them for convenience as is? Do I need to use realm resources? What if I want to give everyone in the realm a Siri? I presume the current usage isn't intelligent and thus isn't self-aware, but can that sort of thing actually happen?

Elaborate a little more here? Do you mean like projecting an image of yourself and talking through it or essentially silent/minor/major image spells or other illusions?

Quote-Finally, I'm toying with trying a secondary character again, along the lines of Marie or Calleigh. Are you open to that sort of thing? If so, do they need to be familiars? To be clear about this, I want to try the same usage, so they'd be around in some of my scenes, and if I want to focus on them for some reason Seira is doing important stuff off-screen. Not to run two concurrent threads, say.

Probably too much added DM upkeep, but it depends. If it's another 30+ level character no, because that's just too much for me to deal with. I'm deep enough in DM work as it is. Something like Calleigh might be just possible, but you'd need to hit a home run on the pitch and execution. I mean, I -liked- Lucy a lot, it's just a matter of only so much of me to go around and I'm wary of burning myself out by overreaching and overcomplicating things.

Side note: Marie gets a special grandfathering in since she's too important in her role to Sylica. None of the rules really apply to her since she got her status in B1 and as stated, she's a bit too important not to have available.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 30, 2018, 03:38:43 PM
Works for me. So that's two epic War spells. I'll work on a replacement for the third.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 30, 2018, 03:50:12 PM
I've been wondering about the Power Word line of spells, specifically Power Word Stun. It seems like a lot beat it due to being immune to stun or immune to mind-affecting/compulsion.

What sort of spells prevent Power Word Stun and its friends? What sort of class abilities/feats/races?

Are there racial types that immune the stun aspect outside ooze/plant/undead/construct/elemental? Are there stun-based spells or abilities that affect them despite this type immunity?

Are there mind-affecting/compulsion spells or abilities that get past such immunities?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 30, 2018, 03:51:47 PM
Quote from: Corwin on November 30, 2018, 03:38:43 PM
Works for me. So that's two epic War spells. I'll work on a replacement for the third.

Done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 01, 2018, 10:27:26 AM
Emily reaches level 32.

- Sorcerer 32 and Dragonfire Knight 22.
- 9 on a d10 for a total of 17 hit points and a grand total of 425 hit points.
- +1 BAB on a d10 for a total of +30.
- Another daily use of dragonfire wrath and the damage rises by 1d10.
- Dragon's hope rises to 30 hit points.
- Emily gains 32nd level sorcerer spellcasting. Another 13th level spell per day and spell known is the bounty. Emily selects Wall of Superb Dispelling, mostly to have variet.
- Emily gains 28th level favored souls pellcasting. Another 12th level spell known is the reward. Emily selects Emily's Miraculous Gift. She's obligated.
- All saves rise by 1.
- +1 Charisma for a total of 32.
- Skills go up as normal.
- Emily selects the following feats: Automatic Metamagic(S32) and Epic Toughness(DF22). Both are needed and obvious.

Solid level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 01, 2018, 02:46:40 PM
Ianvasah reaches level 32.

- Druid 32 and Dragonheart Shapeshifter 12.
- 8 on a d8 for a total of 17 hit points and a grand total of 442 hit points.
- +1 BAB for a total of +29.
- Breath weapon damage rises by 1d10 to 32d10.
- Gains another draconic gift. She selects ravager's might.
- Ianvasah gains level 32 druid casting. She gains another 13th level spell. Ianvasah selects another mass energy immunity and needs a few custom spells. To do the todo list, because it keeps groooowing.
- All saves rise by 1.
- +1 Constitution for a total of 30. It was that or Wisdom, but with this node's lowish HP, boosting her own HP made sense.
- Ianvasah selects Automatic Metamagic(Quicken)(D32) as her feat.

Whew, done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 02, 2018, 10:54:24 PM
This is overdue, but I may as well do it during the level up run.

Ebony reaches level 31.

- Sylican Angel 31 and Singer of the Celestial Choir 10.
- 6 on a d8 for a total of 17 hit points and a grand total of 587 hit points.
- +1 BAB for a total of +31.
- Spell resistance rises by 1 to 46.
- Adjusted Ebony's inspire courage to +9. Meant to audit it so here it is. She has enough going on that it's easy to make a mistake on that.
- Gains another bonus sanctified spell. This is resolved below.
- Gains true words of creation. This is nice.
- Gains 31st level bard casting. This grants Ebony another 9th and 10th level spell per day and another 10th level spell known, as well as a bonus exalted spell from her PrC. Star explosion is the sanctified spell (and may be replaced with a custom spell) and the normal spell is something new. See below. It's mostly a proof of concept for Ebony and experimenting in this field. She has some more interesting ideas to be useful down the line.
- Gains 29th level sorcerer casting. That means another spell per day and another spell known, both 12th level. Ebony chooses Visions of the Past, mostly because it has utility for her.
- Skills go up as normal.

Ebony's Whisper
Transmutation
Level: Brd 10
Components: V, S
Casting Time: 1 standard action
Range: 200ft/level
Targets: All creatures within the range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell allows you to pass on a single message of no more than 15 words to all creatures within the range of the spell. This message does not need to be spoken aloud, though the targets hear it as if you spoke it. The message is heard as a whisper to the target, as if they are the only target of the spell. The message is heard in the favored language of each target.

At your choice, you can have the message spoken sound like someone else. You must be familiar with a person's voice to have the message sound like them, usually by having heard them speak several times.

This spell does not allow you to send other spells or effects that rely on speech through it.

Review: Ebony's bardic music progression.

Base level of 31 + 5 (vest of legends) for 36. That puts her at a base of +6. Next boost there is at level 38, so at level 33.

+1 for song of the heart.
+2 for epic inspirationx2.

+9 total.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 03, 2018, 12:02:54 PM
General notes:

1. The heap of DM work is slowly lessening. In retrospect I should have taken at least 1 more down day during the main batch of level ups. I'm going to try and eliminate an entry or two a day on the todo list. I got two down this morning amid other things to do, so that's progress.
2. I've been meaning to get Yuth for a weekend session, but it hasn't really happened. I haven't felt the energy and/or I've been busy on weekend days. Hopefully soon.
3. Army rules of some kind are on the todo list, I just haven't had the time yet. Just heads up there.
4. Besides Iddy's spell, I think I'm more or less current on nagging? Point out if I'm wrong.
5. I've had a soft 'one custom SDA per divine tier (1 for demi, 2 for lesser, 3 for intermediate and 4 for greater)' rule in place for design. I haven't really enforced it, because honestly, the way I design makes it unneeded. I rarely make more than 2 custom SDAs for someone, and if a demipower has 2, there's usually a good enough reason for it. I'm going to make this a hard rule shortly, albeit with anything already in play, under consideration or otherwise a concern but not officially approved being grandfathered in if they exceed this limit.

To be clear: A custom SDA is one that refers to the deity in question in the description, directly referencing the crux of their powers. They very much define the deity. That's really the crux of it - they're meant to define, and adding more to that dilutes that, and I really dislike that. They're also meant to be strong as a result of that, and as such, adding too many overpowers. Note that while most of these have prerequisites, it isn't really a matter of simply fulfilling them and grabbing them.

Most deities conform to this rule, and the only exception I can think of (Mammon) was intentional due to plot reasons.

Examples of custom SDAs

DEVIL GENOCIDE
Prerequisite: Banestrike (Lawful Outsiders)
Benefit: Such is Zquujaj's fury that he cares nothing but for the extermination of devils. His banestrike ability no longer affects non-devil lawful outsiders, such as archons. The bonus to hit against devils from banestrike increases to +6 and the extra damage dice increase to +6d6. Any devil that is successfully damaged by an attack that benefits from banestrike must immediately make a fortitude saving throw (DC 10 + 1/2 hit dice + Strength modifier + divine rank; DC 56) or suffer 6 negative levels. Unlike normal negative levels, these negative levels are immediately permanent. No secondary saving throw is allowed to remove them.

RESILIENT EMBER
Prerequisite: Con 31, Divine Fast Healing
Benefit: Zaaman Rul was rejuvenated by a phoenix after his crushing defeat on the Plain of Burnt Dreams. This touch enhanced his own resiliency and granted him even greater reserves of stamina. Zaaman Rul gains bonus hit points equal to his Charisma modifier times his hit dice. This stacks with the bonus hit points he gains for having a high Constitution modifier.
Special: The exact prerequisites for this ability are not clear. It is though that the phoenix's intervention is key to it, but the details are not clear.

However, there are new SDAs that are -not- custom SDAs. These are new material that is created but not with a particular deity in mind. These are generally fair game for anyone to select and are meant to expand the base of SDA material. A few examples I've made are below.

DIVINE SCOUT
The deity is the epitome of the scout and has abilities that far surpass that of mortal scouts.
Prerequisite: Scout level 20th, Skirmish+5d6/+5 AC, Blindsight 30ft
Benefit: The deity gains Emergency Skirmish, Epic Blindsight and Epic Skirmishx3 as a bonus feats. The deity never provokes attacks of opportunity when making a skirmish attack.
Suggested Portfolio Elements: Scouts.

STOP MOVEMENT
The deity can stop creatures from moving at all.
Prerequisite: Travel Domain
Benefit: As a standard action, the deity may attempt to prevent up to one creature per divine rank from moving. The deity must be able to see the creatures to affect them and must succeed on an opposed rank check to affect another deity. If the creature falls a Will save (DC 10 + 1/2 hit dice + divine rank + Charisma modifier), the creature's movement speed is reduced to zero. This applies to all types of movement they possess. In essence, the creature cannot move of its own volition. The creature can still be moved by outside forces, such as another person pushing them. This effect lasts for one day, though the deity can end the effect as a free action. Stop Movement can be removed by another deity who succeeds on an opposed rank check.
Suggested Portfolio Elements: Travel.

Generally, new SDAs that are not custom SDAs are written in a style that refers to 'the deity' without naming anyone specific. These are tricks that aren't intimately tied to a particular deity. They aren't affected by the above limit.

In the case of borderline situations on if an SDA is a custom SDA or not, I'll make a decision. Ask me about an SDA if you aren't sure.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 03, 2018, 12:53:43 PM
Divine FAQ updated with two new Q&As to reflect the above.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 04, 2018, 03:07:48 AM
You forgot this one: http://www.soulriders.net/forum/index.php/topic,104100.msg1132313.html#msg1132313
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 04, 2018, 10:52:01 AM
Quote from: Corwin on November 30, 2018, 03:50:12 PM
I've been wondering about the Power Word line of spells, specifically Power Word Stun. It seems like a lot beat it due to being immune to stun or immune to mind-affecting/compulsion.

What sort of spells prevent Power Word Stun and its friends? What sort of class abilities/feats/races?

Anything that stops enchantments, compulsions or mind-affecting spells. That covers a good chunk of things right there. Immunity to stun also stops it cold, naturally. More saliently, due to the hit point requirement, the spell rapidly runs into problems with higher hit point totals.

QuoteAre there racial types that immune the stun aspect outside ooze/plant/undead/construct/elemental? Are there stun-based spells or abilities that affect them despite this type immunity?

There may be, but those are the biggest offenders off the top of my head.

If something's immune to stun, they're immune to it unless a specific power notes that it can bypass typical immunity.

QuoteAre there mind-affecting/compulsion spells or abilities that get past such immunities?

Occasionally. Those things are generally rare, and most things that bypass immunities give a +5 or +10 bonus to save if you are immune.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 04, 2018, 12:21:41 PM
A reminder that I'm waiting on that sda review specifically to lower the amount of custom sdas.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 06, 2018, 04:50:21 PM
I keep on forgetting where the numbers for monk unarmed damage are for all the sizes, please help point me in the right direction?

Also, say I want to improve my monk's damage with some variant on the Wallop line of spells. I can go up to Colossal and then it stops there? Even stuff like improved natural attack won't help boost it past that?

What if I wanted to similarly boost the damage of a manufactured weapon? Where are the tables?

Is there anything like Wallop for non-bludgeoning weapons? If not, would a parallel spell be possible?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 06, 2018, 04:58:39 PM
Cor, here you go: http://www.soulriders.net/forum/index.php/topic,103074.msg1050460.html#msg1050460
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 06, 2018, 06:58:02 PM
I made a better Wallop spell. Superior Might Wallop, level 10 in spell collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 06, 2018, 10:54:52 PM
Quote from: Corwin on December 06, 2018, 04:50:21 PMAlso, say I want to improve my monk's damage with some variant on the Wallop line of spells. I can go up to Colossal and then it stops there? Even stuff like improved natural attack won't help boost it past that?

Correct. As long as it says anything about improving the damage as if larger, it caps at Colossal. If you feel a particular ability is unclear, go ahead and post it here and I'll rule on it.

The best way to do more damage

QuoteWhat if I wanted to similarly boost the damage of a manufactured weapon? Where are the tables?

http://www.d20srd.org/srd/equipment/weapons.htm#weaponSize

That covers about 95% of weapons. If you have one that doesn't track to that chart, talk to me and I'll see what's up.

QuoteIs there anything like Wallop for non-bludgeoning weapons? If not, would a parallel spell be possible?

There's no equivalent to the wallop line as far as I'm aware. Could be wrong, but nothing's popping to mind.

RAW there's really no reason you couldn't do it. It's more a question of style and if it's a good idea. I'm not the biggest fan of the wallops, but as bludgeoning only they provide an interesting paradigm. If you have access to them, it gives you reason to consider bludgeoning weapons, which are otherwise a bit behind slashing and piercing weapons. Granted, superior mighty wallop is good enough (and greater without houserules) that it swings that strongly towards bludgeoning, moreso if you're already a monk or a similar situation.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 06, 2018, 11:03:32 PM
Quote from: Nephrite on November 27, 2018, 01:18:32 PM
Here is what the Rules Compendium has to say on the subject, if it helps any:

CREATURES
Constructs, elementals, outsiders, and corporeal undead still function in an antimagic area. Their special abilities are affected by the antimagic as detailed below.  A big creature whose space is partially within an antimagic area can choose to attack from a square not within the area, thereby suffering no adverse effects from the antimagic. Its attacks and abilities are affected by the
antimagic if it attacks into the antimagic area or uses an ability on a foe within the antimagic area.  Summoned creatures of any type disappear if they enter an antimagic area. Incorporeal creatures do the same. These creatures reappear in the same spot once the antimagic effect goes away, unless they were summoned by an effect whose duration has expired—see Spells, below

SPELLS
Spells don't function in an antimagic area, but an antimagic area doesn't block line of effect. If a spell's point of origin is inside an antimagic area, that spell is entirely suppressed. When a spell's point of origin is located outside an antimagic area, but part of that spell's area overlaps the antimagic area, that spell's effect is suppressed where the two areas overlap.


It seems to suggest that you can still cast things outside of the antimagic area if you're large enough, but if you're targeting yourself with something, it won't work.

I'm going to rule antimagic is all or nothing. If you're in, you're affected. On checking my old rulings, the discussion Eb mentioned is accurate.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 06, 2018, 11:04:08 PM
Quote from: Nephrite on November 27, 2018, 10:46:23 PM
We changed Concentration, but I still have Melodic Casting:

Melodic Casting (1st)

Whenever a Concentration check would be required to cast a spell or use a spell-like ability (such as when you cast defensively or are distracted or injured while casting), you can make a Perform check instead. In addition, you can cast spells and activate magic items by command word or spell completion while using a bardic music ability. Bardic music abilities that require concentration still take a standard action to perform.


[21:40] <Kotono> Oh wow, that would be crazy in context. Mmm.


Do you want me to just change the feat out? Are we just using it as a level check right now? I forget how we changed it.

Just change the feat out. Is it a prereq for you in any way?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 06, 2018, 11:14:56 PM
As far as I'm aware, it isn't.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 07, 2018, 12:04:43 AM
Quote from: Iron Dragoon on November 28, 2018, 11:11:00 PM
Rough draft/idea:

Telekinetic Storm
Transmutation
Level: Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Medium, Special
Duration: 1 round/level

As you cast this spell, a windstorm begins to stir, soon becoming a maelstrom. This spell causes a storm of telekinetic energy to appear. All hostile creatures in the eye of the storm, a 20 foot radius, are thrown into the air and suspended in place. Outside of the eye, the telekinetic winds throw all objects, including creatures, are whipped into a tornado-like whirlwind. Once per round, as a free action, the caster can fling these objects at the suspended targets, impacting for 1d6 damage per caster level. The caster can designate a target for each object as they wish. Any creatures with flying caught in the storm must make a check to maintain their flight, and any creature trying to cast a spell must make a check to maintain their spell.

Okay, so lemme run this through. The idea of this is...

1. Creatures within 20ft are grabbed by telekinetic force and held immobile.
2. Creatures beyond that but within the ranged are caught in a whirlwind and can be hurtled at creatures within the eye of the storm?
3. What sort of check does a flying creature need to make not to lose their flight?
4. What about saves/SR?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 07, 2018, 09:56:25 AM
Quote from: Anastasia on December 06, 2018, 10:54:52 PM
Correct. As long as it says anything about improving the damage as if larger, it caps at Colossal. If you feel a particular ability is unclear, go ahead and post it here and I'll rule on it.

The best way to do more damage

Were you cut off here?

Quote
http://www.d20srd.org/srd/equipment/weapons.htm#weaponSize

That covers about 95% of weapons. If you have one that doesn't track to that chart, talk to me and I'll see what's up.

Okay. I'm basically interested in the progression for a red dragon's bite, claw, wing slam and tail slap from Medium all the way to Colossal.

Also, am I correct in assuming that a monk's unarmed strike is treated as a natural or manufactured weapon, whichever is more convenient to the monk (from the monk's unarmed strike writeup), and you could use Greater Magic Weapon or Greater Magic Fang on it, whichever you preferred?

As for the natural attacks, only Greater Magic Fang would work there?

QuoteThere's no equivalent to the wallop line as far as I'm aware. Could be wrong, but nothing's popping to mind.

RAW there's really no reason you couldn't do it. It's more a question of style and if it's a good idea. I'm not the biggest fan of the wallops, but as bludgeoning only they provide an interesting paradigm. If you have access to them, it gives you reason to consider bludgeoning weapons, which are otherwise a bit behind slashing and piercing weapons. Granted, superior mighty wallop is good enough (and greater without houserules) that it swings that strongly towards bludgeoning, moreso if you're already a monk or a similar situation.

Bludgeoning weapons just lose out in visual appeal, except when monks are involved. It's not like they're inherently worse than slashing or piercing.

Incidentally, something that got me wondering. The gauntlet's writeup under Weapons says 'This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes.'

What if you put a gauntlet over a natural attack like a claw? Would it replace your claw damage progression with the gauntlet damage progression, but in turn allow you to enchant it and change the attack type to bludgeoning when you use that natural attack? Or would using it with your secondary claw mean you no longer have a secondary attack and need to invest in Two-Weapon Fighting to use it?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 07, 2018, 10:37:32 AM
Also I've seen that Asmodad is DvR20, I'm reminding you again to edit the divine faq~
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 07, 2018, 12:33:19 PM
Quote from: Anastasia on December 07, 2018, 12:04:43 AM
Okay, so lemme run this through. The idea of this is...

1. Creatures within 20ft are grabbed by telekinetic force and held immobile.

Something like that. I don't know how many would be appropriate, if just a single target or multiple, but yeah.

Quote from: Anastasia on December 07, 2018, 12:04:43 AM2. Creatures beyond that but within the ranged are caught in a whirlwind and can be hurtled at creatures within the eye of the storm?

Not just creatures, but objects. Mainly objects, I meant more that creatures are caught in the whirlwind, but throwing them should work. I mean, fling skyward and all.

Quote from: Anastasia on December 07, 2018, 12:04:43 AM3. What sort of check does a flying creature need to make not to lose their flight?

I have no idea. I know there's that alter gravity spell that does the same thing, so I figured it'd be the same check with that.

Quote from: Anastasia on December 07, 2018, 12:04:43 AM4. What about saves/SR?

I put in that there's a save, but I probably worded it poorly and I forgot to put it in the block for it. I don't know if it'd be Ref or Will though since its a physical impact. SR is fine either way, I suppose. Personally I'll just use factotum to bypass it anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 07, 2018, 01:10:13 PM
Quote from: Corwin on December 07, 2018, 09:56:25 AM
Quote from: Anastasia on December 06, 2018, 10:54:52 PM
Correct. As long as it says anything about improving the damage as if larger, it caps at Colossal. If you feel a particular ability is unclear, go ahead and post it here and I'll rule on it.

The best way to do more damage

Were you cut off here?

No, editing mistake. This post went through a few permutations as I got interrupted midway, and I wasn't as clean with my editing as I thought I was.

Quote
http://www.d20srd.org/srd/equipment/weapons.htm#weaponSize

That covers about 95% of weapons. If you have one that doesn't track to that chart, talk to me and I'll see what's up.

Okay. I'm basically interested in the progression for a red dragon's bite, claw, wing slam and tail slap from Medium all the way to Colossal.[/quote][/quote]

Oh, that's easy. That's in the true dragon writeup. They specially note how it goes up in size there.

http://www.d20srd.org/srd/monsters/dragonTrue.htm

The first table under combat has a chart.

QuoteAlso, am I correct in assuming that a monk's unarmed strike is treated as a natural or manufactured weapon, whichever is more convenient to the monk (from the monk's unarmed strike writeup), and you could use Greater Magic Weapon or Greater Magic Fang on it, whichever you preferred?

Correct. Monks have a special there unique to the class, as noted in the unarmed strike class feature. Note that precisely how that is executed has been clarified in various sources since then, but you have the right of it.

QuoteAs for the natural attacks, only Greater Magic Fang would work there?

Correct. Natural attacks don't count as manufactured weapons.

QuoteThere's no equivalent to the wallop line as far as I'm aware. Could be wrong, but nothing's popping to mind.

RAW there's really no reason you couldn't do it. It's more a question of style and if it's a good idea. I'm not the biggest fan of the wallops, but as bludgeoning only they provide an interesting paradigm. If you have access to them, it gives you reason to consider bludgeoning weapons, which are otherwise a bit behind slashing and piercing weapons. Granted, superior mighty wallop is good enough (and greater without houserules) that it swings that strongly towards bludgeoning, moreso if you're already a monk or a similar situation.

Bludgeoning weapons just lose out in visual appeal, except when monks are involved. It's not like they're inherently worse than slashing or piercing.

Incidentally, something that got me wondering. The gauntlet's writeup under Weapons says 'This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes.'

What if you put a gauntlet over a natural attack like a claw? Would it replace your claw damage progression with the gauntlet damage progression, but in turn allow you to enchant it and change the attack type to bludgeoning when you use that natural attack? Or would using it with your secondary claw mean you no longer have a secondary attack and need to invest in Two-Weapon Fighting to use it?

That's a good question. I'd have to rules dive on it, but off the cuff I believe it would simply replace the natural attack in question. You cant use your claws if they're covered in a metal gauntlet, after all. It would be a gauntlet attack in all ways, rather than a natural attack.

To be totally honest, I'd want to review all the relevant rules here, so give me a reply to this so I don't forget to later. Probably tonight or whenever I next clear out nagging.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 07, 2018, 01:11:18 PM
Quote from: Corwin on December 07, 2018, 10:37:32 AM
Also I've seen that Asmodad is DvR20, I'm reminding you again to edit the divine faq~

Added.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 07, 2018, 02:47:35 PM
Quote from: Anastasia on December 07, 2018, 01:10:13 PM
QuoteIncidentally, something that got me wondering. The gauntlet's writeup under Weapons says 'This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes.'

What if you put a gauntlet over a natural attack like a claw? Would it replace your claw damage progression with the gauntlet damage progression, but in turn allow you to enchant it and change the attack type to bludgeoning when you use that natural attack? Or would using it with your secondary claw mean you no longer have a secondary attack and need to invest in Two-Weapon Fighting to use it?

That's a good question. I'd have to rules dive on it, but off the cuff I believe it would simply replace the natural attack in question. You cant use your claws if they're covered in a metal gauntlet, after all. It would be a gauntlet attack in all ways, rather than a natural attack.

To be totally honest, I'd want to review all the relevant rules here, so give me a reply to this so I don't forget to later. Probably tonight or whenever I next clear out nagging.

As requested.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 11, 2018, 09:17:24 AM
Build charts are being converted to B3 style, as I'm finding those better than the new style I tried here. There's here and being filled in, they'll be stickied once done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 11, 2018, 11:26:43 AM
Alicia and Moore's nodes are up, Tryll's is just begun. I'll do the remainder later today or tomorrow.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 12, 2018, 03:47:05 PM
I've ran a few long session lately, usually around 6-7 hours. I've learned a few things from them.

1. I usually don't want to run an evening session that day.
2. The next day has a pretty good DMing 'hangover' for me. I can run but I'm usually not 100%. A day or two fixes this up.

As such, any further long sessions, barring spontaneous happenings, will be aimed at Fridays.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 12, 2018, 05:24:10 PM
Recent high points:

An experiment in feedback.

Alicia

I felt the meeting with Asmodeus went remarkably well. Asmodeus came off as composed and powerful, while making offers that were genuinely tempting, logical and also had a good reason to reject, if one looked past what he presented. Alicia went above and beyond there with her reactions as well as her inner monologue. Being able to tie back other, somewhat surprising events (hi avatar of Lixer) into having a point and being referenced was nice, too.

Really I felt this was a time when IC reactions, general mood and gravitas came together for something impressive. It also did some world building with what he offered, as well as offered insight into things that are likely relevant a little later in the game. There's been lots of little seeds laid about in the early game, this was a chance for a few of them to sprout. Early, as I noted Antenora becoming One was not planned, but shown nonetheless.

Moore

The recent war battle on the shores of Lunia was a lot of fun. Getting the exact, chaotic feel of battle is hard in text, but I felt this did a good job without dragging. Things happened and Moore's node was a wedge placed exactly where it needed to be. It's a look into battle tactics when the generals can literally see the future and have superhuman mental facilities. Moore and friend's sudden insertion into the battle seemed almost arbitrary and scrambling, yet the ended up exactly where they needed to be. Moore did a good job with it, keeping going (dragon looting aside, right idea but completely the wrong time) and getting it done.

It was a nice kickoff to the tense war, one I feel sets the tone - high impact encounters, both sides with clear agendas in what they're doing (even if the exact reasons and subtexts aren't always apparent) and a good pace.

Tryll

This one's tough due to pace, but I'm going to say that I've liked this Ice adventure. Quibbles about the speed and that hurting things aside, it's had some fun segments and challenges. I like the ambiance a lot, y'know, and Tryll plus Calleigh have kept it going the entire time. That being said, I'll also be happy to see it go. With Yuth's scheduling issues, this was simply the wrong time to start a dungeon like this, rather than shorter, more easily segmented things. Hindsight's 20/20 and all that good stuff.

I don't hold that against Yuth, that's life and life sometimes doesn't cooperate. I look forward to more with him and things hopefully going better.

Alyssa

This one's hard to pin, but I'll say the general interactions with the node rather than a specific thing, and the way they're developing. Jarem in particular is interesting, as his opinion and approach with Alyssa have been in flux, while Emily's continually fun and Ianvasah's promising. I tend to come back to that more than specific things in the node. Even if Jarem doesn't always show it, he's one of the most interesting characters to play for me. He's one of those characters where a lot goes on behind the screen, especially with how he feels about people and how he reacts.

It provides good background grist to everything that's going on, too.

Seira

The incident with Imix yesterday was a high point - I felt it really nailed the right mix of tension and danger, while not being overwhelming. It was 100% vicious, in character for a destroyer like Imix to do that for reasons that boil down to 'I don't like her so fuck Seira' and a lot of fun to play out. Seira did a good job reacting and trying to deal with the sort of dickery that could kick off a divine feud. Going in like that on worshipers all at once sends a statement. Also interesting was how Seira fell into Imix's counter - his hope was for Seira to do something rash and stupid once she initiated hostilities, panic because she's still new at this.

It didn't happen, but the entire adventure was a good one day thrill ride.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 12, 2018, 05:59:12 PM
Quote from: Anastasia on December 12, 2018, 05:24:10 PM
Recent high points:

Alyssa

This one's hard to pin, but I'll say the general interactions with the node rather than a specific thing, and the way they're developing. Jarem in particular is interesting, as his opinion and approach with Alyssa have been in flux, while Emily's continually fun and Ianvasah's promising. I tend to come back to that more than specific things in the node. Even if Jarem doesn't always show it, he's one of the most interesting characters to play for me. He's one of those characters where a lot goes on behind the screen, especially with how he feels about people and how he reacts.

It provides good background grist to everything that's going on, too.

Glad you're having fun. Jarem's been pretty good as a character. Alyssa keeps in mind that he's loyal to her by proxy, and the mixed up convo demonstrated that with his disgruntlement about the way it went.

Emily's fun, yeah. Like having an overgrown kid around. Just old enough to be left alone, but kid enough to still get into trouble. Gonna start throwing things at her to get done to occupy her, though.

Ianvasah isn't fleshed out enough for me to really comment on much. Alyssa's been winding her up to use against Jarem, though. It's working so far.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on December 12, 2018, 06:10:31 PM
QuoteAlicia

I felt the meeting with Asmodeus went remarkably well. Asmodeus came off as composed and powerful, while making offers that were genuinely tempting, logical and also had a good reason to reject, if one looked past what he presented. Alicia went above and beyond there with her reactions as well as her inner monologue. Being able to tie back other, somewhat surprising events (hi avatar of Lixer) into having a point and being referenced was nice, too.

Really I felt this was a time when IC reactions, general mood and gravitas came together for something impressive. It also did some world building with what he offered, as well as offered insight into things that are likely relevant a little later in the game. There's been lots of little seeds laid about in the early game, this was a chance for a few of them to sprout. Early, as I noted Antenora becoming One was not planned, but shown nonetheless.

I enjoyed the meeting with Asmodeus, even if we didn't really get anything out of it. At least we didn't have to go to Hell for it!

White voice wasn't especially helpful afterwards but at least we got a bit more details there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 13, 2018, 12:50:52 AM
Replies in the morning, giving everyone a chance to reply.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on December 13, 2018, 12:54:32 AM
QuoteTryll

This one's tough due to pace, but I'm going to say that I've liked this Ice adventure. Quibbles about the speed and that hurting things aside, it's had some fun segments and challenges. I like the ambiance a lot, y'know, and Tryll plus Calleigh have kept it going the entire time. That being said, I'll also be happy to see it go. With Yuth's scheduling issues, this was simply the wrong time to start a dungeon like this, rather than shorter, more easily segmented things. Hindsight's 20/20 and all that good stuff.

I don't hold that against Yuth, that's life and life sometimes doesn't cooperate. I look forward to more with him and things hopefully going better.
It happens. I'm finding it a bit tedious having to essentially fight the entire city, but I took the bite so I might as well chew it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 13, 2018, 01:00:53 AM
Yeah. I think ti's best understood that this entire dungeon's suffering for timing, including that aspect. This would be better all around if it wasn't taking as much RL time as it was.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on December 13, 2018, 01:04:01 AM
Agreed.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 13, 2018, 03:02:30 AM
Quote from: Anastasia on December 12, 2018, 05:24:10 PM
Recent high points:

Seira

The incident with Imix yesterday was a high point - I felt it really nailed the right mix of tension and danger, while not being overwhelming. It was 100% vicious, in character for a destroyer like Imix to do that for reasons that boil down to 'I don't like her so fuck Seira' and a lot of fun to play out. Seira did a good job reacting and trying to deal with the sort of dickery that could kick off a divine feud. Going in like that on worshipers all at once sends a statement. Also interesting was how Seira fell into Imix's counter - his hope was for Seira to do something rash and stupid once she initiated hostilities, panic because she's still new at this.

It didn't happen, but the entire adventure was a good one day thrill ride.

Imix is an asshole, and his attack had the feel of a threat rather than a serious assault. I think I handled it with my usual approach to divine support of mortals, and I tried to follow my understanding of how such conflicts work. Except for the misunderstanding at the Balmuria temple fire, it seems I got the concept right so I'm happy about that. It was also nice to have followers on the ground I could just reshuffle in case of urgent matters, actual people with names and faces and histories that I've formed relationships with. Even though I'm trying to automate the process through them, doing it in person now and again is pretty fun.

Divine feuds, huh? Given that I'm besties with his kid who wants him killed, it's all but a formality anyway. Plus instead of attacking slavers the next day we'll probably have Valar teach those responsible for the attack a lesson through information from Marianne and Lyris's captures. Mix it up~
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 13, 2018, 10:40:08 AM
After some contemplation about how B1-era SDAs don't really fit me (I haven't even used one of them, nor seen suitable chances for it) I'm going to be swapping Burning Spirit and Protect the Innocent for Golden Flames and Instant Counterspell. It has the added benefit of lessening the amount of custom SDAs, too.

As a result I no longer need the Divine Defiance feat, and I'm replacing it with (Jaela's) Gambit.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 13, 2018, 11:54:17 AM
Quote from: Iron Dragoon on December 12, 2018, 05:59:12 PM
Quote from: Anastasia on December 12, 2018, 05:24:10 PM
Recent high points:

Alyssa

This one's hard to pin, but I'll say the general interactions with the node rather than a specific thing, and the way they're developing. Jarem in particular is interesting, as his opinion and approach with Alyssa have been in flux, while Emily's continually fun and Ianvasah's promising. I tend to come back to that more than specific things in the node. Even if Jarem doesn't always show it, he's one of the most interesting characters to play for me. He's one of those characters where a lot goes on behind the screen, especially with how he feels about people and how he reacts.

It provides good background grist to everything that's going on, too.

Glad you're having fun. Jarem's been pretty good as a character. Alyssa keeps in mind that he's loyal to her by proxy, and the mixed up convo demonstrated that with his disgruntlement about the way it went.

Emily's fun, yeah. Like having an overgrown kid around. Just old enough to be left alone, but kid enough to still get into trouble. Gonna start throwing things at her to get done to occupy her, though.

Ianvasah isn't fleshed out enough for me to really comment on much. Alyssa's been winding her up to use against Jarem, though. It's working so far.

Emily could use more things to do, no doubt. I think she's the type who would benefit from being busy, or at least occupied.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 13, 2018, 11:58:54 AM
Quote from: Ebiris on December 12, 2018, 06:10:31 PM
QuoteAlicia

I felt the meeting with Asmodeus went remarkably well. Asmodeus came off as composed and powerful, while making offers that were genuinely tempting, logical and also had a good reason to reject, if one looked past what he presented. Alicia went above and beyond there with her reactions as well as her inner monologue. Being able to tie back other, somewhat surprising events (hi avatar of Lixer) into having a point and being referenced was nice, too.

Really I felt this was a time when IC reactions, general mood and gravitas came together for something impressive. It also did some world building with what he offered, as well as offered insight into things that are likely relevant a little later in the game. There's been lots of little seeds laid about in the early game, this was a chance for a few of them to sprout. Early, as I noted Antenora becoming One was not planned, but shown nonetheless.

I enjoyed the meeting with Asmodeus, even if we didn't really get anything out of it. At least we didn't have to go to Hell for it!

White voice wasn't especially helpful afterwards but at least we got a bit more details there.

I'd argue you walked away with new information and knowledge, which was worth the entire thing by itself. Just don't ask Antenora if she thinks Asmodeus expected to be rejected, and if the information fed to us was part of a larger scheme.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 13, 2018, 12:01:10 PM
Quote from: Corwin on December 13, 2018, 03:02:30 AM
Quote from: Anastasia on December 12, 2018, 05:24:10 PM
Recent high points:

Seira

The incident with Imix yesterday was a high point - I felt it really nailed the right mix of tension and danger, while not being overwhelming. It was 100% vicious, in character for a destroyer like Imix to do that for reasons that boil down to 'I don't like her so fuck Seira' and a lot of fun to play out. Seira did a good job reacting and trying to deal with the sort of dickery that could kick off a divine feud. Going in like that on worshipers all at once sends a statement. Also interesting was how Seira fell into Imix's counter - his hope was for Seira to do something rash and stupid once she initiated hostilities, panic because she's still new at this.

It didn't happen, but the entire adventure was a good one day thrill ride.

Imix is an asshole, and his attack had the feel of a threat rather than a serious assault. I think I handled it with my usual approach to divine support of mortals, and I tried to follow my understanding of how such conflicts work. Except for the misunderstanding at the Balmuria temple fire, it seems I got the concept right so I'm happy about that. It was also nice to have followers on the ground I could just reshuffle in case of urgent matters, actual people with names and faces and histories that I've formed relationships with. Even though I'm trying to automate the process through them, doing it in person now and again is pretty fun.

Divine feuds, huh? Given that I'm besties with his kid who wants him killed, it's all but a formality anyway. Plus instead of attacking slavers the next day we'll probably have Valar teach those responsible for the attack a lesson through information from Marianne and Lyris's captures. Mix it up~

Yeah, it is pretty much a formality that you two arne't going to get alone. Imix realized that and decided to kick that anthill.

But glad it was fun all around, I thought you responded well and used the pieces there intelligently.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 13, 2018, 12:02:09 PM
The war was actually really fun for the intensity and frenetic pace. It let me flex some skills I don't normally have any reason to use.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 13, 2018, 12:02:49 PM
Quote from: Nephrite on December 13, 2018, 12:02:09 PM
The war was actually really fun for the intensity and frenetic pace. It let me flex some skills I don't normally have any reason to use.

Which skills do you mean by that?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 13, 2018, 12:04:27 PM
Mostly the Carrying Voice line of things -- of course, that's primarily what they're used for, but the last time he used them was back in B3.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 13, 2018, 12:11:34 PM
What did Imix hope to achieve? Me bringing all my Cauldron pals with me, adventurer style? Flooding the Prime with armies of elementals?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 13, 2018, 01:13:44 PM
IRC discussion worth saving.

Re: Sanzha's alignment and ideology.

<CC> You know, I think it's a flawed argument on her part but going into it IC feels too meta for me
<CC> She says she's Water the same way I'm Good, so it has to encompass all of it
<CC> That's... true enough, for the subtypes
<CC> But you can have other subtypes without harming the main one, and your alignment isn't exactly married to an elemental subtype
<CC> Ie you can be good-aligned without being Good-subtyped
> I wouldn't say it's flawed per se as much as the philosophies there are radically different.
<CC> The latter would mean Good is a part of you to the exclusion of Evil, and make for an unbalanced and thus incomplete Water, the former would just say you're a fairly nice person
> Without getting into why is right and the morals of it a sec, both of you are coming from far different starting points and bases.
<CC> Mmm
<CC> But she's saying she has to be all of Water so she has to, what, maintain a neutral alignment?
<CC> That doesn't make much sense
> Other way around.
> She's neutral because she's all of water, and in her view, that's where water places her. An elemental wouldn't quite agree with her ultimate conclusions for example.
> Well, one wise and intelligent enough to care about it, which isn't common, but the point is.
<CC> But she's also chaotic
> Nor would Olhydra or Ben-Hadar (nor would a marid Padisha generally agree with either of them).
<CC> You could make an argument for water being neutral there too
<CC> It just feels a bit arbitrary
<CC> I'm sure she's chaotic because she has a good argument for why all of water must be chaotic?
<CC> I'm equally sure stale pond water is very sad
<CC> But it's probably used to being excluded  :)
> Water's always fluid, always moving unless flowing. It moves, it drips, it evaporates. It has no set form unless imposed on. There's a strong dualogy of water being a life giving need an da destructive force.
<CC> Except when it doesn't  :)
> *always moving unless frozen, wrong word.
> Exactly. Much like how slaad are chaotic except when they aren't.
<CC> There are lawful slaads?
<CC> Huh
> Well, that's a whole other incredibly complicated subject since slaad are slaad and most are functionally insane.
<CC> The whole analogy is also flawed because water isn't really good or evil inherently, but a tool if anything?
<CC> If it's used properly, it helps
<CC> If it's abused, it harms
> That's exactly her argument. It's both. It's good and evil sided, therefor in totality she is neutral because she is all of water.
<CC> You can be a good person that also uses violent water to tear apart shitty devils
<CC> That doesn't mean you exclude some parts of water at all
> Does that good person also have the water subtype? It's more than just using water, it's about the same subtype that you have, only for good instead.
<CC> I'm still insisting elements don't have morals
> Which is why I said it's about radically different positions - and really highlights some of why the elemental planes can be alien at times when good or evil isn't muddying with it.
> A typical elemental is neutral for a reason - they just don't care, their value set is one that isn't really entirely compatible with good or evil.
<CC> Mmm, but elemental is not element
> Oh, you mean water itself.
> Of course it doesn't.
<CC> Yep
> Not in a mechanical sense. In a philosophical sense is another thing, like she's talking about.
<CC> Thus my claim that you can be of an elemental subtype, have a moral alignment, and not have the two conflict
<CC> I'll see if I can fit the IC argument IC
* Kotono nods.
<CC> Philosophy might be fun
> Feel free to drop it in if you want to. It's interesting.
<CC> Yeah, after her diversion
> Mechanically? It's theoretically possible to have a CG or CE Padisha. If the Water Lord would allow it to stand is anyone's guess.
> It's worth noting this since it's generally alluded to in processes and background, but the elemental lords all have specific agendas and balancings they do in their realms.  Playing kingmaker or toppling someone isn't impossible - the genie lords are build to change and turn over for reasons.
> Fire tilts evil, Earth and Water basically end up untilted in the end (though Earth is ab it more towards evil and Water a bit more towards good) and Air is tilted good.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 13, 2018, 02:53:33 PM
More IRC logs.

Dead deities.

<CC> Tell me stuff about dead gods
> Which is the mechanics quietly saying something about how the Incarnations chose to create deities.
<CC> Heh
<CC> Oh!
> They're dead. If they have any afterlife, only the Incarnations know. They don't leave corpses on the Astral like in 2nd edition/Planescape.
<CC> Aww, Eb will be so disappointed
> (Behind the screen note: I concede deific corpses make an amazing set piece and thematic backdrop for adventures, but at the same time I never liked them overall. One of those things Planescape did that I always felt undercut the mystique.)
<CC> I'm more interested in their final stands
> (That one I can at least understand why since there's upsides to it, but like a lot of Planescape, it does more harm than good.)
<CC> How did they die, what happened, what did they do wrong?
<CC> Who killed them and why?
> Well, for a deity to die, barring the Incarnations going 'fuck you' and simply unmaking them on the spot or other highly anomalous happenings?
> You have to kill them on their home plane, their divine realm.
<CC> That's the very specific, yes
<CC> But I meant like
> It's mentioned in her flavor block that the Red Knight crusaded against Balum, a Demon Lord and slew him on his home plane.
> And presumably won the rank check.
<CC> There's a difference between saying 'Seira was killed on her realm' and 'Seira lost a planar war against shitty slavers and while her friends put a valiant defense the Cauldron was nuked'
<CC> Eh, demon lords don't count
<CC> There's hundreds of them
> Well, you have to remember: A deity isn't like in Planescape where belief and prayers are required. As Eblis shows, One can endure by themselves, possibly without Creation if what Asmodeus said is true. Even having all of her friends killed and her realm sacked wouldn't put Seira down for good (though doing such would put her at an incredibly disadvantage at best).
> There still has to be that battle where Seira is fought and overcome, then destroyed.
<CC> Yeah, though it does put context to the follow up of 'and then Imix killed Seira there and won a dice roll'
> Yes.
> Considering how the Incarnations designed it, it's really hard to kill deities for good.
<CC> It's interesting, so it'd be cool if you posted about it some time if you don't have some ready story to go
> And the realm with virtually limitless planar lords is set up to be so chaotic and messy that it's a lot more plausible there.
> What about aspect in particular?
<CC> ?
> About deities dying?
<CC> Circumstances, etc, yes
<CC> Demon lords aren't really concepts
<CC> They all might be, taken together
<CC> But for deities it's different, so it's interesting
<CC> We've seen massive changes in the world due to Torm merely falling
<CC> Some nameless deity died in that war, and it feels like it would've made even more of an impact
<CC> But other situations probably existed, too
> Well, demon lords and concepts get into a lot of  what the Abyss is. There's very few deities that have died and been mentioned.  Planar lords see more turnover as designed. There's one completely forgotten from B1 that was mentioned to be utterly obliterated by the God-King.
> But to the point where even the memory of it was removed from Creation, by and large.
> That's also a highly abnormal situation.
<CC> Thing is, very few still means one or two stories exist!
> I'll put it as a todo.
<CC> ~
> I've said this before, and it's worth tracing back to: Creation is designed that if someone finally wins and gets an Answer, it's not because they went to the othe rside and beat all the opposition up. Something like that will happen as needed, but that's a secondary effect to someone winning. There's a section in Queen Morwel's flavor block that discusses what Creation will look like if she wins and thus implies she found an Answer.
> So the deity death rules need to be considered with that in mind.
<CC> It can be like a pruned bonsai!
> To run with that metaphor a bit, it's like one of the branches slowly expanding to become the entire bonsai.
> Though that means all of the bonsai's branches are in mortal combat with each other.
> Which is a thing.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 13, 2018, 09:07:46 PM
Commander Oberuth reaches level 32.

- Fighter 32 and Dwarven Defender 22.
- Max HP per hit die, for a total of 35 hit points and a grand total of 1100 hit points.
- +1 BAB for a total of 32.
- Damage reduction rises by 3 to 15/-.
- Gains Impossible Step.
- All saves rise by 1.
- Constitution rises by 1 to 39.
- Skills go up as normal.
- Selects Superior Initiative(F32) as his new feat.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 14, 2018, 02:54:34 PM
I'd like to ask about the following spells, and whether they are valid targets for Permanency.

Bibliotheca Arcana
Energetic Healing (if paid for 50 castings' worth of material components, say)
Amea's Mental Partition
Many Moments of Prescience
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 14, 2018, 04:02:02 PM
Quote from: Corwin on December 14, 2018, 02:54:34 PM
I'd like to ask about the following spells, and whether they are valid targets for Permanency.

Bibliotheca Arcana

This spell's close to being permanent in practice because of the 24 hour duration. I'll think about it and if I want to establish this one as a thing. It's not really changing anything, because if you can cast this and want it, you probably already are.

QuoteEnergetic Healing (if paid for 50 castings' worth of material components, say)

No. Costs gold per casting and is limited power, not going to have that as a permanent spell.

QuoteAmea's Mental Partition

No. It's a 1/min level spell plus it's balanced around a backlash when the spell ends. Doesn't work well for permanency.

QuoteMany Moments of Prescience

No. It has limited charges before it expires.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 15, 2018, 11:16:33 AM
This came up, so quick reminder: No taking the bonus domain epic feat if you're a deity. You get the domains you have from being a deity. If you want more domains, take the extra domain SDA.

It's a fringe case so it's worth mentioning.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 16, 2018, 11:04:11 AM
A new paladin 9 spell is in the Spell Collection courtesy of Jetina. It's for her own personal use and designed to her tastes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 16, 2018, 12:55:29 PM
Sanzha rebuild. Let me know what you think? Note that she loses two levels of bard casting, this isn't reflected and will be adjusted if this goes forward. She can probably drop Iron Will for another feat if needed, I may do that yet.

Lady Sanzha, former Padisha of the Marid

Marid 32//Bard 24/Madalani 8

Size/Type: Medium Outsider (Water)
Hit Dice: 32d8+256 (512 hp)
Initiative: +20
Speed: 30ft, swim 160ft
Armor Class: 46 (+12 dex, +15 natural, +9 armor)
Base Attack/CMB/CMD: +32/+41/63
Attack: Padisha's Glory+48 (1d8+20 plus 2d6 anarchic x3)
Full Attack: Padisha's Glory+48/+43/+38/+33 (1d8+20 plus 2d6 anarchic x3)
Space/Reach: 5ft/5ft
Special Attacks: Drench+32, channel water 15/day(16d6; DC 38), spell-like abilities.
Special Qualities: Damage reduction 20/cold iron and epic, resistance to acid, cold, electricity and fire 30, spell resistance 43, water mastery, regal power, maharaja of the waves, cauldron research, telepathy 200ft, bardic music, bardic knowledge, countersong, fascinate, inspire courage+8, inspire competence, mass suggestion, inspire greatness, song of freedom, inspire heroics.
Saves: Fort +30, Ref +34, Will +31
Abilities: Str 29, Dex 34, Con 26, Int 27, Wis 25, Cha 35
Skills: Appraise+43, Bluff+47, Climb+44, Craft(Alchemy)+63, Diplomacy+47, Knowledge(Arcana)+43, Knowledge(Local:Cauldron)+43, Knowledge(Nature)+43, Knowledge(N&R)+43, Knowledge(Planes)+43, Knowledge(Religion)+43, Perception+42, Perform(Oratory)+47, Perform(Keyboard Instruments)+47, Peform(Song)+47, Sense Motive+42, Spellcraft+43, Swim+52
Feats: Iron Will(1), Improved Initiative(3), Water Devotion(6), Rapid Swimming(9), Swim-by Attack(12), Power Attack(15), Song of the Heart(18)
Epic Feats: Superior Rapid Swimming(21), Music of the Gods(B23), Lasting Inspiration(24), Epic Spell Capacity(27), Inspire Excellence(M4), Superior Initiative(30), Epic Inspiration(M8)
Alignment: Chaotic Neutral

Racial powers:
Spoiler: ShowHide


Spell-Like Abilities

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

Drench (Ex)

Sanzha's presence puts out torches, campfires, lanterns and other sources of fire that are large sized or smaller. Any nonmagical fire is automatically put out, magical sources of fire are treated as being dispelled (+32 check modifier).

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

Water Mastery (Ex)

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

Regal Power (Ex)

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

Maharaja of the Waves (Ex)

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

Cauldron Research (Ex)

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

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


Bard powers:
Spoiler: ShowHide


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

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

Bardic Knowledge (Ex)

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

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

Bardic Music

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

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

Countersong (Su)

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

Fascinate (Sp)

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

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

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

Inspire Courage (Su)

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

Inspire Competence (Su)

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

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

Suggestion (Sp)

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

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

Inspire Greatness (Su)

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

Song of Freedom (Sp)

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

Inspire Heroics (Su)

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

Mass Suggestion (Sp)

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


Gear:
Spoiler: ShowHide


[Weapon]Padisha's Glory: Cold iron trident+7, anarchic. No penalties for wielding it in water. It may be used as a staff of the waves with 10 charges per day, these charges refill each day at dawn. Adds the spells from the staff of the waves to Lady Sanzha's bard spell list. 3/day the weapon can deal an extra 3d6 of acid, cold, electricity or fire damage as a swift action, lasts 1 minute.
[Armor]Aquian: Functions as bracers of armor+9 and a cloak of protection+6. Grants resistance 30 to acid, cold, electricity and fire damage.

[Head]Marid Queen's Earrings: +8 enhancement bonus to Charisma and +4 enhancement bonus to her other ability scores.
[Reserve Head]Diadem of Alchemy: Provides a +20 competence bonus to Craft (Alchemy) checks.


Melody of Water: [spoiler]

+charisma to attack rolls, weapon damage rolls, armor class, init.
Fast healing equal to Cha.
Immunity to crits/precision damage.
+30 speed and can use swim as a fly speed.
Don't trigger AoOs by moving.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 16, 2018, 02:33:32 PM
Added that Chan spell to spells collection, in case anyone missed it from the chat paste.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 16, 2018, 09:12:28 PM
Things said during DM work:

"If Xandra has a breath weapon, she has a problem."

It makes sense to me, dang it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 16, 2018, 10:18:37 PM
Added some more chronomancy spells to retired spells.

As a side note, if the celerity line of spells wasn't banned regardless, they'd be adjusted to being chronomancy spells in this campaign.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 17, 2018, 12:35:34 AM
I have an article ready for PC consumption, it's about how artifacts work in Balmuria. Is anyone interested in giving it a pre read for typos, mistakes and general feedback?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 17, 2018, 09:15:54 AM
Reminder for Cor, Eb and Neph: You're going into what's clearly a big plot dungeon. Any prep for it should be done before session.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 17, 2018, 10:57:10 AM
Could you put us together in a thread in that case? That way there's no confusion as to what we're doing. :)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 17, 2018, 11:03:56 AM
I will be once I get things rolling in a bit.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 17, 2018, 03:41:33 PM
I was going to get this proofed, but under the circumstances I'll worry about it later, once it gets moved over to fluff and flavor. Go ahead and read it now and point out and typos of oddities if they impede clarity.

Artifacts

This article will discuss how artifacts work in Balmuria. This article is written from an OOC perspective and is aimed at players, not PCs. As such, I'll include a notes at the end explaining how much of this each character knows IC. I'm not worrying too much about spoilers here, as this is the sort of thing Mystra would tell Alicia if nothing else, so there's reason for it to be public knowledge.

What is an artifact?

The DMG discusses the origins of artifacts briefly (pg 277), as well as discerns between minor (pg 277) and major artifacts (pg 280). Review those before continuing. Balmuria uses a slightly different take on artifacts, tying them into the greater campaign world.

An artifact is a divine or quasi divine magic item beyond the means of mortals to create in normal circumstances. It is not a matter of lost lore as a matter of purpose. In Creation, every artifact has some purpose, some meaning towards the greater search for the Answer. Minor artifacts are relatively trivial things, minor points of minimal importance. Many do not have any obvious connection to such matters, as they may address small questions or points rather than great matters of good and evil. Major artifacts always have a history and a clear purpose, something that works towards the Answer in some way - perhaps obliquely or perhaps obviously, but always towards that. Many artifacts, especially major artifacts, are aligned towards law, chaos, good or evil due to this.

What properties does an artifact possess?

The powers of artifacts vary. Some are essentially powerful magical items while others do things beyond the greatest magic item to accomplish. Not all artifacts would be considered epic magic items nor are epic magic items automatically artifacts. Regardless, all artifacts are have the following properties unless their description says otherwise.

Artifacts ignore antimagic, dead magic areas or similar things. This is identical to a deity's ability to ignore such things. An artifact sword retains its full powers in antimagic, an artifact ring that raises ability scores continues to do so in antimagic and so forth. Exception: Artifacts that grant spell casting (such as the Shield of the Sun in the SRD) directly do not grant that spellcasting the ability to ignore antimagic.

Artifacts cannot be damaged or destroyed by mortal means. Note that mage's disjunction is not used in this campaign in favor of a houseruled equivalent called magic disjunction. Any non epic ability or spell that says it can affect artifacts can be assumed to be houseruled to be compliant with this. In the case of an unusual situation, bring it up with the DM. Physical force of all kinds are ineffective. Only specific circumstances unique to the artifact can destroy it. Generally, minor artifacts are easier to destroy than major artifacts. 

Artifacts are tied to the force or deity that created them. The strength of this tie varies. Minor artifacts have a faint connection, but major artifacts are always overseen by what they are tied to. How this manifests depends on a variety of factors.

How are artifacts created?

Mechanically speaking, there is one way to create artifacts. The Craft Artifact salient divine ability allows a deity to bestow the properties of artifacts on anything it creates. A deity with this ability can make artifacts as they please, so long as they have some small, tangential purpose towards the Answer. Generally, anything a deity makes will be a reflection of what they are and qualify for that.

However, that is not the only way to make artifacts, only the one supported by raw mechanics. Other methods can make artifacts as described below.

The personal equipment of deities usually becomes artifacts over time, if they were not artifacts before. The amount of time this takes varies, but multiple decades is the minimum. This usually entails no mechanical change beyond the item gaining the traits common to all artifacts. This must be equipment regularly used and equipment that has an effect that is not overlapped by artifacts or the deities innate abilities (example, a ring of protection+1 would not change, as the deity has a deflection bonus higher than that by virtue of being a deity). In other words, it must be equipment that contributes to the deity in some small way.

Rarely, an extremely powerful intelligent item with a purpose related towards good, evil, law or chaos is exposed to exceptionally powerful energy and compatible over a vast period of time. It is possible for an item in this situation to slowly become an artifact over hundreds or thousands of years. Most notably, the item develops a soul in case it did not possess one before. This is essentially akin to a mortal becoming an outsider without dying due to being exposed to powerful planar energies, only on a much longer period of time due to the differences between items and living creatures.

Both of the previous methods are not common, outliers that are notable that it happened at all. The main method of artifact creatures relies on a magical item being used in a remarkable way and accruing a legend around it. A mortal paladin's great holy sword that is part of every story as he throws down tyranny after tyranny and defeats monster after monster may one day have as much of a legend as the paladin. As the paladin grows stronger, gains levels and grows in meaning to Creation (see the article here (http://www.soulriders.net/forum/index.php/topic,103088.msg1052380.html#msg1052380) for more information on that concept), the holy sword may as well. In time a small spark of potential may develop within it.

When an item has developed this spark a deity can choose to ignite it. Doing so transforms the item into an artifact, catalyzing all of this potential into the item and transforming it. The item becomes an artifact connected to the deity that transformed it. Additionally, a deity can only transform an item if it is compatible with them. For example, Tyr could certainly empower the previous discussed holy sword, but Cyric could not. This is done by the patron deity of the creature who primarily uses the item, assuming the creature has a patron deity. If the creature does not, a suitable deity who would not be hostile to the creature may do so.

How are artifacts destroyed?

As the DMG discusses, artifacts require specific methods to destroy them. The method for an item is meaningful for the item, usually some deed that is anathema to the item in some way. For example, using the holy sword above to murder a solar. The difficulty varies. Stronger items are harder to destroy, and major artifacts are harder to destroy than minor artifacts. Destroying any artifact should require a method that is a quest to complete under normal circumstances.

It's worth discussing another aspect as well. Namely, the methods of destruction can range from clear and material (use this sword to murder a solar) to the highly abstract (quench this sword in the suffering of a nation, then have it held by a man that embodies the sin of wrath). As a rule of thumb, more abstract methods of destruction should be considered more difficult than clear and material ones. This especially applies if figuring out what could fulfill the conditions is a quest unto itself. There is a slight tendency for artifacts related to law to have clear and material means of destruction while artifacts related to chaos to have more abstract means of destruction. However, this is far from universal and any artifact can fall anywhere on this range, regardless of if they are related to law or chaos.

How do magic items and artifacts interact?

As artifacts are magical items with extra properties, by and large they interact as they normally would. In most cases the rules established here and existing rules are sufficient. For example, a magic item that drains and destroys other magic items to power itself couldn't drain or destroy an artifact (unless that was the artfifact's method of destruction), as artifacts can't be destroyed by normal circumstances. Alternately, an artifact used to cast greater dispel magic to counter another magic item used to cast lightning bolt would use the normal rules for such a situation, using greater dispel magic's dispel check as normal.

If there is a situation where an artifact and magical item clash and the outcome is not readily apparent in the rules, assume that an artifact trumps a magic item, be it a normal item or an epic magic item. Any exceptions are a matter of DM discretion and should be rare.

What do various characters know about artifact creation?

It's safe to assume that any typical, non epic character knows nothing about how artifacts are really made. Exceptions may exist but these are exceptions, not the norm. Epic characters may know more, from experience or simply being highly knowledgeable. A DC 60 Knowledge (Arcana) check reveals a a few facts, a DC 80 check reveals more and a DC 100 check is sufficient to have a grasp of how artifacts are made (though not perhaps every method of doing so).

Deities are knowledgeable about the process, as they are directly involved in the creation of most artifacts.

What about artifacts and the works of Incarnations or things from the Far Realm?

In the event an artifact and a work of the Incarnations clash (such as 21), the work of the Incarnation has total supremacy, as it would have any other magical item, within the limits of the powers the work has.

Anything from the Far Realm only loosely plays by the rules of Creation at best, so this is something handled on a case by case basis. Unfortunately, there is no standard here, as creatures from the Far Realm lack any such structure or standards.

Balmuria 6 Post Script: How much does my PC know about this?

Alicia: Deity, so she should be familiar with all of this.
Moore: As someone with high K:A checks, you'd have a decent idea of how all this works.
Tryll: As someone with high K:A checks, you'd have a decent idea of how all this works.
Alyssa: As someone with high K:A checks, you'd have a decent idea of how all this works.
Seira: Deity, so she should be familiar with all of this.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 18, 2018, 10:40:33 AM
Proposals for epic warmage spellcasting.

1. Each level, they gain a handful of spells known. They choose these spells and they must be on theme with the non epic warmage spellcasting. Basically, copy the advanced learning feature and make it how they work in epic. I'm thinking 2 spells per new level - at 21 they'd get 2 10th level spells to choose, same at 22 and 23. At 24 (the first level with 11th level spells being available), they'd get 2 that could be 10th or 11th level spells. It has the upside of having flexibility but the downside of more effort being needed.

2. Write up a spell list. It has the advantage of being solid and warmage has a small list as it is, so this isn't terribly difficult. The downside is that it's locked and can't be easily changed as we make more epic spells. I'm less partial to this option simply because it locks me into things and requires more DM work to adjust it as it goes on.

3. Keep it as is. It's a kludge, but it's not an unworkable one.

I lean towards 1, it's the best idea I've had (once I debug it and polish it up). But I'm more than interesting in hearing what y'all think. Particularly Moore because of Xandra, but I know Eb at least looked at warmage for Marie.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 18, 2018, 11:56:40 AM
Looking at the actual Warmage spell list, my mind boggles a bit as to what theme they were even going for. General utility? A smorgasboard?

I don't have any objection to 1 as an option, since it would broaden spells from just Evocation as it is now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 18, 2018, 09:41:35 PM
Quote from: Nephrite on December 18, 2018, 11:56:40 AM
Looking at the actual Warmage spell list, my mind boggles a bit as to what theme they were even going for. General utility? A smorgasboard?

I don't have any objection to 1 as an option, since it would broaden spells from just Evocation as it is now.

Let's try that. Could you do me a favor and fix up a mock 10th+ spell list for Xandra? Don't worry about mage of the illuminated temple stuff, just a flat spell list. Assume that she gets 2 new spells known from 21 on, each can be 10th level to whatever her max spell level is for that level. A short reason why (a sentence at most) on why it's justified as a spell based on pre existing warmage casting would be doubly useful.

Gives me an idea of what I can expect.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 18, 2018, 09:58:53 PM
Glancing through the 10th level spells, this is what I have for what I think would be available as a general warmage list.

10th level

Antimagic Sound
Canderella's Sudden Thunderbolts (Evoc)
Gathgorian's Fireball (Evoc)
Greater Cone of Cold (Evoc)
Hellball (Evoc)
Mephistopheles' Cold Hand (Evoc)
Ravaging Touch (Necro)
Simmer's Contagious Fireburst (Evoc)
True Vulnerability (Abjur)
True Meteor Swarm (Evoc)
Vitrification Bomb

Thoughts here: Warmages learn no Enchantment, Divication or Illusion spells as far as I can tell. They learn a smattering of others with what seems like a focus on prismatic/elemental ones, so I tried to keep the theme here. I put in Antimagic sound because, for whatever reason, Warmages learn Shout, Greater Shout and other sonic-esque spells so it seems fitting. YMMV.

I originally had Unseen Needle on here, but it doesn't fit the elemental theme, so I ended up removing it.

Warmages learn a lot of Abjuration spells, but none of them are buffs, but they have things like Prismatic Sphere and Scintillating Path.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 18, 2018, 10:32:30 PM
That wasn't quite what I asked for, but that's okay, I like what you did. What would you do for 11th and 12th level?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 18, 2018, 10:51:15 PM
11th:

Dire Winter (Evoc)
Dragon's Burst (Evoc)
Elle's Deceptive Bolt (Evoc)
Fog Trap (Conj)
Imix's Desiccating Aura (Abjur/Trans)
Seira's Unicorn Rainbow (Conj)
Silverfrost (Conj)
Sunlance (Evoc)


Same thoughts as before -- I only allowed Imix's spell because it feels like it fits the theme and I'm willing to ignore the Transmutation part of it. No dispel magic because Warmages don't learn that stuff (y tho).


12th

Boneyard's Embrace (Necro)
Flux Grasp (Conj)
Sandalphon's Amazing Barrage (Evoc)
Rain of Desolation (Abjur)


Aaaaaaaand that's about when we realize we're out of spells. I would argue that Warmages should be able to learn Disintegrating Blast and Burst since they learn Disintegrate.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 18, 2018, 10:58:09 PM
That's interesting work, thanks for the help, Moore. I'll work on it from there, it's really appreciated.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 18, 2018, 10:58:54 PM
Sure. This is actually quite interesting to look at, so let me know if I can help further.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 18, 2018, 11:00:27 PM
I will. I mainly need to do sanity checks and compare/contrast how they should work versus a sorcerer.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 19, 2018, 11:24:25 AM
Heads up, I had the boards eat a post this morning. It's probably a random one off, but just in case it happens to y'all, be careful with longer posts.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 19, 2018, 09:32:00 PM
Dana reaches level 33.

- Dwarven Defender 19 and Psychic Warrior 24.
- 8 on a d12 for a total of 21 hit points and a grand total of 618 hit points.
- +1 BAB for a total of +32.
- Dwarven defender's AC bonus rises by 1 to +7 total.
- Another daily defensive stance.
- +28 power points for 32nd level psychic warrior manifesting. No new power this level, unfortunately.
- All saves rise by 1.
- +1 Strength for a total of 25.
- Skills go up as normal.

Really an average level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 19, 2018, 10:52:12 PM
I've fiddled with a Miranda PrC and it's not really come together. Her build and gimmick's basically complete as it is, and adding anything to it feels extraneous. Nonetheless, a few fragments from an epic favored enemy PrC.

Devastating Strike (Su)

A foe's nightmare is known for her many ways of slaying her favored enemies, bypassing defenses and striking true. At 1st level, the foe's nightmare can always deal critical hits to her favored enemies, even if they would normally be immune. This bypasses protection of all kinds, from creatures naturally immune to critical hits (such as oozes) to a creature wearing armor with the heavy fortification special ability.

Bane (Ex)

At 2nd level, the foe's nightmare's bonuses from her bane of enemies feats rises by 1 and 1d6 to +3 and +3d6. At 6th level and every 4 levels thereafter, this bonus rises by an additional 1 and 1d6.

Lethal Blow (Su)

At 5th level, the foe's nightmare is so sure in their ability to damage their hated enemies that not even regeneration can slow them down. The foe's nightmare's melee and ranged attacks always count as lethal damage against favored enemies with regeneration.

Unusual types of regeneration, such as that possessed by certain abominations, may not be subject to this ability at the DM's discretion.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 20, 2018, 11:42:13 AM
Yeah, on reflection Miranda's going to stick pure valkyrie/ranger, unless she ever gets to the point where she can take angelic champion. Her entire build focuses on simplicity and effectiveness.

There's surprisingly few PrCs that focus on favored enemy or do anything but add one.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 21, 2018, 09:33:30 AM
Miranda reaches level 32.

- Valkyrie 32 and Ranger 32.
- 5 on a d8 for a total of 16 hit points and a grand total of 421 hit points.
- +1 BAB for a total of 32.
- Damage reduction rises by 5 to 20.
- Spell resistance rises by 1 to 43.
- Gained 32nd level ranger casting. This goes into another heal spell.
- All saves rise by 1.
- +1 Dex for a total of 33.
- Skills go up as normal.
- Miranda selects Improved Favored Enemy(R32) as her new feat.

Okay level up for her.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 21, 2018, 05:16:55 PM
Punting this to all of you out of curiosity. How many spells should an epic warmage add per level to his spells known?

Spellcasting

At 21st level and every level thereafter, the epic warmage's spellcasting improves. His caster level increases as normal. Further, once the epic warmage obtains the Epic Spell Capacity feat, he gains spells of 10th level and higher. Unlike non epic casting, the epic warmage has no spell list for spells of 10th level or higher. Instead, he may choose x spells at each level. These spells may be of any level from 10th level to the highest level of spells he can cast. These spells are added to his spell list and may be cast normally. The epic warmage's spells per day use the same table as epic sorcerers.

The spells chosen must fit one of the following criteria:

The spell is an evocation that appears on the sorcerer/wizard spell list.

The spell fits the warmage based on their spell list for non epic spells.

Epic warmages 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.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 23, 2018, 05:46:59 PM
I'm confused here, so they continue to only gain evocation spells from 10th level casting, or does "evocation" mean something different here?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 23, 2018, 05:59:59 PM
This would replace what we were previously doing.

The epic warmage would get x number of spells each level to choose to fill his epic warmage spell list. Those spells can be one of the following: An evocation on the sor/wiz spell list or a spell that fits based on the non epic warmage spell list.

So if you wanted to grab an evocation? Great, it's done, no further examination needed. Otherwise, it needs to fulfill the second requirement.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 24, 2018, 10:49:02 AM
Benyen reaches level 32.

- Fighter 32 and Fist of Raziel 22.
- 9 on a d10 for a total of 23 hit points and a grand total of 632 hit points.
- +1 BAB for a total of 32.
- Gains 27th level paladin spellcasting. He selects another heal spell.
- All saves rise by one.
- Charisma rises by 1 to 32.
- Benyen selects the following feats: Armor Skin(F32), Spectral Strike(FoR22).

DONE. DONE WITH LEVEL UPS. YAY.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 25, 2018, 12:40:58 PM
Quote from: Anastasia on December 23, 2018, 05:59:59 PM
This would replace what we were previously doing.

The epic warmage would get x number of spells each level to choose to fill his epic warmage spell list. Those spells can be one of the following: An evocation on the sor/wiz spell list or a spell that fits based on the non epic warmage spell list.

So if you wanted to grab an evocation? Great, it's done, no further examination needed. Otherwise, it needs to fulfill the second requirement.

Ah! Okay, I thought it had to meet all the criteria.

In that case, I think 1 is fine? It matches the progression for sorc/wiz for the most part... actually, does warmage have its own Epic spell progression, or did the original just curb from sorc/wiz to begin with?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 25, 2018, 12:53:02 PM
It's essentially copied sorc progression, with the sole exception of getting one less 9th level spell at level 20.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 25, 2018, 01:05:11 PM
Okay. Then it's probably fine to just say 1. You might be better served by just saying "warmages gain the same spells as epic sorcerers" though, unless you want to differentiate it and make it distinct.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 25, 2018, 01:07:58 PM
Bolded part is changed. Does that read better?

Spellcasting

At 21st level and every level thereafter, the epic warmage's spellcasting improves. His caster level increases as normal. Further, once the epic warmage obtains the Epic Spell Capacity feat, he gains spells of 10th level and higher. Unlike non epic casting, the epic warmage has no spell list for spells of 10th level or higher. Instead, he may choose x spells at each level. These spells may be of any level from 10th level to the highest level of spells he can cast. These spells are added to his spell list and may be cast normally. The epic warmage's spells per day are the same as an epic sorcerer's.

The spells chosen must fit one of the following criteria:

The spell is an evocation that appears on the sorcerer/wizard spell list.

The spell fits the warmage based on their spell list for non epic spells.

Epic warmages 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.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 25, 2018, 01:17:04 PM
Yeah, I think that reads fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 25, 2018, 01:19:30 PM
Anyway, I'm thinking two spells per level up is the way to go. It's more than say a sorc gets, but sorcs get a vastly expanded variety of choices to compensate for it.  Warmages are mostly choosing which ways they want to blast things.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 25, 2018, 06:55:04 PM
Sanzha is now rebuilt. I may tweak her a little bit before she shows on screen again, but this is little things.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 25, 2018, 06:57:04 PM
Spellcasting

At 21st level and every level thereafter, the epic warmage's spellcasting improves. His caster level increases as normal. Further, once the epic warmage obtains the Epic Spell Capacity feat, he gains spells of 10th level and higher. Unlike non epic casting, the epic warmage has no spell list for spells of 10th level or higher. Instead, he may choose a new spell at each level. These spells may be of any level from 10th level to the highest level of spells he can cast. These spells are added to his spell list and may be cast normally. The epic warmage's spells per day are the same as an epic sorcerer's.

The spells chosen must fit one of the following criteria:

The spell is an evocation that appears on the sorcerer/wizard spell list.

The spell fits the warmage based on their spell list for non epic spells.

Epic warmages 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.

---

There, that's finalized. I'll see how it works for them. Honestly, warmages are about expanding the list anyway, be it by rainbow servant or other shenanigans. I'm going to post this on the DM board for now and have an epic warmage sooner or alter that goes into this. But now generating up Xandra's spell list.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 25, 2018, 07:13:11 PM
Xandra's spell choices. Bear in mind she has access to sanctified spells and up to 4th level paladin casting. She may try and wrangle in a domain somehow, I'm not sure.

10th

21: Greater Cone of Cold (Is a glorious spellcasting selection, so it gets priority)
22: Hellball (Name aside it's a good option for her)
23: True Meteor Swarm

10th-11th

24: Sunlance (Glorious spellcasting selection)
25: Dire Winter (Glorious spellcasting selection)
26: Queen's Displeasure

10-12th

27: Rain of Desolation (Glorious spellcasting selection)
28: Sandalphon's Amazing Barrage (Glorious spellcasting selection)
29: Sekmid's Trap

10-13th

30: Greater Polar Ray
31: Kassim's Sky Flower
32: Blazing Radiance

These are all evocations. Neph, got any suggestions on spells to add from the 'related to something non epic warmage spellcasting' angle?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 25, 2018, 07:17:50 PM
I think it's also a good encouragement to make new spells. : )
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 25, 2018, 07:21:57 PM
So I liked Frostefell, but I think some variety is needed. Frostburn damage is harder to resist and more rare, so to compensate for losing that in this version, I threw the fatigue/exhaustion thing in there.

I think pyro-dryads will approve.

Corona of the Sun
Transmutation [Fire]
Level: Drd 8, Sorc/Wiz 9
Components: V, S, M, DF,
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft. cube/level
Duration: 1 hour/level
Saving Throw: Fortitude partial; see text
Spell Resistance: See text

The area you designate fills with heat, increasing the temprature by 3 temprature bands.
For example, if the temprature is moderate, it raises to extreme heat.
If the new temprature is above the very hot hand, all ice is turned to water and all earth has the moisture removed from it, becoming sand-like, to a depth of 10 feet per caster level.
Air in the area becomes so hot that a visable heat haze lasts for the duration of the spell.
Living creatures caught within the spell are scorched and must make an immediate fortitude check or become exhausted.
If a creature successfully saves, they instead become fatigued and Corona of the Sun deals 1d6 points of fire damage per caster level (maximum 20d6) due to the flash heating of all moisture.
Creatures entering the area after the spell has been cast do not take this damage; however, all creatures in the area are subject to the normal effects of heat, fatigue, and exhaustion for the duration of the spell.
Objects in the area, including those held by creatures, are instantly heated as if left out in the sun, making them uncomfortably hot to handle.
When a creature uses a heated item (a weapon, lockpicks, a potion, and so on), it must succeed on a DC 10 Constitution check or it drops the item before it can be used.
Fire spells cast within the area gain a +1 caster level.
Multiple Corona of the Suns may be cast in the same area to increase the effects (raising the temprature by an additional 3 bands).
The temprature band cannot be raised above unearthly heat, no matter how many times Corona of the Sun has been cast.
Arcane Material Component: A pinch of fire salts.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 25, 2018, 07:44:32 PM
Quote from: Nephrite on December 25, 2018, 07:17:50 PM
I think it's also a good encouragement to make new spells. : )

Granted. Got any ideas?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 25, 2018, 07:45:27 PM
Quote from: Iron Dragoon on December 25, 2018, 07:21:57 PM
So I liked Frostefell, but I think some variety is needed. Frostburn damage is harder to resist and more rare, so to compensate for losing that in this version, I threw the fatigue/exhaustion thing in there.

I think pyro-dryads will approve.

Corona of the Sun
Transmutation [Fire]
Level: Drd 8, Sorc/Wiz 9
Components: V, S, M, DF,
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft. cube/level
Duration: 1 hour/level
Saving Throw: Fortitude partial; see text
Spell Resistance: See text

The area you designate fills with heat, increasing the temprature by 3 temprature bands.
For example, if the temprature is moderate, it raises to extreme heat.
If the new temprature is above the very hot hand, all ice is turned to water and all earth has the moisture removed from it, becoming sand-like, to a depth of 10 feet per caster level.
Air in the area becomes so hot that a visable heat haze lasts for the duration of the spell.
Living creatures caught within the spell are scorched and must make an immediate fortitude check or become exhausted.
If a creature successfully saves, they instead become fatigued and Corona of the Sun deals 1d6 points of fire damage per caster level (maximum 20d6) due to the flash heating of all moisture.
Creatures entering the area after the spell has been cast do not take this damage; however, all creatures in the area are subject to the normal effects of heat, fatigue, and exhaustion for the duration of the spell.
Objects in the area, including those held by creatures, are instantly heated as if left out in the sun, making them uncomfortably hot to handle.
When a creature uses a heated item (a weapon, lockpicks, a potion, and so on), it must succeed on a DC 10 Constitution check or it drops the item before it can be used.
Fire spells cast within the area gain a +1 caster level.
Multiple Corona of the Suns may be cast in the same area to increase the effects (raising the temprature by an additional 3 bands).
The temprature band cannot be raised above unearthly heat, no matter how many times Corona of the Sun has been cast.
Arcane Material Component: A pinch of fire salts.


I'd get a little more creative than just swapping around frostfell, personally. But I see the intent, at least. Have you read Sandstorm yet? I think it has a few spells that do things like this.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on December 26, 2018, 12:27:53 AM
Tryll reaches level 32.

- Psion 23 and Metamind 4 .
- As a Paragon, he gains full HD+12 each level. He gains a total of 25 hit points and a grand total of 818 hit points. After subtracting the -1 hp/HD from the mind tonic, he has 786 hp.
- +1 BAB for a total of 19.
- Tryll's HD reaches 32. His luck bonus to AC rises to +8. His spell resistance rises to 46. His fast healing rises to 42.
- Spell resistance rises by 1 to 43.
- Gained 32nd level Psion manifesting. He selects Genesis as his new power.
- All saves rise by 1.
- +1 Int for a total of 40.
- Skills go up as normal.
- Power points rise as normal.
- Metamind adds Cognizance Psicrystal, 7 pp.

Not bad.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 27, 2018, 12:58:05 AM
Inquiring about the epic spells 'Beast of a Thousand Legs' and 'Dire Drought' from Sandstorm.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 27, 2018, 10:13:56 PM
Occasionally I tip my hand and show things that aren't combat relevant any more. Have one of the many unique spells today's wyrm had on them.

Tashar's Revivification
Abjuration/Conjuration (Healing)
Level: Clr 13
Components: V, S
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 hour/level or until discharged; see text

When you are reduced to below zero hit points, you instantly recover hit points equal to the hit points you were reduced to below zero times three. For example, if you took damage that reduced you to -35 hit points, you would heal 105 hit points. Any adjacent allies heal the same amount of hit points. You and any allies healed also halve the type of damage that reduced you below zero hit points for 1 minute.

If the source of damage that reduced you below zero hit points was a spell or spell-like ability,  you halve damage from spells and spell-like abilities. If it was a melee or ranged attack, you halve damage from melee or ranged attacks. If the source of damage was a supernatural or extraordinary ability, you halve the damage supernatural or extraordinary abilities. Sources of damage that do not fall into any of these categories provide no benefit.

Regardless, the spell is expended once it is triggered or until the duration expires, whichever comes first.

This spell was made by Tashar, a guardian naga cleric. It is only known to a handful of spellcasters, all of which who obtained it by trading rare spells.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 28, 2018, 01:15:36 PM
That spell has been added to the Spell Collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 28, 2018, 06:39:16 PM
Posting the spell Seira countered in the interests of having more material.

Polar Howl
Evocation [Cold, Sonic]
Level: Sor/Wiz 14
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 1 40ft radius burst per 5/levels
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

This spell conjures multiple bursts of howling blizzard winds that freeze, disorient and slow creatures within them. Any creature within a burst takes 25d6 points of cold damage and 25d6 points of sonic damage. A creature who takes cold damage from this spell and fails the Fortitude save is slowed for one round per caster level (as if by a slow spell), while a creature who takes sonic damage from this spell and fails the Fortitude save is confused for one round per caster level (as if by a confusion spell).

A creature can be both slowed and confused by this spell if they take both cold and sonic damage. A creature cannot be affected by multiple bursts in a single casting.

Material Components

The tooth of a white or silver dragon, worth no less than 300 gold. A dragon with a breath weapon that deals cold damage does not need to provide the material component.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on December 29, 2018, 08:26:58 AM
Quote from: Anastasia on December 27, 2018, 10:13:56 PM
Occasionally I tip my hand and show things that aren't combat relevant any more. Have one of the many unique spells today's wyrm had on them.

Tashar's Revivification
Abjuration/Conjuration (Healing)
Level: Clr 13
Components: V, S
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 hour/level or until discharged; see text

When you are reduced to below zero hit points, you instantly recover hit points equal to the hit points you were reduced to below zero times three. For example, if you took damage that reduced you to -35 hit points, you would heal 105 hit points. Any adjacent allies heal the same amount of hit points. You and any allies healed also halve the type of damage that reduced you below zero hit points for 1 minute.

If the source of damage that reduced you below zero hit points was a spell or spell-like ability,  you halve damage from spells and spell-like abilities. If it was a melee or ranged attack, you halve damage from melee or ranged attacks. If the source of damage was a supernatural or extraordinary ability, you halve the damage supernatural or extraordinary abilities. Sources of damage that do not fall into any of these categories provide no benefit.

Regardless, the spell is expended once it is triggered or until the duration expires, whichever comes first.

This spell was made by Tashar, a guardian naga cleric. It is only known to a handful of spellcasters, all of which who obtained it by trading rare spells.

I love the concept of this spell but it's too broad. Rather than offering blanket resistance entirely to melee/ranged/spells/supernatural/extraordinary it should specify the type of damage and use that. So if someone with it gets killed with a sword, then they get resistance to slashing damage whether from a sword or a spell or effect. If they get killed by a magic missile, same for force damage. It feels much more in keeping with the reason for those descriptors existing to use them for something like this.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 29, 2018, 01:46:31 PM
I wrote it that way at first, but was ultimately unsatisfied with it. It's a case where I'm not wholly satisfied with the spell either way, as I feel that way is a little too narrow and my way is a little too broad, but I ended up erring on the side of broadness. It's a situational heal and immunity that's variable in healing and exact immunity (unless you trigger it yourself), so I felt being broad compensates for that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 29, 2018, 02:05:13 PM
Side note: The durability of monsters so far in Io's dungeon came up in chat. Most have plenty of HP, but less thousands and thousands but instead 700-1000 with various forms of common and unique damage mitigation and recovery. I try and keep HP within reasonable bounds (Oberuth's an exception there, intentionally so for flavor reasons which are obvious if you think about it) and instead focus on ways to survive rather than just HP inflation.

Examples:

The horrors Alyssa is currently facing have around 500 hit points and a few minor ways to possibly make that last longer, as well as toughness as a bonus feat so that they skew higher on hit points. (I know they're not a part of that dungeon, but they're recent and in mind.)

The first batch of proto dragons have overwhelming physical stats, ending up around 1k hit points, very strong DR you weren't beating and a few other aspects and angles.

The ghostly dragons had tricks, but you basically hit the weak points right on and they never got a chance to get going. Unfortunate but it did illustrate the problem with them, so it wasn't unintentional.

The blue ice wyrm has a bevy of custom and standard defensive spells providing a variety of powerful benefits, as well as a few other things in play. It's safe to say you're dealing with something hard to put down, but not purely because of hit points.

All that being said is mostly to frame Tashar's Revivification and the thought processes behind making the choice for broad (in that case) versus narrow. At the same time, I don't necessarily want a bunch of spells like Sublime Revelry which are cast and forget damage halvers, either. The trick is finding a way to do it interestingly while still having the spell be worthwhile. I think Tashar's Revivification makes a stab at that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 31, 2018, 07:52:29 PM
A new PrC is up in homebrew. It came about from DM work around the efreet, not gonna lie.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 02, 2019, 11:14:13 AM
Reminder that we're back on today. Also reminder that don't expect a lot of morning posting before sessions, as I'm working job applications during that time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 04, 2019, 04:57:03 PM
Guessing your net crapped out, Neph? We were near pausing time anyway so no big deal, just curious.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 04, 2019, 05:13:23 PM
I have no idea what happened, actually. I was phone posting for the last bit and came back to my computer having restarted.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 04, 2019, 05:14:25 PM
Shit happens, yeah. I might've gone a little longer but not a huge loss, RL was flaring.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 10, 2019, 11:26:29 AM
Been pretty hazy this week, but later today and this weekend should see some DM work done, the sort that's publicly posted.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 13, 2019, 10:32:16 PM
Domain Analysis

Now that divine seeds are a known thing and becoming One is also possible, it's plausible PCs and NPCs could gain divine rank. As such, I'm doing an analysis of what domains would fit characters so far. Alicia, Syala, Seira and Amaryl are already DvR1 or higher as a note, so they won't show until last. For now I'm posting one from each note. Discussion is highly encouraged, be it someone in your node or someone else. This applies even if we talked about it on IRC, this is the sort of thing I'd like to get a good discussion going over. Feel free to disagree with the domains I suggest for each one, that's fine and encouraged. Nothing's written in stone.

A discussion of what domains would fit your PC if they ascend is welcomed as well, as is any discussion of future domains you may take if you're already DvR1+.

Important note 1: Mechnical considerations are noted, but fundamentally, the right domains are a matter of flavor and not mechanics. In a choice between the domain that fits best for flavor and the best that fits for mechanics, the flavor one wins every time. Nonetheless, a mechanical analysis of what the domain granted powers give is noted. An analysis of the SLAs is not.

Important note 2: Deities get any alignment domain they match for free in this game. So for example, a CG character who ascends automatically gets the Good and Chaos domains.

Antenora

Good and Law are automatic for her. She has three others if she gets to DvR1.

Celestial, Charity, Courage, Destruction, Glory, Healing, Hope, Inquisition, Planning, Purification, Redemption, Retribution

Celestial: A later one for her since she wasn't born as a celestial, but she strongly identifies as one now.
Charity: Fits her approaches indirectly, but makes a certain sense to her as she focuses on redemption and hope.
Courage: Eh. Marginal, she is a fearless paladin who tries to redeem evil, but it's tertiary.
Destruction: Antenora is willing to wreck evil when needed, but I think retribution fits that aspect better.
Glory: It fits her, she does tend to play up the opal radiance part and project that. Feels right.
Healing: Very tertiary. It would be a later domain to fill out how she heals and restores the wicked to righteousness.
Hope: She's all about the hope to escape evil and find a better way. It fits big time.
Inquisition: More secondary, but she's all for finding and rooting out evil. It's more an application of her lessons than a main virtue, however.
Planning: A personality fit. She's very much a planner and this is a natural outgrowth of who she is.
Purification: Ties directly into redemption and doubles down on that.
Redemption: The obvious first choice considering her story. A no duh choice if there's ever one. (Note: Homebrew domain, it's in the Spell Collection.)
Retribution: Antenora's all about smiting evil that doesn't repent, this fits for her but maybe not in her first few domains. Hm. Depends on emphasis.

If she reaches DvR1, her starting load would be Good, Law, Planning, Purification and Redemption.

Mechanically this is +1 CL for good and lawful spells, extend spell as a bonus feat, +1 CL abjurations, immunity to effects that would change your alignment and +2 vs enchantments. Not worldshaking mechanical pickups there, but nothing really worthless, either.

Cresiel

Good and Law are automatic for him. He gets three others if he makes it to DvR1.

Celestial, Chastity, Destruction, Endurance, Humility, Life, Patience, Protection, Renewal, Retribution, Strength, War, Wrath

Celestial: Feels more right than for Syala or Antenora, but not immediate. It's a thing, it's a part of him but it's not defining.
Chastity: More for self control aspects of it than literal chastity. It sorta fits?
Destruction: Cresiel is a destroyer. A destroyer of evil, but still a destroyer that I can see taking that domain. Feels right.
Endurance: See all the times Cresiel steps up for Moore and his allies, enduring his wounds and still going. That fits.
Humility: Fits in a general way but not strongly, I guess? It feels right but it's not a home run. He's not one to promote himself.
Life: Very faint since Romiel has some connections to life and has the life domain for his cleric spells. Weakest of his posted.
Patience: Cresiel is quiet, patient and ready to smash evil when he has the chance. Like a 7/10 fit.
Protection: Oh yeah. See endurance. This one feels closer to his core. Destruction and protection go hand in hand for many celestials, understanding that one destroys evil and protects the righteous.
Renewal: His mother and himself have both been saved and recovered from near bad ends. That has some non trivial symbolic aspects for him.
Retribution: A little less of a fit than destruction, but certainly something that makes sense for Cresiel.
Strength: Weaker but I can see it, he's quite strong when he needs to be. An enduring strength, a crushing strength.
War: He is a warrior solar, this is obvious.
Wrath: See retribution.

If he reaches DvR1, his starting load would be Destruction, Endurance, Good, Law, Protection. Possibly sub out one for renewal.

Mechanically, this is +1 CL for good and lawful spells, a 1/day smite, 1/day gain a +16 enhancement to Con for 1 minute and a +16 resistance bonus to one save. Nothing wrong with getting an all purpose smite and the Con booster can be a nice boost in a pinch.

Dana

Dana's neutral so no alignment domains for her. She gets three others if she makes it to DvR1.

Balance, Competition, Destruction, Endurance, Mentalism, Mind, Nobility, Pride, Spite, Strength, Suffering, War

Balance: Because she's neutral. It's not really her thing at all, she's not balanced per se, but included for the sake of completeness.
Competition: Feels like it's only grazing Dana here. She is competitive in her way, but not quite like this? I'm not sure.
Destruction: Destruction is very Dana. She enjoys wrecking things immensely.
Endurance: Also a Dana thing and you know exactly why.
Mentalism: Both this and mind have associations with psionics. She'd have one or the other to represent that part of herself.
Mind: See above.
Nobility: Not an aspect of herself she cares about, she's anti nobility in a way, or at least the sort of nobility her father wants her to be.
Pride: Yeah, that's Dana's sin, alright. She has pride and a strong sense of 'fuck you, I'll do what I want'ness to her.
Spite: Tangential but Dana is Dana, and that includes a helping of bitchiness.
Strength: Fits in genera but without details. A good domain later on in her career.
Suffering: Dana in a nutshell. (FYI, pain isn't here because it's from BoVD.)
War: Also fits Dana, but not as well as strength, I think.

If she reaches DvR1, her starting load would be Endurance, Mind and Suffering. That's very tentative but that feels right for her starting domains and covers the main points. The others can come in time, she might grab Extra Domain right off for Destruction.

Mechanically, this is 1/day gain a +16 enhancement to Con for 1 minute, +2 bluff/diplo/sense motive and a 1/day pain touch for -2 to physical stats. Nothing huge here but extra Con on demand can be a life saver.

Jarem

Law is automatic for him. He gets three others if he makes it to DvR1.

Army, Competition, Insight, Knowledge, Planning, Strength, War

Army: Obvious.
Competition: One of his weaker ones, but Jarem does strive, even if he doesn't always show it.
Insight: Jarem's good at this sort of insight, or at least he tries to be.
Knowledge: Fits in Jarem's general theme of 'seen a lot and teaching Alyssa' groove.
Planning: General fit.
Strength: It fits Jarem, who is a strength focused warrior and cleric.
War: Obvious.

If he reaches DvR1, his starting domains would be Army, Insight, Law and War. Jarem feels more focused than anything else. There's more to him, but spoilers are holding me as well.

Mechanically, this is a +1 CL for lawful spells, a 1/day +2 morale bonus to a lot of things, uncanny dodge and a free weapon focus in his favored weapon. That fall sin the range of useful but not huge, though a free feat and uncanny dodge is hard to object to.

Sanzha

Chaos is automatic for her. She gets three others if she makes it to DvR1.

Blackwater, Charm, Knowledge, Magic, Nobility, Ocean, Seafolk, Storm, Water

Blackwater: Not really a fit, it's more darkness and evil, but anything tied to water deserves consideration from her.
Charm: Another minor fit, nailing a small part of her.
Knowledge: Fits all she knows about the elements and her studies, but isn't precisely right.
Nobility: Feels like a strong fit, as nobility and her former role is a big part of her. I'd go for it.
Ocean: A strong fit for her, naturally.
Seafolk: Not truly her bailiwick, but maybe a later domain. It's more incidental to her.
Storm: Very incidental to her, weak fit.
Water: Duh.

If she reaches DvR1, her starting domains would be Chaos, Nobility, Ocean and Water. She might need a custom domain, as some of the aspects of elemental harmony aren't well represented by the domains previously made. I felt she was underrepresented due to her particular focus and the way domains fell around her. This is something that needs another look and deeper consideration in the future.

Mechanically, this is +1 CL for chaotic spells, a 1/day +2 morale bonus to a lot of things, some free water breathing and turning fire creatures. That's a remarkably useless set for her, mostly redundant except for the CL boost. She can already channel water so the domain power of water is largely useless, though this is on purpose and meant to be a relic of her past power.

Bonus

I occasionally make homebrewed domains. I'm considering a music domain that would look like the following. It will take some adjustment because a few other deities will want it - most of the homebrew domains are very deity specific, in a case where existing domains don't cover them sufficiently. Speaking of, Sanzha inspired this, though I kicked around making it when I posted Lliira.

Music Domain

Granted Power: Add Perform to your list of cleric class skills. You gain Skill Focus (Perform) as a bonus feat.

Music Domain Spells

1: Ghost Sound
2: Sound Burst
3: Sculpt Sound
4: Shout
5: Body Harmonic
6: Song of Discord
7: Sympathetic Vibration
8: Greater Shout
9: Dirge
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on January 14, 2019, 11:57:09 AM
Interesting.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 14, 2019, 12:00:13 PM
Quote from: Yuthirin on January 14, 2019, 11:57:09 AM
Interesting.

That is the intent: Food for thought. What parts of are interesting and why, though? Much of this comes down to perception and character, domains are an outgrowth of that. So defining why one does or doesn't fit for a character's important.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on January 14, 2019, 08:35:46 PM
Considering these for Alyssa:

Courage Domain - Faces things head on, doesn't flinch away.
Endurance Domain - Keeps pushing herself to accomplish the task/goal
Family Domain  - Keeps them close and in her heart instead of growing away.
Insight Domain - Has good intuition into things.
Knowledge Domain - Values this above almost all else.
Magic Domain - Loves magic and what it allows her to do.
Nobility Domain - (Kinda iffy on this, more a feeling like she simply displays inherient nobility. Got a lot of fairy tale prince/princess stuff from reading.)
Planning Domain - She does this, a lot. Tactics, plans, unusual use of skills and objects.
Spell Domain - Loves the construction and creation of spells.
Travel Domain - Exploerer at heart.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 14, 2019, 09:21:39 PM
Quote from: Iron Dragoon on January 14, 2019, 08:35:46 PM
Considering these for Alyssa:

Courage Domain - Faces things head on, doesn't flinch away.

Possibly, I could see it but it's not firmly established yet. More...determination, which is close.

QuoteEndurance Domain - Keeps pushing herself to accomplish the task/goal

Feels extraneous to it, ties back to more determination than anything else.

QuoteFamily Domain  - Keeps them close and in her heart instead of growing away.

I could see it, yeah, something emphasized as time goes on with her family. Feels like there's some fit there for sure. This will likely firm up in time as well.

QuoteInsight Domain - Has good intuition into things.

I can see it but it feels like it needs a smidge more, or maybe a signature event that really sells it. It does fit the character's general themes, though.

QuoteKnowledge Domain - Values this above almost all else.

Agreed and it fits better than insight to me. I'd consider this one of her starting ones if I were doing it, it's a big part of how she does things and wants to do things.

QuoteMagic Domain - Loves magic and what it allows her to do.

Makes sense there, too.

QuoteNobility Domain - (Kinda iffy on this, more a feeling like she simply displays inherient nobility. Got a lot of fairy tale prince/princess stuff from reading.)

It...mmm. It doesn't quite feel right to me? I get what you're saying, but if anything she feels a little egalitarian for it to really work for me. I'd agree with it being iffy and while it could be a character aspect, as of now I don't think it would be a good domain fit.

QuotePlanning Domain - She does this, a lot. Tactics, plans, unusual use of skills and objects.

Agreed. A bit at odds with her chaotic nature, but there's a few reasons the Red Knight was interested in her.

QuoteSpell Domain - Loves the construction and creation of spells.

Agreed. That and magic are self evident.

QuoteTravel Domain - Exploerer at heart.

Yes, though I wouldn't right off, I think. It may just be the current focus of the character and would make more sense if she'd gone 1-30 in normal play instead of being created at that level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 14, 2019, 10:07:37 PM
I would add "Zeal" to Cresiel's, but I don't know if it'd be part of his starter pack.

To do one of these for Moore... hmm.

Hope is given, Good probably has to be too.

I feel like Community fits him very well -- he's nothing without all the people he meets and tag along with him.

I could see Courage, but I don't think it really fits him to the point where I'd say "yes, that's his domain."

Destiny sort of fits him, but I have to wonder if that's really "right" for him. He does help people push themselves past what they think is possible, so one could argue he helps people achieve what they're destined to do, rather than limited to do.

Fate could fit too, but I don't understand why there's a domain for both Destiny and Fate. Are they really meaningfully different in the DnD universe?

Fey domain gets a "meh," Moore really isn't that much of a fey anymore, at least insofar as he doesn't act like one.

Joy... maybe? Maybe. It fits, but I don't know if it fits the right way.

Knowledge would fit, but I think that's more because he's ended up pursuing a path that leads to more knowledge of the world around him, rather than anything that he really embodies.

Truth is one I didn't realize it was an option until I found it, but I definitely think he'd have that in his portfolio. He's very big on being honest about things and doesn't like to lie or boast about things unless there's a good reason.

If I were to make up a domain (that wasn't the Music one, because, yes?) I think it'd be the "Inspiration" Domain.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 14, 2019, 10:19:38 PM
Quote from: Nephrite on January 14, 2019, 10:07:37 PM
I would add "Zeal" to Cresiel's, but I don't know if it'd be part of his starter pack.

Yeah, I had it on there but deleted on the last pass. It's there but it's tertiary for him at best. I felt it got outcompeted more than anything else.

QuoteTo do one of these for Moore... hmm.

Hope is given, Good probably has to be too.

You'd get alignment domains for free if they match so that's a thing. Hope is a natural with the tack he's taking, no argument there.

QuoteI feel like Community fits him very well -- he's nothing without all the people he meets and tag along with him.

Mmmmm.

Yeah, that's probably the best fit for it. It's definitely a plank of his I'd see pop up, possibly in his first domains. Depends if he spent an SDA on Extra Domain early, too, since I suspect he'll be a bit squeezed so far.

QuoteI could see Courage, but I don't think it really fits him to the point where I'd say "yes, that's his domain."

Yeah.

Thing is, I think most epic level characters could say that. It takes more for courage to be a good domain choice, I was just chewing on that with Alyssa's post. It needs to stand out, be a strong part of the message. Worth keeping in mind, and I don't feel courage by itself would be Moore's watch word there, y'know?

QuoteDestiny sort of fits him, but I have to wonder if that's really "right" for him. He does help people push themselves past what they think is possible, so one could argue he helps people achieve what they're destined to do, rather than limited to do.

Fate could fit too, but I don't understand why there's a domain for both Destiny and Fate. Are they really meaningfully different in the DnD universe?

Not really, no. Two different books made similar domains, it happens. It sort of fits but at the same time he strove a long time to break destiny, so he'd need to spend some effort on...I don't know, reconstructing? Right now it doesn't feel right, no.

QuoteFey domain gets a "meh," Moore really isn't that much of a fey anymore, at least insofar as he doesn't act like one.

Agreed.

QuoteJoy... maybe? Maybe. It fits, but I don't know if it fits the right way.

I'd lean towards yes on it, but I wouldn't have it as a first domain. It's an aspect of him but not an overwhelming aspect, I think.

QuoteKnowledge would fit, but I think that's more because he's ended up pursuing a path that leads to more knowledge of the world around him, rather than anything that he really embodies.

Half a dozen of one, half a dozen of another. I could see grabbing it as a secondary aspect later on. Depends on how your domains, portfolio and everything ended up stacking up.

QuoteTruth is one I didn't realize it was an option until I found it, but I definitely think he'd have that in his portfolio. He's very big on being honest about things and doesn't like to lie or boast about things unless there's a good reason.

Yes. Moreso since Celestia in general represents a certain transcendent truth, above and beyond the norm here. It's a grab for Xandra (hers is half done at the moment) and some other people related to it. With what the truth is and can be, there's definitely elements of transcendence in choosing that domain. I don't hand it out too often for that reason. Of the Hebdomad I believe only Pistis Sophia has it, because she focuses on that and enlightenment, above and beyond the rest of the Hebdomad.

That all being said I think it would be a grab for Moore as well.

QuoteIf I were to make up a domain (that wasn't the Music one, because, yes?) I think it'd be the "Inspiration" Domain.

Yeah, for sure.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 14, 2019, 11:23:55 PM
Fuck it, let's try.


Inspiration Domain

Granted Power: Once per day, you may inspire yourself or another ally. You may increase a single attack, damage, skill check or saving throw roll by your Cleric level / 2.

Inspiration Domain Spells:

1. Divine Favor
2. Share Talents
3. Glibness
4. Battlecry
5. Atonement
6. Surge of Hope
7. Empyreal Ecstasy
8. Crown of Glory
9. Moment of Prescience

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 15, 2019, 11:17:04 AM
Okay, so let me ask you something right off. How do the spells of your domain all come together as coherent whole to establish a theme of the domain? Feel free to walk me through it, there's no wrong answers here, I just want to know your thoughts.

Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 15, 2019, 12:05:45 PM
Some of them I'm a bit iffy on, but for the most part they all offer various boosts to things (i.e. ways to inspire someone).

1. Divine Favor gives you a little bit of inspiration from a divine source, the entry way to show what Inspiration can do.
2. This gives someone a small boost in their ability to do something better, continuing the trend.
3. I'm not totally sold on this one, but sometimes you have to bluff a bit to make someone feel better or to get them to consider other options.
4. This starts the battle-oriented inspiration, now that you've mastered the "hey you can do x a little better" side of things.
5. Iffy here too, but I think it fits in regards to "hey, you fucked up really bad. Let me inspire you to get back to your path and better yourself."
6. Again, totally going with the "helps other people do a little bit better" theme.
7. Sometimes pushing someone to do better means inspiring them to take on the burden of pain and remain steadfast. This can inspire someone to endure a lot more than they realized they could.
8. This one I'm not totally sold on either, but I can see it as an argument of "I'm inspiring you to glory, here's why this is important"
9. This one I'm probably the least sold on, but in order to inspire others sometimes you have to be able to overcome adversity, and I think it makes sense to be able to totally inspire yourself with a huge boon in a pinch.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 15, 2019, 01:25:05 PM
Quote from: Nephrite on January 15, 2019, 12:05:45 PM
Some of them I'm a bit iffy on, but for the most part they all offer various boosts to things (i.e. ways to inspire someone).

To frame my own thinking here, I'd define inspiration as primarily morale bonuses. That's what bardic music's most famous features do and inspiration best maps to morale. This isn't an iron rule, but I think that's a good place to work from. Alternately, something that's inspirational in flavor or design could work.

Would you agree or disagree with that?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on January 15, 2019, 04:07:41 PM
I'm not sure why I was banned from lunarnet for spamming, but whatever. Hopefully it resets tomorrow.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 15, 2019, 04:08:48 PM
Yeah, it's supposed to reset daily or every 24 hours, not sure which. A few other people in other channels got nailed at the same time, I'm guessing it's a script gone bad.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 15, 2019, 04:11:09 PM
Also you're up to post since that was Amaryl's moment and she is hugging you. If you wanna pause because of this IRC thing, just say so, it's cool.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 15, 2019, 04:15:00 PM
Quote from: Anastasia on January 15, 2019, 01:25:05 PM
Quote from: Nephrite on January 15, 2019, 12:05:45 PM
Some of them I'm a bit iffy on, but for the most part they all offer various boosts to things (i.e. ways to inspire someone).

To frame my own thinking here, I'd define inspiration as primarily morale bonuses. That's what bardic music's most famous features do and inspiration best maps to morale. This isn't an iron rule, but I think that's a good place to work from. Alternately, something that's inspirational in flavor or design could work.

Would you agree or disagree with that?

I would agree with that. I'll do some digging and see if I can find something that matches on the iffy levels.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 15, 2019, 10:15:57 PM
Okay. My off the cuff thoughts.

Quote1. Divine Favor

Works well enough in a general divine inspiration sense, sure.

Quote2. Share Talents

This one I don't really buy. It feels less about more inspiration and more giving someone some of your own ability. I'd suggest Aid (Clr 2) in its place.

Quote3. Glibness

Defensible I think, though not a natural fit. I'd also bump it to 4th level regardless.

Quote4. Battlecry

An odd duck there, as it has functionality that's meant for a bard. It fits but at the same time I don't think it's a great fit on account of it. I'd move glibness to this level and get something new for 3.

Quote5. Atonement

Yeah, I can see that for inspiration and restoring those who lost it to that.

Quote6. Surge of Hope

Yeah, that fits the domain if you were making it, sure.

Quote7. Empyreal Ecstasy

This feels like one of the iffy ones. Being all strung out and free from pain isn't really screaming inspiration to me. A blessing to be sure, but not one of inspiration.

Quote8. Crown of Glory

Hm. Is this meant to be a good aligned domain?

Quote9. Moment of Prescience

Yeah, that's a thing. I can at least see the argument for it, though.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 15, 2019, 10:16:40 PM
This also proves why making domains can be tough, since except when something's pretty explicit, opinions can vary.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 23, 2019, 11:58:14 AM
Spells and a new domain added to the spell collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on January 24, 2019, 08:20:56 AM
Incidentally, this should've triggered though current events interfered before it could.

Kascha: Good, Loyal. ("I wonder if Syala's still upset at Aurora?")
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 24, 2019, 10:47:09 AM
Quote from: Corwin on January 24, 2019, 08:20:56 AM
Incidentally, this should've triggered though current events interfered before it could.

Kascha: Good, Loyal. ("I wonder if Syala's still upset at Aurora?")

The events that happened here will result in some node updates, that's likely coming today in play. Good catch.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on January 24, 2019, 12:58:55 PM
I think an interesting feat for Kascha is my Draconic Aura: Energy/Fire (basically a refluffed fey aura). She does have fire, and she could use it more frequently. It'd raise her DCs, and later when she hits DvR1, she could pick up my Golden Flames as one of her SDAs.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 25, 2019, 07:52:15 PM
I'm thinking about the following changes to Oberuth. The goal is to let him swap between sword and shield and TWF (and maybe a magic item that speeds up the change seamlessly) to suit the tone of the battle he's in. I don't see the init bonuses as a big deal, as he got a big bonus with Tears. Enduring/Lasting Life sucks to lose but cutting elsewhere hurts more. Likewise, CR and Spellcasting Harrier are almost flavor feats for him. He's not using a reach weapon and fundamentally, I don't do enough with AoOs to make it feel like it's worth it for him.

Thoughts?

Improved Initiative to Two Weapon Fighting.
Enduring Life to Improved Two Weapon Fighting.
Lasting Life to Greater Two Weapon Fighting.
Combat Reflexes to Oversized Two Weapon Fighting.

Needs to retrain Spellcasting Harrier and Superior Init due to prereqs. Can't qualify for Perfect Two Weapon Fighting yet due to a lack of Dex.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on January 25, 2019, 07:54:55 PM
I'm not sure why, honestly. Isn't he doing enough damage? He also said he wanted a sword that was his, and not the gnomish god-king's, right? So it's weird if he wants to keep on using it beyond the absolutely necessary (in the ruins).
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 25, 2019, 07:55:47 PM
Quote from: Corwin on January 25, 2019, 07:54:55 PM
I'm not sure why, honestly. Isn't he doing enough damage? He also said he wanted a sword that was his, and not the gnomish god-king's, right? So it's weird if he wants to keep on using it beyond the absolutely necessary (in the ruins).

Just considering options, really. It was an errant comment he had, but he has the feats he could do it if he wanted to.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on January 25, 2019, 07:59:14 PM
Oberuth does pretty solid damage for fighting one-handed so he could probably do pretty well out of two weapon fighting.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on January 25, 2019, 08:01:01 PM
Losing Spellcasting Harrier hurts, but the other feats can be replicated with fairly easy spells. I know he hates magic, but sensible people let friends cast life-saving shit on them, and he's working with a party.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 25, 2019, 08:03:21 PM
Quote from: Ebiris on January 25, 2019, 07:59:14 PM
Oberuth does pretty solid damage for fighting one-handed so he could probably do pretty well out of two weapon fighting.

Yeah. When he's not Combat Expertise and Allied Defense defending, he has good to hit and raw damage. He gets Con to damage, so that helps make up for any problems with damage from TWF, and lets him apply is Con mod even more.

Quote from: Corwin on January 25, 2019, 08:01:01 PM
Losing Spellcasting Harrier hurts, but the other feats can be replicated with fairly easy spells. I know he hates magic, but sensible people let friends cast life-saving shit on them, and he's working with a party.

OOC I completely agree with that assessment.

IC's another issue, but you didn't see him turn down Seira's spells or Moore's music, either. If you checked his status page update on his relationship with magic, it would read 'It's Complicated'.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on January 25, 2019, 08:05:01 PM
Sounds as complicated as his stance on his current sword. It's all good. Combat Reflexes can't be kept? They're ridiculously useful.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 25, 2019, 08:06:16 PM
It makes the most sense of what he'd ditch, and freeing up a pair of epic feats gives him options to nab the epic shield feats.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on January 25, 2019, 08:37:11 PM
Isn't he dumping the sword and board style? Why is he going for the epic shield feats, then? Switching to an animated shield like a boss?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 25, 2019, 08:38:15 PM
No, simply having the ability to switch between styles at will. Like if one battle doesn't need AC and evasion, or calls for more damage? Go two weapon. Need a more defensive set up? Hit up sword and shield.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 25, 2019, 08:52:21 PM
To tag along with "changing up feat" chat, you've mentioned a few times you weren't sure on Kaja. Is that something you'd still like to pursue or is it mostly just something you'd rather leave alone and just occasionally look at and go "there's just... something off..." like a macaroni painting you did when you were 6?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 25, 2019, 08:59:44 PM
It's more than he's too good at damage for my tastes, yet there's no easy fix. His entire build's aimed at it and it over produces. Any changes to seriously adjust that require a full on rebuild.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 25, 2019, 09:02:07 PM
Fair enough. I'd say give him Hellreaver in the rebuild but like, everyone and their mom (possibly literally, depending on Villisa's build) is a Hellreaver.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 25, 2019, 09:08:35 PM
Yeah, he's not a Hellreaver on top it being used plenty.

http://www.soulriders.net/forum/index.php/topic,103072.msg1056078.html#msg1056078 Besides, Villisa is a paladin and heartwarder.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 25, 2019, 09:18:37 PM
Quote from: Corwin on January 24, 2019, 12:58:55 PM
I think an interesting feat for Kascha is my Draconic Aura: Energy/Fire (basically a refluffed fey aura). She does have fire, and she could use it more frequently. It'd raise her DCs, and later when she hits DvR1, she could pick up my Golden Flames as one of her SDAs.

I'm leaning towards that, still debating though. Not in a huge hurry but I haven't found anything else that really feels good.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 26, 2019, 05:22:59 PM
Quote from: Anastasia on January 25, 2019, 09:18:37 PM
Quote from: Corwin on January 24, 2019, 12:58:55 PM
I think an interesting feat for Kascha is my Draconic Aura: Energy/Fire (basically a refluffed fey aura). She does have fire, and she could use it more frequently. It'd raise her DCs, and later when she hits DvR1, she could pick up my Golden Flames as one of her SDAs.

I'm leaning towards that, still debating though. Not in a huge hurry but I haven't found anything else that really feels good.

Update. Technically, Kascha only gets the +1 since she's not of the dragonblood subtype. This is a case where I'm not sure RAW reasonably serves the best outcome, but I'll think if it's something I want to make an exception for or merely grab another feat instead.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 26, 2019, 05:28:36 PM
Actually, nevermind. She'll take Spell Mastery. She 100% wants Arcane Mastery as an SDA if she gets that far. This is really the time to start thinking of that, so that's nabbed.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 27, 2019, 11:16:42 AM
An experiment in world building and in character writing. This isn't canon or anything, though it is accurate to the Red Knight's history and personality. This may or may not become the seed of a flavor article.

<Nephrite> Q: Did you choose to ascend? If so, why? If not, why not?
> RED KNIGHT: Ah, it began when Tempus encouraged me to do it. I chose to take the risk because I had grown bored with mortal affairs. How many could I outsmart, how many could I hunt and conquer before there were no challenges left? My plans were unstoppable, all my world was improved by them. To grow dull and forgotten is a fate no blade or no warrior should endure. It is a waste. Have you ever felt yourself sit idle, growing duller and duller by the day, all your foes vanquished?
<Nephrite> Q: I can't say I've ever had that luxury, no. What was the first thing you noticed right after you'd succeeded at your ascension?
> RED KNIGHT: You're fortunate. Too many slip into a rusty, foggy retirement where their bodies fail them or their foes fail them, waiting to die. After the effort to ascend, the first thing was the power. To become a quasi power, a divine babe at most, brings tremendous power. All aspects of yourself sharpen. Have you ever put on a diadem that increases your mind and marveled at your new intellect, or gloves that let you move like the elves, and then bask in your newfound grace? It is like that many times over. Your mind grows, your body fortifies. All about you becomes more. It is akin to the best enchantments of those kind that ou may ever find, yet not from a pitiable, foreign bauble worn on the body. It is from yourself and it is magnificent. A lesser soul may be spellbound by the feeling of apotheosis, that embrace alone enough to make them feel as if they live for the very first time in that moment.
<Nephrite> Q: That makes sense. So you in essence gain strength from yourself, almost like...becoming more of 'you?' Speaking of 'you,' If you had to pick only one thing, what would you say is your favorite, or most cherished aspect of being ascended?
> RED KNIGHT: You become more. I wouldn't phrase it as more of 'you', but it's close enough. Regardless, the most cherished aspect is the expansion of scope. There are always new and old enemies to face once you are divine, and the board before you is infinite. Plus if you need an enemy, there are many choices to choose from. You will never sit idle, shorn of opponents or completely victorious.
<Nephrite> Q: I see. A lot of people do enjoy downtime every now and again, so with that in mind, is there any one thing you don't enjoy? Something you'd 'let go of,' if you had the ability to do so?
> RED KNIGHT: Nothing. It is a higher state of being and of living. Growth and adjustment will happen, but mastery will remove any doubts. You have your own realm to create, if you cannot make happiness in your own personal realm, you are a fool.
<Nephrite> Q: I see... I assume you chose your realm's location for a strategic reason over all else, then?
> RED KNIGHT: Partially. I owe fealty to Tempus, so my realm is within his realm. Of course, what better strategy than being allied with the supreme deity of warfare?
<Nephrite> Q: That does make strategic sense. You sound like you're sure of your decisions that you've made since becoming a deity, so this may seem an odd question; Is there anything you wish you could still do, that you did before ascending, that you can no longer do now?
> RED KNIGHT: Nothing. The only possible irritation and loss is not being able to safely go to the Prime Material Plane, but that's what avatars are for.
<Nephrite> Q: I see. Well, considering your own ascension was at the behest of one who charged you with many tasks, what would you say to someone else who may be considering it? Is it something that you think you could convince someone to do, or not to do?
> RED KNIGHT: Prepare yourself and master yourself. If you are weak willed, ill focused, undedicated or simply a wastrel, do not waste your time. This is a field for the triumphant, not a haze of also rans and looming failures. Victory comes with your own strength and will, those that lack it will drown under others who have superlative strength and will.
<Nephrite> Q: So, in essence, the idea is to make sure you're not just knowledgeable about subjects, but almost that you're a paragon of everything that is important and you hold as part of yourself?> RED KNIGHT: Yes. A strong foundation leads to greater strength to what is built on it. A weak foundation leads to ruin. It is true for castles, it is true for armies, it is true for yourself. Only the exceptional will make it this far, for the weak simply do not become deities by a whim of chance and fluke.
<Nephrite> Q: Considering the various parts of yourself that have become what many consider the divine portfolio, is there any particular aspect of that you wish you could add? One particular divine domain that, should the opportunity arise for you to seize, you would fold it into yourself?
> RED KNIGHT: Insight, intelligence and wisdom. All in due time as I grow - and I will continue to grow, but not yet. The head of Fraz Urb'luu will suffice to purchase it.
<Nephrite> Q: One final question, then: Do you think Creation will ever truly know peace?
> RED KNIGHT: Not while there is a breath in any body in this realm.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on January 27, 2019, 05:30:01 PM
Need review of these armor properties from the MiC:

Death Ward p10
Easy Travel p10
Freedom p11
Magic-Eating p12
Quickness p13
Retaliation p14
Time Buttress p15
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 27, 2019, 07:05:44 PM
Quote from: Iron Dragoon on January 27, 2019, 05:30:01 PM
Need review of these armor properties from the MiC:

Death Ward p10

Sure, no problem with it. You may want to consider soulfire (BoED) instead for constant protection instead of one shot a day.

QuoteEasy Travel p10

Yeah, sure.

QuoteFreedom p11

Sure. Do note it is +5 so it ain't cheap.

QuoteMagic-Eating p12

Sure, just have to remember it exists and use it, since it's conditional.

QuoteQuickness p13

Sure.

QuoteRetaliation p14

Yeah, though I wouldn't recommend it. 1d6 damage that hits DR by the way it is described? Yeah, going to tink off basically any opponent at this level.

QuoteTime Buttress p15

Going to deny this one.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 27, 2019, 08:31:26 PM
<Nephrite> Do you by any chance remember whether it was in B3 or B6 that you posed the question to us to find the "hidden" way of ascending? I'm just curious to go back and re-read what you said.

Belated reply since I slept super early and hard last night: It's in B3 somewhere, almost certainly in nagging. I haven't been able to find it myself. It's also possible it's in #elysium's logs somewhere.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 27, 2019, 11:08:17 PM
That's what I thought too, but couldn't find it after a cursory glance.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 27, 2019, 11:42:40 PM
Yeah, I couldn't find it, either. I'll try again some more and see if I get lucky.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 27, 2019, 11:54:49 PM
http://www.soulriders.net/forum/index.php/topic,101729.msg1085328/topicseen.html#msg1085328

This post. The search that found it was 'third', of course. I kid you not.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 28, 2019, 09:24:39 AM
You know, I totally just missed it since I thought it was a post on its own and not attached to anything else.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on January 28, 2019, 10:20:27 AM
Paragons are pretty much dvr0, so there's a fourth method as well  >_>
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 28, 2019, 11:05:08 AM
Quote from: Nephrite on January 28, 2019, 09:24:39 AM
You know, I totally just missed it since I thought it was a post on its own and not attached to anything else.

Yeah, it's tucked into another post and easy to miss. At least it's found, I'll take it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 28, 2019, 11:07:49 AM
Quote from: Corwin on January 28, 2019, 10:20:27 AM
Paragons are pretty much dvr0, so there's a fourth method as well  >_>

http://www.soulriders.net/forum/index.php/topic,103072.msg1051027.html#msg1051027

Not at all. Examine the paragon template versus DvR0. They're considerably different things. Paragon can be seen as the evolution of a creature to the apex of what they are, divinity is becoming something more altogether.

Also note that paragon can coexist with DvR0 but not DvR1 or higher.

I say all this because I'd compare paragon to a few things, but DvR0 isn't one of them. Mechanically and flavorwise they're meant to be quite distinct.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on January 28, 2019, 12:15:39 PM
I meant mechanical bonuses are very similar
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on January 29, 2019, 09:50:46 PM
Armor properties, take 2:

Interested in Bane Blind p.7 MiC. Was wondering if I could get a Greater Bane Blind that's got more uses per day than 3.

Styptic p.15 MiC.

Mithrilmist Shirt p.20 MiC.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 29, 2019, 09:57:02 PM
Quote from: Iron Dragoon on January 29, 2019, 09:50:46 PM
Armor properties, take 2:

Interested in Bane Blind p.7 MiC. Was wondering if I could get a Greater Bane Blind that's got more uses per day than 3.

Sure. Do note that things like true seeing would beat it - as it's an illusion that only blocks nonmagical methods of seeing - so that would be overcome at this level at least sometimes.

I'm not sure what I'd price a greater bane blind at, but it wouldn't be too cheap.

QuoteStyptic p.15 MiC.

Sure.

QuoteMithrilmist Shirt p.20 MiC.

I might allow it, but bear in mind the prerequisites to getting the fast healing.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on January 29, 2019, 10:05:02 PM
I think you misread mithrilmist shirt? It gives concealment against attacks. Nothing about healing. I think you read millenial chainmail above it.

Also, there's the Cloak of Weaponry. Approved?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 29, 2019, 10:11:02 PM
Oh whoops. Mithralmist is fine, just remember the normal MIC doubler.

Cloak's fine too.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on February 01, 2019, 04:53:22 PM
To quickly revisit one of the armor enchants I asked about before:

Quickness in MiC is a 5000gp enchantment that grants a +5 foot enhancement bonus to landspeed.

Then you have Boots of Striding and Springing, which increases land movement by +10 feet, untyped. 5500gp.

This is significantly better for nearly the same price, so I feel like Quickness needs a second look/fix.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 01, 2019, 08:01:18 PM
Quote from: Iron Dragoon on February 01, 2019, 04:53:22 PM
To quickly revisit one of the armor enchants I asked about before:

Quickness in MiC is a 5000gp enchantment that grants a +5 foot enhancement bonus to landspeed.

Then you have Boots of Striding and Springing, which increases land movement by +10 feet, untyped. 5500gp.

This is significantly better for nearly the same price, so I feel like Quickness needs a second look/fix.

https://www.dandwiki.com/wiki/SRD:Boots_of_Striding_and_Springing
http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bootsofStridingandSpringing

QuoteThese boots increase the wearer's base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 01, 2019, 08:40:45 PM
Cor is correct about the boots being an enhancement bonus.

That being said, you're wrong on the price. Remember the MIC doubler, so RAW for us it would be +10k gold for quickness. That's definitely a case where the doubler doesn't work well.

The books are 5.5k for +10ft movement speed and a bonus to Jump checks. Considering a normal +5 item is 2.5k, that prices 10ft enhancement at 3k gold. Granted, Jump is marginal enough that maybe they discounted it, but that aside it's still not terribly expensive. Even with an off slot mod, +10ft on something would clock in around 5k or so.

So yeah, that's overpriced even with everything else considered. One sec, doing some math.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 01, 2019, 08:55:49 PM
There's no casual and accurate formula for pricing movement speed bonuses that I see. I believe I worked with this before and came to the same conclusion.

I'll knock it down to 3k when it's all said and done. Same price as +10 on the boots, but it's off slot and an add on, so I'll call it good enough.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on February 01, 2019, 10:39:23 PM
These are being added to Moore's sheet as an oversight from B3.

Knight's Gauntlets

These gauntlets grant a +2 enhancement bonus to Strength. When worn by a creature with levels in in the knight class, they are counted as five levels higher to determine the bonus from shield block as well as the morale bonus to attack rolls and Will saves from fighting challenge. A character without levels in knight gains no benefit from this, though they can still benefit from the Strength bonus.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 02, 2019, 01:46:14 PM
Cross post those in loot for the sake of archiving and organization? Thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on February 02, 2019, 10:19:47 PM
So I think I've been running Inspire Greatness wrong since I started using it.

Here's what it says:

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


The bolded part is what I've been handling incorrectly.

I assumed that it was just Xd10 temporary HP, but it looks like it's Xd10+target's con modifier times x, where x in this equation is however many bonus hit dice is provided, which in Moore's case is usually 8. So instead of it just being 8d10, it looks like its' 8d10+8x[Con Mod for target] . Am Interpreting this wrong?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 03, 2019, 04:35:29 PM
I have a draft of a plan for attacking the flaming salt place, should I sum it up here or wait for my chance to come up in my thread and do it there?

Incidentally, I'll be taking Oraga and Lagann with me. And if events delay it for some reason, my high priestess would be joining as well once her sheet exists.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 03, 2019, 06:19:19 PM
Quote from: Corwin on February 03, 2019, 04:35:29 PM
I have a draft of a plan for attacking the flaming salt place, should I sum it up here or wait for my chance to come up in my thread and do it there?

Incidentally, I'll be taking Oraga and Lagann with me. And if events delay it for some reason, my high priestess would be joining as well once her sheet exists.

That sounds solid, go ahead and post it here. We can just copy/paste if needed later.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 03, 2019, 06:20:01 PM
Quote from: Nephrite on February 02, 2019, 10:19:47 PM
So I think I've been running Inspire Greatness wrong since I started using it.

Here's what it says:

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


The bolded part is what I've been handling incorrectly.

I assumed that it was just Xd10 temporary HP, but it looks like it's Xd10+target's con modifier times x, where x in this equation is however many bonus hit dice is provided, which in Moore's case is usually 8. So instead of it just being 8d10, it looks like its' 8d10+8x[Con Mod for target] . Am Interpreting this wrong?

I think you're right. If it says you get x hit dice plus the con modifier for that, you get the hit dice plus the con modifier.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 04, 2019, 10:49:42 AM
I'm knocking out a few secondary level ups this morning.

As Sylica expands, so does the power of some of its defenders.

The Guardian of the Felic Gate reaches level 24.

- Grandchild of Jormugandr 24 and Rogue 4.
- Max HP per hit die, for a total of 18 hit points and a grand total of 432 hit points.
- +1 BAB for a total of +24.
- Gained uncanny dodge. It never hurts.
- Gained deceptive defense. It's a nice pick up for him.
- No change to saves.
- +1 Int for a total of 20.
- Skills go up as normal.
- Selects Epic Ability Focus (Poison)(24) as his new feat.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 04, 2019, 10:56:35 AM
Grias reaches level 5.

- Lantern Archon 5 and Healer 5.
- 7 on a d8 for a total of 9 hit points and a grand total of 36 hit points.
- +1 BAB for a total of +5.
- Gains effortless healing. That's okay - but if he needs that something's gone dreadfully wrong.
- No change to saves.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 04, 2019, 10:57:33 AM
This isn't a full level since he's not done and posted, but Delaize gained a level. Just a heads up, Alyssa.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 04, 2019, 11:06:29 AM
Lumenbur reaches level 27.

- Fire Elemental 27 and Monk 27.
- 4 on a d8 for a total of 9 hit points and a grand total of 259 hit points.
- +1 BAB for a total of +27.
- +1 spell resistance.
- Fast movement improves by 10ft to 90ft.
- No change to saves.
- Skills go up as normal.
- Epic Toughness(27) because seriously sub 300 points for a melee type at 27 is not good. He's at 313 now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 04, 2019, 11:09:35 AM
Having a set of default spells for Lagann would be handy~
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 04, 2019, 11:10:23 AM
Quote from: Corwin on February 04, 2019, 11:09:35 AM
Having a set of default spells for Lagann would be handy~

DELEGATION INTERRUPT!

Make one for me, would you? Make it to his general theme and I'll adjust from there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 04, 2019, 11:13:33 AM
Productivity.

Lately I've been a little lazy with posted updates, characters and homebrewed content. I'd like to work on that and help schedule the time to improve things. As such, I'm working with the following expectation now. This is for my own self motivation.

At least once per gaming week (Mon-Fri), I'll try and put out a piece of homebrew OR at least one new supporting NPC's stat block. Homebrew is anything from spells to PrCs to ACFs to any other mechanical material. In the case of smaller things like spells and feats, 2-3 of them will satisfy this. Alternately and at my discretion, certain tasks and upkeep (minor NPC level ups, log work, minor character updates, ect) may take the place of this.

At least once during the gaming weekend (Sat-Sun), I'll try and put out the same as above.

This will be getting a sticky here for my own self motivation and tracking.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 04, 2019, 11:28:34 AM
Added a new cantrip/orison to the spell collection.

It's a leftover from a though experiment. Namely that healing magic really doesn't follow the rules of medicine. It's usually one size fits all heals of vast power, absolute cures rather than careful, deliberate medicine. I had it as a 1st level spell there, it's a cantrip since it's being brought over and is hardly worth mentioning otherwise.

But hey, an extra cantrip never hurts.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 04, 2019, 12:29:25 PM
Side note while my mind is on it: While not coming right away, start thinking about any possible custom content y'all will need for level ups. This goes double for new spells, be it ones you want to design, hand off to me or toss around suggestions.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 04, 2019, 02:37:24 PM
Heads up: If you're going to cast the spell divination, make sure you specify it's that spell. As divination is also the name of the spell school, it can naturally lead to misunderstandings and a lack of clarity. Thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 04, 2019, 04:24:48 PM
Say, Dune, at a rough estimate. How long has it been since B6's opening to now?

Related to that, how long has it been since we restored Zariel and advanced to DvR2?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on February 04, 2019, 05:46:01 PM
IMO we should really rename the spell to something else. :T
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on February 06, 2019, 12:07:53 PM
Trying this again:

Inspiration Domain

Granted Power: Once per day, you may inspire yourself or another ally. You may increase a single attack, damage, skill check or saving throw roll by your Cleric level / 2.

Inspiration Domain Spells:

1. Divine Favor
2. Blessed Aim
3. Mass Aid
4. Glibness
5. Atonement
6. Surge of Hope
7. Aura of Vitality
8. Lion's Roar
9. Freedom


I admit, Aura of Vitality and Freedom aren't Cleric spells naturally, but I feel like they fit very well with the theme of this particular domain.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 06, 2019, 12:46:58 PM
Quote from: Corwin on February 04, 2019, 04:24:48 PM
Say, Dune, at a rough estimate. How long has it been since B6's opening to now?

Related to that, how long has it been since we restored Zariel and advanced to DvR2?

2-4 months.

1-2 months.

Respectively. I'm assuming there's downtime that's not discussed much in between events and blah blah blah blah. This game has a big looming threat but also isn't under a timer, and timekeeping between nodes (except when in contact) is intentionally a bit hazy for DM sanity reasons.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 06, 2019, 12:47:33 PM
Quote from: Nephrite on February 04, 2019, 05:46:01 PM
IMO we should really rename the spell to something else. :T

Thought about it, but it's deeply set and odds are we'd just call it divination anyway. Never felt like expending the capital on it this late in the game.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 08, 2019, 11:08:16 AM
Quote from: Nephrite on February 06, 2019, 12:07:53 PM
Trying this again:

Inspiration Domain

Granted Power: Once per day, you may inspire yourself or another ally. You may increase a single attack, damage, skill check or saving throw roll by your Cleric level / 2.

Inspiration Domain Spells:

1. Divine Favor
2. Blessed Aim
3. Mass Aid
4. Glibness
5. Atonement
6. Surge of Hope
7. Aura of Vitality
8. Lion's Roar
9. Freedom


I admit, Aura of Vitality and Freedom aren't Cleric spells naturally, but I feel like they fit very well with the theme of this particular domain.

Walk me through the logic of the spell choices here?

Domain power's interesting. I'd need to run some numbers on it, but being tied to cleric level probably prevents the worst shenanigans with it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 08, 2019, 11:08:54 AM
This weekend's content will largely revolve around the Red Knight. I have three ACFs ready to go and may make a little more content for her as well. Expect that Saturday sometime.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on February 08, 2019, 12:34:21 PM
I won't rehash the decisions I made on the previous spells since they're the same.


1. Divine Favor
2. Blessed Aim - Another morale bonus that fits the inspiration theme.
3. Mass Aid - I think this continues to fit the idea of inspiration.
4. Glibness - This is more about personal inspiration, but I think it works. I could find a different one, though.
5. Atonement
6. Surge of Hope
7. Aura of Vitality  - This one is again, more morale-based inspiration. You're basically infusing either yourself or others with help.
8. Lion's Roar - Here we have one where you're showcasing a damage while also giving your allies a bit of pep in their step by being inspired.
9. Freedom - I can see arguments against this one, but Freedom (the word, not the spell) is one of the best things someone could be inspired to work on their own, so I feel like from a thematic standpoint it fits.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 08, 2019, 05:12:46 PM
Minor upkeep notice: ACFs tailored to a deity now explicitly note that you have to serve that deity to select it. This isn't changing anything, just making it official.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 09, 2019, 10:59:33 AM
This weekend's content is up with 5 ACFs now available. Three are dedicated to the Red Knight and two are reveals of how Lixer's sorting his business out on Avernus.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 09, 2019, 11:55:41 AM
It came up in PM that I have stat blocks I should really do, but I haven't felt like doing character stat blocks lately. I did Walt Songsteel and posted him on Alyssa's board to try and rouse myself and shake off that particular lethargy. He's about as simple as a stat block can be, so it's a nice warm up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 09, 2019, 11:50:55 PM
Right now, my weekend project is assembling NPCs of lower power levels (read as nothing in epic) for various worshipers and servants of PC deities. Right now that's Alicia and Seira, though there's a good chance Moore joins them short/mid term and possibly Alyssa and Tryll the mid term.

Right now I have one for Alicia up, one for Seira should follow soonish, either tonight or tomorrow. He's done from a long time ago, just as Savin was, so it's purely cleanup and tweaking.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 10, 2019, 09:38:08 PM
New baddie posted in C&M. This is this coming gameweek's content, posted early since I'm missing afternoon session tomorrow anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 11, 2019, 10:25:13 AM
I'm going to try and put out a little more content this week. I'd like to do something for Moore and Tryll, as I covered the other three PCs this weekend. Exact details still TBA.

This weekend will likely be a polished and finished version of quaruts for the campaign, since it's no longer too spoilery to post them. Some extra chronomancy may come with this as circumstances allow.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on February 11, 2019, 11:11:17 PM
So I asked for Commander via the MiC, but I just found Command in the Defenders of the Faith book, which seems to be the origin of Commander? Was wondering if you'd approve it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 11, 2019, 11:12:23 PM
What's the differences between them?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on February 11, 2019, 11:16:14 PM
Commander, 2000gp: +2 competence on Diplo, allies in 30ft get +1 morale to Will, -5 to Hide.

Command, +2 bonus: +4 competence to Charisma, +2 morale to Will saves to allies in 30ft, -6 to hide.

The flavor text for them is almost exactly the same, so I'm not entirely sure why they watered it down, except to lower the price.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 11, 2019, 11:27:15 PM
As in a competence bonus to Charisma or a bonus to Charisma skills or what there?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on February 11, 2019, 11:29:02 PM
C/P from the book:

Coveted by military leaders of all sorts, this armor or shield carries a powerful aura that gives a +4 competence bonus to Charisma and a +2 morale bonus on Will saves to all allies within 30 feet. The enchantment also makes the possessor very noticeable, giving a –6 penalty on Hide checks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 11, 2019, 11:42:26 PM
Not going to allow it, no. The big, competence bonus to Charisma's the deal breaker there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 12, 2019, 11:32:25 AM
Delaize is mostly done, Iddy. All he really needs is a spell list, and he may see enough combat that I need to include one. I should have him done by tomorrow afternoon if all goes well.

---

Next up is Cor's high priestess that he wanted done. I need to sit down and plan her out, not sure how long she'll take. Delaize is a fairly simple build so he's quick, she'll take more effort.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on February 12, 2019, 11:45:06 AM
Quote from: Nephrite on February 08, 2019, 12:34:21 PM
I won't rehash the decisions I made on the previous spells since they're the same.


1. Divine Favor
2. Blessed Aim - Another morale bonus that fits the inspiration theme.
3. Mass Aid - I think this continues to fit the idea of inspiration.
4. Glibness - This is more about personal inspiration, but I think it works. I could find a different one, though.
5. Atonement
6. Surge of Hope
7. Aura of Vitality  - This one is again, more morale-based inspiration. You're basically infusing either yourself or others with help.
8. Lion's Roar - Here we have one where you're showcasing a damage while also giving your allies a bit of pep in their step by being inspired.
9. Freedom - I can see arguments against this one, but Freedom (the word, not the spell) is one of the best things someone could be inspired to work on their own, so I feel like from a thematic standpoint it fits.

Botherbotherbotherbother.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 13, 2019, 05:01:08 PM
Notes from everywhere.

1. Quaruts are done and will be posted to satisfy weekend content.  They're a reasonably interesting epic monster, one upgraded from the Fiend Folio for campaign specific reasons. They're a powerful worry for those who would attempt to meddle in the forbidden magic of chronomancy.

2. Moore's domain analysis will be this evening sometime. Finally getting out from under a huge surge of productivity the past week.

3. Speaking of, we're due feedback. I've been a little lax on it lately, mostly because of RL and then my inspiration going elsewhere. I'm going to sit down and try and pound out some feedback this weekend sometime.

4. Less of a note and more of a suggestion: One thing I'd like to see is that once I call a session, everyone that's still here makes one more post so I have something to respond to before the next session. Give me something to hook into and reply, something to get a little more movement between sessions. This is less important for those who make both sessions (Moore) and more important for those with limited time (Yuth). I'd really like to see that going forward, so that I have more to bite into before each session and we can get rolling smoothly.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 13, 2019, 05:39:47 PM
Quote from: Nephrite on February 08, 2019, 12:34:21 PM1. Divine Favor
2. Blessed Aim - Another morale bonus that fits the inspiration theme.
3. Mass Aid - I think this continues to fit the idea of inspiration.
4. Glibness - This is more about personal inspiration, but I think it works. I could find a different one, though.
5. Atonement
6. Surge of Hope
7. Aura of Vitality  - This one is again, more morale-based inspiration. You're basically infusing either yourself or others with help.
8. Lion's Roar - Here we have one where you're showcasing a damage while also giving your allies a bit of pep in their step by being inspired.
9. Freedom - I can see arguments against this one, but Freedom (the word, not the spell) is one of the best things someone could be inspired to work on their own, so I feel like from a thematic standpoint it fits.

The old list is below for my personal reference.

1. Divine Favor
2. Share Talents
3. Glibness
4. Battlecry
5. Atonement
6. Surge of Hope
7. Empyreal Ecstasy
8. Crown of Glory
9. Moment of Prescience

1 is still good. 2's better than share talents, certainly. Mass aid fits. Atonement still works. Same with surge of hope. Lion's roar is a bit tangential but I can see it.

That leaves glibness, aura of vitality and freedom.

Freedom makes sense, insofar as there's no knock out option at 9th level. Any choice I saw would need some self justification due to that or a custom spell. So yeah, that's fair enough.

Go ahead and keep glibness, but I'd really rather swap aura of vitality out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on February 13, 2019, 05:55:56 PM
Quote from: Anastasia on February 13, 2019, 05:01:08 PM
4. Less of a note and more of a suggestion: One thing I'd like to see is that once I call a session, everyone that's still here makes one more post so I have something to respond to before the next session. Give me something to hook into and reply, something to get a little more movement between sessions. This is less important for those who make both sessions (Moore) and more important for those with limited time (Yuth). I'd really like to see that going forward, so that I have more to bite into before each session and we can get rolling smoothly.

Will do.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 13, 2019, 06:01:12 PM
So noted, Iddy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on February 13, 2019, 06:40:55 PM
Quote from: Anastasia on February 13, 2019, 05:39:47 PM
Quote from: Nephrite on February 08, 2019, 12:34:21 PM1. Divine Favor
2. Blessed Aim - Another morale bonus that fits the inspiration theme.
3. Mass Aid - I think this continues to fit the idea of inspiration.
4. Glibness - This is more about personal inspiration, but I think it works. I could find a different one, though.
5. Atonement
6. Surge of Hope
7. Aura of Vitality  - This one is again, more morale-based inspiration. You're basically infusing either yourself or others with help.
8. Lion's Roar - Here we have one where you're showcasing a damage while also giving your allies a bit of pep in their step by being inspired.
9. Freedom - I can see arguments against this one, but Freedom (the word, not the spell) is one of the best things someone could be inspired to work on their own, so I feel like from a thematic standpoint it fits.

The old list is below for my personal reference.

1. Divine Favor
2. Share Talents
3. Glibness
4. Battlecry
5. Atonement
6. Surge of Hope
7. Empyreal Ecstasy
8. Crown of Glory
9. Moment of Prescience

1 is still good. 2's better than share talents, certainly. Mass aid fits. Atonement still works. Same with surge of hope. Lion's roar is a bit tangential but I can see it.

That leaves glibness, aura of vitality and freedom.

Freedom makes sense, insofar as there's no knock out option at 9th level. Any choice I saw would need some self justification due to that or a custom spell. So yeah, that's fair enough.

Go ahead and keep glibness, but I'd really rather swap aura of vitality out.

Okay, then I'll just swap it for the same thing, slightly different in Mass Animalistic Power. I was considering Holy Word/Whatever the evil version is but ehh, that one isn't as clean a fit, I think.

Animalistic is an enhancement bonus, but I think it still works?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 13, 2019, 10:20:29 PM
Tossing this in here since I think I missed Cor on IRC.

> Lemme chat with you when session starts. In the meantime: Cor, if you get here, do you have any preference for your high cleric before I build her?

Just want to touch base with you before building her, since she'll be a more complex build. Let me know.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 13, 2019, 10:21:59 PM
Meanwhile, inspiration is a funny thing. She was a one off line by Alicia today in thread, but something about it inspired me. Since I ended up waiting to touch base with Cor, I had some extra design time to work with.

Clara Eointir

Hi, I'm Clara. Is this seat taken? Great. So I I heard you asking about me when the mayor paid out the bounty reward for those trolls. I serve Saint Alicia as a paladin, a holy warrior that sees to the protection of others, as she protected all of us. I'm still young, I was born right around the death of Emperor Ferdi. My Dad didn't survive the war, but my Mom and family took good care of me; I always knew I was loved. My hobbies are reading scripture, telling stories and grooming Swifthoof, my heavenly mount. I strive to be the best paladin I can, including mixing in some of my family's more high flying fencing styles.

You see this rapier here? It was my Mom's when she was a warrior, and my Grandmother's and so on. It's named Eiontir, just like my last time. It's perfect for a warrior like me - after all, it's no two bladed sword or falchion, but Saint Alicia fought with a mere quarterstaff and defeated great evils with it. She's so inspiring, isn't she, and she's so beautiful and strong and the stories make her out to be incredible and all of her friends are incredible, like Syala and Latha and Antenora and Jessica, plus she's defeated emperors, demons, devils and liches, not to mention...er...

Er...

Sorry! I get excited talking about Saint Alicia. She's really the best. Why don't I get you a meal and rinks and we talk about her over it? She's the one who guided my blade against those trolls. I can tell you all the best stories about her. Like the time she faced a down Death itself over Balmuria, that's my favorite. You see, it was after...

- Clara Eointir, half elf paladin of Alicia Reynes, discussing herself and her faith to her future fiancee, Accursed Danlin.


Paladin 7//Swashbuckler 5/Knight of Sylica 2
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 13, 2019, 10:35:03 PM
Quote from: Nephrite on February 13, 2019, 06:40:55 PM
Quote from: Anastasia on February 13, 2019, 05:39:47 PM
Quote from: Nephrite on February 08, 2019, 12:34:21 PM1. Divine Favor
2. Blessed Aim - Another morale bonus that fits the inspiration theme.
3. Mass Aid - I think this continues to fit the idea of inspiration.
4. Glibness - This is more about personal inspiration, but I think it works. I could find a different one, though.
5. Atonement
6. Surge of Hope
7. Aura of Vitality  - This one is again, more morale-based inspiration. You're basically infusing either yourself or others with help.
8. Lion's Roar - Here we have one where you're showcasing a damage while also giving your allies a bit of pep in their step by being inspired.
9. Freedom - I can see arguments against this one, but Freedom (the word, not the spell) is one of the best things someone could be inspired to work on their own, so I feel like from a thematic standpoint it fits.

The old list is below for my personal reference.

1. Divine Favor
2. Share Talents
3. Glibness
4. Battlecry
5. Atonement
6. Surge of Hope
7. Empyreal Ecstasy
8. Crown of Glory
9. Moment of Prescience

1 is still good. 2's better than share talents, certainly. Mass aid fits. Atonement still works. Same with surge of hope. Lion's roar is a bit tangential but I can see it.

That leaves glibness, aura of vitality and freedom.

Freedom makes sense, insofar as there's no knock out option at 9th level. Any choice I saw would need some self justification due to that or a custom spell. So yeah, that's fair enough.

Go ahead and keep glibness, but I'd really rather swap aura of vitality out.

Okay, then I'll just swap it for the same thing, slightly different in Mass Animalistic Power. I was considering Holy Word/Whatever the evil version is but ehh, that one isn't as clean a fit, I think.

Animalistic is an enhancement bonus, but I think it still works?

Seems a little off brand if you ask me - it's not really about inspiration, it's about channeling the power of wild animals to bolster yourself. If you have an argument otherwise I'm all ears, like a freakish mutant.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on February 13, 2019, 10:52:26 PM
That's fair, I don't really have much other than "It's a spell that's already a cleric spell, so it fits."

Righteous Wrath of the Faithful fits very well, but I don't know if there's an "evil" version of it, though I also don't know if there are really a lot of evil characters who'd actually fall under an "Inspiration" domain anyway.

I could also see Greater Restoration (fitting into the "I'll give you a hand up out of the situation you're in") but that feels less like a connection to me.

Maaaaaaybe Regenerate??

I think Righteous Wrath works really well, but if there's no "evil" counterpart to the spell then I don't know what to do there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 13, 2019, 10:57:55 PM
How about Greater Heroism? It's morale and it's certainly inspiring, as well as being 6th level sor/wiz, so getting it at 7 for cleric isn't indefensible.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on February 13, 2019, 11:00:54 PM
I'd have no objections to that.

EDIT: I think it'd be good to replace Glibness with Heroism, too. That would fit better. What do you think of Heroism at 4 and Greater at 7?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 13, 2019, 11:06:03 PM
That's fine if you want to do that, sure. Go ahead and paste an amended version of the domain with those, then?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on February 13, 2019, 11:23:21 PM
On second thought, I think I like Glibness being there, because inspiration should also mean personal inspiration, and should ALSO mean you're good at convincing people to do things.


Inspiration Domain

Granted Power: Once per day, you may inspire yourself or another ally. You may increase a single attack, damage, skill check or saving throw roll by your Cleric level / 2.

1. Divine Favor
2. Blessed Aim
3. Mass Aid
4. Glibness
5. Atonement
6. Surge of Hope
7. Greater Heroism
8. Lion's Roar
9. Freedom
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 14, 2019, 01:44:59 AM
Actually, one more needed question. What kind of action is to to use the domain power?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on February 14, 2019, 10:32:47 AM
I think Standard makes the most sense. Swift would probably be too strong, unless you think otherwise?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 14, 2019, 11:24:00 AM
Maybe one of those exalted classes that allow you to hit evil better, and vivacious spell?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 14, 2019, 07:24:29 PM
New worshiper post for Alicia. This one was mentioned yesterday and just slammed into place.  Go figure.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 14, 2019, 07:27:31 PM
Quote from: Nephrite on February 14, 2019, 10:32:47 AM
I think Standard makes the most sense. Swift would probably be too strong, unless you think otherwise?

Okay, posted in the spell collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 14, 2019, 07:28:46 PM
Quote from: Corwin on February 14, 2019, 11:24:00 AM
Maybe one of those exalted classes that allow you to hit evil better, and vivacious spell?

Sure, I'll see what classes fit and how much homebrew this is going to need, as well as figuring out her exact level.

Real talk a sec, is she someone you might be interested in interacting with and noding? You really have maybe one more slot left.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 15, 2019, 09:10:16 AM
Yes. I want a cool cleric, and I want to see a competent champion of Seira.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 15, 2019, 11:13:48 AM
Quote from: Corwin on February 15, 2019, 09:10:16 AM
Yes. I want a cool cleric, and I want to see a competent champion of Seira.

Okay, I'll work on her this weekend, see how it slots out. She'll take more time since she needs more effort than usual.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 15, 2019, 09:07:43 PM
Quaruts are posted as planned, they've been done awhile.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 16, 2019, 11:31:58 PM
Yeah, Ranbar will need a custom PrC. I'm thinking Cleric//Factotum and no PrC options are really working. (This was true regardless of base class, just a situation where nothing worked out.) So expect it to take somewhat longer because I'll have to whip that up from scratch tonight.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 16, 2019, 11:33:09 PM
DMwork wise, Monday will see weekly content. It will either be a Dweomer Watchers template or a Beyalhut Titan monster. The other will come out next weekend. Possibly Ranbar will count as one, I'm not sure how deep and long this rabbit hole is gonna go.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on February 17, 2019, 01:15:17 AM
For approval/refinement:

Flash Bolt
Transmutation
Level: Sorc/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You point at your target as you chant, the words of magic causing your hand to glow until a bolt of light fires from your hand with the last word.

You fire a bolt into your target's face with a successful ranged touch attack.

This spell has no effect on creatures without eyes or creatures that don't depend on eyes for vision.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 17, 2019, 01:25:54 AM
Okay, so you hit them with a bolt that does what, exactly?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on February 17, 2019, 01:29:28 AM
For approval/refinement:

Flash Bolt
Transmutation
Level: Sorc/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You point at your target as you chant, the words of magic causing your hand to glow until a bolt of light fires from your hand with the last word.

You fire a bolt into your target's face with a successful ranged touch attack that blinds them for 1d4+1 rounds.

This spell has no effect on creatures without eyes or creatures that don't depend on eyes for vision.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 17, 2019, 01:32:37 AM
We can try that, sure. We'll see how it balances out in play.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 19, 2019, 12:57:26 AM
Perfectus is up. This is aimed at Ranbar, who will be some form of cleric//factotum. It's an interesting little PrC - and yes it overlaps some with cleric in her case but nothing too troublesome - for the factotum who strives to be a moral paragon. It dips around various holy concepts as the factotum class tends to do in general, getting some choice bits and putting its own spin on things.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 19, 2019, 02:22:10 PM
You never did respond to the realm post  >_>
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 19, 2019, 02:38:07 PM
Quote from: Corwin on February 19, 2019, 02:22:10 PM
You never did respond to the realm post  >_>

I know. See me oversleeping a second straight day. I had it open in a window, thinking like 'Okay, I'll do it first thing before job hunting and DM working'.

Then I wake up less than a half hour before session. I'll do it in a slow spot or after session, whichever comes first.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on February 19, 2019, 04:53:51 PM
Minor nagging, Jetina's sheet has the ability 'Absolute Healer,' but the actual feat is called 'Absolute Healing.'
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 19, 2019, 05:02:21 PM
Quote from: Nephrite on February 19, 2019, 04:53:51 PM
Minor nagging, Jetina's sheet has the ability 'Absolute Healer,' but the actual feat is called 'Absolute Healing.'

Fixing, thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 21, 2019, 11:05:37 AM
Epic perfectus posted. No huge deal, just getting it out of the way now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on February 23, 2019, 10:20:33 PM
<Kotono> Iddy: Thta is odd they're two different schools when it's the same basic thing.
<Kotono> And Ray of Stupidity is enchantment. Go figure.
<IronDragoon> Yeah. I dunno. I think they all fit Transmutation.
<Kotono> Mmm/
<Kotono> Mmm.
<Kotono> Yeah, I'd allow it, I guess. If only because making an identical and reasonable spell that does the exact same thing in Transmutation is reasonable. Normally I'd say make a homebrew spell, but that's so minor I don't even want to go to the effort.
<IronDragoon> Okay
<Kotono> Just post the conversation in nagging for future reference.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 23, 2019, 11:10:55 PM
Ravaging Touch
Necromancy
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

With a touch you ravage your foe of their talents, leaving them weaker, slower, feebler, stupider, even uglier. The target suffers 2d4 points of ability drain to all six ability scores.

Eb, this is your spell, I believe. It says fort partial but I don't see any mention of how it works - be it halving or something else. Intentional or did I forget to paste something in transcribing it over?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on February 24, 2019, 12:20:23 AM
Post of inquiry about swapping around my Item Familiar from the scimitar it is to the Lifedrinker weapon I have; all the item familiar stuff would stay the same, it'd just migrate to the axe.

Edit: I went ahead and rewrote what it would end up as. The two properties for Shifting Steel (Anarchic, Transmuting) are +2 each. The total enchantment cost of adding them is +4 @ 32k, so the new price for it would be 72,320 and the total enchantment value (before the stuff given by Item Familiar) is +5, which lists 50k. 'Selling' shifting steel gives me the 50,015gp I put into its base cost back. This is enough to cover the additions, and then some. I didn't do any math for the Item Familiar stuff because the cost for those doesn't change. So if I pay the +4 cost, I get 18,015gp back. If I pay the +5 total cost, I get 15gp back. Either way, it ends up as below:

Life-drinker +1, 72,320gp: 1d12, x3 Crit, A +1 Greataxe that bestows two negative levels on damage, 1 day later DC 16 fort to lose a character level. Bestows one negative level on wielder on damage. In addition, it is also Anarchic and Transmuting. Anarchic: Chaos aligned, +2d6 damage vs. lawful alignment. Transmuting: 1 round after a successful hit, overcomes damage reduction.

Abilities:
Stats:
Int: 16
Wis: 12
Cha: 12
Level 1: Invest Life Energy, Invest Skill Ranks, Invest Spell Slots
Level 7: Sapience, Senses, Communication
Level 10: Special Ability (Ghost Touch, +1 bonus.)
Level 14: Special Ability (Improved Senses)
Level 18: Special Ability (Greater Senses)
Level 21: Special Ability (Increased Sapience)
Level 24: Special Ability (Bane: Aberrations, +1 Bonus)
Level 27: Special Ability (Bane: Outsiders, Evil, +1 Bonus)
Level 30: Special Ability (Bane: Undead, +1 Bonus)

After I add in the enchantment values for the Item Familar stuff, it's at a +9 value.

Now's also a good time to ask about Bane: all. I know you mentioned it exists somewhere, but I can't find it. If we swap stuff around and I can afford it, I'd want to add it and replace the +1 bonuses I have set as banes, and I already know what I'd want to replace them with: Lesser Power, (Bluff), Lesser Power (Intimidate), Lesser Power (Spellcraft). That is assuming it works with this:

"Whenever a character with an item familiar gains skill points, he may choose to put some or all of those skill points into his item familiar. He assigns the skill points normally, but notes that they now reside in the item familiar. For every 3 ranks he assigns to the item familiar, he gains a +1 bonus that he can apply to any single skill. This bonus can be applied to a skill in which he already has maximum ranks. He can apply multiple bonuses to the same skill, but he may not have more points of bonus in a skill than he has ranks."

If not, then I'll probably take Shattermantle, Binding, and Deadly Precision.

Edit 2: Found All-bane. It's +5, which is 50,000gp. Alyssa has 27,007gp right now. If she gets the 18k back, that puts her at 45,002gp. Assuming she gets 5k from the current adventure (as I'm assuming this won't happen until after it's done), she'll be able to do it. It'll bump the total enchantment value for the weapon to +11, since the Lesser Powers don't count as +1s. If they don't work out the way I want, then the other way will make it +14.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on February 24, 2019, 11:06:22 AM
My first draft of it said Fort half on the saving throw line.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 24, 2019, 11:23:28 PM
Ranbar's up. A few notes.

- Her empowerment and discussion about that as well as other things will happen when Seira returns from her latest adventure. So hold any horses until that happens. Relatedly, I don't mind recruiting someone barely known (Tryll's node is the big one here), but she'll need some time and character work before anything else as well. We'll see how that goes.

- This was a hard build. Not difficult in raw design, but in getting all the pieces together and hashing it all out. She adds a huge bonus with her inspirations between feats and perfectus, up to +19 when everything aligns just so. She'll be using inspiration constantly in battle, so expect her to spend her pile of it freely each battle. More than even Sylvie, she's hungry for inspiration points in battle.

- Spells will be polished up and adjusted later, as well as after her first combat mission. I could've spent another night or two on those, but fuck it, time to get her out and adjust with a clear head. This includes some suggestions Cor made to me, those will be dealt with another time. I just want her off my plate now, I was about at the point where working on her was becoming unproductive.

- Items are a little thin on purpose. Gear her up and/or get her gear adventuring. She mostly has numerical boosters for now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 24, 2019, 11:24:36 PM
Beyalhut Titans will be posted sometime this week, probably before the great computer building adventure. They're done except for wanting some flavor block writing, I'll do that tomorrow sometime.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 24, 2019, 11:28:05 PM
156. Decide on army rules as needed.

Been looking at these behind the scenes, does anyone have any suggestions?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on February 24, 2019, 11:34:17 PM
Quote from: Anastasia on February 24, 2019, 11:28:05 PM
156. Decide on army rules as needed.

Been looking at these behind the scenes, does anyone have any suggestions?

Depends on how simple or complex you want to make it. Maybe something like... Pick an average bonus for the unit roll, then a bonus for commanders, then a % roll for randomness?

Like: Average full strength platoon gives a +5 bonus. A commander gives a set or unique bonus. Say, +5. So a full company would be 4 platoons and 5 commanders (1 for each platoon and then 1 for the company commander). So +45 for the basic combat vs. rolls, then a d100 for some random combat event chance.

Company 1:

[blockquote]Rolled 1d20+45 : 14 + 45, total 59[/blockquote]

Comany 1 chance roll:

[blockquote]Rolled 1d100 : 62, total 62[/blockquote]

Company 2:

[blockquote]Rolled 1d20+45 : 15 + 45, total 60[/blockquote]

Company 2 chance roll:

[blockquote]Rolled 1d100 : 79, total 79[/blockquote]

The chance roll gives a tabled benefit, negative, or whatever you decide to set up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 25, 2019, 05:00:35 AM
How does that give the PC any sort of chance to affect the outcome? To stand in for a npc commander for a +5?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on February 25, 2019, 12:05:52 PM
That's just generic. The PC would have whatever other bonus Dune wants.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 25, 2019, 12:25:20 PM
The whole thing of army rules, iirc, was to find a fun way for a PC (or named NPC with the PC contributing) to participate meaningfully in 'army battles' so that we could actually have them instead of cut scenes. Otherwise, it's either a drag more often than not, or the focus is only on you and your small party, which makes the whole 'army' scenery.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 26, 2019, 01:38:12 AM
Going to come back to this army rules discussion later. I'm not in the right frame of mind for it right now after that mess of computer assembly.

---

Just posting to announce Beyalhut Titans are posted.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 26, 2019, 09:36:51 PM
Quote from: Iron Dragoon on February 24, 2019, 12:20:23 AM
Post of inquiry about swapping around my Item Familiar from the scimitar it is to the Lifedrinker weapon I have; all the item familiar stuff would stay the same, it'd just migrate to the axe.

Edit: I went ahead and rewrote what it would end up as. The two properties for Shifting Steel (Anarchic, Transmuting) are +2 each. The total enchantment cost of adding them is +4 @ 32k, so the new price for it would be 72,320 and the total enchantment value (before the stuff given by Item Familiar) is +5, which lists 50k. 'Selling' shifting steel gives me the 50,015gp I put into its base cost back. This is enough to cover the additions, and then some. I didn't do any math for the Item Familiar stuff because the cost for those doesn't change. So if I pay the +4 cost, I get 18,015gp back. If I pay the +5 total cost, I get 15gp back. Either way, it ends up as below:

Life-drinker +1, 72,320gp: 1d12, x3 Crit, A +1 Greataxe that bestows two negative levels on damage, 1 day later DC 16 fort to lose a character level. Bestows one negative level on wielder on damage. In addition, it is also Anarchic and Transmuting. Anarchic: Chaos aligned, +2d6 damage vs. lawful alignment. Transmuting: 1 round after a successful hit, overcomes damage reduction.

Abilities:
Stats:
Int: 16
Wis: 12
Cha: 12
Level 1: Invest Life Energy, Invest Skill Ranks, Invest Spell Slots
Level 7: Sapience, Senses, Communication
Level 10: Special Ability (Ghost Touch, +1 bonus.)
Level 14: Special Ability (Improved Senses)
Level 18: Special Ability (Greater Senses)
Level 21: Special Ability (Increased Sapience)
Level 24: Special Ability (Bane: Aberrations, +1 Bonus)
Level 27: Special Ability (Bane: Outsiders, Evil, +1 Bonus)
Level 30: Special Ability (Bane: Undead, +1 Bonus)

After I add in the enchantment values for the Item Familar stuff, it's at a +9 value.

Now's also a good time to ask about Bane: all. I know you mentioned it exists somewhere, but I can't find it. If we swap stuff around and I can afford it, I'd want to add it and replace the +1 bonuses I have set as banes, and I already know what I'd want to replace them with: Lesser Power, (Bluff), Lesser Power (Intimidate), Lesser Power (Spellcraft). That is assuming it works with this:

"Whenever a character with an item familiar gains skill points, he may choose to put some or all of those skill points into his item familiar. He assigns the skill points normally, but notes that they now reside in the item familiar. For every 3 ranks he assigns to the item familiar, he gains a +1 bonus that he can apply to any single skill. This bonus can be applied to a skill in which he already has maximum ranks. He can apply multiple bonuses to the same skill, but he may not have more points of bonus in a skill than he has ranks."

If not, then I'll probably take Shattermantle, Binding, and Deadly Precision.

Edit 2: Found All-bane. It's +5, which is 50,000gp. Alyssa has 27,007gp right now. If she gets the 18k back, that puts her at 45,002gp. Assuming she gets 5k from the current adventure (as I'm assuming this won't happen until after it's done), she'll be able to do it. It'll bump the total enchantment value for the weapon to +11, since the Lesser Powers don't count as +1s. If they don't work out the way I want, then the other way will make it +14.

That all looks fine, Iddy, go do any relevant loot posting for it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 26, 2019, 10:57:29 PM
Giant Bees are posted over in C&M. Blame Eb for bringing back the memory of them from B1, I drudged up my old notes for them and polished them up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on February 27, 2019, 10:56:26 PM
Tenacious Curse Dispelling
Abjuration
Level: Brd 8, Clr 8, Pal 8, Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or item touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Tenacious curse dispelling targets a single curse effect and relentlessly attacks it. If you cast tenacious curse dispelling again before the end of your next turn, subsequent castings recieve a stacking +4 caster level bonus to the checks made to remove the curse. To gain this bonus, the caster must have identified a single curse on the subject, and the dispelling attempts can only target that curse. Casting tenacious curse dispelling on a new curse effect gains no caster level bonuses from previous castings.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 28, 2019, 11:57:56 AM
Okay, lemme review remove curse. Usually curses simply require a certain level to dispel, making it caster level checks is more my style. So lemme rewrite it a bit to suit both of those better as well as lower the caster level some, as I feel you shot too high.

Tenacious Curse Dispelling
Abjuration
Level: Brd 6, Clr 6, Pal 6, Sor/Wiz 7

This spell functions as remove curse, but is more persistent. If you cast tenacious curse dispelling multiple times in a round on the same target, each casting gains a +4 bonus to the caster level for each previous time that round that you've cast this spell. For example, if you cast a quickened tenacious curse dispelling and then a normal tenacious curse dispelling, the second casting would gain a +4 bonus to the caster level. If you somehow cast it a third time in the same round, you would gain a +8 bonus.

---

It's an interesting idea mechanically as one person's unique spell to try and brute force curse removals. I'm sure the concept of 'cast same spell multiple times in a round, get big CL boost' could be abused, but I don't feel it's objectionable here. If I have any other objection, it's that the name of it sounds like something from Exalted rather than D&D. The -ing ending gives it a different feel than how most D&D spells are named.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on February 28, 2019, 03:59:18 PM
Tenacious Curse Dispel
Abjuration
Level: Brd 6, Clr 6, Pal 6, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or item touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as remove curse, but is more persistent. If you cast tenacious curse dispel again on the same target before the end of your next turn, each casting gains a +4 bonus to the caster level for each previous time that round that you've cast this spell. For example, if you cast a quickened tenacious curse dispel and then a normal tenacious curse dispel, the second casting would gain a +4 bonus to the caster level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 01, 2019, 01:15:28 PM
Quick compliance update: Jessica now has her skill mastery updated for Pathfinder skills. Turns out I forgot this since it's nestled away on her sheet. My mistake.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 03, 2019, 02:09:03 PM
As tomorrow is a mess on my end, I'm posting this week's content a day early. Enjoy small through monolith radiance quasi elementals. The primal radiance quasi elemental will be up this coming weekend.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 03, 2019, 06:43:26 PM
Okay, after a lot of thinking I realize leveling up everyone at once isn't viable in this game. 5 nodes rarely line up just so for it, so I'm going to institute a different system.

When sufficient events have passed to warrant level ups, I will announce so. When a node finishes its current events - whatever they are, unless it's purely killing time at home - they will enter levels up. The goal is for a node to be down 2 days of sessions for level ups, with +1 days to that if multiple nodes reach level up at the same time. Generally, I'll announce incoming level ups whenever at least one node is ready for them, so I can get started right away.

Any opinions on this, all?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 03, 2019, 06:45:27 PM
Seems alright to me. Alyssa hasn't done a while lot compared to others, so leveling up doesn't jive for it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on March 03, 2019, 06:48:02 PM
It's fine with me, we're fairly disconnected anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 04, 2019, 07:09:47 AM
Okay
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 04, 2019, 10:55:00 AM
Morning posts are up. I'm still gone for afternoon session, but I got those up so you can have some movement today. Tomorrow's looking shaky as well for unrelated reasons, so I want to get something going.

I'll know about tomorrow more this afternoon.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 04, 2019, 10:55:17 AM
Quote from: Iron Dragoon on February 28, 2019, 03:59:18 PM
Tenacious Curse Dispel
Abjuration
Level: Brd 6, Clr 6, Pal 6, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or item touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as remove curse, but is more persistent. If you cast tenacious curse dispel again on the same target before the end of your next turn, each casting gains a +4 bonus to the caster level for each previous time that round that you've cast this spell. For example, if you cast a quickened tenacious curse dispel and then a normal tenacious curse dispel, the second casting would gain a +4 bonus to the caster level.

That seems fine, we'll try it and see how it goes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 04, 2019, 11:00:36 AM
It's in the spell collection now, Iddy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 04, 2019, 11:01:28 AM
Okay, so no one's objected to the level up change and frankly, I don't think anyone will. So I'm going to go on ahead. Neph or Yuth, if you do object, say so and we'll go back to this.

A new sticky is incoming.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 04, 2019, 01:19:49 PM
I am fine with the changes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 04, 2019, 06:09:37 PM
Since forcecage is seeing play, it's getting houseruled to allow a Reflex save for game balance.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 05, 2019, 02:00:59 AM
The 20ft barred cube version as well?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 05, 2019, 11:40:10 AM
Quote from: Corwin on March 05, 2019, 02:00:59 AM
The 20ft barred cube version as well?

Mmm, that's a point. Let me think about it and I'll rule before or after session. Poke me tomorrow if I haven't.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 05, 2019, 12:07:34 PM
No problem. It does offer other options of getting out/affecting things through the bars, plus it's sufficiently large vs medium creatures and below, thus my question.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 06, 2019, 09:52:22 PM
Io's deity information block is up in on the R&S board. For those of you who don't feel like going over, it's below. It's odd to see someone in Balmuria with both one of the domains from the Seven Deadly Sins and the Seven Heavenly Virtues. It's best understood that Io was made to fulfill a fairly specific role by the Incarnations in regards to that.

Io
The Concordant Dragon, The Ninefold Dragon, Creator of Dragonkind, the Wyrm of Beyond
Greater Deity
Symbol: A multicolored metallic disk
Home Plane: Dragonpeak
Alignment: Neutral
Portfolio: Dragonkind, balance, peace, knowledge, perfection, creation
Worshipers: Dragons
Cleric Alignments: Any
Domains: Balance, Chromatic Dragon*, Creation, Dragon, Gem Dragon*, Generosity, Knowledge, Magic, Metallic Dragon*, Pride, Spell, Strength, Travel, Truth, Wealth
Favored Weapon: Scimitar (Claw)

* See the Creator of Dragonkind salient divine ability
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 07, 2019, 01:15:24 AM
I caught up on Iddy's thread, and the houseruled Permanency (http://www.soulriders.net/forum/index.php/topic,103084.msg1050697.html#msg1050697) only allows for two permanency'd spells upon you.

QuoteIn any case, a creature cannot have more than two permanent spells active on him. Additional permanency spells fail.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 07, 2019, 12:17:13 PM
A relevant point, Cor. Thank you.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 07, 2019, 10:26:21 PM
DM work complete: Lliira has the music domain now, she traded divine shield for another extra domain SDA. No one else posted absolutely has to have it, though possibly Faerinaal will get it when I repost him soon. That or Morwel will squeeze it in, the eladrin really should have someone with it with how they're tied to bards.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 08, 2019, 12:56:39 AM
A reminder that DST hits this weekend in the US. You all know the drill by now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 08, 2019, 07:26:26 PM
As I mentioned in chat, I'm talking about incorporating rules for excessively large creatures. A chat paste so we're all on the same page first of all.

<CC> Dune, does this mean any ray attack and so on is pointless due to size?
<CC> Like, if I celestial conduit this dragon, it'll just tank it?
> You'll need more gun, yes.
> So to speak.
<CC> At an estimate, how large is it? Are we talking mile-long?
> Somewhere around there, yes. Something in the range of 'stupid what the fuck are you doing stop' territory of that.
<CC> ngh
<CC> I can kill it but everyone else dies too
<Ebiris> Alicia can be that big but she still dies just as easy.
> How big can you get, anyway? I haven't looked at the SDA lately.
<CC> It's mechanically colossal
<CC> So the limits of that, I think?
> I'm just wondering if it demarcates a particular size.
<Ebiris> 1600 feet tall.
<Ebiris> So okay not a mile.
<Ebiris> That'd be 1600 meters.
> So like a bit less than a 1/3rd of a mile.
<Ebiris> But yeah mechanically she's only colossal which is typically more like 80 feet tall.
> Yeah, the rules get a little hinky at that point. I fudge them on occasion and I'm quietly working on some sort of rules to handle extreme sizes.
> Truth be told since it's come up, this is a test run for a few of them DM side.
<Ebiris> Still let me throw Glasya's spaceship at Lixer's castle.
> For normal size differences I just handwave it since it's super high and heroic fantasy.
<Ebiris> So all in all worth it.
> Yes.
> But something like the Calamity who has a special quality to use its size as a defense? That's a valid argument when you get absurdly large.
> The rules will probably be a few guidelines that assume a decent dollop of adjudication since each case of stupidly large size is different.

And the mentioned special quality for reference.

QuoteGigantic (Ex)

Due to the titanic size of The Calamity, smaller creatures struggle to damage it. A creature of less than Colossal size is simply not big enough to deal meaningful damage to The Calamity. Any effects or abilities they use fail on account of The Calamity's size. Colossal creatures are able to damage The Calamity, but are still tiny compared to it. They deal only 1/10th of the normal amount of damage to it. This is deducted before damage resistance or any other factors apply.  For example, a Colossal creature who deals 100 points of damage to The Calamity only deals 10 damage to it.

Truly enormous effects are capable of affecting The Calamity for full damage, but such are extraordinarily rare. Such an attack would need to be at least 10 miles wide. If a creature can produce such an effect, they can ignore Gigantic when using such an ability.

The purpose of these rules are to do the following:

1. Enable 'pin prick defenses'. Namely, when any normal attack a creature could do is akin to a pinprick due to the size difference, any damage is largely mitigated due to this.
2. Determine what sort of size difference would qualify for something like this, as well as establish that most exiting Colossal creatures shouldn't provoke this. This is meant for exceptions, to better enable certain types of set piece battles and scenarios.
3. That while size and reach are related, these rules do not change reach in any standardized way. The DM can adjust this for a creature as he sees fit, as not every creature who might use these rules is the same. Which ties into the last point.
4. To establish rules that are flexible enough to be guidance and allow room for adjudication and customization in each case it is used, as well as any needed mechanical adjustments for a handful of abilities that scale with size (such as fell the greatest foe), and understanding that adjusting them won't be a way to bypass these rules easily.

I want things like the above, along with things of dealing with gigantic creatures  that aren't automatically just throwing more force at them without thinking. Seira outthought one and used relevant abilities today in her threat, that's a good example.  So my proposed rules are the following:

1. When a creature is [ratio to be determined] larger than normal creatures, damaging them at that size simply isn't effective. This reduces or prevents damage altogether, unless you can deal damage over a far wider frame than usual to compensate for this.
2. Certain abilities may give extra here if they're being treated as colossal+. For example, fell the greatest foe may deal extra damage in theory, though it wouldn't overcome the baseline problem of the creature being too big to harm at your size.
3. Bear in mind size differences to adjust rules as needed. For example, batting aside an entire flying ship or being so small you could attack through the bloodstream and body of a creature as an adventure.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 08, 2019, 09:07:28 PM
Weekly Feedback

Alicia

I admit that I've had a fun time this week. This sort of challenge for Alicia is one I've wanted to run for quite some time. Combine that with a chance for Marie and Jessica to get screentime and you have a winner. I've enjoyed how the two are ultra competent here and yet simply not equipped or used to working together. As Marie has a new powerset this makes a lot of sense to me. Anyway, I've enjoyed the challenges, the banter and the set up for the camp assault, which is going well right now. It's also been a kick to see how all of this meshes with the plans in play. Also, this is a really great time to give Jessica screentime, as she comes more into her new powers and role without being on the spot in front of an established deity.

Moore

Dicebot hate Moore.

That aside, it's been a fun week just to see Moore network, call in favors and promise others as well as seek every idea he can to get out from this curse. Obviously getting an artifact related to Orcus or using the one sealed away is difficult. It's also a nice case of where the PC's earlier deeds and fame can be a direct reason for other things to happen. Normal people don't get the attention Moore has, but most aren't someone like him. This applies across the board, as you can see with one of Seira's encounters this week. Those small but unspoken ways of forging and referencing a character's reputation are fun for me.

Tryll

Earth hoooooo! Really, I'm having fun getting this node moving again and progressing against the dragon threat. That breath weapon blast was an ugly one-two, but the party's made a strong recovery and is dealing with all sorts of nasty tricks and traps. Tryll's skillset is well suited to dealing with those and he's acted reasonably well with them. The only drawback is that if at all possible - and if need be having scrolls do it or Benyen changing his normal spell set - that Knowledge check on shadow dragons should have been made earlier so death ward was already up. Hindsight there, really.

Alyssa

I've had fun cleaning up all of Alyssa's odds and ends this week. It gives things a sense of progress, plus Ianvasah had some good screen time. She doesn't advertise she's a doppelganger every interaction she has, but it's a part of her and influences the way she sees some things. A chance for that to come out (as well as seeing a business man with the magic to treat his body as another thing to adjust to make a sale) was enjoyable. Alyssa's doing a good job of setting up her move and getting things ready, as well as prepare to re-establish. So solid stuff all around and next week should be good when it hits that.

Seira

I'll be honest: This wasn't my favorite dungeon to prep, but I admit you've made me have a lot of fun running it. The boiling dragon battle was a treat of abilities and resources used with intelligent strategy. There's been a lot of speedbump battles here - I think it's safe to say that so far, it looks like the efreet invested mostly in a few trump cards and otherwise preferred to let the natural terrain scare away attackers. A reasonable choice that looks worse in hindsight, but hindsight can do that. Nonetheless, I've had a great deal of fun with it as well as a possible conclusion Monday -assuming nothing else happens.

Everyone

I really had fun this week, some RL things aside. We had a few super strong days that more than make up for that and I'm ready for next week.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 08, 2019, 09:10:19 PM
Quote from: Corwin on March 05, 2019, 12:07:34 PM
No problem. It does offer other options of getting out/affecting things through the bars, plus it's sufficiently large vs medium creatures and below, thus my question.

We'll try the cage version without - between epic escape artist skill usages, teleport and other tricks, it may be manageable. Expect this to change quickly if I'm proven wrong. I suspect I will be proven wrong frankly, but hell, we can give it a try.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 08, 2019, 09:11:41 PM
Belated ruling, but disallowing Alyssa's Quickshift. Never made a ruling on that, apparently. Fixed now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 08, 2019, 09:27:33 PM
QuoteMoore

Dicebot hate Moore.

That aside, it's been a fun week just to see Moore network, call in favors and promise others as well as seek every idea he can to get out from this curse. Obviously getting an artifact related to Orcus or using the one sealed away is difficult. It's also a nice case of where the PC's earlier deeds and fame can be a direct reason for other things to happen. Normal people don't get the attention Moore has, but most aren't someone like him. This applies across the board, as you can see with one of Seira's encounters this week. Those small but unspoken ways of forging and referencing a character's reputation are fun for me.


From an IC perspective, It's great. It's nice that he can go around and get attention. Well, it isn't so much that he wants the attention exactly, but it fits that he's diplomatic and is meeting new people.

It's also a nice change of pace to fighting stuff and all that.

From an OOC perspective, it's really kind of boring. I realize it isn't fair to just wave a wand (excuse the joke) and make him better. At the same time, it's not really fun to have to be on what amounts to a Dragon Quest-style fetch quest hoping to find that one thing that will help.

I totally get why things are being done like they are, but it's been a week and there really hasn't been any progress -- again, logically, I totally understand why. I'm just hoping to get back to Regularly Scheduled Programming soon.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 08, 2019, 09:30:47 PM
Quote from: Anastasia on March 08, 2019, 09:07:28 PM
Weekly Feedback

Alyssa

I've had fun cleaning up all of Alyssa's odds and ends this week. It gives things a sense of progress, plus Ianvasah had some good screen time. She doesn't advertise she's a doppelganger every interaction she has, but it's a part of her and influences the way she sees some things. A chance for that to come out (as well as seeing a business man with the magic to treat his body as another thing to adjust to make a sale) was enjoyable. Alyssa's doing a good job of setting up her move and getting things ready, as well as prepare to re-establish. So solid stuff all around and next week should be good when it hits that.

Yeah, it's tying things up and dealing with stuff. Hoping to get some actual work done on the real mission here soon. I actually totally forgot that Ianvasah was a doppelganger until she mentioned it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 08, 2019, 10:15:50 PM
Quote from: Nephrite on March 08, 2019, 09:27:33 PM
QuoteMoore

Dicebot hate Moore.

That aside, it's been a fun week just to see Moore network, call in favors and promise others as well as seek every idea he can to get out from this curse. Obviously getting an artifact related to Orcus or using the one sealed away is difficult. It's also a nice case of where the PC's earlier deeds and fame can be a direct reason for other things to happen. Normal people don't get the attention Moore has, but most aren't someone like him. This applies across the board, as you can see with one of Seira's encounters this week. Those small but unspoken ways of forging and referencing a character's reputation are fun for me.


From an IC perspective, It's great. It's nice that he can go around and get attention. Well, it isn't so much that he wants the attention exactly, but it fits that he's diplomatic and is meeting new people.

It's also a nice change of pace to fighting stuff and all that.

From an OOC perspective, it's really kind of boring. I realize it isn't fair to just wave a wand (excuse the joke) and make him better. At the same time, it's not really fun to have to be on what amounts to a Dragon Quest-style fetch quest hoping to find that one thing that will help.

I totally get why things are being done like they are, but it's been a week and there really hasn't been any progress -- again, logically, I totally understand why. I'm just hoping to get back to Regularly Scheduled Programming soon.

That's fair enough. Either way it should have more action and things happening the coming week. Ysgard is good at that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 08, 2019, 10:16:33 PM
Quote from: Iron Dragoon on March 08, 2019, 09:30:47 PM
Quote from: Anastasia on March 08, 2019, 09:07:28 PM
Weekly Feedback

Alyssa

I've had fun cleaning up all of Alyssa's odds and ends this week. It gives things a sense of progress, plus Ianvasah had some good screen time. She doesn't advertise she's a doppelganger every interaction she has, but it's a part of her and influences the way she sees some things. A chance for that to come out (as well as seeing a business man with the magic to treat his body as another thing to adjust to make a sale) was enjoyable. Alyssa's doing a good job of setting up her move and getting things ready, as well as prepare to re-establish. So solid stuff all around and next week should be good when it hits that.

Yeah, it's tying things up and dealing with stuff. Hoping to get some actual work done on the real mission here soon. I actually totally forgot that Ianvasah was a doppelganger until she mentioned it.

Yeah. Ianvasah is a doppelganger but it doesn't form the core of her identity. It means it isn't something she's in your face about all the time, but it does impact her and come up occasionally.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 09, 2019, 03:37:57 AM
Neph, 4 deities failed to cure you! Go trash something of Orcus's, it'll be a far more glorious quest!
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 09, 2019, 03:42:06 AM
Quote from: Anastasia on March 08, 2019, 09:07:28 PM
Weekly Feedback

Seira

I'll be honest: This wasn't my favorite dungeon to prep, but I admit you've made me have a lot of fun running it. The boiling dragon battle was a treat of abilities and resources used with intelligent strategy. There's been a lot of speedbump battles here - I think it's safe to say that so far, it looks like the efreet invested mostly in a few trump cards and otherwise preferred to let the natural terrain scare away attackers. A reasonable choice that looks worse in hindsight, but hindsight can do that. Nonetheless, I've had a great deal of fun with it as well as a possible conclusion Monday -assuming nothing else happens.

Everyone

I really had fun this week, some RL things aside. We had a few super strong days that more than make up for that and I'm ready for next week.

I regretted not being hammier, but I was trying to keep the efreet confused and uncertain of their opposition. That said, now the cat's fully out of the bag. And while I was a bit curt with the rescuees since I needed to get to the others in time, there'll be time to fix that once we're all back home.

I do wonder what happened to all those dudes I saw while rushing past in time stop. Aside from the last ones under that arch they ran off. Probably into Lagann and Oraga, so more fun to them. Same with the couple of devils?

And a chance to use Battle Metamagic on a grand scale is such fun~
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on March 09, 2019, 06:38:10 AM
Quote
I admit that I've had a fun time this week. This sort of challenge for Alicia is one I've wanted to run for quite some time. Combine that with a chance for Marie and Jessica to get screentime and you have a winner. I've enjoyed how the two are ultra competent here and yet simply not equipped or used to working together. As Marie has a new powerset this makes a lot of sense to me. Anyway, I've enjoyed the challenges, the banter and the set up for the camp assault, which is going well right now. It's also been a kick to see how all of this meshes with the plans in play. Also, this is a really great time to give Jessica screentime, as she comes more into her new powers and role without being on the spot in front of an established deity.

You'd think Marie and Jessica would be better at playing charades together, since back in B1 they often got left home alone together while Alicia and Anty were off adventuring, but yeah I'll chalk it up to being unused to the new powerset. Plus side this sort of infiltration and assault mission plays to Marie's skillset when it comes to wiping out armies of regular demons, and Jessica's perfect for assassinating the elites. It's almost like the two of them add up to one Afina!

Hopefully Alicia and company do as well against the main bulk of the army that's already headed their way. Living on/by Ysgard should at least give everyone plenty of practice for this sort of thing.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 09, 2019, 08:32:52 AM
Quote from: Corwin on March 09, 2019, 03:42:06 AM
Quote from: Anastasia on March 08, 2019, 09:07:28 PM
Weekly Feedback

Seira

I'll be honest: This wasn't my favorite dungeon to prep, but I admit you've made me have a lot of fun running it. The boiling dragon battle was a treat of abilities and resources used with intelligent strategy. There's been a lot of speedbump battles here - I think it's safe to say that so far, it looks like the efreet invested mostly in a few trump cards and otherwise preferred to let the natural terrain scare away attackers. A reasonable choice that looks worse in hindsight, but hindsight can do that. Nonetheless, I've had a great deal of fun with it as well as a possible conclusion Monday -assuming nothing else happens.

Everyone

I really had fun this week, some RL things aside. We had a few super strong days that more than make up for that and I'm ready for next week.

I regretted not being hammier, but I was trying to keep the efreet confused and uncertain of their opposition. That said, now the cat's fully out of the bag. And while I was a bit curt with the rescuees since I needed to get to the others in time, there'll be time to fix that once we're all back home.

I do wonder what happened to all those dudes I saw while rushing past in time stop. Aside from the last ones under that arch they ran off. Probably into Lagann and Oraga, so more fun to them. Same with the couple of devils?

And a chance to use Battle Metamagic on a grand scale is such fun~

Mostly, yeah. One made a tactical escape, but the rest were heading downstairs to support things as needed.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 09, 2019, 08:35:34 AM
Quote from: Ebiris on March 09, 2019, 06:38:10 AM
Quote
I admit that I've had a fun time this week. This sort of challenge for Alicia is one I've wanted to run for quite some time. Combine that with a chance for Marie and Jessica to get screentime and you have a winner. I've enjoyed how the two are ultra competent here and yet simply not equipped or used to working together. As Marie has a new powerset this makes a lot of sense to me. Anyway, I've enjoyed the challenges, the banter and the set up for the camp assault, which is going well right now. It's also been a kick to see how all of this meshes with the plans in play. Also, this is a really great time to give Jessica screentime, as she comes more into her new powers and role without being on the spot in front of an established deity.

You'd think Marie and Jessica would be better at playing charades together, since back in B1 they often got left home alone together while Alicia and Anty were off adventuring, but yeah I'll chalk it up to being unused to the new powerset. Plus side this sort of infiltration and assault mission plays to Marie's skillset when it comes to wiping out armies of regular demons, and Jessica's perfect for assassinating the elites. It's almost like the two of them add up to one Afina!

Hopefully Alicia and company do as well against the main bulk of the army that's already headed their way. Living on/by Ysgard should at least give everyone plenty of practice for this sort of thing.

Okay, I've seen this behavior a lot and I'm really worried, Eb. This concerns me deeply, so let me broach right to the heart of the matter: Eb, are you trying to get Afina in on Hanna's gig? It's like instead of being a unit of measurement, Afina is trying to become a unit to measure epic level characters by. It's quite scary.

But seriously yeah, new form and new powers means an adjustment period. Theyr'e strong enough that some leeway exists anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 10, 2019, 01:16:21 AM
In a discussion about Jormugandr, Moore asked if I recalled Muirfinn's business and reasons for needing poison from Jormugandr. I didn't have it 100% at the time, so I said I'd look into it. Here are the relevant log snips. I posted this here since I didn't see Neph on IRC today, and I didn't want to forget about it.

> "There are three things that are needed," Ebony begins, "As you may or may not know, Kascha hails from the same world as Alicia. The region there is known as the Lost Eastlands. Take here there and seek the Forsaken of Yasyvant and the Gilded Heart. She can explain the finer details, but we need a powerful object that represents sacrifice for this. It's the best one we know of on short notice." Ticking a finger off, "Secondly, we need the blood of a child of the Jormugandr of Ysgard. They are fearsome creatures of exceeding toxicity. The Guardian of the Felic Gate in Sylica is a child of one of the children and can tell you more, or you can investigate it yourselves. The blood represents true eternal life, not the mockery Kina-ja took. Thirdly, have you heard of the Lover's Tree?"
<Muirfinn> "I have not."
* Lief shakes his head.
> "In Hades, there is a tree that shines like the sun. It holds off the curse of the greys and eludes all the daemons. It came to be when a mortal paladin gave his life and soul to save his slain wife's soul from the clutches of a yugoloth. The power of the sacrifice pleased Ilmater, who interceded and wove the two into the tree, so that they would be together forever. The tree represents true, undying love and forgiveness for one another." Here she sighs slightly, "The full story is more complicated, a sad tale of betrayal made right in the end by both lovers forgiving and sacrificing for one another. The good that wander Hades can find it for respite, while the denizens of the plane will never find it. We need one of the fruits of the tree."
<Lief> "That sounds.. Fun."
> Ebony doesn't quite crack a smile, but it's a close run thing. "It's a lot of work," she concedes, "But these objects can be used to further weaken Kina-ja when she falls into our trap."

So it wasn't the poison of the World Serpent, but the blood of one of his children. To summarize a rather lengthy quest, the party was trying to deal with Kina-ja at the time. A marilith general of great power, she was a former Sharessian who betrayed Sharess and was cast into the Abyss. As Ebony notes, the blood was to be a symbol of 'true eternal life', rather than what Kina-ja did.

http://www.soulriders.net/forum/index.php/topic,102889.msg1048223/topicseen.html#msg1048223 - In case you want to read the log hands on, Neph.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 10, 2019, 01:31:58 AM
Lief was the one who got the poison, and that was in trade for tales of adventure. He wanted it for poison arrows since he got it from a class feature.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 10, 2019, 07:51:59 PM
Thank you for logvdiving.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 10, 2019, 08:29:50 PM
Quote from: Nephrite on March 10, 2019, 07:51:59 PM
Thank you for logvdiving.

All good.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 10, 2019, 11:47:24 PM
Elyssa is up on in the C&M topic on R&S. I suggest reading her fluff section, as it deals with the Incarnations in passing.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 11, 2019, 02:57:19 PM
I've decided to write out the Epic Arcane Trickster continuation. Dune, can you take a glance and confirm it's right?

Table: Epic Arcane Trickster Level
11th    Impromptu sneak attack 3/day
12th    Sneak attack +6d6
13th    Ranged legerdemain 4/day
14th    Sneak attack +7d6, bonus feat
15th    Impromptu sneak attack 4/day
16th    Sneak attack +8d6
17th    Ranged legerdemain 5/day
18th    Sneak attack +9d6, bonus feat
19th    Impromptu sneak attack 5/day
20th    Sneak attack +10d6
21th    Ranged legerdemain 6/day
22th    Sneak attack +11d6, bonus feat
23th    Impromptu sneak attack 6/day
24th    Sneak attack +12d6
25th    Ranged legerdemain 7/day
26th    Sneak attack +13d6, bonus feat
27th    Impromptu sneak attack 7/day
28th    Sneak attack +14d6
29th    Ranged legerdemain 8/day
30th    Sneak attack +15d6, bonus feat
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 11, 2019, 03:01:00 PM
That looks right and matches the one in the SRD for 11-20, yeah.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 11, 2019, 03:08:44 PM
Ah crap. Then I forgot to grab a bonus class feat at lvl32.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 11, 2019, 03:14:28 PM
Well, no time like now to grab it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 11, 2019, 03:42:41 PM
Level 33: Rogue 8//Epic Arcane Trickster 13

HP: +6+11
BAB: +1
Epic feat, Epic arcane trickster feat (lvl32)
Improved uncanny dodge
Impromptu sneak attack 6/day
Skills: +8+18+4
+1 spell level, +1 CL
14th level spells!
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 11, 2019, 05:26:25 PM
Hey Dune, this feat doesn't really work within your epic rules: http://www.d20srd.org/srd/epic/feats.htm#intensifySpell

Given improved metamagic and how cheap empower and maximize are even without it, there's no incentive of grabbing an epic feat that increases spells by 7 levels just to double them.

Maximize and empowered are houseruled to give x1.5 for any spell, and only cost a 5 spell level increase. With improved metamagic, that drops to +3. The discrepancy between improved metamagic and intensify spell means you would never choose the latter as your epic feat of choice, which is sad. Can you make intensify more attractive?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 11, 2019, 07:17:48 PM
Quote from: Corwin on March 11, 2019, 05:26:25 PM
Hey Dune, this feat doesn't really work within your epic rules: http://www.d20srd.org/srd/epic/feats.htm#intensifySpell

Given improved metamagic and how cheap empower and maximize are even without it, there's no incentive of grabbing an epic feat that increases spells by 7 levels just to double them.

Maximize and empowered are houseruled to give x1.5 for any spell, and only cost a 5 spell level increase. With improved metamagic, that drops to +3. The discrepancy between improved metamagic and intensify spell means you would never choose the latter as your epic feat of choice, which is sad. Can you make intensify more attractive?

I've been considering a decrease to +5. I don't want to change the feat's mechanics, as double max damage is pretty good as it is, it just suffers the way things have worked out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 11, 2019, 07:49:27 PM
Amaryl reaches level 33.

- Dragonbreath Archer 12 and Sorcerer 18.
- Max hit points per hit die, for a total of 18 hit points and a grand total of 572 hit points.
- +1 BAB for a total of +27.
- Spell resistance rises by 1 to 48.
- Gains 20th level sorcerer spellcasting. This provides 2 more 9th level spells per day and 1 more 9th level spell known. Amaryl selects unbinding, mostly to acknowledge the fact that it's utility and at this point, she already has time stop and wish at that level. Her slots are pretty spoken for in that case, so she'd rather have something only needed occasionally, but really useful when it is.
- No change to saves.
- Skills go up as normal.
- Amaryl gains two new feats: Ignore Material Components(33), Distant Shot(DBA12). She freed up a feat earlier from bonus feats from SDAs, so she has a free feat to play with this level. She'll grab that for now and maybe retrain it a little later, once she can spend a sorcerer bonus feat on it.

Okay level up. Feels in between for her the way it worked out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 11, 2019, 09:02:41 PM
Lady Sanzha reaches level 33.

- Marid 33 and Madalani 9.
- Maximum hit points per hit die, for a total of 17 hit points and a grand total of 561 hit points.
- +1 BAB for a total of +33.
- Drench's dispel modifier rises by 1 to +33.
- Channel water's damage rises by 1 to 17d6.
- Spell resistance rises by 1 to 44.
- Channel water evolves into channel elements. She her racial powers tab for more details.
- Gains melody of water(trickle). Temp HP's always nice to have.
- Gains 31st level bard spellcasting. She gains a new 9th and 10th level spell per day and a new 10th level spell known. She selects Bredanalundalum's Wit.
- No change to saves.
- Skills go up as normal.
- Lady Sanzha gets one new feat: Great Ability(Constitution)(33). Makes sense with her madalani focus now.

Lady Sanzha also wishes to talk to Seira as soon as they have a moment, as she has not been idle on other important fronts.

Anyway, good level for her.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yulia on March 11, 2019, 09:13:50 PM
The last bit of Sanzha's will be finished when I get back on, computer problems.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 11, 2019, 10:27:44 PM
Reminder: If you need custom spells, speak up ASAP. The more time I have, the better.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 12, 2019, 03:49:42 AM
Quote from: Anastasia on March 11, 2019, 07:17:48 PM
Quote from: Corwin on March 11, 2019, 05:26:25 PM
Hey Dune, this feat doesn't really work within your epic rules: http://www.d20srd.org/srd/epic/feats.htm#intensifySpell

Given improved metamagic and how cheap empower and maximize are even without it, there's no incentive of grabbing an epic feat that increases spells by 7 levels just to double them.

Maximize and empowered are houseruled to give x1.5 for any spell, and only cost a 5 spell level increase. With improved metamagic, that drops to +3. The discrepancy between improved metamagic and intensify spell means you would never choose the latter as your epic feat of choice, which is sad. Can you make intensify more attractive?

I've been considering a decrease to +5. I don't want to change the feat's mechanics, as double max damage is pretty good as it is, it just suffers the way things have worked out.

Not +4?  >_>
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 12, 2019, 03:50:45 AM
Don't we know Orcus's divine rank from the rolls in Moore's thread?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 12, 2019, 08:05:29 AM
Quote from: Corwin on March 12, 2019, 03:49:42 AM
Quote from: Anastasia on March 11, 2019, 07:17:48 PM
Quote from: Corwin on March 11, 2019, 05:26:25 PM
Hey Dune, this feat doesn't really work within your epic rules: http://www.d20srd.org/srd/epic/feats.htm#intensifySpell

Given improved metamagic and how cheap empower and maximize are even without it, there's no incentive of grabbing an epic feat that increases spells by 7 levels just to double them.

Maximize and empowered are houseruled to give x1.5 for any spell, and only cost a 5 spell level increase. With improved metamagic, that drops to +3. The discrepancy between improved metamagic and intensify spell means you would never choose the latter as your epic feat of choice, which is sad. Can you make intensify more attractive?

I've been considering a decrease to +5. I don't want to change the feat's mechanics, as double max damage is pretty good as it is, it just suffers the way things have worked out.

Not +4?  >_>

No. Baseline Empower + Maximize is +5. I can't remotely justify making Intensify +4 based on that. +5 is a stretch, but justified thanks to spending an epic feat on it and the fact that Empower + Maximize responds so well to Improved Metamagic.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 12, 2019, 08:05:51 AM
Quote from: Corwin on March 12, 2019, 03:50:45 AM
Don't we know Orcus's divine rank from the rolls in Moore's thread?

Yes, 16.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 12, 2019, 11:46:53 AM
I'll go with Enhance Spell for lvl33, and Spell Stowaway/Time Stop for the bonus spell of Epic Arcane Trickster 12 (lvl32).
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 12, 2019, 01:36:34 PM
Quote from: Anastasia on March 12, 2019, 08:05:29 AM
No. Baseline Empower + Maximize is +5. I can't remotely justify making Intensify +4 based on that. +5 is a stretch, but justified thanks to spending an epic feat on it and the fact that Empower + Maximize responds so well to Improved Metamagic.

I get your reasoning, but for me Empower+Maximize cost an effective +2 increase if I use both on a spell. Getting x2 instead of x1.5 for an effective +2 increase would be better, but not if I need to pay an epic feat for it. Still, maybe someone else will grab it so why not make the +5 thing an official houserule? No one's going to be taking it at +7.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 12, 2019, 03:04:00 PM
Kascha reaches level 33.

- Ghaele 33 and Wyrm Wizard 23.
- Max hit points per hit die, for a total of 17 hit points and a grand total of 564 hit points.
- +1 BAB for a total of +33.
- Spell resistance rises by 1 to 48.
- Damage reduction rises by 5 to 20/cold iron, epic and evil.
- Phoenix cry's healing rises by 1d6 to 17d6.
- Gains 33rd level wizard spellcasting. This gives her a new 13th level spell and 2 14th level spells. Kascha selects a maximized wrath of the elder treant, dreamscape and a maximized empowered wrath of the elder treant. She may make up a homebrew spell or two for 14th a bit later, but these will serve for now.
- No change to saves.
- Skills go up as normal.
- Kascha selects Epic Toughness(33) as her new feat. Between this and max HP per HD, she's finally fixed her bad hit points. Aurora cheers.

Okay level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 12, 2019, 03:07:42 PM
Quote from: Corwin on March 12, 2019, 11:46:53 AM
I'll go with Enhance Spell for lvl33, and Spell Stowaway/Time Stop for the bonus spell of Epic Arcane Trickster 12 (lvl32).

Cool, cool. See how enhance works for you.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 12, 2019, 03:08:17 PM
Quote from: Corwin on March 12, 2019, 01:36:34 PM
Quote from: Anastasia on March 12, 2019, 08:05:29 AM
No. Baseline Empower + Maximize is +5. I can't remotely justify making Intensify +4 based on that. +5 is a stretch, but justified thanks to spending an epic feat on it and the fact that Empower + Maximize responds so well to Improved Metamagic.

I get your reasoning, but for me Empower+Maximize cost an effective +2 increase if I use both on a spell. Getting x2 instead of x1.5 for an effective +2 increase would be better, but not if I need to pay an epic feat for it. Still, maybe someone else will grab it so why not make the +5 thing an official houserule? No one's going to be taking it at +7.

I probably will once I'm out of level ups and/or someone takes it this level up set. I've been thinking about this change for some time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 12, 2019, 06:58:30 PM
Elle reaches level 33.

- Wizard 33 and Dragon Disciple 23.
- While she gets max hit points per hit die as a proxy of Seira, I'm going to roll Elle's HP for future reference in case she ever loses the template. She got an 11 on a d12, so noted. So -1 HP from this level if it ever happens.
- Max hit points per hit die, for a total of 25 hit points and a grand total of 801 hit points.
- +1 BAB for a total of +23.
- Spell resistance rises by 1 to 48.
- School Mastery (Evocation)'s bonus rises by 1 to +33.
- Gains 33rd level wizard spellcasting. This grants her a new 13th level spell and 2 14th level spells known. She'll grab greater polar ray and radiant stormx2. The latter are placeholders since she'll want something more custom and I don't want to slow myself down with spell creation right now.
- No change to saves.
- Skills go up as normal.
- She gains a new feat, which is Superior Initiative(33).

Okay level. Don't have a strong opinion about it yet since I haven't done the spellwork for it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 12, 2019, 07:28:12 PM
Duskblade spell progression updated to level 44 in the epic duskblade writeup.  Just a heads up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 12, 2019, 07:33:12 PM
Donald reaches level 33.

- Duskblade 33 and Dragon Disciple 13.
- While he gets max hit points per hit die as a proxy of Seira, I'm going to roll Donald's HP for future reference in case he ever loses the template. He got am 11 on a d12, so noted. So -1 HP from this level if it ever happens.
- Max hit points per hit die, for a total of 26 hit points and a grand total of 816 hit points.
- +1 BAB for a total of +33.
- Spell resistance rises by 1 to 48.
- Breath weapon damage rises by 2d8 to 8d8.
- +1 natural armor.
- Gains 33rd level duskblade spellcasting. This is a total of 3 new 9th level spells (including the bonus one from dragon disciple) per day and a new 9th level spell known. Donald selects disintegrating burst. He's happy with that one, no custom spells for him this level.
- No change to saves.
- Skills go up as normal.
- Gains a new feat, which is Shield Barrier(33). His Reflex save rejoices.

Solid level for him, lots of nice boosts.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 12, 2019, 09:27:33 PM
Ranbar reaches level 33.

- Cloistered Cleric 33 and Perfectus 23.
- 5 on a d8 for a total of 16 hit points and a grand total of 510 hit points.
- +1 BAB for a total of +22.
- DC of channel energy rises by 1 to 33.
- Lore rises by 1 to +43.
- Exalted inspiration goes up by +1...except it's already right. Not a huge deal since I considered putting her out at 33 and must've forgotten to change that.
- Gains 33rd level cleric casting. This grants her a new 13th level spell and 1+1 14th level spells. She selects another barraged twinned vivacious star explosion, barraged maximized burst of glory and greater divine power.
- No change to saves.
- Skills go up as normal.
- Gains a feat, which is Bonus Domain(War). She wanted to get that earlier and it just didn't fit in, so now it does.

No comment, as she needs to see how her build performs before I can really judge how this level was.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 12, 2019, 10:53:01 PM
Submitting for approval/update/changes:

MotUH 5 Capstone:
Telekinesis (Sp): You can use telekinesis at will as a spell like ability. Your caster level equals your hit dice. This ability permanently consumes a spell slot of the appropriate level. You can apply metamagic feats, without the benefit of any cost reduction, and have it gain those benefits and consume the new adjusted spell slot level.

TKM Bonus Feat:
Superior Inherent Telekinesis [Epic]
Prerequisite: Telekinesis SLA
Benefit: Your Telekinesis SLA uses the best casting stat as its base, and makes it an at-will ability.
Normal: Your Telekinesis SLA uses Charisma as its base state, and can only be used a number of times per day detailed by the ability.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 12, 2019, 11:15:58 PM
Level 33!

+6 HP.
Swapping Toughness for Font of Inspiration. -32hp.
New HP Total: 281
+1 Inspiration. New total: 15
BaB +1: 28
+18 Skillpoints (+4 Intimidate, +3 Sleight of Hand, +1Diplo/DD/K:A/D/G/N/P/R/Perception/Spellcraft/Stealth)
Factotum ACF: Cunning Mimicry
Feat: Improved Metamagic
TKM 3 Bonus Feat:
Item Familiar special ability: Deadly Precision
+1 level 13 spell slot.
+1 level 14 spell slot (immediately lost, gain 3 transmutation bonus slots)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 13, 2019, 01:40:38 AM
Quote from: Iron Dragoon on March 12, 2019, 10:53:01 PM
Submitting for approval/update/changes:

MotUH 5 Capstone:
Telekinesis (Sp): You can use telekinesis at will as a spell like ability. Your caster level equals your hit dice. This ability permanently consumes a spell slot of the appropriate level. You can apply metamagic feats, without the benefit of any cost reduction, and have it gain those benefits and consume the new adjusted spell slot level.

TKM Bonus Feat:
Superior Inherent Telekinesis [Epic]
Prerequisite: Telekinesis SLA
Benefit: Your Telekinesis SLA uses the best casting stat as its base, and makes it an at-will ability.
Normal: Your Telekinesis SLA uses Charisma as its base state, and can only be used a number of times per day detailed by the ability.

Okay, the at will part isn't needed since Master of the Unseen Hand's houserule gives you TK as an at will SLA. Still, if you want to adjust the SLA with a feat, feel free.

Superior Telekinesis [Epic]
Prerequisite: Telekinesis as a spell-like ability at will, Telekinetic Focus+1
Benefit: You may use your choice of your Intelligence, Wisdom or Charisma modifiers to determine the DC of your telekinesis spell like ability.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 13, 2019, 01:41:22 AM
Quote from: Iron Dragoon on March 12, 2019, 11:15:58 PM
Level 33!

+6 HP.
Swapping Toughness for Font of Inspiration. -32hp.
New HP Total: 281
+1 Inspiration. New total: 15
BaB +1: 28
+18 Skillpoints (+4 Intimidate, +3 Sleight of Hand, +1Diplo/DD/K:A/D/G/N/P/R/Perception/Spellcraft/Stealth)
Factotum ACF: Cunning Mimicry
Feat: Improved Metamagic
TKM 3 Bonus Feat:
Item Familiar special ability: Deadly Precision
+1 level 13 spell slot.
+1 level 14 spell slot (immediately lost, gain 3 transmutation bonus slots)

Looks solid. HP is painfully low, though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yulia on March 13, 2019, 11:00:46 AM
Doing DM work while I'm away from my computer. Basically using this as a notepad. Nothing here's final and it's completely unproofed, so expect to see more of my sausage making for spells than usual.

Elle's Triple Boom
Evocation [Electricity, Sonic]
Level: Sor/Wiz 14
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: Two rays
Duration: Instantaneous; see text
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

Conjures two rays, one lightning and one sonic damage. Probably 25d6 for both as a low ball baseline, check spells later to come up with a number. Can be aimed independently. If both hit the same target, creates a loud boom that deafens/stuns creatures within x range unless a save is passed. Imagery should be storm based, think thunder and lightning. Very much a shock and awe spell. Spell should be loud and attention getting. Upsides: Fits Elle, very thematic and appropriate spell to be noticed. Downside: Hit + radius effect is a little too similar to sunlance for my tastes. It feels distinctive enough to not be a stopper, but it does come to mind. Thoughts: Maybe add some wrinkle or twist to make it a little more distinctive.


(Kascha's? Probably not, not her style to name her spells) Gentle Aura
Enchantment (Charm) [Mind-Affecting]
Level: Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range/Area/Ect: Check similar spells, don't have access and don't recall. Basically an aura around her.
Duration: 10 min/level (maybe 1 hour?)
Saving Throw: Will negates
Spell Resistance: Yes

Idea is some sort of charming aura to make creature around her as well as an anti-aggression and softening aura. Need to review BoED spells related to this to get a better idea. Upside: A nice option for Kascha, I like the style if it comes together. Downside: Mind-affecting. Thoughts: Pretty embryonic right now. Can go in a lot of directions, the base idea's there and it feels workable.

Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 13, 2019, 12:14:59 PM
Dune, please list the Donald and Elle SDAs (they each got one from me via the proxy template, I believe?) on their sheets.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 13, 2019, 12:21:33 PM
As for the Kascha spell, since an unnamed bitch from Aurora put her name into an unflattering spell, I'll subtly add her name to this one after she's done with it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yulia on March 13, 2019, 06:53:27 PM
Quote from: Corwin on March 13, 2019, 12:14:59 PM
Dune, please list the Donald and Elle SDAs (they each got one from me via the proxy template, I believe?) on their sheets.

Oh yeah, I'll look up what they got and update.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yulia on March 13, 2019, 06:54:06 PM
Quote from: Corwin on March 13, 2019, 12:21:33 PM
As for the Kascha spell, since an unnamed bitch from Aurora put her name into an unflattering spell, I'll subtly add her name to this one after she's done with it.

Up to you once it's done. I won't get to it tonight; Iddy's the priority if I make it that far so he can pick up tomorrow as well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yulia on March 13, 2019, 06:54:27 PM
Also note to self: Realm checks tonight or tomorrow.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 13, 2019, 08:30:17 PM
<Kotono> Honestly, since it's just + inspiration, it's not hyper critical where it is so long as it's not used double dip.
<Kotono> *used to
> I mean, can't you just make it like an enhancement bonus? Doesn't stack with itself or something?
<Kotono> More like I'd rule multiple sources of item based inspiration boosts don't stack.
<Kotono> Since we're not likely to see or even need that many different ways to boost inspiration.
> Sure.
> Same cost and stuff? +2?
<Kotono> Yeah, I'll write something jup for it later. Post a note in nagging for me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 13, 2019, 11:17:43 PM
Jarem reaches level 33.

- Cleric (Crusader variant) 33 and Knight 33.
- 6 on a d12 for a total of 15 hit points and a grand total of 504 hit points.
- +1 BAB for a total of +33.
- Gains 33rd level cleric spellcasting. This gives Jarem a new 13th and 14th level spell. He selects mass energy immunity and antimagic zone. Latter's a placeholder for something custom.
- No change to saves.
- Skills go up as normal.
- His new feat is Epic Agile Shield Fighter(33).

Eh level, sort of a dead one, incoming spells later aside.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 14, 2019, 12:26:46 AM
Requesting a transmutation damage spells for level 11, 12, and 13. (I have no ideas for one)

Also, some sort of alternative to Dragonshape as a source of Temp HP would be nice. Alyssa's not much for dragon-y things for herself.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 14, 2019, 11:09:05 AM
Emily reaches level 33.

- Sorcerer 33 and Dragonfire Knight 23.
- 4 on a d10 for a total of 14 hit points and a grant total of 503 hit points.
- +1 BAB for a total of +31.
- Gains 33rd level sorcerer casting. This grants her 1 new 13th level spell per day and 3 14th level spells, as well as 1 new 14th level spell known. She selects Emily's Forceful Strike, obviously.
- Gains 29th level favored soul casting. This grants her another 12th level spell per day and 1 12th level spell known. She selects Seira's Majestic Visage.
- No change to saves.
- Skills go up as normal.
- A new feat, which is Great Ability(Charisma)(33).

Solid enough level for her. She might dip next level, not sure.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 15, 2019, 10:40:36 AM
I have things going on this morning, so Ianvasah's level/custom spells/Seira's realm post/loot post/other misc will be delayed until tonight or the weekend.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 15, 2019, 02:13:18 PM
What spell level would an enlarge person variant working for anyone (ie dragons) be?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 15, 2019, 03:26:37 PM
Quote from: Corwin on March 15, 2019, 02:13:18 PM
What spell level would an enlarge person variant working for anyone (ie dragons) be?

Anywhere from 3-5, I'd imagine? That's off the top of my head.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 15, 2019, 06:45:21 PM
There's a couple spells that I want to get my own variants of.

First, this one, where the only change is to the energy type.

Quote
Seira's Fiery Leap (Lightning Leap)

Transmutation [Fire]
Level: Sorcerer/wizard 5
Components: V
Casting Time: 1 standard action
Range: Personal and 60 ft.
Target/Area: You/10-to–60-ft. line
Duration: Instantaneous
Saving Throw: None and Reflex half
Spell Resistance: No and Yes

With a sudden flash, you find yourself standing on the other side of the battle, leaving a smoking trail behind you.

You transform yourself into a stream of plasma. This line can be of any length from 10 feet to 60 feet, measured in 5-foot increments. You reappear in any square adjacent to the last square entered by the line, along with any gear worn or carried (up to a maximum of your heavy load limit). You can't bring along other creatures except for your familiar.

The line deals 1d6 points of fire damage per caster level (maximum 15d6) to anything in its area. A successful Reflex save halves this damage, and spell resistance applies.

For this one, I took out the part about not making attacks of opportunity and removed the saving throw corresponding to it. If I read the original spell wrong and the save was also for the flanking aspect, I'd prefer to price it higher to compensate. Also, it gained a thematic change as well.

Quote
Seira's Phantom Battle (Phantom Battle)
(Player's Handbook II, p. 120)

Illusion (Figment)
Level: Sorcerer 4/Wizard 4
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

You create an illusory horde of snarling reds and proud gold dragons locked in battle.
Creatures in the area move cautiously as they are caught up in the phantom melee.
This spell creates the illusion of a fierce battle.
Your enemies move cautiously, since the roar and confusion of the battle distracts them.
All creatures within the area are considered flanked.
A creature ignores this effect when it leaves the spell's area.
A phantom battle spell produces noise appropriate to fierce dragons locked in battle.
Anyone in the battle can plainly see that the conjured dragons are no threat, since they strike solely at their brethren, but the din, tumult, and confusion make it difficult to focus on the true foes at hand.
When you cast this spell, you can choose for it not to affect a number of allies you designate less than or equal to your caster level.

I kept on going back and forth with you on this spell (http://www.soulriders.net/forum/index.php/topic,104100.msg1125320.html#msg1125320), and since it went nowhere I decided to go for the original Pathfinder option. Of course, if that was an oversight and you actually approve of my revision in that link, that's even better.

Quote
Seira's Healing Flames
Conjuration (Healing) [Fire, Good]
Level: Clr 4, Pal 4
Components: V, S, DF
Area: 10-ft.-radius burst, centered on you
Duration: Instantaneous
Saving Throw: Reflex half; see text;
Spell Resistance: Yes

You unleash a blast of holy flames that washes over all creatures in the area in a glorious display of divine power. This deals damage to evil creatures and heals good creatures in the area. The amount of damage dealt and the number of hit points restored in each case is 1d8 points per 2 caster levels (maximum 5d8).

Half of the damage this spell deals to evil creatures is fire damage, and half of the damage is pure divine power that is therefore not subject to reduction by energy resistance to fire-based attacks.

Neutral enemies within the spell's area of effect also take the fire damage, but do not take the divine damage. Neutral allies within the area are healed by half as much as good creatures. A successful Reflex saving throw halves the damage taken in all cases.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 15, 2019, 09:29:44 PM
Moore reaches level 33, to much fanfare and definitely not rain on a parade.

Singer of the Celestial Choir 3 and Favored Soul 3.

+1 BAB to 25.

6 on a d8 for a total of 15 and a grand total of 425 Hit points, due to losing 1 con modifier.

Well, except he's taking Epic Toughness, so, that means he gains +1 con modifier here, so that instead puts his HP to 458... wait, no, it's actually one thing higher, so it should be 491.

Due to losing 3 Intelligence, Moore lost 1 modifier on his skills, so those are all fucked up. I will probably just take out Acrobatics for now to maintain skill point parity. We'll see, but I'll get back to this.

I know we talked about it before, but I need to change out Melodic Casting for something else. I thought I did that already, but apparently not. I think now's as good a time as any to do so, so I'll swap it for Negotiator.


Singer of the Celestial Choir 3 gets me Song of Purification and Bard 32nd casting, which gets him a 3rd level 10th spell there. He'll pick up Bredanalundalum's Wit. It doesn't play nice with the Knowledge Prism he has, but the "ask questions" part is cool.

Favored soul casting goes to 21, so he also gets 3 10th level spells there and will pick up Energy Immunity, Gae Assail and Greater True Seeing. May as well have someone else who can do Energy Immunity in a pinch.

EDIT: I forgot, with FS3 Moore gets Deity's Weapon Focus, so he gains Weapon Focus: Quarterstaff. YES!!!!
EDIT2: I'm going to get rid of Haunting Melody also, because I don't think I've ever actually used that feat ever. I have no idea what to replace here, I'll get back to you. I guess I'll take Soothe the Beast, it may actually matter someday. Probably not. But it's more useful than Haunting Melody.


Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 15, 2019, 11:25:59 PM
Just a quick note, there will be no content update this weekend due to the demands of leveling up. If you happen to care about the streak in the topic tracking that, this weekend is waived and doesn't count.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 16, 2019, 03:36:53 PM
A reminder that I'm waiting on the following  (http://www.soulriders.net/forum/index.php/topic,104248.msg1137354.html#msg1137354) list (http://www.soulriders.net/forum/index.php/topic,104248.msg1137417.html#msg1137417).

What I'm looking from this is either some off-screen recruitment for our forces by Donald and Kascha and some insight into Calley's notes, or IC hooks for me to pursue for much the same (and perhaps something awesome as a result of meeting them).
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 16, 2019, 05:29:16 PM
Ianvasah reaches level 33.

- Druid 33 and Dragonheart Shapeshifter 13.
- 8 on a d8 for a total of 18 hit points and a grand total of 492 hit points.
- BAB does not rise. A dead BAB level for her, ow.
- Breath weapon damage rises by 1d10.
- Gains 33rd level druid casting. This grants another 13th level spell and 1 14th level spell. She grabs another quickened prismatic sphere and mass power of the huntress. One or both are placeholders when I do custom spells a bit later.
- No change to saves.
- Skills go up as normal.
- A new feat, which is Great Ability(Constitution).

Eh level. She may dip a bit in the next level or two depending on how she performs.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 16, 2019, 09:13:45 PM
Cresiel reaches level 33.

- Solar 33 and Hellreaver 22.
- Max hit points per hit die, for a total of 22 hit points and a grand total of 745 hit poitns.
- +1 BAB for a total of +33.
- Regeneration rises by 1 to 19.
- Spell resistance rises by 1 to 46.
- Holy fury points rise by 1 to 32.
- Furious strike rises by +2/+1d6 to +16/+8d6.
- Gains 30th level cleric casting. This grants a 12th level spell, and 2+1 13th level spells. He grabs burst of glory, instant regeneration and cresiel's valiant standx2. No surprises there.
- No change to saves.
- Skills go up as normal.
- Cresiel gets a feat, which turns into Multiaction(33). Hello more swift action healing.

Solid level, gains all around.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 16, 2019, 10:15:02 PM
Rules for an epic warmage are over in Homebrew now. Xandra is being made compliant with them as we speak.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 16, 2019, 11:30:07 PM
Xandra reaches level 33.

- Trumpet Archon 33 and Mage of the Illuminated Temple 21.
- 7 on a d8 for a total of 16 hit points and a grand total of 551 hit points.
- +1 BAB for a total of +33.
- Spell resistance rises by 1 to 50.
- Gains 31st level warmage casting. More on this later when she's fully transitioned, see the previous post.
- No change to saves.
- Skills go up as normal.
- Gets Great Ability(Charisma) as her new feat.

Eh level. Really kind of a gap level for her and a readjustment.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 17, 2019, 12:57:43 PM
Before I begin, I've been considering reworking Kaja because he's a bit too good at what he does. On analysis, it's as much being with Moore as Kaja being broken. He has the right build to really leverage Moore's typical routine, by and large it's not a matter of toning him down. By himself he competes with the bigger damage dealer NPCs like Antenora. I will tone down his crit game in the near future, but that's a todo rather than being a part of the level up. I can tell I over optimized that part of his game.

Kaja reaches level 33.

- Fighter 33 and Dervish 23.
- 5 on a d10 for a total of 16 hit points and a grand total of 545 hit points.
- +1 BAB for a total of +33.
- Dragonscale husk rises by 1 to 17.
- Another daily use of dervish dance.
- Bonus to movement speed rises by 5ft.
- The bonus to hit and damage in dervish dance rises to +12.
- No change to saves.
- Skills go up as normal.
- Kaja's new feat is Armor Skin(33).

Solid level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 17, 2019, 01:43:48 PM
Inspired by Fireburst and Disintegrating Burst

Seira's Fireburst

Evocation [Fire]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: 5 ft.
Effect: Burst of fire extending 5 ft. from you
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes

This spell functions like fireburst, except that it deals 2d12 points of fire damage per caster level (maximum 40d12).

A creature or object that makes a successful Fortitude save is partially affected, taking only 8d12 points of damage.

Any creature or object reduced by this spell to 0 or fewer hit points is burnt into ashes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 17, 2019, 09:17:56 PM
Jetina reaches level 33.

- Pious Templar 23 and Healer 33.
- 3 on a d10 for a total of 15 hit points and a grand total of 570 hit points.
- +1 BAB for a total of +33.
- Damage reduction rises by 1 to 11/-.
- Gains 23rd level pious templar casting. She gains another 9th level martyr's crown.
- Gains 33rd level healer casting. This grants her 3 14th level spells per day and a new 13th as well.
- No change to saves.
- Skills go up as normal.
- A new feat, which is Bonus Domain(Fire)(33) for some various offensive uses.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 18, 2019, 12:23:38 PM
Elle's Triple Boom is finished and in the spell collection, going to edit her spell list to include it shortly.

Incidentally, Neph noted the name isn't entirely accurate and I agree. Truth is that I happen to really like the name.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 19, 2019, 05:03:32 PM
Is Ranbar not in the Node thread because you want to integrate her properly first, or it's just an oversight?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 19, 2019, 05:40:49 PM
It's a todo, that's all. Thanks for reminding me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 20, 2019, 05:29:08 PM
Quote from: Corwin on March 19, 2019, 05:03:32 PM
Is Ranbar not in the Node thread because you want to integrate her properly first, or it's just an oversight?

Done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 20, 2019, 07:09:38 PM
Quote from: Corwin on March 17, 2019, 01:43:48 PM
Inspired by Fireburst and Disintegrating Burst

Seira's Fireburst

Evocation [Fire]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: 5 ft.
Effect: Burst of fire extending 5 ft. from you
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes

This spell functions like fireburst, except that it deals 2d12 points of fire damage per caster level (maximum 40d12).

A creature or object that makes a successful Fortitude save is partially affected, taking only 8d12 points of damage.

Any creature or object reduced by this spell to 0 or fewer hit points is burnt into ashes.


Seira's Fireburst
Evocation [Fire]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: 5ft
Effect: Burst of fire extending 5ft from you
Duration: Instantaneous
Saving Throw: Reflex half (object)
Spell Resistance: Yes

This spell is similar to fireburst, dealing 2d10 points of fire damage per caster level (maximum 40d10). Creatures or objects that make a successful Reflex save only takes 5d10 points of fire damage instead.

Any creature slain by this spell or object destroyed by this spell is reduced to ashes.

---

Odd duck of a spell, no two ways about it. We'll see how this revised version works out and revisit it once we have in game experience with it. The saving throw was changed to Reflex to better suit how the spell works thematically.

We'll see how this one works out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 20, 2019, 07:29:26 PM
Quote from: Anastasia on March 16, 2019, 10:15:02 PM
Rules for an epic warmage are over in Homebrew now. Xandra is being made compliant with them as we speak.

This is mostly sorted. Xandra needs a few more spells to fill this out, that will come when I sit down and work on spells.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 20, 2019, 10:31:33 PM
Quote from: Corwin on March 16, 2019, 03:36:53 PM
A reminder that I'm waiting on the following  (http://www.soulriders.net/forum/index.php/topic,104248.msg1137354.html#msg1137354) list (http://www.soulriders.net/forum/index.php/topic,104248.msg1137417.html#msg1137417).

What I'm looking from this is either some off-screen recruitment for our forces by Donald and Kascha and some insight into Calley's notes, or IC hooks for me to pursue for much the same (and perhaps something awesome as a result of meeting them).

Okay. A few caveats.

1. This list excludes people with divine rank due to your comment about 21. This includes people who are long term proxies and current due to the template actually giving DvR0.
2. Creatures Seira won't treat with or who won't treat with her are excluded for the sake of practicality. Asshole McDevil may be wise in portals, but there's no sense in wasting each other's time.
3. Likewise, creatures who do not wish to be known by you are not included. Think creatures like the Arch-Angels who invest a lot in secrecy and being unknown. This is similar but slightly distinct from 2.
4. Creatures who count as DvR0 but has no divine rank (such as Authorities of Celestia) are included.
5. This is a selection, not an exhaustive list, for obvious reasons. This should be more than enough.

Dynosys, Authority of Pilgrimages.

The Authority of Pilgrimages has a great deal of practical knowledge about portals due to his duties. While he is not specialized in them, he has a vast collection of hands on experience with portals of all kinds.

Zonnas Brookmore

An ascended mortal who resides on Mertion of Celestia. He is technically a minor noble with a title of Baron, though he is not active in politics nor the military. Instead, Zonnas is absorbed in his own studies, which includes a non trivial amount of research on teleportation magic.

The Guardians of the Seal*

7 of the 77+7 Archangels, who oversee certain matters which often infringe on teleportation and travel magic. While inaccessible to most, as a deity you should be able to meet them with the proper inquiries.

Gremee of Eldath

A pacifist who specializes in travel magic to safely and non violently stop battles here. Notably eccentric in her ancient age, she forgoes magic items, weapons, armor and even clothes in favor of an array of magic woven around her. Vellan, her husband, does the same but focuses on healing rather than dimensional magic.

Lanal Marqez

A werebear that resides in the Beastlands. Has spent his eternity studying the deepest secrets of portal magic and has gained great talent, though less insight. A savant who does rather than thinks, but can do remarkable things to study.

Hectarr XXXVII

The current Inevitable Master of Portal Design, skilled at making portals through intensely sound fundamentals. Extremely orthodox but extremely good at being orthodox in portal and teleportation magic. Is willing to see you, but is busy and his appointments are booked solid for centuries.

Rald

A mercane who recently left the Consortium and a long time master of portal magic. Is living quietly in a retirement of vast wealth in his personal demiplane, purchased ages ago. Bring money as a matter of general mercane principles.

Trumainel

A mercenary couatl who has excessively studied portals and the Infinite Stair. Of a sour disposition and a sharp mind, he does fit in well with typical couatl.

Ron Farlan

A former Hammer of Tempus who resigned his position and ultimately survived Tempus's wrath for his heresy. Best called a magma gnome, he has insights into portals from hundreds of thousands of years of work on his own nexus demiplane.

* To save myself headaches in case anyone notes that the fluff book about the Arch Angels and this uses a different title for them: The book's meant to be unreliable and fragmentary. Oghma is not.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 20, 2019, 10:33:54 PM
Quote from: Anastasia on March 15, 2019, 11:25:59 PM
Just a quick note, there will be no content update this weekend due to the demands of leveling up. If you happen to care about the streak in the topic tracking that, this weekend is waived and doesn't count.

Again this week, including the waiver. I'm doing enough DM work to count, anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 20, 2019, 10:35:26 PM
Quote from: Nephrite on March 15, 2019, 09:29:44 PMDue to losing 3 Intelligence, Moore lost 1 modifier on his skills, so those are all fucked up. I will probably just take out Acrobatics for now to maintain skill point parity. We'll see, but I'll get back to this.

How did that work out?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 20, 2019, 10:37:36 PM
Quote from: Corwin on March 15, 2019, 06:45:21 PM
There's a couple spells that I want to get my own variants of.

First, this one, where the only change is to the energy type.

Quote
Seira's Fiery Leap (Lightning Leap)

Transmutation [Fire]
Level: Sorcerer/wizard 5
Components: V
Casting Time: 1 standard action
Range: Personal and 60 ft.
Target/Area: You/10-to–60-ft. line
Duration: Instantaneous
Saving Throw: None and Reflex half
Spell Resistance: No and Yes

With a sudden flash, you find yourself standing on the other side of the battle, leaving a smoking trail behind you.

You transform yourself into a stream of plasma. This line can be of any length from 10 feet to 60 feet, measured in 5-foot increments. You reappear in any square adjacent to the last square entered by the line, along with any gear worn or carried (up to a maximum of your heavy load limit). You can't bring along other creatures except for your familiar.

The line deals 1d6 points of fire damage per caster level (maximum 15d6) to anything in its area. A successful Reflex save halves this damage, and spell resistance applies.

For this one, I took out the part about not making attacks of opportunity and removed the saving throw corresponding to it. If I read the original spell wrong and the save was also for the flanking aspect, I'd prefer to price it higher to compensate. Also, it gained a thematic change as well.

Quote
Seira's Phantom Battle (Phantom Battle)
(Player's Handbook II, p. 120)

Illusion (Figment)
Level: Sorcerer 4/Wizard 4
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

You create an illusory horde of snarling reds and proud gold dragons locked in battle.
Creatures in the area move cautiously as they are caught up in the phantom melee.
This spell creates the illusion of a fierce battle.
Your enemies move cautiously, since the roar and confusion of the battle distracts them.
All creatures within the area are considered flanked.
A creature ignores this effect when it leaves the spell's area.
A phantom battle spell produces noise appropriate to fierce dragons locked in battle.
Anyone in the battle can plainly see that the conjured dragons are no threat, since they strike solely at their brethren, but the din, tumult, and confusion make it difficult to focus on the true foes at hand.
When you cast this spell, you can choose for it not to affect a number of allies you designate less than or equal to your caster level.

I kept on going back and forth with you on this spell (http://www.soulriders.net/forum/index.php/topic,104100.msg1125320.html#msg1125320), and since it went nowhere I decided to go for the original Pathfinder option. Of course, if that was an oversight and you actually approve of my revision in that link, that's even better.

Quote
Seira's Healing Flames
Conjuration (Healing) [Fire, Good]
Level: Clr 4, Pal 4
Components: V, S, DF
Area: 10-ft.-radius burst, centered on you
Duration: Instantaneous
Saving Throw: Reflex half; see text;
Spell Resistance: Yes

You unleash a blast of holy flames that washes over all creatures in the area in a glorious display of divine power. This deals damage to evil creatures and heals good creatures in the area. The amount of damage dealt and the number of hit points restored in each case is 1d8 points per 2 caster levels (maximum 5d8).

Half of the damage this spell deals to evil creatures is fire damage, and half of the damage is pure divine power that is therefore not subject to reduction by energy resistance to fire-based attacks.

Neutral enemies within the spell's area of effect also take the fire damage, but do not take the divine damage. Neutral allies within the area are healed by half as much as good creatures. A successful Reflex saving throw halves the damage taken in all cases.

A fire version of Lightning Leap is fine, you use that enough that you may as well make it distinct.

Rest doesn't seem objectionable offhand. If I missed anything, someone speak up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 20, 2019, 10:38:27 PM
Quote from: Iron Dragoon on March 14, 2019, 12:26:46 AM
Requesting a transmutation damage spells for level 11, 12, and 13. (I have no ideas for one)

Also, some sort of alternative to Dragonshape as a source of Temp HP would be nice. Alyssa's not much for dragon-y things for herself.

Sure, will toss that on the heap with custom spells.

People who need custom spell work: Kascha, Elle, Jarem, Ianvasah, Jetina, Alyssa.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 20, 2019, 10:39:33 PM
Quote from: Corwin on March 13, 2019, 12:14:59 PM
Dune, please list the Donald and Elle SDAs (they each got one from me via the proxy template, I believe?) on their sheets.

Which ones did you give them?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 20, 2019, 10:40:24 PM
Quote from: Anastasia on March 13, 2019, 01:40:38 AM
Quote from: Iron Dragoon on March 12, 2019, 10:53:01 PM
Submitting for approval/update/changes:

MotUH 5 Capstone:
Telekinesis (Sp): You can use telekinesis at will as a spell like ability. Your caster level equals your hit dice. This ability permanently consumes a spell slot of the appropriate level. You can apply metamagic feats, without the benefit of any cost reduction, and have it gain those benefits and consume the new adjusted spell slot level.

TKM Bonus Feat:
Superior Inherent Telekinesis [Epic]
Prerequisite: Telekinesis SLA
Benefit: Your Telekinesis SLA uses the best casting stat as its base, and makes it an at-will ability.
Normal: Your Telekinesis SLA uses Charisma as its base state, and can only be used a number of times per day detailed by the ability.

Okay, the at will part isn't needed since Master of the Unseen Hand's houserule gives you TK as an at will SLA. Still, if you want to adjust the SLA with a feat, feel free.

Superior Telekinesis [Epic]
Prerequisite: Telekinesis as a spell-like ability at will, Telekinetic Focus+1
Benefit: You may use your choice of your Intelligence, Wisdom or Charisma modifiers to determine the DC of your telekinesis spell like ability.

Was this good, Iddy? I'll add it if it is.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 21, 2019, 12:42:09 PM
Yeah that's fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 21, 2019, 08:52:47 PM
Approval/fixing:

Arcane Vitality
Necromancy
Level: Sor/Wiz 7,
Components: V, S, M,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/level

You draw on the power of the Weave to fill your body with life. For the duration of this spell, you gain 100 temporary hit points.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 21, 2019, 09:53:12 PM
Quote from: Iron Dragoon on March 21, 2019, 12:42:09 PM
Yeah that's fine.

Done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 22, 2019, 09:41:01 PM
Weekend Todo List

1. Alicia levels. May spill into Monday/Tuesday if needed, I doubt they'll see combat in the next few sessions.
2. Cor writeup about the book. This may or may not be publicly posted for DM reasons.
3. Spells.
4. Any other odds and ends that pop up or todos as time permits.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on March 23, 2019, 09:26:35 AM
Alicia reaches level 33
Duskblade 16//Sorcerer 33
+1 bab, +19 hp
Duskblade 16 gives +4 spellpower. Reaches 21st level duskblade casting with the levels from abjurant champion, so 2 6th level slots per day (3 with her intelligence score, then doubled from her ring of wizardry) and 1 6th level spell known. She takes black ice touch because that is a lot of potential negative levels.
Also the homebrew spell list just has two new spells for duskblade 6th and the epic duskblade writeup doesn't list existing spells added to their list but I know they exist because Donald has a bunch.
Sorcerer 33 gives +1 13th level spell per day and +3 14th level spells per day (+4 with her charisma score) and 1 14th level spell known. She takes space compression because she made it herself.
Skills go up as normal, +1 to everything except bluff.
+1  to spell resistance
She gets a feat which is... Oooh. I was struggling actually but I just found something cool. She takes Permanent Emanation with Space Compression. If this becomes a thing for her it might provide an interesting angle to take future domains in later too, since it's pretty cool. See how useful it turns out in fights anyway.

--

Avatar gets pretty much the same stuff. No extra 14th level slot from charisma because hers is lower.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on March 23, 2019, 09:38:42 AM
Marie reaches level 33
Outsider 33//Master of Missiles 2
+1 bab, +19 hp
Does outsider 33 give her anything? Let me know if it does!
Master of missiles 2 gives Piercing Missiles +2
Her sorcerer casting goes to level 31, giving her +1 12th level spell per day and +1 13th level spell known. She takes antimagic zone.
All skills go up +1.
+1 to spell resistance.
She gets a feat which is arcane thesis (amazing barrage). It's not an epic feat but this is definitely an epic result.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 23, 2019, 11:10:31 AM
Quote from: Anastasia on March 20, 2019, 10:39:33 PM
Quote from: Corwin on March 13, 2019, 12:14:59 PM
Dune, please list the Donald and Elle SDAs (they each got one from me via the proxy template, I believe?) on their sheets.

Which ones did you give them?

I can't recall. Let's go with Dragon Ascension for Donald, and Automatic Metamagic for Elle.
Golden Mind is not the best fit, Battle Metamagic is useless for anyone below DvR1. That leaves Instant Counterspell and Golden Flames, which might work but I think they'd be subpar for Donald and Elle.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 23, 2019, 12:09:24 PM
Antenora reaches level 33.

- Hellreaver 23 and Paladin 33.
- Maximum hit points per hit die, for a total of 24 hit points and a grand total of 792 hit poitns.
- +1 BAB for a total of +33.
- Divine succor rises by 10 to 80, or 100 after white dress's bonus 20 points of healing.
- Gains another weekly use of remove disease. Go her?
- Spell resistance rises by 1 to 48.
- DC of channel energy rises by 1 to 38.
- Holy fury points rise by 1 to 37.
- Lay on hands rises by 462 hit points a day.
- Gains 33rd level paladin casting. This gives her two 2th level spells per day. Antenora selects opal protectionx2.
- No change to saves.
- Skills go up as normal.
- A new feat, which is Pulverize(33).

Solid enough level. Nothing groundbreaking, just a general improvement.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 23, 2019, 03:56:30 PM
Latha reaches level 33.

- Astral Deva 33 and Angelic Champion 1.
- 5 on a d8 for a total of 15 hit points and a grand total of 553 hit points.
- +1 BAB for a total of +33.
- Channel energy dice rises to 19d6. Technically it shouldn't since she's not taking cleric, but I'll allow her racial HD to advance it. Considering other celestials of her rank get spellcasting from racial HD, tossing her this much seems reasonable.
- Spell resistance rises by 1 to 46.
- Gain's heaven's gift. She chooses the feat option, more below.
- Gains 33rd level cleric casting. This gives her a new 13th level spell, which is greater firestorm as a placeholder. She also gets 1+1 14th level spells. She selects radiant storm and vivacious burst of glory. Subject to adjusting later.
- No change to saves.
- Skills go up as normal.
- Heavenly Turning(33) and Exalted Turning(AC1) are her feats.

Okay level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 23, 2019, 09:27:03 PM
Jessica reaches level 33.

- Rogue 33 and Perfect Wight 13.
- Maximum hit points per hit die, for a total of 18 hit points and a grand total of 633 hit points.
- BAB does not rise.
- +1d6 sneak attack for 23d6 total.
- +1 spell resistance for a total of 48.
- No change to saves.
- Skills go up as normal.
- Paralyzing Strike(33) is her new feat.

Above average level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 24, 2019, 10:10:53 AM
Syala reaches level 33.

- Astral Deva 33 and Druid 33.
- Maximum hit points per hit die, for a total of 20 hit points and a total of 660 hit points.
- +1 BAB for a total of +33.
- A sheet check notes Syala's divine blank is only 12d12 when it should be 13d12, fixed.
- +1 spell resistance for a total of 48.
- Movement speed rises by 10ft. The huntsman ACF is amazing if you don't want or need shapeshift, by the way.
- 33rd level druid casting, which is another 13th level spell per day and 2 14th level spells per day. She casts spontaneously, but her preset example package gets another mass energy immunity and two of Syala's blessings.
- No change to saves.
- Skills go up as normal.
- Retraining a feat: Legendary Wrestler(30) is punted away for a few levels and she takes Tactical Advantage(Evil Outsiders)(30) instead.
- Level 33 feat time: Epic Tactical Advantage(33). Selune did this before and Syala will follow her footsteps for some extra melee pizazz through favored enemy.

Good level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 24, 2019, 10:26:33 AM
Weekend Todo List

1. Alicia levels. May spill into Monday/Tuesday if needed, I doubt they'll see combat in the next few sessions.
2. Cor writeup about the book. This may or may not be publicly posted for DM reasons.
3. Spells.
4. Any other odds and ends that pop up or todos as time permits.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 24, 2019, 11:27:02 AM
Weekend Todo List

1. Alicia levels. May spill into Monday/Tuesday if needed, I doubt they'll see combat in the next few sessions.
2. Cor writeup about the book. This may or may not be publicly posted for DM reasons.
3. Spells.
4. Any other odds and ends that pop up or todos as time permits.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 25, 2019, 01:14:45 PM
Out of curiosity (and because I have good reason to know IC given I'm sponsoring the party in question), who is using which Resort right now?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 25, 2019, 05:38:34 PM
Week todos.

1. Alicia levels. May spill into Monday/Tuesday if needed, I doubt they'll see combat in the next few sessions.
2. Cor writeup about the book. This may or may not be publicly posted for DM reasons.
3. Spells.
4. Look up resorts.
5. Prismatic project.
6. Any other odds and ends that pop up or todos as time permits.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 30, 2019, 04:11:47 AM
I would like to have Oraga's sheet in Minor Allies to consult with occasionally.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 01, 2019, 11:43:36 AM
General Status Update

1. My energy level feels better than last week. We'll see how it goes, but as next week is vacation and tomorrow is a down day it's a bit of a short week anyway.

2. Oraga's a relatively short todo that I'll likely get done this week or over the vacation.

3. I'll be cleaning out todos in nagging for any I missed over the vacation.

4. I'm playing around with a prismatic/elemental harmony template but it isn't coming together yet. I didn't get past a few abilities and a general outline this weekend, inspiration wasn't fond of it and I found my mind on other projects. This naturally didn't help anything get done.

5. I have a few projects in the works DM side. Expect to see the following over the next month or so: Oraga, Prismatic Template, Mazana the Authority of Hope, Aribyn (A minor Seira worshiper), Gond.

6. Finally, I'm thinking of some sort of overall game feedback thus far post. Something verbose, that's likely a vacation todo.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 01, 2019, 12:23:04 PM
Quote from: Corwin on March 23, 2019, 11:10:31 AM
Quote from: Anastasia on March 20, 2019, 10:39:33 PM
Quote from: Corwin on March 13, 2019, 12:14:59 PM
Dune, please list the Donald and Elle SDAs (they each got one from me via the proxy template, I believe?) on their sheets.

Which ones did you give them?

I can't recall. Let's go with Dragon Ascension for Donald, and Automatic Metamagic for Elle.
Golden Mind is not the best fit, Battle Metamagic is useless for anyone below DvR1. That leaves Instant Counterspell and Golden Flames, which might work but I think they'd be subpar for Donald and Elle.

Fresh reminder.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 04, 2019, 12:43:09 AM
Okay, a few notes.

Tomorrow's evening session is going to begin an hour early.

Friday's afternoon session will ideally be long.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 04, 2019, 11:17:21 AM
So yeah, slept 10 hours and feel lots better than I did yesterday. Must've needed it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 04, 2019, 11:19:47 AM
Quote from: Corwin on April 01, 2019, 12:23:04 PM
Quote from: Corwin on March 23, 2019, 11:10:31 AM
Quote from: Anastasia on March 20, 2019, 10:39:33 PM
Quote from: Corwin on March 13, 2019, 12:14:59 PM
Dune, please list the Donald and Elle SDAs (they each got one from me via the proxy template, I believe?) on their sheets.

Which ones did you give them?

I can't recall. Let's go with Dragon Ascension for Donald, and Automatic Metamagic for Elle.
Golden Mind is not the best fit, Battle Metamagic is useless for anyone below DvR1. That leaves Instant Counterspell and Golden Flames, which might work but I think they'd be subpar for Donald and Elle.

Fresh reminder.
Quote from: Corwin on April 01, 2019, 12:23:04 PM
Quote from: Corwin on March 23, 2019, 11:10:31 AM
Quote from: Anastasia on March 20, 2019, 10:39:33 PM
Quote from: Corwin on March 13, 2019, 12:14:59 PM
Dune, please list the Donald and Elle SDAs (they each got one from me via the proxy template, I believe?) on their sheets.

Which ones did you give them?

I can't recall. Let's go with Dragon Ascension for Donald, and Automatic Metamagic for Elle.
Golden Mind is not the best fit, Battle Metamagic is useless for anyone below DvR1. That leaves Instant Counterspell and Golden Flames, which might work but I think they'd be subpar for Donald and Elle.

Fresh reminder.

Done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 04, 2019, 11:33:11 AM
This week's content is up with three more knight ACFs. That should about be the end of knight content for awhile.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 07, 2019, 10:08:04 PM
The weekend's content is up with 3 spells.

Sulnor's Show Fate is a direct and potent divination tool to see the most likely future of a target. While not foolproof in epic play, it still provides a direct way of seeing what may happen in the immediate future. A diviner will do well to add it to their spellbook, as will any mage who anticipates that sort of divinations being required.

Swept Into Immolation allows the caster to cast a target into Fire, give them vulnerability to fire that overwrites resistance and immunity and finally make it extremely difficult to leave Fire. It's a great option for those who want to get rid of an opponent and put them in a tough spot. It's not immediately fatal, but it can easily go that way. It includes a way for the curse to be lifted without mechanics being involved, for those who prefer more interesting ways of removing curses.

Finally, Body Sculpting is an excellent tool in any transmuter's spellbook. It offers instant body adjustments that corrections that are permanent - no dispels, it's an instantaneous spell. While expensive, the spell offers unmatched and speedy ability to adjust a creature's body.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 08, 2019, 03:21:54 PM
There's a new spell added to the Spell Collection.

Lixer's Decree is a fine spell for a dread necromancer or wizard who wishes for his foes to cower and offer their life to him. An excellent spell to tame masses of lesser creatures and keep them cowering before you, all while bolstering your life force. While not evil, this spell is right on the absolute edge for it, so good aligned spellcasters should tread carefully with it. (It's possible I add the evil descriptor soon, I'm going back and forth on it.)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 08, 2019, 03:29:57 PM
On second though yeah, evil descriptor added along with evil and fear.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 09, 2019, 08:11:20 AM
Lixer's Decree is discount Glasya ally drain, right? That must burn.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 10, 2019, 09:15:53 PM
Oraga's up. The main point to note is the old versus the new, to show how he's recovering.

Old:

Recovering (Ex)

Oraga is recovering from centuries of being weakened and used as a magic item and joining with a mere mortal body. It has the following effects on him:

- His type changes to humanoid(Elf). He does not gain the normal elf benefits.
- -6 to all ability scores.
- Loss of miracle as an SLA. As an outsider on the outs with almost everyone, he lacks a patron to grant it. The Abyss certainly won't and Seira's not far enough along the path to divinity to do so. Commune is lost using the same logic. Aid is lost as well, though less for this and more because it just doesn't fit a Fallen but isn't explicitly removed by the template.
- Full loss of spellcasting ability. His powers were first damaged and changed by his Fall, then the transference to a mortal vessel has severed them entirely. It is quite possible they may return in time.
- Loss of maximum HP per HD. Confined in an entirely mortal vessel, Oraga suffers the weaknesses of flesh.
- Loss of immunity to poison.
- Land speed reduced to human normal speed, fly speed reduced to two times base land speed.
- Oraga determines skills using his final intelligence modifier here. This technically doesn't make sense, but I'm not going to try and tangle up his skills with his int changing around between incarnations. If he gains his intelligence back down the line, I'll retroactively award him the skill points for it then.

New:

Limited (Ex)

Oraga is imprisoned with a mortal body and thus limited by it, as well as from centuries of being weakened and used as a magic item. It has deleterious effects on him.

Oraga's type is outsider with the native subtype. While the body he resides in is that of a female elf, he does not gain any racial qualifies of an elf. He does not possess his spellcasting ability, though he is close to regaining some form of it. Finally, he loses his immunity to poison, though he gains a +4 racial bonus against poisons.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 10, 2019, 09:17:02 PM
Quote from: Corwin on April 09, 2019, 08:11:20 AM
Lixer's Decree is discount Glasya ally drain, right? That must burn.

I honestly didn't have that in mind when I made it, but that makes a lot of sense.

/me laughs.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2019, 02:35:07 PM
Hasn't been much DM work, but at least the family rush is finally done. I may try and get some done in the next few days, that was pretty bad for inspiration and effort.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2019, 09:38:21 PM
What I meant to write up this vacation was a series of little interludes, of little PoV pieces to show what's going on in other parts of the game world. Turns out the family crunch killed my writing energy. Only a few fragments came of this, and I'll post them here. I may come back to this over the weekend.

I'm honestly not happy with any of these. They're fragments of drafts, little more than starters or bits that went nowhere. If they're ever continued, it'll be with some revision and some reworking.

0.

If you got past the wards to read this, rot under Garagos's festering asshole.

1.

Today was the monthly strategy tournament. This month's game was without limits, so everything from spells to magical artifacts are within the rules to enhance your natural talent and learned skills. I earned second place. My sole loss was to K in the finals. A closely fought match, my raiders got pinned by his screeners and I was never able to make up the difference.

I got some gold as a prize, but the real prize was impressing Lal. She is gorgeous, a warrior's body clothed only in moonlight as she approaches the bed.

2.

I'm being deployed. In particular, I'm being deployed to a Prime. Not my Prime, but a Prime. I haven't gotten details yet, but it's to a female wizard. She should be something to meet, as I've heard she's advanced rapidly. I'm to go there, help her magic guild and help defend against Sharran problems. Fuck Shar.

More another time, I'm going to go spend time with Lal while we're both here.

3.


---

Oh, how high! How high and higher yet I have risen! I cannot put my wonder into words, for I fear there are no words in Creation to express what has happened to me. It is something I never dreamed of, a chance and a duty together that is equally wonderful and imposing. Let it be said: I am not worthy of this. I will never be worthy of this. It is an honor beyond and all I could ever imagine.

I have reached divinity.

I write here with the utmost care, but let it be said again. I have shed the mortal and obtained the eternal, and even now I can hear the whispering of prayer in the back of my mind. I stand with Alicia and Syala as an eternal guardian and shepherd of souls, a symbol and a beacon to draw those lost in the darkness to the sweetness of the light.

There are things I cannot and will not write of in these pages. Yet this is not one of them, for we have found something incredible and yet simple in its simplicity. To escape the system and its laws, you must go outside of the system. One must go to the Far Realm.

---

Once, I worried about the Commander. He has long labored under sleepless nights and nightmares unspeakable. I dare not think of what horrors would disturb a man of his valor and resolve. Such things are best kept to the deepest shadows of the infernos below, cursed things to drown and die in the hatred of a thousand slain evils. They are the shadow craft of the Lady of Loss, the ruby gleam of the King of Hell's rod, the trade of the Veiled Lady.

Now the Commander has overcome his nightmares. He is young in body and mind, restored with a vigor that eclipses the hardiest archon of the Throne and Tome. I offer prayers, sweet incense and treasures to the Ever-Vigilant and the Crying God, for only Helm's sense of duty and Ilmater's endurance could have seen him through that ordeal. What's more, he has returned with a new sword, one that is him as much as the shining, bejeweled blade of the Gnomish God-King is not. He wields them in tandem, training to switch between his shield and one as the needs of combat demand.

Yet all of this dwarfs to the dreams I now have. I dream of the Holy Mountain our texts speak of, the sacred peaks that I have seen and that Latha so resolutely speaks of. I dream of light everlasting, light from the peak of Chronias sweeping away all the wicked. It is as how a mighty flood washes away even the greatest of human designs, or how a child's moments of pique can dash asunder a sandcastle; I am convinced we stand before a time of miracles and this is but one of them. I dream of Helm's Books of the Dutiful, where I believe my name is written to grant me passage to the House of the Triad when my time in this world is done. I dream of the light that shines down on that realm, the light of Chronias that makes all else seem like a child's mud pies before a grand feast worthy of an Emperor.

Blessed and joyous are we who serve at a time of such miracles, where nightmares ends and the sweetest dreams replace them. This light shall sweep away evil, shall burn away the wicked, and shall illuminate even the shadows of Shar's cursed realm. I believe I may yet live to see the day when Sharrans no more blight this world or any world at all. I record these words today as a prayer for hope, a prayer for my longing for our final victory. Helm, grant your loyal servants the blessing to one day where children do not cry at the mention of Shar.

- Eudard, paladin of Helm.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2019, 12:10:52 PM
We're baaaaaaaaack.

Posting to begin at the normal time, but have early posts to get rolling and the dust off.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2019, 04:47:11 PM
What did everyone do right this session? I think this is a feedback format worth trying, since sometimes things you do right aren't obvious and positive feedback and encouragement is a good thing.

Alicia

Strong social awareness regarding the Red Knight's loyalties, and how they're divided. Her comments in thread were accurate and perceptive. Well done. Alicia's gotten good at noting and analyzing those social pitfalls. You've stepped up there this game, Eb.

Moore

What I liked about Moore today is that he invested 100% in the gambit he chose. Breaking off would be certainly prudent, but I respect that you stuck to your guns there. It may or may not be the right strategy, but I feel Moore's good at those sort of stands. It's a strong trait of Moore's, well done Neph.

Alyssa

This is technically from last time, but I thought going right for the Mist Giant was a good choice. With a rampaging beast charging in, doing some damage and possibly dazing it was well chosen. A single daze likely makes the fight -far- easier. It didn't work out, but it was a solid tactical choice. Good call.

Seira

Seira had some on point and cogent setting analysis when she brought up Wizard's Grace. As I noted in chat, Wizard's Grace is overpriced and overly difficult compared to becoming an outsider, but that's entirely Creation working as designed. That sort of insight helps buttress the logic on which the setting works, so well reasoned, Cor.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 16, 2019, 04:55:06 PM
Alicia's a little bit hyper-sensitive about that kind of stuff because she's very eager to be seen as a Serious Important Goddess.

I see it as a strength and a weakness. It does help her with giving that impression she wants to give, but she's also very quick to slot herself in with the 'done thing' and fit into the preconceptions of divine behaviour just because that's the way it is. For instance she can get herself trapped into a Competition that may not necessarily be to her advantage, because she's letting image and tradition overrule good sense.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2019, 05:24:23 PM
Yeah, I do agree with that. I think it's a strength for Alicia, and more importantly, it really establishes her divine style. I tend to compare this to how Seira (and lately how I suspect Moore will work if he goes that route, since he has that divine seed charge for him, so he's close enough) works and it provides distinctly different styles and approaches.

I notice this a lot when I do DM prep for any sort of diplomatic or social encounters for the two of you.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 16, 2019, 06:43:18 PM
Quote from: Anastasia on April 16, 2019, 04:47:11 PM
Alyssa

This is technically from last time, but I thought going right for the Mist Giant was a good choice. With a rampaging beast charging in, doing some damage and possibly dazing it was well chosen. A single daze likely makes the fight -far- easier. It didn't work out, but it was a solid tactical choice. Good call.

To be fair I wasn't trying for a daze. I was trying to inflict enough damage to get it to veer off course a bit, and start lingering DoT type damage while I set to other things.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2019, 09:03:46 PM
Quote from: Iron Dragoon on April 16, 2019, 06:43:18 PM
Quote from: Anastasia on April 16, 2019, 04:47:11 PM
Alyssa

This is technically from last time, but I thought going right for the Mist Giant was a good choice. With a rampaging beast charging in, doing some damage and possibly dazing it was well chosen. A single daze likely makes the fight -far- easier. It didn't work out, but it was a solid tactical choice. Good call.

To be fair I wasn't trying for a daze. I was trying to inflict enough damage to get it to veer off course a bit, and start lingering DoT type damage while I set to other things.

DoT?

Fair enough, though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 16, 2019, 09:50:56 PM
Damage over Time, think any spells that do damage every turn if you fail a save or what have you.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2019, 10:00:40 PM
Ooooh. Thanks Neph.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 16, 2019, 10:01:30 PM
Yup, that. Damage over time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 16, 2019, 10:52:27 PM
Quote from: Anastasia on April 16, 2019, 04:47:11 PM

What I liked about Moore today is that he invested 100% in the gambit he chose. Breaking off would be certainly prudent, but I respect that you stuck to your guns there. It may or may not be the right strategy, but I feel Moore's good at those sort of stands. It's a strong trait of Moore's, well done Neph.

He is very much a person shaped by his ideals, that he very much also refuses to compromise on.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2019, 04:56:34 PM
No feedback post right now, headachy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2019, 10:03:30 PM
I'm going to write up a few quick rules of time travel tonight or tomorrow. Now that they're known, something to reference would be helpful. Just FYI.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 21, 2019, 09:53:40 PM
No content this weekend, sick derailed me. Maybe tomorrow if I'm functional enough to type.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2019, 09:14:39 PM
Making slow headway on this amid the sick. Just posting this to show it's not all coughing and whimpering and coughing.

Chronomancy and Time Travel FAQ

A. Terms.

1. What is Chronomancy?

Chronomancy is a school of magic. It joins the normal schools of Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy and Transmutation. It is the 9th school of magic and it is forbidden by a divine agreement known as the Temporal Compact. Specialist wizards who focus on Chronomancy are known as Chronomancers. Chronomancy focuses on time and allows the manipulation of time to produce many and varied effects, including time travel.

2. What is the Temporal Compact?

The Temporal Compact is a divine agreement sponsored by all the deities of Creation (with very rare exceptions) and with encompasses every soul in Creation (with no exceptions).  This agreement forbids Chronomancy and time travel of any sort. It further established Keepers of the Temporal Compact to oversee this ban and enforce it, as well as deal with matters of time. In essence, it means Chronomancy is a lost school of magic, with almost no mortals and few immortals knowing it exists.

3. What are Chronomancers?

Chronomancers are specialist wizards who specialize in Chronomancy. The only known Chronomancers left are those who serve the Keepers of the Temporal Compact. The term Chronomancer is sometimes used casually to denote any spellcaster who focuses on or uses Chronomancy, no matter if they are actual Chronomancers or not. Actual Chronomancers are like any other specialist wizard in a mechanical sense, they have the normal benefits and drawbacks of being a specialist wizard.

4. What are the Keepers of the Temporal Compact?

The Keepers of the Temporal Compact oversee the enforcement of the Temporal Compact as well as deal with other matters related to time. Each of the nine alignments has a Keeper of the Temporal Compact, and they in turn are served by specially chosen servants from their ethos. They are additionally served by Quaruts and other creatures related to time. All of the Keepers of the Temporal Compact are not clear or known. This is due to the little known nature of Chronomancy. The Keepers of the Temporal Compact maintain areas of the Hidden Layers of Arborea to oversee their duties regarding the Temporal Compact.

5. What are the Hidden Layers of Arborea?

The Hidden Layers of Arborea are the layers beyond the third layer of Arborea. These layers are protected by anathemic knowledge, which prevents the spread and retention of this knowledge unless a creature visits the Hidden Layers. The Hidden Layers have multiple roles but the salient one to this is that each layer holds one of the Keepers of the Temporal Compact and their servants.

6. What is the Absolute Present?

The Absolute Present or the Present is a capitalized term that indicates the current present time in Creation. Time travel to the past is possible in Creation but travel to the future is not. This is due to the fact that while the past and present are malleable and adjustable, the future is undetermined. This concept is called the Present or sometimes the Absolute Present.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2019, 05:36:29 PM
Did a round of posts while I'm feeling relatively good. I'm not planning on running this evening and tomorrow's still a question mark, but I wanted to get something in while I wasn't half dead.

Sorry for no post Iddy, I don't have combat in me when I'm laid up sick like this.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 25, 2019, 10:18:07 AM
Everyone's good and posted up now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 29, 2019, 03:42:47 PM
It's nice to be back. Over the next few days, RL cooperating, I'm going to try and get back in the groove of a lot of things.

FYI, Cor was wiped and crashed early plus Eb's not feeling well, Neph. So it's pretty quiet right now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 29, 2019, 04:47:23 PM
Don't let the grue eat you.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 29, 2019, 04:48:44 PM
Yet.

Sick's going around unfortunately. Odd time of year for it but so it goes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 02, 2019, 11:37:45 AM
Dana reaches level 33.

- Dwarven Defender 20 and Psychic Warrior 25.
- 3 on a d12 for a total of 16 hit points and a grand total of 634 hit points.
- +1 BAB for a total of +33.
- Trap sense rises by +1 to +5. Thrilling.
- Gains 33rd level psychic warrior manifesting. She's taking Great Ability(Wisdom) as a feat so power point totals will be below. As for her new power, Dana creates Dana's Get Your Shit Together.
- No change to saves.
- Skills go up as normal.
- New feats: Great Ability(Wisdom)(33) and Bulwark of Defense(DD20).
- Power point total is now 529.

Dana's Get Your Shit Together
Psychometabolism (Healing)
Level: Psychic Warrior 10
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Power Resistance Yes (harmless)
Power Points: 21

When manifested, this power heals the target 10d12 points of damage and negates the following conditions: ability damage, ability drain, blinded, dazed, deafened, exhausted, fatigued, nauseated, sickened and stunned. Any fear effect on the target is negated, including the effects of the Intimidate skill.

Augment

For every 2 additional power points you spend, this power heals an additional 1d12 points of damage
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 04, 2019, 01:03:59 PM
This week went really well, just FYI. I'll type up full feedback later, but it was a great rebound week.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 05, 2019, 10:35:51 PM
This week felt like everyone had progress.

Alicia

You captured Dragodan and neutralized a Sharran proxy. That's a big deal - that's one less proxy for Shar to throw around. That this is a victory goes without saying and should be a feather in Alicia's cap.

Moore

Breaking through anathemic knowledge is a long term goal of Moore's, one he's finally begun to accomplish. Getting past that will aid Moore as well as satisfy promises he's made, so it's absolutely a win for him.

Tryll

Tryll finished his adventure with a new Heart Ruby plus a level up. That's good solid work, congratulations Tryll. That'll help move things along nicely for him.

Alyssa

You've mostly cleared the big battles outside of your destination. It's been some tough fighting and it isn't over yet, but it feels like you're getting close. Taking out Corryn worked well, though the baddies are more than willing to fight defensively.

Seira

I'm happy the time dungeon's done, and you're right into the thick of more interesting adventures. This one should be good, so you've definitely made progress there. Can't wait to see how it unfolds next week.

---

After a few tough weeks due to RL, this sort of hands on progress feels great for me and feels great for the game. Keep it up, everyone.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on May 06, 2019, 12:25:08 AM
Self-nagging to finish my level up
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 06, 2019, 12:39:01 AM
Yeah, I meant to catch you. How's that going?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 06, 2019, 11:54:12 AM
Miranda reaches level 33.

- Valkyrie 33 and Ranger 33.
- 4 on a d8 for a total of 12 hit points and a grand total of 433 hit points.
- +1 BAB for a total of +33.
- +1 spell resistance for a total of 44.
- Gains 33rd level ranger casting. This gives her 8th level ranger access, but she lacks 8th level bonus spells so no joy there yet.
- No change to saves.
- Skills go up as normal.
- Great Ability(Constitution)(33) as her new feat.

Pretty much a dead level besides the Constitution bump.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 06, 2019, 10:33:05 PM
This is a nagging post for Cor's sake -- after the end of the current stuff we're both involved in, Moore is still looking for the Book from Io and to talk about Calley's notes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 07, 2019, 11:47:46 AM
A new PrC is up. Focused hunter is all about improving a character's favored enemy ability.  For the ranger who uses a lot of favored enemy or something more non standard, it's a good option if you want to get the most out of your favored enemy ability.

Miranda will either be taking levels of this or retraining into this in due time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 07, 2019, 01:44:04 PM
Yeah, sorry, I've been getting stunlocked via DM interrupts for RL months.  >_>
I then figured I'd send an NPC over to deliver it instead, but during the present situation I can't justify sending off an officer, either.

At the earliest IC opportunity, it'll happen.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 07, 2019, 04:20:18 PM
Cool, cool, you two. Remind me if I sidetrack you again.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 07, 2019, 04:20:44 PM
Chronomancy FAQ update. I'm making headway in it. Here's another section to preview. If you have any questions you would like answered in the FAQ, by all means post them.

B. Chronomancy

1. What can Chronomancy do?

Chronomancy is the direct manipulation of temporal energies to achieve various effects. This primarily deals with time travel and direct temporal manipulations, though creative spellcasters have made many spells that accomplish varied things through temporal manipulations. Typical examples of Chronomancy are as follows:

- Time travel.
- Micro temporal adjustments, allowing the alteration of previously attempted actions.
- Temporal disruptions, which can disorient, confuse and harm creatures.
- The direct adjustment of the age of a creature.
- Bodily restoration or harm through manipulating a body to a previous frame of temporal reference.
- Temporal anomalies, both to cause or repair them.

Note that this includes what both normal and epic magic can accomplish.

2. What can Chronomancy not do?

Chronomancy is able to accomplish a great deal through temporal manipulation. Nonetheless some limits to it are known.

- Time travel to the future relative to the Absolute Present.
- Time travel to the first ages of Creation.
- Direct resurrection (though indirect resurrection can be possible in some cases).
- Affecting a deity in the past and having it impact them in the Present.

3. How hard is it to cast Chronomantic spells in the current era?

Chronomancy is no harder to use from a spellcasting perspective than before the Temporal Compact was agreed to. The Temporal Compact does not limit the Weave itself, but rather the use of the Weave in regards to Chronomancy.

4. How hard is it to learn and cast Chronomantic spells in light of the Temporal Compact?

It is considered impossible to learn Chronomancy in the current era. This is due to the impact of the Keepers of the Temporal Compact. The Keepers are allowed Chronomancy when no others are. As such, they adjust the past so that potential violations of the Temporal Compact are averted before they can happen. This method is not foolproof, but it successfully averts over 99% of possible violations of the Temporal Compact. Other violations are met with several methods to stop them. These methods include violence, threats and in rare and extraordinary cases, recruitment to serve one of the Keepers of the Temporal Compact.

5. Why have Chronomancy when it's banned; what's the point?

The intention of Chronomancy is to demarcate how temporal magic works in Creation and why it isn't seen in action. It is used in several ways to expand the setting, even if PCs cannot use it directly. The impacts are myriad and varied and are described below.

- Many metaphysical questions are answered about the setting and the nature of time. This helps support the coherency of the setting and further reinforce how things work within it.
- The establishment of the Keepers of the Temporal Compact, which provides a group for PCs to interact with and explore the world through those interactions.
- Potential inspiration for adventures skirting around the edges of Chronomancy or the rare unauthorized use of Chronomancy.
- An insight into divine politics and how Creation's deities work when they must work together.
- An insight into the nature of the Incarnations.
- An in setting reason for why certain spells, such as the celerity line, are banned. Likewise, it provides reasons for why some time manipulation-esque abilities have unusual limitations.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 07, 2019, 06:59:04 PM
Quote from: Corwin on May 07, 2019, 01:44:04 PM
Yeah, sorry, I've been getting stunlocked via DM interrupts for RL months.  >_>
I then figured I'd send an NPC over to deliver it instead, but during the present situation I can't justify sending off an officer, either.

At the earliest IC opportunity, it'll happen.

No worries! We'll work it out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 07, 2019, 07:06:23 PM
I know this has come up during the IC discussions, but a few questions on Time Stop specifically since I don't remember what was discussed:

From an IC perspective, why was Time Stop allowed to continue to exist?

Was Time Stop originally a Chronomancy spell, and, if so, was it different from its current incarnation then? If so to that, what was different about it?

I swear I had another one, but maybe it will come to me another time haaaaahahaha...
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 07, 2019, 07:55:07 PM
Quote from: Nephrite on May 07, 2019, 07:06:23 PM
I know this has come up during the IC discussions, but a few questions on Time Stop specifically since I don't remember what was discussed:

From an IC perspective, why was Time Stop allowed to continue to exist?

ICwise, the current Time Stop is a kludged together mimicry of a chronomancy based time stop. Some of the quirks of the spell come down to the fact that it's using a burst of super speed rather than actual time manipulation. The Compact doesn't forbid mimicry of forbidden spells that don't use chronomancy, also understanding that the troublesome parts of chronomancy can't be mimicked without chronomancy. You can't manage any temporal manipulation or time travel without it.

QuoteWas Time Stop originally a Chronomancy spell, and, if so, was it different from its current incarnation then? If so to that, what was different about it?

Yes, it was originally an actual chronomancy spell. I haven't gone fully into the differences between current Time Stop and an actual Time Stop spell, though chronomancy's Time Stop is more powerful. However, there's more plentiful and easier defenses against it by using chronomancy.

QuoteI swear I had another one, but maybe it will come to me another time haaaaahahaha...

/me groans at the terrible pun.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 07, 2019, 08:17:58 PM
This is mostly curiosity, but assuming there's an IC reason on the banning of the celerity spells, I'm curious what the IC reason for keeping Time Stop is.

This definitely isn't meant to get into a "time stop as a spell is too powerful and we should remove it" it's more of an observational question.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 08, 2019, 02:59:37 AM
Quote from: Nephrite on May 07, 2019, 08:17:58 PM
This is mostly curiosity, but assuming there's an IC reason on the banning of the celerity spells, I'm curious what the IC reason for keeping Time Stop is.

This definitely isn't meant to get into a "time stop as a spell is too powerful and we should remove it" it's more of an observational question.

OOC I simply won't allow the celerity line since they're terrifically broken. IC someone figured out a way to mimic Time Stop, if roughly. No one ever did for celerity (nor will they).
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 08, 2019, 10:46:19 AM
Quote from: Anastasia on May 06, 2019, 11:54:12 AM
Miranda reaches level 33.

- Valkyrie 33 and Ranger 33.
- 4 on a d8 for a total of 12 hit points and a grand total of 433 hit points.
- +1 BAB for a total of +33.
- +1 spell resistance for a total of 44.
- Gains 33rd level ranger casting. This gives her 8th level ranger access, but she lacks 8th level bonus spells so no joy there yet.
- No change to saves.
- Skills go up as normal.
- Great Ability(Constitution)(33) as her new feat.

Pretty much a dead level besides the Constitution bump.

Miranda's retraining this level into Valkyrie 33 and Focused Hunter 1. I may retrain more levels later, but let's see about this for now.

Changes are...not much. She loses the ranger casting level and gains favored fearlessness.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 08, 2019, 11:18:16 AM
Benyen reaches level 33.

- Fighter 33 and Fist of Raziel 23.
- 5 on a d10 for a total of 19 hit points and a grand total of 651 hit points.
- +1 BAB for a total of +33.
- Another daily use of smite evil. Yay.
- Gains 28th level paladin casting. Gains another 6th level spell which goes into another Heal.
- No change to saves.
- Skills go up as normal.
- Great Ability (Charisma)(33) as his new feat.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 09, 2019, 01:22:24 AM
Intensify Spell: Change the spell level adjustment from seven levels higher to five levels higher.

From the epic levels rules thread. Cor and I had a chat about this awhile ago and it's now enacted.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on May 09, 2019, 02:25:00 AM
Tryll reaches level 33.

- Psion 29 and Metamind 4.
- Paragon HP. 4+12=16+9=27 hp gained.
- +1 BAB for a total of +19.
- Power points go up as normal.
- Calleigh is now able to yeet 7 total power points into Tryll's pool on a daily basis due to the effects of 4th level Metamind.
- Gains 33rd level Psion casting. New powers are greater dispel psionics & shadow body.
- No change to saves.
- Skills go up as normal. Twice, because they weren't actually edited at all last level. Whoops.
- Epic Manifesting as his new feat from levels.
- Automatitic Metamagic: Quicken Power as his new Psion bonus feat.
- Tryll will be retraining Overchannel out for Power Penetration
- Calleigh advances as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2019, 04:15:09 PM
Round 2 of domain analysis.


Latha

Good and Law are automatic for her. She has three others if she gets to DvR1.

Celestial, Charity, Craft, Fire, Forge, Glory, Healing, Inquisition, Purification, Radiance, Summer, Sun, Truth, Zeal.

Celestial: A little tangential but I could see her picking it up as an aspect later on. Maybe even early.
Charity: The sun provides endless charity each day in the form of warmth, so I can see it. A bit tangential, though.
Craft: That or forge represents her crafting side. It would come down to which of the two I prefer.
Fire: Sun and fire are tied but not mandatory. I'd lean towards her getting this later on, though she would get it sooner or later.
Forge: See craft.
Glory: She already has this domain as a cleric and it fits, so obviously she'd have it if she ascended.
Healing: Latha is a healer and the sun's restorative power is a thing. Fits her well.
Inquisition: A little weaker than the others, but the morning sun vanquishes the horrible night combined with her nature. Could be a good later domain for painting in details.
Purification: Certainly something tied to glory and the sun, but more of something she'd get later on to clarify that for herself. Not as obvious as for Antenora.
Radiance: A no brainer for her to pick up, but later since other things cover this same territory.
Summer: An interesting possibility, it's when the sun's warmth is at its peak. But also weaker than others so it's not a strong choice.
Sun: Duh.
Truth: Latha has always served the truth and came dreadfully close to the truth when she stood at the Bridge of Al-Sihal. It feels like something she'd take and take early.
Zeal: A bit weak but she's certainly never lacked for it in her duties.

If she reaches DvR1, her starting load would be Glory, Good, Law, Sun and Truth. She'd also spend an SDA to get Craft or Forge, but I'll not consider that for now since it's not decided. She's a cleric and that's largely formed her domains already.

Mechanically this is +1 CL for good and lawful spells, +2 to the CL of turning, empower turning as a bonus feat, a +32 bonus to Sense Motive checks and a +1 CL divinations. She already has all but the Sense Motive and divination booster from the Truth domain, but it would free up two epic feats from bonus domain. So she makes out pretty good here all told.


Xandra

Good and Law are automatic for her. She gets three others if she makes it to DvR1.

Celestial, Creation, Destiny, Fate, Glory, Humility, Inquisition, Insight, Joy, Knowledge, Mysticism, Oracle, Purification, Truth

Celestial: Obligatory. Actually feels like it could fit better than most who get it by default.
Creation: Considering her work with the WoC and more, this makes a certain amount of sense. A mid range domain.
Destiny: All things considered, this could be a domain for her, though the campaign's focus and needs may make it a secondary one.
Fate: See destiny. I think she prefers destiny based on the slightly different connotations of the word, but its pretty marginal. Marginal enough that it might come down to which domain is better mechanically as a tiebreaker.
Glory: Considering Chronias and all of that, this feels right, even indirectly.
Humility: That is part of her - she's focused on other things than herself.
Inquisition: Comes back to truth for her, though a bit tangential.
Insight: This one's her, alright. Maybe not a first grab, but it fits her.
Joy: Chronias.
Knowledge: See insight and may be a better fit for her? Not sure.
Mysticism: Feels fitting for her for a lot of reasons, very  much a gutshot.
Oracle: Pretty much part of her premise. At some point, yes.
Purification: Tangential but see Chronias.

If she reaches DvR1, her stating load would be Celestial, Good, Humility, Law, Oracle. Maybe Mysticism in place of humility first or use an SDA for an extra domain.

Mechanically this is +1 CL for good and lawful spells, 1/day smite evil, +1 CL divinations, and +2 CL divinations. Not terribly useful to her at all, though she would use the SLAs and get some benefit from the CL boost. Oh wait, all of her spells are good aligned so a free +1 CL isn't the worst.

Miranda

Miranda gets Chaos and Law automatically.

Cold, Competition, Courage, Destruction, Hunt, Retribution, Strength, War, Wrath (SC)

Cold: Miranda has some cold stylings like her armor, so there's a case for it. Tangential.
Competition: Very tangential, but she is also a valkyrie.
Courage: Fearless as a valkyrie and always up for a battle.
Destruction: She's a warrior and a hunter, she destroys for a living. A later domain for her but one I'd support.
Hunt: More of a personal interest for her, but I could see it. Ranger + arrows too, y'know?
Retribution: One barrage of arrows at a time. Probably a core domain for her.
Strength: Playing to the stereotype, admittedly.
War: Ysgard.
Wrath: Ysgard.

If she reaches DvR1, her starting load would be Chaos, Courage. Good, Hunt, War. This could change as she develops further.

Mechanically, this is +1 CL chaotic and good spells, a redundant aura of courage, a redundant bonus feat in track and a free weapon focus in longbow. Isn't the worst layout ever.

Emily

Law and Good are automatic for her. She gets three others if she makes it to DvR1.

Healing, Hope, Liberation, Magic, Protection, Zeal.

I'll preface this that Emily's the hardest one I've had yet. Her story arc's at an awkward place for this, so I'm sticking to easy picks. This'll likely be easier in a few months.

Healing: It's a good base for Emily to touch and she has that sort of power.
Hope: Seira.
Liberation: She's been taking planks of that lately and with all that's going on, it would make a lot of sense.
Magic: Obligatory for a caster like her.
Protection: Tangential, liberation's closer, but I can see it.
Zeal: That's the theory for her, anyway. She's working that back up again.

If she reaches DvR1, her starting domains would Law, Good, Healing, Hope and Zeal. Might vary it a bit but that's the core. Zeal may well be pushed back for Liberation or Magic.

Mechanically, that's +1 CL for good and chaotic spells, +1 CL for healing spells, a 1/day booster and a 1/day quick take 20. Mildly useful all around.


Donald

Chaos and Good are automatic for him. He gets three others if he makes it to DvR1.

Courage, Destruction, Dragon, Endurance, Fey, Hope, Luck, Protection, Renewal, Spell, Strength, Sun, Transformation, War, Zeal

Courage: Donald has his flaws, but cowardice has never been one of them. A good supporting domain in the future.
Destruction: Tangential and weak, but mentioned to contrast with strength.
Dragon: Only if Seira gets it. He might grab it later if so, since he is a half dragon.
Endurance: Thematically fitting, Donald's good at that sort of thing. He may not ever choose the domain, but he could argue for it.
Fey: No. Just noted since he has fey blood.
Hope: Seira. I don't think he'd take it, he'd focus on other things, but Seira.
Luck: Duh.
Protection: He is something of a protector and this would fit him. He'd take it at some point, earlier than later.
Renewal: Being a mortal who died and was reincarnated gives this some symbolism for him.
Spell: Donald prefers actual spells than the theory, he's very much a practical sort of spellcaster.
Strength: Donald strong. Donald hit. Donald smash.
Sun: Due to originally serving Lathander. I doubt he'd take it, though.
Transformation: Oddly fitting due to Donald's series of transformations.
War: He fits that, but he may not take that exact domain since Seira has.
Zeal: Donald.

If he reaches DvR1, his starting domains would be Chaos, Good, Luck, Protection and Strength. Lots of good choices here, though.

Mechanically, this is +1 Cl for good and chaotic spells, a luck domain power that needs houseruling, a 1/day protective ward and a 1/day strength booster. Not terrible.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 11, 2019, 07:14:19 PM
Quote from: Anastasia on May 11, 2019, 04:15:09 PM
Emily

Law and Good are automatic for her. She gets three others if she makes it to DvR1.

Healing, Hope, Liberation, Magic, Protection, Zeal.

I'll preface this that Emily's the hardest one I've had yet. Her story arc's at an awkward place for this, so I'm sticking to easy picks. This'll likely be easier in a few months.

Healing: It's a good base for Emily to touch and she has that sort of power.
Hope: Seira.
Liberation: She's been taking planks of that lately and with all that's going on, it would make a lot of sense.
Magic: Obligatory for a caster like her.
Protection: Tangential, liberation's closer, but I can see it.
Zeal: That's the theory for her, anyway. She's working that back up again.

If she reaches DvR1, her starting domains would Law, Good, Healing, Hope and Zeal. Might vary it a bit but that's the core. Zeal may well be pushed back for Liberation or Magic.

Mechanically, that's +1 CL for good and chaotic spells, +1 CL for healing spells, a 1/day booster and a 1/day quick take 20. Mildly useful all around.


Only one I know anything about. I'll preface this with I only know about her from my own threads, so there could be tons in backstory and previous stuff that counters this.

Healing: She does healing, yeah, but to me that seems like it's more of a battle endurance form of healing instead of the pious go out and heal others type. I suppose I could see it fitting, but I think it'd need to be coupled with a more combat-y domain, at least, to really fit.

Hope: Eh... I haven't seen her do much to *inspire* hope, really. In fact, Alyssa's had to pep-talk her more than once, and while that doesn't exclude her from it, when coupled with not having seen her inspire hope in others exactly, I can't say it fits. She certainly has the potential to grow into it, I think.

Liberation: I can see this fitting, but she's got some fitting in for it yet. This last fight was a good step for it.

Magic: Sorta the same with healing. I haven't seen much RP of her being in love with magic. It feels more like she views it the same way as a sword. A tool to use.

Protection: I think this is up there with Liberation, but she's got some growing for it. I can see her wanting to protect the down-trodden, but I haven't really seen her go out and campaign or do anything devoted to it, yet. Still, I think it fits her personality, but she does need to dedicate some to it.

Zeal: Toughy. She's got the makings for it, but again, needs some growth. I'd say this one is way more dependent on the rest of her portfolio. She'd have to feel that way about everything in her purview.

Other suggestions...

Courage, I think. She's certainly willing to face things she doesn't want to and keep going.

Glory is a shoe-in, I think. Her whole arc with Alyssa has been about chasing becoming a legend and glory to rival Seira. It's been her primary motivator for the entire time. I think this is almost automatic for her, honestly.

Retribution is a strong maybe, I think. She's vengeful enough, and passionate enough, about crushing slavery. Could be something there.

In conclusion, I'd suggest these, personally:

Good, Law, Glory, Liberation, Courage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2019, 07:21:56 PM
Really interesting alternate take there, Iddy. Lemme mull that over.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 11, 2019, 07:30:35 PM
Only comment I have is I feel like Truth over Humility for Xandra is more fitting. I totally see where you're going with that idea, though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2019, 07:58:44 PM
Quote from: Nephrite on May 11, 2019, 07:30:35 PM
Only comment I have is I feel like Truth over Humility for Xandra is more fitting. I totally see where you're going with that idea, though.

That's a fair take. I'll remember that if she gets that far.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 14, 2019, 12:56:46 PM
Moore's loot provoked a conversation I want to cross post.

> Ahnvae: This black cloak grants a +15 competence bonus to Stealth checks. When worn at night and similar conditions of darkness, this bonus rises to +25 and grants several additional benefits. The wearer never leaves tracks or signs of his passing, as if affected by a pass without trace spell (CL20). The wearer is scentless and cannot be tracked by scent.
<Iddy> That's pretty nice.
<Iddy> I might need to copy some of that
<CC> Are you stealthy?
<Iddy> Yeah.
<Iddy> +65 to stealth.
<Iddy> I really like the scent and trackless parts.
> I'm sure y'all have noticed by now, but I deliberately sometimes drop things better for a different node in a node's treasures.
> Usually worth bearing in mind.
<CC> Not bad
<CC> Well yes, though it's not always practical
<Iddy> I sort of haven't. But I've got a wide range of people. Is the witch staff it?
<CC> It's also been ages since I got real loot
<CC> I think in your loot it was probably the elven things?
<CC> And Emily already wanted to give them, since they're cursed?
<Iddy> They were all cursed, yeah.
<CC> I don't think we even have star elves, though uncursing them shouldn't be hard and we do have a bunch of elven deity friends
> That's basically Emily's logic, yeah.
> Moore loot.
<CC> I remember Alicia had something hope-related a while ago
<CC> That I got
<CC> Huh, Moore got nice stuff
<CC> Kormault is very sweet!
<Iddy> I've got that Warhammer. I thought that would be good for someone too.
> Learner was a minor bonus boss.
> He was most likely going to get away or force the party to retreat, but Moore played it well and didn't get complacent.
<CC> The ring is nice, too
<CC> UMD for profit~
<Iddy> I'll note that I'd actually like to trade loot with people because Alyssa has had almost zero contact with the other nodes.
> Yuth.
<Ebiris> Yeah I've got some bracers that'd be good for Ianvasah if we meet up again.
> Iddy.
<CC> I'm cool about trading stuff, sure
> Lemme cross post this in nagging, get a chat going about it with everyone.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 14, 2019, 01:01:32 PM
I admit I usually forget if other nodes can use things when evaluating things, for whatever that's worth.

Also the stuff we get is usually awful and evil anyway, but that's a side point.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 14, 2019, 02:05:20 PM
Yes.

That aside, my point in posting this is the following: The nodes know each other now. If y'all are interested in each other's treasure, maybe you should set something ups o you can send or trade pieces swiftly?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 14, 2019, 07:28:42 PM
I have no objections, assuming we can cut out the middleman of needing to debate IC what we're using for this venue and further needing to discuss IC who gets what and what's being taken and yadda yadda.

Assuming those are both the case, we can easily use Io's Maze as a vault of sorts (I'm sure he'd have no objections, being a dragon and all) for it, and we can just post in loot when something comes up that we're putting there. From there, it becomes a matter of interested parties discussing it.

What I don't want is needing to spend a lot of time on upkeep (I.e. no "Io's Vault" post where we keep the items) and needing to spend time IC discussing things that we can handle here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 14, 2019, 07:54:02 PM
I was basically just figuring I can offer things during teamups to give people a helpful boost or after teamups as a way of showing appreciation. IC I don't have a reason to contribute to some sort of node-only loot store since there's a world outside the nodes I might have reason to trade/give away cool stuff to as well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 17, 2019, 12:18:35 AM
Proposing some feat retrains for approval:

Level 1: Improved Disarm -> Empower Spell
Human: Combat Expertise -> Maximize Spell
Level 6: Font of Inspiration -> Knowledge Devotion
Level 9: Knowledge Devotion -> Minor Shapeshift

I'm also interested in getting an Epic version of the Inspiring enchant(s).
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 17, 2019, 12:22:34 AM
Also, new spells from loot need to make their way into the Spell Collection so I can PUMP THEM UP!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2019, 09:34:54 AM
Quote from: Iron Dragoon on May 17, 2019, 12:22:34 AM
Also, new spells from loot need to make their way into the Spell Collection so I can PUMP THEM UP!

Done. Acid cry added to the spell collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 17, 2019, 09:06:01 PM
Moore's Quick Gather
Evocation
Level: Bard 5, Sorcerer 6, Wizard 6
Components: V, S, M,
Casting Time: 1 standard action
Range: Personal
Area: 100 ft emanation, centered on you
Duration: Instantaneous or concentration (up to 1 round/level
Saving Throw: None
Spell Resistance: No

This spell causes all unattended items to gather themselves up around you to be put away. You must provide a container for the items to go into, but can do so after you cast this spell. You control where each unattended item goes, i.e. into your pack or liquids into bottles. This spell has no effect on any item heavier than 15 pounds.


I wasn't really sure on the weight limit, but I went conservative.

EDIT: I'm also not sure if I need to specify how fast it does what it does. Or how you would even calculate that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 17, 2019, 10:59:31 PM
Trying to get some more decent transmutation spells going:

Solar Convex Focal
Transmutation [Fire, Light]
Level: Drd 11, Sor/Wiz 11
Components: V, S, M.
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Concentration; up to 1 round/level
Saving Throw: None
Spell Resistance: Yes

While casting this spell you manipulate the energy of the ambient heat and light on a massive scale, the same way a magnifying glass does, only on a lethal scale. The result is a beam of super-heated air, visible only as a heat haze, that sears the target for 20d6 damage. Due to the almost invisible nature of the beam, creatures struck by this beam are subject to sneak attack damage on the first round it hits them regardless of how far the caster is from them. This only applies if the caster has sneak attack and the creature would be subject to sneak attack in the first place. While focusing this beam, the caster may change targets as a free action on their turn.

Material Component

A magnifying glass.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 17, 2019, 11:33:37 PM
Water-blasting
Transmutation/Conjuration [Water, Earth]
Level: Drd 8, Sor/Wiz 8
Components: V, S, M.
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: 1 creature
Duration: Concentration; up to 1 round/level
Saving Throw: Reflex half; see text
Spell Resistance: Yes

Opening a tiny portal to the plane of Water you summon a jet of water, pressurized by all the weight of the plane. When this jet passes through your portal, small grains of Sand are called into it increasing the abrasive damage of it. The caster must succeed on a ranged touch attack to hit the target, and this jet deals 1d6 damage per caster level (maximum of 25d6) per round to the target, a successful reflex save halves this damage.

Any creature wither the Water or Earth sub-type takes half damage from this spell, while Constructs and objects take double damage.

Material Component

A small jar of water and sand.

Edit: what do you think of an effect where if you fail two consecutive saves you get knocked down from the pressure?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 18, 2019, 12:30:55 PM
Quote from: Nephrite on May 17, 2019, 09:06:01 PM
Moore's Quick Gather
Evocation
Level: Bard 5, Sorcerer 6, Wizard 6
Components: V, S, M,
Casting Time: 1 standard action
Range: Personal
Area: 100 ft emanation, centered on you
Duration: Instantaneous or concentration (up to 1 round/level
Saving Throw: None
Spell Resistance: No

This spell causes all unattended items to gather themselves up around you to be put away. You must provide a container for the items to go into, but can do so after you cast this spell. You control where each unattended item goes, i.e. into your pack or liquids into bottles. This spell has no effect on any item heavier than 15 pounds.


I wasn't really sure on the weight limit, but I went conservative.

EDIT: I'm also not sure if I need to specify how fast it does what it does. Or how you would even calculate that.

Moore's Quick Gather
Transmutation
Level: Brd 5, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Area: 5ft/level emanation, centered on you
Duration: Instantaneous or concentration (up to 1 round/level)
Saving Throw: None
Spell Resistance: No

This spell causes all unattended items to gather themselves up around you to be put away. You must provide a container for the items to go into, but can do so after you cast this spell. You control where each unattended item goes, i.e. into your pack or liquids into bottles. This spell has no effect on any item heavier than 15 pounds. You can exclude any item from this spell that you wish.

Focus

One or more containers to store the items you gather.

How's this look?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 18, 2019, 12:31:51 PM
I think that's totally fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 18, 2019, 12:43:48 PM
It's in the spell collection now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 18, 2019, 12:57:50 PM
Quote from: Iron Dragoon on May 17, 2019, 10:59:31 PM
Trying to get some more decent transmutation spells going:

Solar Convex Focal
Transmutation [Fire, Light]
Level: Drd 11, Sor/Wiz 11
Components: V, S, M.
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Concentration; up to 1 round/level
Saving Throw: None
Spell Resistance: Yes

While casting this spell you manipulate the energy of the ambient heat and light on a massive scale, the same way a magnifying glass does, only on a lethal scale. The result is a beam of super-heated air, visible only as a heat haze, that sears the target for 20d6 damage. Due to the almost invisible nature of the beam, creatures struck by this beam are subject to sneak attack damage on the first round it hits them regardless of how far the caster is from them. This only applies if the caster has sneak attack and the creature would be subject to sneak attack in the first place. While focusing this beam, the caster may change targets as a free action on their turn.

Material Component

A magnifying glass.

Okay, the beam should either allow a saving throw or require an attack roll to hit. Rest of it's basically fine, may reword the sneak attack parts a bit but that's no big deal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 18, 2019, 12:59:38 PM
Quote from: Anastasia on May 18, 2019, 12:57:50 PM
Okay, the beam should either allow a saving throw or require an attack roll to hit. Rest of it's basically fine, may reword the sneak attack parts a bit but that's no big deal.

Solar Convex Focal
Transmutation [Fire, Light]
Level: Drd 11, Sor/Wiz 11
Components: V, S, M.
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Concentration; up to 1 round/level
Saving Throw: None
Spell Resistance: Yes

While casting this spell you manipulate the energy of the ambient heat and light on a massive scale, the same way a magnifying glass does, only on a lethal scale. The result is a beam of super-heated air, visible only as a heat haze, that sears the target for 20d6 damage with a successful ranged touch attack. Due to the almost invisible nature of the beam, creatures struck by this beam are subject to sneak attack damage on the first round it hits them regardless of how far the caster is from them. This only applies if the caster has sneak attack and the creature would be subject to sneak attack in the first place. While focusing this beam, the caster may change targets as a free action on their turn.

Material Component

A magnifying glass.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 18, 2019, 01:03:55 PM
Quote from: Iron Dragoon on May 18, 2019, 12:59:38 PM
Quote from: Anastasia on May 18, 2019, 12:57:50 PM
Okay, the beam should either allow a saving throw or require an attack roll to hit. Rest of it's basically fine, may reword the sneak attack parts a bit but that's no big deal.

Solar Convex Focal
Transmutation [Fire, Light]
Level: Drd 11, Sor/Wiz 11
Components: V, S, M.
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Concentration; up to 1 round/level
Saving Throw: None
Spell Resistance: Yes

While casting this spell you manipulate the energy of the ambient heat and light on a massive scale, the same way a magnifying glass does, only on a lethal scale. The result is a beam of super-heated air, visible only as a heat haze, that sears the target for 20d6 damage with a successful ranged touch attack. Due to the almost invisible nature of the beam, creatures struck by this beam are subject to sneak attack damage on the first round it hits them regardless of how far the caster is from them. This only applies if the caster has sneak attack and the creature would be subject to sneak attack in the first place. While focusing this beam, the caster may change targets as a free action on their turn.

Material Component

A magnifying glass.

Solar Convex Focal
Transmutation [Fire, Light]
Level: Drd 11, Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: 1 creature
Duration: Concentration; up to 1 round/level
Saving Throw: None
Spell Resistance: Yes

While casting this spell you manipulate the energy of the ambient heat and light on a massive scale, the same way a magnifying glass does, only on a lethal scale. The result is a beam of super-heated air, visible only as a heat haze, that sears the target for 25d6 fire damage with a successful ranged touch attack. Due to the almost invisible nature of the beam, creatures struck by this beam are subject to sneak attack damage on the first round it hits them regardless of how far the caster is from them. This only applies if the caster has sneak attack and the creature would be subject to sneak attack in the first place. While focusing this beam, the caster may change targets as a free action on their turn.

Material Component

A magnifying glass.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 18, 2019, 01:04:30 PM
Sounds good.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 18, 2019, 01:08:21 PM
Added to the Spell Collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 19, 2019, 11:29:46 AM
Quote from: Iron Dragoon on May 17, 2019, 12:18:35 AM
Proposing some feat retrains for approval:

Level 1: Improved Disarm -> Empower Spell
Human: Combat Expertise -> Maximize Spell
Level 6: Font of Inspiration -> Knowledge Devotion
Level 9: Knowledge Devotion -> Minor Shapeshift

I'm also interested in getting an Epic version of the Inspiring enchant(s).

Retraining goes without incident.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 19, 2019, 11:40:52 AM
Any comments, y'all?

Chauntea's Great Restoration
Transmutation
Level: Drd 15
Components: V, S, M, F, DF
Casting Time: 12 hours
Range: 5 miles/level
Area: 5 miles/level emanation, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By casting this spell, you cause a wide reaching and complete restoration of the lands within range of this spell. This spell heals any damage to the land, such as pollution, drought, desertification, decay, diseases, curses and ongoing spells. Spells such as diminish plants are automatically dispelled, as is any non epic spell that harms or suppresses the natural state of the land. An epic spell is treated as being affected by a superb dispelling spell with a maximum dispel check of +60. Any magical changes to the natural weather patterns are likewise dispelled (you can choose to exempt beneficial effects as you see fit) as above, while non magical changes are simply corrected.

Lands affected by this spell are instantly restored to full growth and splendor. Dead plants are returned to life, fields are full of fresh growth and farmed out lands are again fertile. Any blocked or lost water sources are restored and rejuvenated, with natural aquifers and the like fully refilled. Exhausted natural resources are restored as well.

The area affected by this spell is forever bountiful after. Crop yields are doubled for the affected land and plants need only 50% of the normal amount of water to survive.

If this spell is cast on the Prime Material Plane, it also heals any spiritual wounds in the area of the spell as if the caster used an unused 15th level spell slot to heal the wound. Any caster level checks to end the spiritual wound are still required.

This spell was created by Chauntea after a Prime Material Plane was nearly destroyed by several disasters. While the spell's knowledge is not hidden, the required focus means it is usually cast only by the greatest and most trusted of Chauntea's servants.

Material Component

Diamonds totaling no less than 50,000 gold.

Focus

A droplet of blood from Chauntea.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 19, 2019, 11:42:42 AM
I like it, but shouldn't it be more like a devout of chauntea spell, and then a lesser version for regular druids? Seems like that would be something she keeps in-house so to speak.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 19, 2019, 11:46:44 AM
Quote from: Iron Dragoon on May 19, 2019, 11:42:42 AM
I like it, but shouldn't it be more like a devout of chauntea spell, and then a lesser version for regular druids? Seems like that would be something she keeps in-house so to speak.

Read this line from the spell:

QuoteThis spell was created by Chauntea after a Prime Material Plane was nearly destroyed by several disasters. While the spell's knowledge is not hidden, the required focus means it is usually cast only by the greatest and most trusted of Chauntea's servants.

The required focus accomplishes that same effect, unless you can somehow get your hands on a drop of Chautnea's blood.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 19, 2019, 12:03:43 PM
Nice spell, would've been good for those wastes south of the Desert Fiefdoms.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 19, 2019, 04:14:44 PM
Quote from: Ebiris on May 19, 2019, 12:03:43 PM
Nice spell, would've been good for those wastes south of the Desert Fiefdoms.

It's a useful spell for its niche, yes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 19, 2019, 04:35:50 PM
Chauntea's Great Restoration is in the Spell Collection now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 20, 2019, 01:35:51 PM
No kidding, why isn't she helping?!
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 20, 2019, 02:54:42 PM
Seeking clarification on the following.

Armband
QuoteArmband of the Spark [50,000gp]: This armband, when worn, allows the user to channel life energy. Three times per day, they may activate it's powers as a swift action. For the next minute, they may deal critical hits and precision damage to creatures normally immune to such.

What happens after I activate it? What if my next action is to take the armband off and drop it on the ground, was the power channeled into me during that swift action and will continue to affect me for the next minute, or do I need to wear the armband for that minute to get the benefit of its power?

The Flame Whips spell
Spoiler: ShowHide
Flame Whips
(Spell Compendium, p. 95)

Transmutation
Level: Sorcerer 4, Wizard 4,
Components: V, S,
Casting Time: 1 standard action
Range: Personal
Effect: Flaming whips
Duration: 1 round/level (D)

At the conclusion of this spell, your arms stretch into whiplike appendages and burst into flames.

Your forelimbs transform into flaming whips. You gain two melee touch attacks with a 15-foot reach that each deals 6d6 points of fire damage. Attacks with these flaming whips replace any natural attacks you had with those limbs.

While this spell is in effects, you cannot cast spells with material components, nor can you carry items with your forelimbs. Any items worn on your forelimbs cease functioning while the spell is active.


Am I correct to presume that using this spell won't prevent me from having the rest of my natural attacks, nor would it prevent me from using my SLAs, Divine and otherwise?

Can there exist a variant that turns just one of my arms into a flame whip? What about turning my wings into fire whips instead of my arms? How about turning all my natural attacks into terrifying flame tentacles?

What about something like the extra arms granted by Arms of Plenty, could Flame Whips be integrated with that to retain the ability to use my sword?

Would Flame Whips be hit with Imix's Burn (Ex) ability were I to him him with them?

Plane of Fire lore
I got the answer that a Gate could be opened between Water and Fire (barring Kossuth or Istishia intervening directly). How likely is that were I to try to box Imix in and then open a Gate to Water to kick him through?

What about opening a portal to Water that would start gushing water all over the place? I can't really think of a spell that does that out of hand, but would divine power or Wish/Miracle accomplish that? And if it were possible, would Kossuth or Istishia treat it like a Gate spell? Worse, better?

Would my divine power or Wish/Miracle be able to suppress Fire's ever-burning effect? Something like Attune Form and its weaker cousin, except with a small radius instead?

The Abolition War
Is this battle considered to be part of the Abolition War, as far as Istishia is concerned? Ie, were the Padisha or Ben-Hadar willing to act here, are they allowed to?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 20, 2019, 03:14:55 PM
Armband: You need to keep it on to gain the benefits.

Flame Whips: Main proviso here before anything else: If this just turns into wraith strike 2.0 since melee touch it's not going to fly.  Same reasons as that, don't want to even try and balance that and essentially ignore the fact that wraith strike is banned for a good reason. It may well be a corner case with goldenfire but it's not a corner case I'm going to deal with.

Yes, it wouldn't interfere with non arm natural weapons, such as a bite or a tail.

Yes, a single arm variant would be fine via alter reality. A greater version that does that could be made, I suppose, though see above about wraith strike.

It's a DM judgment area, but I'd rule you couldn't turn Arms of Plenty arms into Flame Whips.

I'd rule that your Flame Whips are still part of your body, so anything that would deal damage from coming in contact with ti would still damage you.

Fire Lore: Possibly, you don't know precisely what would cause Kossuth and Istishia to intervene.

Again, you don't know precisely how those two beings would react to mass Water gates. It's also something the Sultan and Imix could move to counter, naturally.

Yeah, that's probably reasonable based on other spells.

You don't know if Istishia would consider it part of the war or not, but it would logically seem to be a part of it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 20, 2019, 07:28:47 PM
Just out of curiosity, would you see an amped-up version of Mana Flux (PHBII) as legal?

I think it'd be cool if there was a Greater version that maybe had a slightly larger area and 50% failure or something like that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 20, 2019, 08:33:35 PM
Quote from: Iron Dragoon on May 17, 2019, 11:33:37 PM
Water-blasting
Transmutation/Conjuration [Water, Earth]
Level: Drd 8, Sor/Wiz 8
Components: V, S, M.
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: 1 creature
Duration: Concentration; up to 1 round/level
Saving Throw: Reflex half; see text
Spell Resistance: Yes

Opening a tiny portal to the plane of Water you summon a jet of water, pressurized by all the weight of the plane. When this jet passes through your portal, small grains of Sand are called into it increasing the abrasive damage of it. The caster must succeed on a ranged touch attack to hit the target, and this jet deals 1d6 damage per caster level (maximum of 25d6) per round to the target, a successful reflex save halves this damage.

Any creature wither the Water or Earth sub-type takes half damage from this spell, while Constructs and objects take double damage.

Material Component

A small jar of water and sand.

Edit: what do you think of an effect where if you fail two consecutive saves you get knocked down from the pressure?

Damage is too high for a continuous, round by round source of damage for 8th level.

You could do that, or just have the blast knock someone prone.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 20, 2019, 08:38:22 PM
Quote from: Nephrite on May 20, 2019, 07:28:47 PM
Just out of curiosity, would you see an amped-up version of Mana Flux (PHBII) as legal?

I think it'd be cool if there was a Greater version that maybe had a slightly larger area and 50% failure or something like that.

Possibly. One of those things where it's written and I take a gander.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 20, 2019, 08:41:38 PM
Water-blasting
Transmutation/Conjuration [Water, Earth]
Level: Drd 8, Sor/Wiz 8
Components: V, S, M.
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: 1 creature
Duration: Concentration; up to 1 round/level
Saving Throw: Reflex half; see text
Spell Resistance: Yes

Opening a tiny portal to the plane of Water you summon a jet of water, pressurized by all the weight of the plane. When this jet passes through your portal, small grains of Sand are called into it increasing the abrasive damage of it. The caster must succeed on a ranged touch attack to hit the target, and this jet deals 1d6 damage per caster level (maximum of 15d6) per round to the target and knocks it prone, a successful reflex save halves this damage and prevents the knock down.

Any creature wither the Water or Earth sub-type takes half damage from this spell, while Constructs and objects take double damage.

Material Component

A small jar of water and sand.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 20, 2019, 09:00:02 PM
That's about right, I'll check some things and get back to you on it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 20, 2019, 09:06:24 PM
Greater Mana Flux
Abjuration
Level: Cleric 10, Sorc/Wiz 10
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft.-radius emanation centered on a point in space
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell functions as Mana Flux, except as noted here. The chance for failure increases to 50%.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 21, 2019, 12:57:48 AM
Would Emily know the Dragon Princess spells from Surraruthru to teach Alyssa?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 21, 2019, 09:17:58 AM
Quote from: Iron Dragoon on May 21, 2019, 12:57:48 AM
Would Emily know the Dragon Princess spells from Surraruthru to teach Alyssa?

I don't see why not, they're not a secret of the faith or anything.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 21, 2019, 10:46:35 AM
Quote from: Corwin on May 21, 2019, 09:17:58 AM
Quote from: Iron Dragoon on May 21, 2019, 12:57:48 AM
Would Emily know the Dragon Princess spells from Surraruthru to teach Alyssa?

I don't see why not, they're not a secret of the faith or anything.

Pretty much this.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 22, 2019, 12:15:25 PM
I don't mean to nitpick, but I don't think Moore's group has actually ever met Latha except vaguely in B3 unless I am misremembering.

It's not a big deal or anything!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 22, 2019, 12:59:18 PM
Quote from: Nephrite on May 22, 2019, 12:15:25 PM
I don't mean to nitpick, but I don't think Moore's group has actually ever met Latha except vaguely in B3 unless I am misremembering.

It's not a big deal or anything!

I think she did, but it was in a topic in another node and I'd have to dig it up. I'll check once I'm done with this Iddy post.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 23, 2019, 02:07:25 AM
Throwing this up because I feel like there needs to be something between 8 and 14 for this sort of perception type deal.

Archmage's Prying Eyes
Divination
Level: Sor/Wiz 11
Components: V, S
Casting Time: 1 minute
Range: One mile
Effect: Ten or more levitating eyes
Target: Personal
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This spell functions exactly as Prying Eyes, Greater except the eyes report what they see as the spell Telepathic Bond, limiting the number of eyes to 1d4+1 per 3 caster levels (to a maximum of +6).

The target is never flatfooted. The eyes gain a Hide modifier equal to the target's Caster Level. The eye's maximum Spot modifier is +35 instead of +25.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 23, 2019, 12:22:58 PM
Quote from: Iron Dragoon on May 20, 2019, 08:41:38 PM
Water-blasting
Transmutation/Conjuration [Water, Earth]
Level: Drd 8, Sor/Wiz 8
Components: V, S, M.
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: 1 creature
Duration: Concentration; up to 1 round/level
Saving Throw: Reflex half; see text
Spell Resistance: Yes

Opening a tiny portal to the plane of Water you summon a jet of water, pressurized by all the weight of the plane. When this jet passes through your portal, small grains of Sand are called into it increasing the abrasive damage of it. The caster must succeed on a ranged touch attack to hit the target, and this jet deals 1d6 damage per caster level (maximum of 15d6) per round to the target and knocks it prone, a successful reflex save halves this damage and prevents the knock down.

Any creature wither the Water or Earth sub-type takes half damage from this spell, while Constructs and objects take double damage.

Material Component

A small jar of water and sand.

Yeah, that's fine and worth trying.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 23, 2019, 12:28:25 PM
It's now in the spell collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 23, 2019, 12:35:07 PM
Quote from: Nephrite on May 20, 2019, 09:06:24 PM
Greater Mana Flux
Abjuration
Level: Cleric 10, Sorc/Wiz 10
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft.-radius emanation centered on a point in space
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell functions as Mana Flux, except as noted here. The chance for failure increases to 50%.

I'm tentatively rejecting this one, since I have to do a lot of homework on it and make some decisions. This no may become a yes over the weekend, but for now I'm punting it with an expectation it'll be rejected.

I'll get back to you on this by Monday.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 23, 2019, 12:44:21 PM
Prying eyes tonight, it's a bit beyond the time I have to sort into all of that.

Adding this to the spell collection.

Balor Lord Nimbus
Transmutation [Fire]
Level: Clr 6, Sor/Wiz 6
This spell is identical to balor nimbus, except as noted here. The fire damage you deal to any creature grappling you rises to 10d6 and you gain a +4 bonus to grapple checks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 24, 2019, 06:32:59 PM
Spell question. I've been thinking Disintegrating Burst was from this source (https://www.dandwiki.com/wiki/Disintegrating_Burst_(3.5e_Spell)). The Spell Compendium has Disintegrating Burst that does the regular Disintegrate damage on a passed save (5d6), not 8d6. Is that correct?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 24, 2019, 06:36:17 PM
It's not. It's from...I believe Imix's writeup, though it was used before by others, it's not remotely exclusive to him.

Disintegrating Blast
Transmutation
Level: Duskblade 12, Sor/Wiz 12
Range: 100ft
Area: 100ft radius burst centered on you

This spell is identical to disintegrating burst, except as noted here. This spell can inflict a maximum of 60d6 damage (8d6 on a successful save).

Disintegrating Burst
Transmutation
Level: Duskblade 9, Sor/Wiz 9
Range: 20ft
Area: 20ft radius burst centered on you

This spell is identical to disintegrate, except as noted here. All creatures and unattended objects (except yourself and your familiar) are affected by a disintegrate spell. You do not need to make ranged touch attacks against the creatures in the burst, though spell resistance and the Fortitude saving throw still apply.

A case of same idea, same name but not the same thing. I wasn't aware of that spell until now.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 27, 2019, 12:42:50 PM
Each player is now a moderator of their game board. This is mostly for the sake of thematics and in the unlikely event you need those permissions.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 27, 2019, 09:50:22 PM
Quote from: Iron Dragoon on May 23, 2019, 02:07:25 AM
Throwing this up because I feel like there needs to be something between 8 and 14 for this sort of perception type deal.

Archmage's Prying Eyes
Divination
Level: Sor/Wiz 11
Components: V, S
Casting Time: 1 minute
Range: One mile
Effect: Ten or more levitating eyes
Target: Personal
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This spell functions exactly as Prying Eyes, Greater except the eyes report what they see as the spell Telepathic Bond, limiting the number of eyes to 1d4+1 per 3 caster levels (to a maximum of +6).

The target is never flatfooted. The eyes gain a Hide modifier equal to the target's Caster Level. The eye's maximum Spot modifier is +35 instead of +25.

Archmage's Prying Eyes
Divination
Level: Sor/Wiz 11
Components: V, S
Casting Time: 1 minute
Range: One mile
Effect: Two or more levitating eyes
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This spell functions exactly as Prying Eyes, Greater except the eyes report what they see as the spell Telepathic Bond, limiting the number of eyes to 1d4+1 per 3 caster levels (to a maximum of +6).

The target is never flatfooted. The eyes gain a Hide modifier equal to the target's Caster Level. The eye's maximum Spot modifier is +35 instead of +25.

That's fine, we can try that. Look good?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 27, 2019, 09:50:57 PM
Looks good for me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 27, 2019, 09:57:37 PM
Speaking of Archmage's Prying Eyes, I'd like to take it as a permanency thing. Yes/No?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 28, 2019, 12:17:58 AM
Dune, you forgot to add this spell to the Spell Collection:

http://www.soulriders.net/forum/index.php/topic,104100.msg1139820.html#msg1139820
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 28, 2019, 10:51:04 AM
Quote from: Iron Dragoon on May 28, 2019, 12:17:58 AM
Dune, you forgot to add this spell to the Spell Collection:

http://www.soulriders.net/forum/index.php/topic,104100.msg1139820.html#msg1139820

Done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 28, 2019, 11:20:07 AM
Any issue with Alyssa learning the mental partition spell from either Emily or Dolmaya?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 28, 2019, 12:21:49 PM
So embarrassing story time. I was supposed to make Dolmaya this weekend. Guess what I didn't do?

Nailed it. No idea where the todo went, somehow it slithered out of my mind entirely.

I'm gonna be slow today because I'm doing that on the side.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 28, 2019, 01:26:19 PM
Speaking of, you were also going to do a new realm development thing too.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 28, 2019, 07:21:43 PM
So spell theft is a cool spell that I didn't realize existed when I was trying to come up with a custom spell. Go figure.

It's in Complete Scoundrel if you need to look it up. It's also a Bard 4 and Sorc/Wiz 5 spell with a dispel check max of +15, which is kinda not great.

This is my take on a strong but more narrow version of the spell. I do not know if it's balanced, but I thought I'd try it out. If one were to just make it a more buff version of Spell Theft, I think that'd be okay, but I'd probably say in that case you make the dispel check maximum 30. Also, I think it'd be fair for Magic domain folks to get access to it, but YMMV on that.


Moore's Modified Spell Theft
Abjuration
Level: Bard 8, Hexblade 8, Sorc/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area:   One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell functions like spell theft, except as described here.

You may choose to make a dispel check (Maximum +40) against any spell that target has, plus one additional spell per 10 caster levels. Any spell dispelled is treated as if affected by spell theft, with the same limitations.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 30, 2019, 05:40:04 PM
If I understand it correctly, Summon Monster is a Good/Evil/Chaotic/Lawful spell if the creature summoned with it is an outsider with the corresponding alignment.

What if you summon a Fire creature? Does Summon Monster become a Fire spell?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 30, 2019, 06:10:00 PM
Yes.

QuoteWhen you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 30, 2019, 06:49:48 PM
Eb's correct.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 30, 2019, 06:50:07 PM
Quote from: Iron Dragoon on May 28, 2019, 01:26:19 PM
Speaking of, you were also going to do a new realm development thing too.

I'll roll it out after this big thing, I think. You sorta got swept into events.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 30, 2019, 06:51:23 PM
Quote from: Nephrite on May 28, 2019, 07:21:43 PM
So spell theft is a cool spell that I didn't realize existed when I was trying to come up with a custom spell. Go figure.

It's in Complete Scoundrel if you need to look it up. It's also a Bard 4 and Sorc/Wiz 5 spell with a dispel check max of +15, which is kinda not great.

This is my take on a strong but more narrow version of the spell. I do not know if it's balanced, but I thought I'd try it out. If one were to just make it a more buff version of Spell Theft, I think that'd be okay, but I'd probably say in that case you make the dispel check maximum 30. Also, I think it'd be fair for Magic domain folks to get access to it, but YMMV on that.


Moore's Modified Spell Theft
Abjuration
Level: Bard 8, Hexblade 8, Sorc/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area:   One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell functions like spell theft, except as described here.

You may choose to make a dispel check (Maximum +40) against any spell that target has, plus one additional spell per 10 caster levels. Any spell dispelled is treated as if affected by spell theft, with the same limitations.

No problem with it, but the maximum dispel check is a bit out of line for the level of spell. I'd expect to see 30 or so there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 30, 2019, 07:00:40 PM
Have a Dolmaya preview.

Aura of confidence + epic fatemaker progression + feats below =

Widen Aura of Confidence [Epic]
Prerequisite: Aura of Confidence (+4), cha 25
Benefit: Your aura of confidence now affects all allies within 30ft of you.

Improved Aura of Confidence [Epic]
Prerequisite: Aura of Confidence (+2), cha 21
Benefit: The benefit granted by your aura of confidence increases by +1.
Special: You can gain this feat multiple times. Its effects stack.

Supreme Confidence [Epic]
Prerequisite: Aura of Confidence (+4), cha 25
Benefit: Your confidence is so great that it rallies those close to you to greater heights. Your aura of confidence ability now applies to weapon damage rolls and armor class.

Dolmaya grants a +9 morale bonus to attack rolls, weapon damage rolls, armor class, saves and skills to all allies within 30ft.

As a mage who prefers rays, arrows and generally staying out of melee, Dolmaya's long since been annoyed by ray deflection. While dispelling it is one option, here's another. It's best used with ignore material components, which she has.

Dolmaya's Force Ray
Abjuration/Evocation [Force]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A ray of pure force comes from the lens in your hand towards the target, striking them requires a ranged touch attack roll. This spell does 1d6 points of damage per caster level (maximum 20d6). If the target is protected by ray deflection, treat that spell as being dispelled as if by greater dispel magic (maximum dispel check +25). If the ray deflection spell is dispelled, this spell is not reflected away and resolves normally.

Material Component

A glass lens worth no less than 100 gold.

As someone with a large amount of sneak attack and who prefers to fight at range, Dolmaya also struggles with the 30ft limit for ranged sneak attack. Sniper's shot and other spells can help, but sometimes resources run tight. So she has this feat to help, as she wants to be able to keep more distance between her enemies and still hit hard.

Rogue's Ray [Epic]
Prerequisite: Split Ray, Weapon Focus (Ranged Touch), sneak attack+5d6, dex 19
Benefit: When you make a ranged touch attack with a ray spell, the range on which you may apply your sneak attack damage increases 30ft.
Special: You can gain this feat multiple times. Its effects stack.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 30, 2019, 07:08:29 PM
Quote from: Anastasia on May 30, 2019, 06:51:23 PM
No problem with it, but the maximum dispel check is a bit out of line for the level of spell. I'd expect to see 30 or so there.

So, I picked 40 only because it was limited in scope moreso than Superb Dispelling is, since it can't get everything someone has and basically gets 3-5 spells. Let me just do some quick checks here...

Dispel Magic, +10, Sorc/Wiz 3
Spell Theft, +15, Sorc/Wiz 5 (weird jump here, but whatever)
Greater Dispel, +20, Sorc/Wiz 6
Magic Disjunction, +30 (I think?), Sorc/Wiz 9
Superb, +40, Sorc/Wiz 11

So if you pretend that there was a "Moderate Dispel Magic" that was at +15, it'd probably be Sorc/Wiz 4? I don't know, I don't want to derail this too terribly.

I think if we did it at +30, that would be okay, but I'd like to raise the potential number of spells stolen in that case, which I think is a fair compromise. Do you have any objection to seeing the average number of attempts going from, say, 3-5 (if we assume CL 35 or something, which is 1+3) to like, 6-8? (So it'd be 1 spell + an additional 1 per 5 CL instead (which if we use CL35 is 1 + 7)
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 30, 2019, 07:18:28 PM
And, since we're on the subject, would you consider dropping Superb Dispelling to Bard 10? It is always at least 1-2 levels lower than the other caster versions, and I feel like it being 11 is a smidge high.

I am aware of my biases here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 30, 2019, 07:19:02 PM
Yeah sure, we can try that.

Edit: To your first post about spell theft.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 30, 2019, 07:29:47 PM
Quote from: Nephrite on May 30, 2019, 07:18:28 PM
And, since we're on the subject, would you consider dropping Superb Dispelling to Bard 10? It is always at least 1-2 levels lower than the other caster versions, and I feel like it being 11 is a smidge high.

I am aware of my biases here.

Is it 11s across the board as it is?

What level do bards get dispel and greater dispel at?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 30, 2019, 07:39:54 PM
Quote from: Anastasia on May 30, 2019, 07:29:47 PM
Is it 11s across the board as it is?

What level do bards get dispel and greater dispel at?

Dispel Magic: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3
Greater: Brd 5, Clr 6, Drd 6, Sor/Wiz 6

And yes, Superb is currently

Brd 11, Clr 11, Drd 11, Duskblade 11, Hlr 11, Magic 11, Sor/Wiz 11
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 30, 2019, 07:41:06 PM
Moore's Modified Spell Theft
Abjuration
Level: Bard 8, Hexblade 8, Sorc/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area:   One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell functions like spell theft, except as described here.

You may choose to make a dispel check (Maximum +30) against any spell that target has, plus one additional spell per 5 caster levels. Any spell dispelled is treated as if affected by spell theft, with the same limitations.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 31, 2019, 01:32:13 AM
Dolmaya's up.

Node adjustment for her soon, more later. Her custom material will be checked over in the morning before being final and put into the collection. If you catch any errors in them, let me know.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 31, 2019, 03:59:23 AM
Thanks, guys! Summoning-wise, are there templates for the elemental creatures the same way they exist for celestial/fiendish and similar?
Could you summon a fiery dire lion instead of a celestial one? Or are elemental summons just the (small/medium/etc) elementals?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 31, 2019, 04:10:30 AM
Spoiler: ShowHide

Quote from: Anastasia on March 20, 2019, 10:37:36 PM
Quote from: Corwin on March 15, 2019, 06:45:21 PM
There's a couple spells that I want to get my own variants of.

First, this one, where the only change is to the energy type.

Quote
Seira's Fiery Leap (Lightning Leap)

Transmutation [Fire]
Level: Sorcerer/wizard 5
Components: V
Casting Time: 1 standard action
Range: Personal and 60 ft.
Target/Area: You/10-to–60-ft. line
Duration: Instantaneous
Saving Throw: None and Reflex half
Spell Resistance: No and Yes

With a sudden flash, you find yourself standing on the other side of the battle, leaving a smoking trail behind you.

You transform yourself into a stream of plasma. This line can be of any length from 10 feet to 60 feet, measured in 5-foot increments. You reappear in any square adjacent to the last square entered by the line, along with any gear worn or carried (up to a maximum of your heavy load limit). You can't bring along other creatures except for your familiar.

The line deals 1d6 points of fire damage per caster level (maximum 15d6) to anything in its area. A successful Reflex save halves this damage, and spell resistance applies.

For this one, I took out the part about not making attacks of opportunity and removed the saving throw corresponding to it. If I read the original spell wrong and the save was also for the flanking aspect, I'd prefer to price it higher to compensate. Also, it gained a thematic change as well.

Quote
Seira's Phantom Battle (Phantom Battle)
(Player's Handbook II, p. 120)

Illusion (Figment)
Level: Sorcerer 4/Wizard 4
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

You create an illusory horde of snarling reds and proud gold dragons locked in battle.
Creatures in the area move cautiously as they are caught up in the phantom melee.
This spell creates the illusion of a fierce battle.
Your enemies move cautiously, since the roar and confusion of the battle distracts them.
All creatures within the area are considered flanked.
A creature ignores this effect when it leaves the spell's area.
A phantom battle spell produces noise appropriate to fierce dragons locked in battle.
Anyone in the battle can plainly see that the conjured dragons are no threat, since they strike solely at their brethren, but the din, tumult, and confusion make it difficult to focus on the true foes at hand.
When you cast this spell, you can choose for it not to affect a number of allies you designate less than or equal to your caster level.

I kept on going back and forth with you on this spell (http://www.soulriders.net/forum/index.php/topic,104100.msg1125320.html#msg1125320), and since it went nowhere I decided to go for the original Pathfinder option. Of course, if that was an oversight and you actually approve of my revision in that link, that's even better.

Quote
Seira's Healing Flames
Conjuration (Healing) [Fire, Good]
Level: Clr 4, Pal 4
Components: V, S, DF
Area: 10-ft.-radius burst, centered on you
Duration: Instantaneous
Saving Throw: Reflex half; see text;
Spell Resistance: Yes

You unleash a blast of holy flames that washes over all creatures in the area in a glorious display of divine power. This deals damage to evil creatures and heals good creatures in the area. The amount of damage dealt and the number of hit points restored in each case is 1d8 points per 2 caster levels (maximum 5d8).

Half of the damage this spell deals to evil creatures is fire damage, and half of the damage is pure divine power that is therefore not subject to reduction by energy resistance to fire-based attacks.

Neutral enemies within the spell's area of effect also take the fire damage, but do not take the divine damage. Neutral allies within the area are healed by half as much as good creatures. A successful Reflex saving throw halves the damage taken in all cases.

A fire version of Lightning Leap is fine, you use that enough that you may as well make it distinct.

Rest doesn't seem objectionable offhand. If I missed anything, someone speak up.


Reminder to add these spells to Spell Compendium. Seeing Dolmaya's spells reminded me that they weren't listed.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 31, 2019, 04:15:59 AM
Spoiler: ShowHide
Quote from: Anastasia on March 20, 2019, 07:09:38 PM
Quote from: Corwin on March 17, 2019, 01:43:48 PM
Inspired by Fireburst and Disintegrating Burst

Seira's Fireburst

Evocation [Fire]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: 5 ft.
Effect: Burst of fire extending 5 ft. from you
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes

This spell functions like fireburst, except that it deals 2d12 points of fire damage per caster level (maximum 40d12).

A creature or object that makes a successful Fortitude save is partially affected, taking only 8d12 points of damage.

Any creature or object reduced by this spell to 0 or fewer hit points is burnt into ashes.


Seira's Fireburst
Evocation [Fire]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: 5ft
Effect: Burst of fire extending 5ft from you
Duration: Instantaneous
Saving Throw: Reflex half (object)
Spell Resistance: Yes

This spell is similar to fireburst, dealing 2d10 points of fire damage per caster level (maximum 40d10). Creatures or objects that make a successful Reflex save only takes 5d10 points of fire damage instead.

Any creature slain by this spell or object destroyed by this spell is reduced to ashes.

---

Odd duck of a spell, no two ways about it. We'll see how this revised version works out and revisit it once we have in game experience with it. The saving throw was changed to Reflex to better suit how the spell works thematically.

We'll see how this one works out.


This spell as well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 31, 2019, 11:59:28 AM
Quote from: Nephrite on May 30, 2019, 07:41:06 PM
Moore's Modified Spell Theft
Abjuration
Level: Bard 8, Hexblade 8, Sorc/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area:   One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell functions like spell theft, except as described here.

You may choose to make a dispel check (Maximum +30) against any spell that target has, plus one additional spell per 5 caster levels. Any spell dispelled is treated as if affected by spell theft, with the same limitations.

Adding to the spell collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 31, 2019, 12:05:49 PM
Quote from: Corwin on May 31, 2019, 03:59:23 AM
Thanks, guys! Summoning-wise, are there templates for the elemental creatures the same way they exist for celestial/fiendish and similar?
Could you summon a fiery dire lion instead of a celestial one? Or are elemental summons just the (small/medium/etc) elementals?

Not precisely, there's things like half elemental. Unless there's a variant that allows it, I can't think of any that do what you want. Check Sandstorm and Frostburn's feats, they might have something like that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 31, 2019, 12:20:31 PM
Quote from: Corwin on May 31, 2019, 04:15:59 AM
Spoiler: ShowHide
Quote from: Anastasia on March 20, 2019, 07:09:38 PM
Quote from: Corwin on March 17, 2019, 01:43:48 PM
Inspired by Fireburst and Disintegrating Burst

Seira's Fireburst

Evocation [Fire]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: 5 ft.
Effect: Burst of fire extending 5 ft. from you
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes

This spell functions like fireburst, except that it deals 2d12 points of fire damage per caster level (maximum 40d12).

A creature or object that makes a successful Fortitude save is partially affected, taking only 8d12 points of damage.

Any creature or object reduced by this spell to 0 or fewer hit points is burnt into ashes.


Seira's Fireburst
Evocation [Fire]
Level: Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: 5ft
Effect: Burst of fire extending 5ft from you
Duration: Instantaneous
Saving Throw: Reflex half (object)
Spell Resistance: Yes

This spell is similar to fireburst, dealing 2d10 points of fire damage per caster level (maximum 40d10). Creatures or objects that make a successful Reflex save only takes 5d10 points of fire damage instead.

Any creature slain by this spell or object destroyed by this spell is reduced to ashes.

---

Odd duck of a spell, no two ways about it. We'll see how this revised version works out and revisit it once we have in game experience with it. The saving throw was changed to Reflex to better suit how the spell works thematically.

We'll see how this one works out.


This spell as well.

Added.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 31, 2019, 12:46:28 PM
Quick IRC heads up: Netsplit, bounced me to the other one, Cor.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 31, 2019, 02:55:11 PM
Quote from: Corwin on May 31, 2019, 04:10:30 AM
Spoiler: ShowHide

Quote from: Anastasia on March 20, 2019, 10:37:36 PM
Quote from: Corwin on March 15, 2019, 06:45:21 PM
There's a couple spells that I want to get my own variants of.

First, this one, where the only change is to the energy type.

Quote
Seira's Fiery Leap (Lightning Leap)

Transmutation [Fire]
Level: Sorcerer/wizard 5
Components: V
Casting Time: 1 standard action
Range: Personal and 60 ft.
Target/Area: You/10-to–60-ft. line
Duration: Instantaneous
Saving Throw: None and Reflex half
Spell Resistance: No and Yes

With a sudden flash, you find yourself standing on the other side of the battle, leaving a smoking trail behind you.

You transform yourself into a stream of plasma. This line can be of any length from 10 feet to 60 feet, measured in 5-foot increments. You reappear in any square adjacent to the last square entered by the line, along with any gear worn or carried (up to a maximum of your heavy load limit). You can't bring along other creatures except for your familiar.

The line deals 1d6 points of fire damage per caster level (maximum 15d6) to anything in its area. A successful Reflex save halves this damage, and spell resistance applies.

For this one, I took out the part about not making attacks of opportunity and removed the saving throw corresponding to it. If I read the original spell wrong and the save was also for the flanking aspect, I'd prefer to price it higher to compensate. Also, it gained a thematic change as well.

Quote
Seira's Phantom Battle (Phantom Battle)
(Player's Handbook II, p. 120)

Illusion (Figment)
Level: Sorcerer 4/Wizard 4
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

You create an illusory horde of snarling reds and proud gold dragons locked in battle.
Creatures in the area move cautiously as they are caught up in the phantom melee.
This spell creates the illusion of a fierce battle.
Your enemies move cautiously, since the roar and confusion of the battle distracts them.
All creatures within the area are considered flanked.
A creature ignores this effect when it leaves the spell's area.
A phantom battle spell produces noise appropriate to fierce dragons locked in battle.
Anyone in the battle can plainly see that the conjured dragons are no threat, since they strike solely at their brethren, but the din, tumult, and confusion make it difficult to focus on the true foes at hand.
When you cast this spell, you can choose for it not to affect a number of allies you designate less than or equal to your caster level.

I kept on going back and forth with you on this spell (http://www.soulriders.net/forum/index.php/topic,104100.msg1125320.html#msg1125320), and since it went nowhere I decided to go for the original Pathfinder option. Of course, if that was an oversight and you actually approve of my revision in that link, that's even better.

Quote
Seira's Healing Flames
Conjuration (Healing) [Fire, Good]
Level: Clr 4, Pal 4
Components: V, S, DF
Area: 10-ft.-radius burst, centered on you
Duration: Instantaneous
Saving Throw: Reflex half; see text;
Spell Resistance: Yes

You unleash a blast of holy flames that washes over all creatures in the area in a glorious display of divine power. This deals damage to evil creatures and heals good creatures in the area. The amount of damage dealt and the number of hit points restored in each case is 1d8 points per 2 caster levels (maximum 5d8).

Half of the damage this spell deals to evil creatures is fire damage, and half of the damage is pure divine power that is therefore not subject to reduction by energy resistance to fire-based attacks.

Neutral enemies within the spell's area of effect also take the fire damage, but do not take the divine damage. Neutral allies within the area are healed by half as much as good creatures. A successful Reflex saving throw halves the damage taken in all cases.

A fire version of Lightning Leap is fine, you use that enough that you may as well make it distinct.

Rest doesn't seem objectionable offhand. If I missed anything, someone speak up.


Reminder to add these spells to Spell Compendium. Seeing Dolmaya's spells reminded me that they weren't listed.

Reminder #2
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 02, 2019, 01:31:03 AM
Question about SA. If I use an Orb of Fire, will the SA damage from it also be fire? Same for a water-based damaging spell and so on.

Question about SR and Wish/Miracle. I glanced at our houseruled versions of them, and I'd like to know....
-Is it possible to use Wish/Miracle for a SR-piercing boost without taking the path of least resistance (ie via emulating True Casting)?
-Alternately, is it possible to use Wish/Miracle to ask for a scaled up version of said True Casting that gives a larger bonus?

Question about Resilient Sphere. It is my understanding that if I place someone within this sphere, most direct damage spells including even epic ones will not affect them, and disintegrating burst will pop the sphere but not harm the person within. Is that correct?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 03, 2019, 01:18:28 PM
Quote from: Corwin on June 02, 2019, 01:31:03 AM
Question about SA. If I use an Orb of Fire, will the SA damage from it also be fire? Same for a water-based damaging spell and so on.

Yes.

QuoteQuestion about SR and Wish/Miracle. I glanced at our houseruled versions of them, and I'd like to know....
-Is it possible to use Wish/Miracle for a SR-piercing boost without taking the path of least resistance (ie via emulating True Casting)?

I'd keep it to the path of least resistance.

Quote-Alternately, is it possible to use Wish/Miracle to ask for a scaled up version of said True Casting that gives a larger bonus?

Possibly. What do you have in mind?

QuoteQuestion about Resilient Sphere. It is my understanding that if I place someone within this sphere, most direct damage spells including even epic ones will not affect them, and disintegrating burst will pop the sphere but not harm the person within. Is that correct?

Resilient sphere RAW would not let any spells through. This is probably a case where some sort of houserule to handle how it interfaces with epic spells would be desirable, but it's not something I'll make on the spur of the moment here.

Though do note any spell that's sufficient to tear through a wall of force or similar force based defenses would be sufficient to tear through that as well, at least in my opinion.

Disintegrating burst probably should not hurt the creature through it, no. Arguable because it's a radius vs single target disintegrate, but I'd rule that anything inside of it wouldn't be hurt.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 03, 2019, 01:21:50 PM
QuoteQuote
-Alternately, is it possible to use Wish/Miracle to ask for a scaled up version of said True Casting that gives a larger bonus?

Possibly. What do you have in mind?

A larger bonus to penetrate SR. Like +20 instead of +10?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 03, 2019, 03:22:06 PM
Quote from: Corwin on June 03, 2019, 01:21:50 PM
QuoteQuote
-Alternately, is it possible to use Wish/Miracle to ask for a scaled up version of said True Casting that gives a larger bonus?

Possibly. What do you have in mind?

A larger bonus to penetrate SR. Like +20 instead of +10?

And what level is true casting?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 03, 2019, 04:00:04 PM
Okay, sat down and had a thought on this. Let me walk you through my logic here. First of all, I draw a natural comparison between true strike and true casting. They're essentially the same concept, except one hits SR checks and the other attack rolls. I strongly suspect true casting was meant to be exactly that - can't confirm it of course, but the similarities are obvious.

Where I'm going with this is simple: I don't think a greater true strike would be a good design idea. Namely, a massive, one off bonus to a single attack, as the baseline form already gives a vast amount of hitting power above your normal ability. It's obviously not an auto hit in extreme cases, but in most cases of normal play, it may as well be barring things like PA abuse or an absurdly over ACed enemy relative to your to hit.

So this poses one simple question: Is it a good design choice to allow an even stronger version that further increases the potential reach and hitting power of a single attack or spell vs SR? As it's a first level spell, the room to make it stronger is surely there with higher level spells, that's not in question. So it simply comes down to a matter of design and balance, and this is where I feel it's a bad idea.

I don't feel balance is well served by pushing the numbers even higher here, giving even higher nova burst potential.  So I'm going to reject that on these grounds.

Also I swear I've written this same post before, I know this has come up. I think it was back in original B3 sometime, I'd have to search.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 04, 2019, 12:37:08 PM
For completeness's sake, do material components exist that give a boost to CL vs SR? We don't often run into this stuff, but I believe I saw a few material components in Brigthwater threads and loot, in particular during Alyssa's shopping? I know Pathfinder has something that gives a +5 to the check of a spell, but does the Balmuria verse?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 05, 2019, 12:35:19 PM
Quote from: Corwin on June 04, 2019, 12:37:08 PM
For completeness's sake, do material components exist that give a boost to CL vs SR? We don't often run into this stuff, but I believe I saw a few material components in Brigthwater threads and loot, in particular during Alyssa's shopping? I know Pathfinder has something that gives a +5 to the check of a spell, but does the Balmuria verse?

Optional material components appear in Complete Mage (pg 135). There's a few other scatterings of similar ideas here and there, as well as something I used for homebrew.

I'm not familiar with whatever you're referring to in Pathfinder, so the answer would be no for the duration of this adventure at the minimum. I'd need to see the material afterwards and decide beyond that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 05, 2019, 02:38:19 PM
http://www.d20pfsrd.com/magic-items/wondrous-items/c-d/dweomer-s-essence
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 05, 2019, 02:41:06 PM
Quote from: Corwin on June 05, 2019, 02:38:19 PM
http://www.d20pfsrd.com/magic-items/wondrous-items/c-d/dweomer-s-essence

Probably not, it feels out of line for the effect and the price versus 3.5's optional material components. I don't know if that balances better in Pathfinder's overall meta or not, it might be entirely fine there, but it doesn't strike me as a good fit for optional material components as established in this game.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 05, 2019, 06:23:13 PM
Quote from: Corwin on May 31, 2019, 02:55:11 PM
Quote from: Corwin on May 31, 2019, 04:10:30 AM
Spoiler: ShowHide

Quote from: Anastasia on March 20, 2019, 10:37:36 PM
Quote from: Corwin on March 15, 2019, 06:45:21 PM
There's a couple spells that I want to get my own variants of.

First, this one, where the only change is to the energy type.

Quote
Seira's Fiery Leap (Lightning Leap)

Transmutation [Fire]
Level: Sorcerer/wizard 5
Components: V
Casting Time: 1 standard action
Range: Personal and 60 ft.
Target/Area: You/10-to–60-ft. line
Duration: Instantaneous
Saving Throw: None and Reflex half
Spell Resistance: No and Yes

With a sudden flash, you find yourself standing on the other side of the battle, leaving a smoking trail behind you.

You transform yourself into a stream of plasma. This line can be of any length from 10 feet to 60 feet, measured in 5-foot increments. You reappear in any square adjacent to the last square entered by the line, along with any gear worn or carried (up to a maximum of your heavy load limit). You can't bring along other creatures except for your familiar.

The line deals 1d6 points of fire damage per caster level (maximum 15d6) to anything in its area. A successful Reflex save halves this damage, and spell resistance applies.

For this one, I took out the part about not making attacks of opportunity and removed the saving throw corresponding to it. If I read the original spell wrong and the save was also for the flanking aspect, I'd prefer to price it higher to compensate. Also, it gained a thematic change as well.

Quote
Seira's Phantom Battle (Phantom Battle)
(Player's Handbook II, p. 120)

Illusion (Figment)
Level: Sorcerer 4/Wizard 4
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

You create an illusory horde of snarling reds and proud gold dragons locked in battle.
Creatures in the area move cautiously as they are caught up in the phantom melee.
This spell creates the illusion of a fierce battle.
Your enemies move cautiously, since the roar and confusion of the battle distracts them.
All creatures within the area are considered flanked.
A creature ignores this effect when it leaves the spell's area.
A phantom battle spell produces noise appropriate to fierce dragons locked in battle.
Anyone in the battle can plainly see that the conjured dragons are no threat, since they strike solely at their brethren, but the din, tumult, and confusion make it difficult to focus on the true foes at hand.
When you cast this spell, you can choose for it not to affect a number of allies you designate less than or equal to your caster level.

I kept on going back and forth with you on this spell (http://www.soulriders.net/forum/index.php/topic,104100.msg1125320.html#msg1125320), and since it went nowhere I decided to go for the original Pathfinder option. Of course, if that was an oversight and you actually approve of my revision in that link, that's even better.

Quote
Seira's Healing Flames
Conjuration (Healing) [Fire, Good]
Level: Clr 4, Pal 4
Components: V, S, DF
Area: 10-ft.-radius burst, centered on you
Duration: Instantaneous
Saving Throw: Reflex half; see text;
Spell Resistance: Yes

You unleash a blast of holy flames that washes over all creatures in the area in a glorious display of divine power. This deals damage to evil creatures and heals good creatures in the area. The amount of damage dealt and the number of hit points restored in each case is 1d8 points per 2 caster levels (maximum 5d8).

Half of the damage this spell deals to evil creatures is fire damage, and half of the damage is pure divine power that is therefore not subject to reduction by energy resistance to fire-based attacks.

Neutral enemies within the spell's area of effect also take the fire damage, but do not take the divine damage. Neutral allies within the area are healed by half as much as good creatures. A successful Reflex saving throw halves the damage taken in all cases.

A fire version of Lightning Leap is fine, you use that enough that you may as well make it distinct.

Rest doesn't seem objectionable offhand. If I missed anything, someone speak up.


Reminder to add these spells to Spell Compendium. Seeing Dolmaya's spells reminded me that they weren't listed.

Reminder #2

Will remind as often as necessary!
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 06, 2019, 11:35:53 PM
Spell for fixing/updating:

Transmutation
Level: Sorc/Wiz 7
Components: V, S,
Casting Time: 1 standard action
Range: Close (25ft +5ft per 2 levels)
Area: One 10 foot square per level
Duration: 1 min./level, Special Concentration (See text)
Saving Throw: None
Spell Resistance: No

As you cast this spell, the sound of a blade unsheathing can be heard. Your spell causes the ground to tremble noticably under foot as the elements in it transform into blades of random design and push up from the ground.
These blades cause difficult terrain for everyone in the area. Further, taking more than a 5 foot step is cut viciously by them, taking 1d8 and 5 points of bleeding damage for each 10 feet they move.

This bleeding damage persists until treated by a Heal check vs the spell DC or 1 point of healing energy.
Additionally, as long as the bleeding damage persists, the wounded creature's land speed is reduced by half.

If the caster choses to Concentrate on the spell, they can exert a level of control over it. This grants them one of two options per round: they can exclude creatures from the effect by drawing the blades in their path back into the ground.
Alternately, they can target a flying creature with the spell, firing the blades in a 10 foot square at a flying creature, dealing 1d8 and 5 points of bleeding damage with a Ranged Touch Attack.
Any creature with the ability to fly from discernable anatomy (wings, for example), loses the ability to fly as long as the bleeding persists.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 07, 2019, 02:16:21 AM
A test for Iddy. How do you like this color?

sdgsgs
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 07, 2019, 03:04:27 AM
Violet.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 07, 2019, 09:21:16 AM
Quote from: Corwin on June 05, 2019, 06:23:13 PM
Quote from: Corwin on May 31, 2019, 02:55:11 PM
Quote from: Corwin on May 31, 2019, 04:10:30 AM
Spoiler: ShowHide

Quote from: Anastasia on March 20, 2019, 10:37:36 PM
Quote from: Corwin on March 15, 2019, 06:45:21 PM
There's a couple spells that I want to get my own variants of.

First, this one, where the only change is to the energy type.

Quote
Seira's Fiery Leap (Lightning Leap)

Transmutation [Fire]
Level: Sorcerer/wizard 5
Components: V
Casting Time: 1 standard action
Range: Personal and 60 ft.
Target/Area: You/10-to–60-ft. line
Duration: Instantaneous
Saving Throw: None and Reflex half
Spell Resistance: No and Yes

With a sudden flash, you find yourself standing on the other side of the battle, leaving a smoking trail behind you.

You transform yourself into a stream of plasma. This line can be of any length from 10 feet to 60 feet, measured in 5-foot increments. You reappear in any square adjacent to the last square entered by the line, along with any gear worn or carried (up to a maximum of your heavy load limit). You can't bring along other creatures except for your familiar.

The line deals 1d6 points of fire damage per caster level (maximum 15d6) to anything in its area. A successful Reflex save halves this damage, and spell resistance applies.

For this one, I took out the part about not making attacks of opportunity and removed the saving throw corresponding to it. If I read the original spell wrong and the save was also for the flanking aspect, I'd prefer to price it higher to compensate. Also, it gained a thematic change as well.

Quote
Seira's Phantom Battle (Phantom Battle)
(Player's Handbook II, p. 120)

Illusion (Figment)
Level: Sorcerer 4/Wizard 4
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

You create an illusory horde of snarling reds and proud gold dragons locked in battle.
Creatures in the area move cautiously as they are caught up in the phantom melee.
This spell creates the illusion of a fierce battle.
Your enemies move cautiously, since the roar and confusion of the battle distracts them.
All creatures within the area are considered flanked.
A creature ignores this effect when it leaves the spell's area.
A phantom battle spell produces noise appropriate to fierce dragons locked in battle.
Anyone in the battle can plainly see that the conjured dragons are no threat, since they strike solely at their brethren, but the din, tumult, and confusion make it difficult to focus on the true foes at hand.
When you cast this spell, you can choose for it not to affect a number of allies you designate less than or equal to your caster level.

I kept on going back and forth with you on this spell (http://www.soulriders.net/forum/index.php/topic,104100.msg1125320.html#msg1125320), and since it went nowhere I decided to go for the original Pathfinder option. Of course, if that was an oversight and you actually approve of my revision in that link, that's even better.

Quote
Seira's Healing Flames
Conjuration (Healing) [Fire, Good]
Level: Clr 4, Pal 4
Components: V, S, DF
Area: 10-ft.-radius burst, centered on you
Duration: Instantaneous
Saving Throw: Reflex half; see text;
Spell Resistance: Yes

You unleash a blast of holy flames that washes over all creatures in the area in a glorious display of divine power. This deals damage to evil creatures and heals good creatures in the area. The amount of damage dealt and the number of hit points restored in each case is 1d8 points per 2 caster levels (maximum 5d8).

Half of the damage this spell deals to evil creatures is fire damage, and half of the damage is pure divine power that is therefore not subject to reduction by energy resistance to fire-based attacks.

Neutral enemies within the spell's area of effect also take the fire damage, but do not take the divine damage. Neutral allies within the area are healed by half as much as good creatures. A successful Reflex saving throw halves the damage taken in all cases.

A fire version of Lightning Leap is fine, you use that enough that you may as well make it distinct.

Rest doesn't seem objectionable offhand. If I missed anything, someone speak up.


Reminder to add these spells to Spell Compendium. Seeing Dolmaya's spells reminded me that they weren't listed.

Reminder #2

Will remind as often as necessary!

Until I get a response!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 07, 2019, 03:40:24 PM
6/7/19: Simmer's Contagious Fireburst is now in retired spells. I may retool it later but it's been broken one too many times for my tastes. For now it's banned, I'll come back to it later.

This applies after the current adventure, so once it's over, retrain the spell for free if you have it. Let me know if you have any questions related to retraining it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 07, 2019, 06:21:27 PM
Todo over the weekend: Bring over Zaaman Rul to misc NPCs, increase his DvR from 3 to 4.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 07, 2019, 08:24:38 PM
Quote from: Anastasia on December 14, 2018, 04:02:02 PM
Quote from: Corwin on December 14, 2018, 02:54:34 PM
I'd like to ask about the following spells, and whether they are valid targets for Permanency.

Bibliotheca Arcana

This spell's close to being permanent in practice because of the 24 hour duration. I'll think about it and if I want to establish this one as a thing. It's not really changing anything, because if you can cast this and want it, you probably already are.

Can I grab it?

I'd also like to ask about the following spells:
Lliira's Joy
Three-Fold Breath

They're short duration, but would be fun to have.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 08, 2019, 10:57:42 AM
Made drafts of two new spells, would appreciate thoughts.

Cauldron's Hearth
Spoiler: ShowHide

Transmutation
Level: Clr 10, Sor/Wiz 10
Components: V, S, M, special
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance No

Intoning a prayer to Seira and Sanzha, you call upon their insights into elemental harmony to make your elemental spells more fluid conceptually. The harmony of balance betweeen the elements protects your spells from restrictions upon elemental magic that have been created by planar conditions, terrain or ambient spells.

Material Components

Cauldron steel mined personally by Yandrazrt, of no less than 1,000 gold value.

===

Shield of Sylica served as inspiration


Focused Rain of Desolation
Spoiler: ShowHide

Abjuration
Level: Drd 14, Sor/Wiz 14, Water 14
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 20-ft.-radius burst/level
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

This spell summons a driving, drenching cold rain. Creatures within it are struck by a bitter cold 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 +40).

At the time of casting, you designate a target within the area of the spell that takes 10d6 points of cold damage. For every creature exposed to the rain that had a spell or spell-like ability dispelled by this spell, the damage taken by the target rises by 10d6 to a maximum of 100d6.

Focus

A white crystal in the shape of a teardrop, worth no less than 2,000 gold.

===

Rain of Desolation served as inspiration
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 08, 2019, 09:28:13 PM
Quote from: Iron Dragoon on June 06, 2019, 11:35:53 PM
Spell for fixing/updating:

Transmutation
Level: Sorc/Wiz 7
Components: V, S,
Casting Time: 1 standard action
Range: Close (25ft +5ft per 2 levels)
Area: One 10 foot square per level
Duration: 1 min./level, Special Concentration (See text)
Saving Throw: None
Spell Resistance: No

As you cast this spell, the sound of a blade unsheathing can be heard. Your spell causes the ground to tremble noticably under foot as the elements in it transform into blades of random design and push up from the ground.
These blades cause difficult terrain for everyone in the area. Further, taking more than a 5 foot step is cut viciously by them, taking 1d8 and 5 points of bleeding damage for each 10 feet they move.

This bleeding damage persists until treated by a Heal check vs the spell DC or 1 point of healing energy.
Additionally, as long as the bleeding damage persists, the wounded creature's land speed is reduced by half.

If the caster choses to Concentrate on the spell, they can exert a level of control over it. This grants them one of two options per round: they can exclude creatures from the effect by drawing the blades in their path back into the ground.
Alternately, they can target a flying creature with the spell, firing the blades in a 10 foot square at a flying creature, dealing 1d8 and 5 points of bleeding damage with a Ranged Touch Attack.
Any creature with the ability to fly from discernable anatomy (wings, for example), loses the ability to fly as long as the bleeding persists.

It needs a name first.

That being said, I'd suggest upping the damage, streamlining the spell and dropping the bleeding damage. A few points of bleeding damage a round on a 7th level spell isn't getting it done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 08, 2019, 09:32:26 PM
Quote from: Corwin on June 07, 2019, 08:24:38 PM
Quote from: Anastasia on December 14, 2018, 04:02:02 PM
Quote from: Corwin on December 14, 2018, 02:54:34 PM
I'd like to ask about the following spells, and whether they are valid targets for Permanency.

Bibliotheca Arcana

This spell's close to being permanent in practice because of the 24 hour duration. I'll think about it and if I want to establish this one as a thing. It's not really changing anything, because if you can cast this and want it, you probably already are.

Yeah sure, it's not going to change anything and still dispels just as well (if temporarily) if you get targeted dispelled.

QuoteI'd also like to ask about the following spells:
Lliira's Joy
Three-Fold Breath

They're short duration, but would be fun to have.

Do you mean as permanent spells or as sor/wiz spells?

To the former: No and no.

To the latter: No and it already is a sor/wiz spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 08, 2019, 09:44:28 PM
Field of Blades
Transmutation
Level: Sorc/Wiz 7
Components: V, S,
Casting Time: 1 standard action
Range: Close (25ft +5ft per 2 levels)
Area: One 10 foot square per level
Duration: 1 min./level, Special Concentration (See text)
Saving Throw: None
Spell Resistance: No

As you cast this spell, the sound of a blade unsheathing can be heard. Your spell causes the ground to tremble noticeably under foot as it transform into blades of random design and push up from the ground.
These blades cause difficult terrain for everyone in the area. Further, anyone taking more than a 5 foot step is cut viciously by them, taking 1d6 damage per caster level and slowing their land movement speed by half.

If the caster chooses to Concentrate on the spell, they can exert a level of control over it. This grants them two options per round: they can exclude creatures from the effect by drawing the blades in their path back into the ground, or they can target a flying creature with the spell, firing the blades in a 10 foot square at a flying creature, dealing 1d6 damage per caster level with a Ranged Touch Attack. Any creature with the ability to fly from discernible anatomy (wings, for example) that is dealt damage this way loses their ability to fly.

The speed penalty and loss of flight lasts as long as the damaged creature is in the field and 1d4+1 rounds after they exit it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 08, 2019, 10:37:28 PM
Quote from: Corwin on June 08, 2019, 10:57:42 AM
Made drafts of two new spells, would appreciate thoughts.

Cauldron's Hearth
Transmutation
Level: Clr 10, Sor/Wiz 10
Components: V, S, M, special
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance No

Intoning a prayer to Seira and Sanzha, you call upon their insights into elemental harmony to make your elemental spells more fluid conceptually. The harmony of balance betweeen the elements protects your spells from restrictions upon elemental magic that have been created by planar conditions, terrain or ambient spells.

Material Components

Cauldron steel mined personally by Yandrazrt, of no less than 1,000 gold value.

===

Shield of Sylica served as inspiration

Do you mean things like impeded spellcasting, such as needing a Spellcraft check to cast water spells in Fire? I think this is a case where I'd like to hear your intend and how precisely you imagine it working, since 'ambient spells' is vague.

Basic idea looks fine, pending focusing the details and what you have in mind here.

QuoteFocused Rain of Desolation
Abjuration
Level: Drd 14, Sor/Wiz 14, Water 14
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 20-ft.-radius burst/level
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

This spell summons a driving, drenching cold rain. Creatures within it are struck by a bitter cold 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 +40).

At the time of casting, you designate a target within the area of the spell that takes 10d6 points of cold damage. For every creature exposed to the rain that had a spell or spell-like ability dispelled by this spell, the damage taken by the target rises by 10d6 to a maximum of 100d6.

Focus

A white crystal in the shape of a teardrop, worth no less than 2,000 gold.

===

Rain of Desolation served as inspiration.

Changelog: Lacks the evocation dual school, should have that. Area's changed to a 20ft/level radius burst. Drops the Fortitude save, that'll need to come back. Dispel modifier raises to a max of +40. Base damage of the spell goes up from 5d6 to 10d6 but the damage is now single target. Damage rises by 10d6 per dispelled spell and has a cap of 100d6.

Interesting but I'm going to say no to it right now for several reasons. 1. It lacks a save for the damage, I presume this is an oversight. 2. It should be abjuration/evocation like the original spell. 3. The range + high boosts per creature with a spell dispelled + 100d6 damage cap = no. You overshot it pretty hard here, the base damage feels out of line with other 14th level spells.

Rain of Desolation's 50d6 is a little high for an 12th level spell, but it's not the highest for the level and the slow escalation of it means it rarely reaches its maximum damage. 2d6 per spell requires 40 spells or SLAs be dispelled to hit max damage. With a cylinder radius, that's not the easiest thing. It's certainly not impossible, but this is far from guaranteed damage and the spell is balanced around that.

In contrast, Focused Rain of Desolation 100d6 blows most 14th level spells out for damage. You can see the list below for reference and to get a better feel of the damage ranges for 14th level magic. Side note: The 50d10 is potentially out of whack, I need to review and test Lightning's Rise more later. That's one thing.

The next thing is that when you combine the much larger radius spread of Focused Rain of Desolation along with the changes to how the damage accrues, it's much easier to reach the cap. You only need to dispel spells on nine creatures within the radius, and you're dealing with a radius of several hundred feet at the levels where you cast this. This strikes me as far easier to fulfill than Rain of Desolation's damage escalation. That's a second thing.

The third thing is that big radius. I've never written a wide reaching dispel magic, most rely on being single target or fairly limited in range. That's a gigantic escalation compared to both the original spell and anything in the Spell Collection already. Frankly, a wide reaching dispel magic-esque spell would be a valid epic spell by itself.

When you have it all put together, you have a wide reaching dispel that's also doing way more damage potentially than any other 14th level spell - and the structure of the spell encourages you to use it in a situation where you'll max out the damage. This is out of balance for a 14th level spell. I invite you to adjust the spell, make some modifications and resubmit it once you have.

References:

14th level spell damage: 40d8, 25d6, 50d6 (25d6+25d6), 45d6, 50d6 (25d6+25d6), 50d10, 40d6, 35d10, 50d6 (25d6+25d6), 40d6, 40d6, 40d10.
Max damage potential: 320, 150, 300, 270, 300, 500, 240, 350, 300, 240, 240, 400. Averages are a bit above half max damage, as I recall.

Rain of Desolation
Abjuration/Evocation [Cold]
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, drenching cold rain. Creatures within it are struck by a bitter cold 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 cold 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 Desolation. For example, a Rain of Desolation that dispels 5 effects deals 15d6 cold damage to all creatures within it. A Fortitude save is allowed to halve the cold damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 08, 2019, 11:00:41 PM
Quote from: Iron Dragoon on June 08, 2019, 09:44:28 PM
Field of Blades
Transmutation
Level: Sorc/Wiz 7
Components: V, S,
Casting Time: 1 standard action
Range: Close (25ft +5ft per 2 levels)
Area: One 10 foot square per level
Duration: 1 min./level, Special Concentration (See text)
Saving Throw: None
Spell Resistance: No

As you cast this spell, the sound of a blade unsheathing can be heard. Your spell causes the ground to tremble noticeably under foot as it transform into blades of random design and push up from the ground.
These blades cause difficult terrain for everyone in the area. Further, anyone taking more than a 5 foot step is cut viciously by them, taking 1d6 damage per caster level and slowing their land movement speed by half.

If the caster chooses to Concentrate on the spell, they can exert a level of control over it. This grants them two options per round: they can exclude creatures from the effect by drawing the blades in their path back into the ground, or they can target a flying creature with the spell, firing the blades in a 10 foot square at a flying creature, dealing 1d6 damage per caster level with a Ranged Touch Attack. Any creature with the ability to fly from discernible anatomy (wings, for example) that is dealt damage this way loses their ability to fly.

The speed penalty and loss of flight lasts as long as the damaged creature is in the field and 1d4+1 rounds after they exit it.

Okay, so short version: Area affected is difficult terrain, deals 1d6 damage per CL if creatures move through it, slows their land movement speed by half (which is redundant with difficult terrain as it is) and some concentration options.

Okay. Cap the damage, likely low since this spell is as much about damage as the utility and control options around it. There's a lot of word adjustments but nothing super critical to function.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 08, 2019, 11:08:34 PM
Quote from: Corwin on June 05, 2019, 06:23:13 PM
Quote from: Corwin on May 31, 2019, 02:55:11 PM
Quote from: Corwin on May 31, 2019, 04:10:30 AM
Spoiler: ShowHide

Quote from: Anastasia on March 20, 2019, 10:37:36 PM
Quote from: Corwin on March 15, 2019, 06:45:21 PM
There's a couple spells that I want to get my own variants of.

First, this one, where the only change is to the energy type.

Quote
Seira's Fiery Leap (Lightning Leap)

Transmutation [Fire]
Level: Sorcerer/wizard 5
Components: V
Casting Time: 1 standard action
Range: Personal and 60 ft.
Target/Area: You/10-to–60-ft. line
Duration: Instantaneous
Saving Throw: None and Reflex half
Spell Resistance: No and Yes

With a sudden flash, you find yourself standing on the other side of the battle, leaving a smoking trail behind you.

You transform yourself into a stream of plasma. This line can be of any length from 10 feet to 60 feet, measured in 5-foot increments. You reappear in any square adjacent to the last square entered by the line, along with any gear worn or carried (up to a maximum of your heavy load limit). You can't bring along other creatures except for your familiar.

The line deals 1d6 points of fire damage per caster level (maximum 15d6) to anything in its area. A successful Reflex save halves this damage, and spell resistance applies.

For this one, I took out the part about not making attacks of opportunity and removed the saving throw corresponding to it. If I read the original spell wrong and the save was also for the flanking aspect, I'd prefer to price it higher to compensate. Also, it gained a thematic change as well.

Quote
Seira's Phantom Battle (Phantom Battle)
(Player's Handbook II, p. 120)

Illusion (Figment)
Level: Sorcerer 4/Wizard 4
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

You create an illusory horde of snarling reds and proud gold dragons locked in battle.
Creatures in the area move cautiously as they are caught up in the phantom melee.
This spell creates the illusion of a fierce battle.
Your enemies move cautiously, since the roar and confusion of the battle distracts them.
All creatures within the area are considered flanked.
A creature ignores this effect when it leaves the spell's area.
A phantom battle spell produces noise appropriate to fierce dragons locked in battle.
Anyone in the battle can plainly see that the conjured dragons are no threat, since they strike solely at their brethren, but the din, tumult, and confusion make it difficult to focus on the true foes at hand.
When you cast this spell, you can choose for it not to affect a number of allies you designate less than or equal to your caster level.

I kept on going back and forth with you on this spell (http://www.soulriders.net/forum/index.php/topic,104100.msg1125320.html#msg1125320), and since it went nowhere I decided to go for the original Pathfinder option. Of course, if that was an oversight and you actually approve of my revision in that link, that's even better.

Quote
Seira's Healing Flames
Conjuration (Healing) [Fire, Good]
Level: Clr 4, Pal 4
Components: V, S, DF
Area: 10-ft.-radius burst, centered on you
Duration: Instantaneous
Saving Throw: Reflex half; see text;
Spell Resistance: Yes

You unleash a blast of holy flames that washes over all creatures in the area in a glorious display of divine power. This deals damage to evil creatures and heals good creatures in the area. The amount of damage dealt and the number of hit points restored in each case is 1d8 points per 2 caster levels (maximum 5d8).

Half of the damage this spell deals to evil creatures is fire damage, and half of the damage is pure divine power that is therefore not subject to reduction by energy resistance to fire-based attacks.

Neutral enemies within the spell's area of effect also take the fire damage, but do not take the divine damage. Neutral allies within the area are healed by half as much as good creatures. A successful Reflex saving throw halves the damage taken in all cases.

A fire version of Lightning Leap is fine, you use that enough that you may as well make it distinct.

Rest doesn't seem objectionable offhand. If I missed anything, someone speak up.


Reminder to add these spells to Spell Compendium. Seeing Dolmaya's spells reminded me that they weren't listed.

Reminder #2

Will remind as often as necessary!

Being added when I add Asgeroth's spells in a little while.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 08, 2019, 11:32:27 PM
Quick Hit: 5 tips for spell creation.

Here's a secret: I don't like rejecting spells or telling you all to revise them. I'd rather see good work that we're all happy with and can go right into the collection, minimal to no adjustments needed. So here's five tips to help you hit that sweet spot and make good spells.

1. Write out the information block for the spell by hand.

For reference, the information block is this (taken from Rain of Desolation since it's right there):

Rain of Desolation
Abjuration/Evocation [Cold]
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

I've found this is better than pasting, since not only can you write the formatting out properly, but you have to write and inspect each part of the spell. The extra attention gives another chance for consideration as well as a chance to catch mistakes you may miss in copying and pasting.

Plus getting all the small formatting details right makes my DMly heart less evil. Slightly.

2. Check if the spell should be on any other spell lists.

When you write a spell, you likely have it in mind for a particular class spell list. That's perfectly fine, but many spells fit on multiple class spell lists. If you find your spell is reasonable to be on multiple spell lists, this provides more versatility and variety for everyone. This isn't mandatory - some spells could arguably be on another spell list but aren't for various reasons or by the choice of the creator - but it's useful and worth considering. Moreover, the time to analyze and consider what you're doing with the spell and how it fits class spell lists encourages another critical look at your spell.

3. Do the math, or at least make sure it passes the casual reading test.

Balancing the exact math of a spell's always requires a deft touch. The best way to check if your spell balances is to compare it to spells of the same level (on the same class list(s) as your new spell) and see how that works out. If it looks out of balance just on a glance, you have a problem. If you do the math (and I suggest you do) and the math is out of whack, you have a problem.

This applies to the information block of the spell and any math in the spell (such as damage, bonuses or a dispel check).

4. Make sure you have your caps on.

In general, spells have limitations. Any sort of incremental increases in the spell description, such as xdx damage per caster level, eventually hits a cap. Remember these exist and don't forget them. This isn't the biggest failing ever, but it will get you dinged every time I catch it. Caps are an important part of the spell, so bear those in mind. Damage, dispel checks, bonuses that rise with caster level - anything like that should eventually hit a cap.

5. The 180 test.

When your spell's done, take a moment and relax. Read it over again and consider: If the DM pulled this out against my character, would I cry that this is unbalanced and unfair? This requires a certain brutal honesty, but if the answer is yes, you need to revise. There's a variant test that can be useful as well: If another played had this spell, would I feel it's unfair and unbalanced?

Bonus. Exception checker.

Exceptions happen. If you feel one spell is unusual, odd or doesn't fit in with other spells, check with me before using it to model a new spell. This isn't absolutely required, but it can be helpful and clarifying, as well as potentially saving you work in spell creation.

Bonus 2. For fuck's sake read the fucking formatting we fucking use in the fucking collection.

It's not sorc/wiz, it's sor/wiz. No c.

It's not 10-feet, 10-ft, ten-ft or anything like that. When writing a number of feet, use the following: xft. 10ft, 20ft, 450ft, whatever.

The information block (see above) doesn't use periods at the ends of the lines. For example, it's Duration: Instantaneous instead of Duration: Instantaneous. No period needed.

For the sake of formatting, the format in the collection trumps what's in the books, in case there's a difference. Feel free to ask me if you aren't sure. This isn't mandatory, but it makes your DM a happier DM.
Yes, it's seven entries total.
Yes, I care about stupid things like D&D formatting. Chronic DM syndrome.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 08, 2019, 11:47:58 PM
Field of Blades
Transmutation
Level: Sorc/Wiz 7
Components: V, S,
Casting Time: 1 standard action
Range: Close (25ft +5ft per 2 levels)
Area: One 10 foot square per level
Duration: 1 min./level, Special Concentration (See text)
Saving Throw: None
Spell Resistance: No

As you cast this spell, the sound of a blade unsheathing can be heard. Your spell causes the ground to tremble noticeably under foot as it transform into blades of random design and push up from the ground.
These blades cause difficult terrain for everyone in the area and deals 1d6 per level (maximum of 15d6) and reduces land movement speed by half.

If the caster chooses to Concentrate on the spell, they can exert a level of control over it. This grants them two options per round: they can exclude creatures from the effect by drawing the blades in their path back into the ground, or they can target a flying creature with the spell, firing blades at a flying creature, dealing 1d6 damage per level (maximum of 10d6) with a Ranged Touch Attack. Any creature with the ability to fly from discernible anatomy (wings, for example) damaged this way loses their ability to fly.

The speed penalty and loss of flight lasts as long as the damaged creature is in the field and 1d4+1 rounds after they exit it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 09, 2019, 04:37:02 AM
I'm pretty sure you misread my spell. The focused rain of desolation has several changes, but the main is that instead of dealing a max of 50d6 to every person in the spell area, the focused one deals 100d6 to a single person in the spell area. Reaching the cap is as easy as previously, since it's 1 person per damage advance rather than 1 dispelled spell/SLA. If you want to reach the cap, you will, in either version.

That said, if you think 50dX is the desired cap for any spell level in the near future, I can rework the spell to deliver a powerful debuff to the single target rather than direct damage. Would that work better for you?

For the Hearth spell, impeded elemental magic for whatever reason. Plane of Fire impeded magic planar traits, needing a spellcraft check to cast fire spells underwater, Imix's bullshit 'no water spells within this area' spell and so on.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 09, 2019, 12:30:24 PM
Quote from: Corwin on June 09, 2019, 04:37:02 AM
I'm pretty sure you misread my spell. The focused rain of desolation has several changes, but the main is that instead of dealing a max of 50d6 to every person in the spell area, the focused one deals 100d6 to a single person in the spell area. Reaching the cap is as easy as previously, since it's 1 person per damage advance rather than 1 dispelled spell/SLA. If you want to reach the cap, you will, in either version.

That said, if you think 50dX is the desired cap for any spell level in the near future, I can rework the spell to deliver a powerful debuff to the single target rather than direct damage. Would that work better for you?

I'm aware it's single target and my reply goes into why I think it's easier to hit the cap with it, along with how the expanded range empowers the spell to do so. (Though note it's only 23 spells to reach 50d6, not 40, that's a mistake.) Checking on uses of Rain of Desolation in B6, I see one that hit max damage and 5 others did not.

http://www.soulriders.net/forum/index.php/topic,104246.msg1142716.html#msg1142716 - 21d6, 8 dispelled.
http://www.soulriders.net/forum/index.php/topic,104205.msg1128763.html#msg1128763 - 15d6, 5 dispelled.
http://www.soulriders.net/forum/index.php/topic,104167.msg1115156.html#msg1115156 - 25d6, 10 dispelled.
http://www.soulriders.net/forum/index.php/topic,104250.msg1140053.html#msg1140053 - 50d6, 23+ dispelled.
http://www.soulriders.net/forum/index.php/topic,104206.msg1127216.html#msg1127216 - 21d6, 8 dispelled.
http://www.soulriders.net/forum/index.php/topic,104176.msg1120469.html#msg1120469 - 19d6, 7 dispelled.

Let's bear in mind that's with a much smaller area of effect than Focused Rain of Desolation. Assuming the same number of creatures affected as spells dispelled for the sake of example, the lowest clocks in at 60d10 damage, and with that range, I doubt you'll only get 5 creatures with something you can dispel too often, especially in any sort of group battle. So no, I don't agree with your assertion that reaching the cap with either is easy, though it is much easier with Focused Rain of Desolation.

I'd suggest reading my entire commentary in my previous post and consider how to revise it based on that. Going in another direction altogether is possible as well if you'd prefer.

QuoteFor the Hearth spell, impeded elemental magic for whatever reason. Plane of Fire impeded magic planar traits, needing a spellcraft check to cast fire spells underwater, Imix's bullshit 'no water spells within this area' spell and so on.

Go ahead and revise with tighter language and a few examples so it's clear what it's meant to do?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 09, 2019, 01:18:49 PM
I did read the rest of the commentary, I just preferred to focus on some parts of it first. Let me try to respond to all aspects here, then.

-Scale
It's unclear whether you would allow an epic Dispel spell (capped at +40) with an Area of 20-ft.-radius burst/level. Some of what you said suggested yes, some no. I'd appreciate having it cleared up. And if so, how would you price it.

-Saves and SR
How much would dropping a save from a spell would raise its spell level? What about SR? What about both? Forgetting Evocation was my mistake, but I did intend to drop the save. To me, that felt like a +1 spell level price given how this stuff usually works out, but I'd like to hear your thoughts. One of the things I liked most in epic spells in B is that many have primary effects that hit without a save, and a save (if it exists) only applies to the secondary splash damage.

-Damage cap
From what I understand, you're saying the level cap for a lvl12 spell (which Rain of Desolation is) should be much below 50d6, but it's balanced by how in our gaming history it only reached that once in nine uses? If I intended to use this spell only for situations where I believed I could reach the cap, would that make the spell unbalanced in your eyes?

-Dispel cap
How would you price a jump from +30 to +40 in spell levels? What about to +35? +45?

And a question about Rain of Desolation, since I've been thinking about it. It's listed as [Cold] in the description, but its name and the fluff suggest it's cold water. Would it do double damage vs Imix, or does it need to explicitly be a [Water] spell for that?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 10, 2019, 12:34:21 AM
Zaaman Rul's up in misc NPC with the DvR adjustment.

It's less because he's going to play a role worthy of it - though he could - and more because I try not to edit C&M posts as they happen for changes. There's a variety of reasons for this, so I'll stick him in there for now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 10, 2019, 12:45:52 AM
Quote from: Iron Dragoon on June 08, 2019, 11:47:58 PM
Field of Blades
Transmutation
Level: Sorc/Wiz 7
Components: V, S,
Casting Time: 1 standard action
Range: Close (25ft +5ft per 2 levels)
Area: One 10 foot square per level
Duration: 1 min./level, Special Concentration (See text)
Saving Throw: None
Spell Resistance: No

As you cast this spell, the sound of a blade unsheathing can be heard. Your spell causes the ground to tremble noticeably under foot as it transform into blades of random design and push up from the ground.
These blades cause difficult terrain for everyone in the area and deals 1d6 per level (maximum of 15d6) and reduces land movement speed by half.

If the caster chooses to Concentrate on the spell, they can exert a level of control over it. This grants them two options per round: they can exclude creatures from the effect by drawing the blades in their path back into the ground, or they can target a flying creature with the spell, firing blades at a flying creature, dealing 1d6 damage per level (maximum of 10d6) with a Ranged Touch Attack. Any creature with the ability to fly from discernible anatomy (wings, for example) damaged this way loses their ability to fly.

The speed penalty and loss of flight lasts as long as the damaged creature is in the field and 1d4+1 rounds after they exit it.

Okay, needs some style changes and general adjustments. Lemme take a crack at it from here.

Field of Blades
Transmutation
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Area: One 10ft square per level
Duration: 1 min/level or concentration; see text
Saving Throw: Reflex half
Spell Resistance: Yes

As you cast this spell, the sound of a blade unsheathing can be heard. The ground trembles noticeably underfoot as blades erupt in the area of the spell.

Any area with blades in it is considered difficult terrain. A creature within the area or who passes through the area takes 10d6 points of damage. Any creature that takes damage from the blades suffers foot injuries that reduce their land movement speed by half. This lasts until magical healing or rest restores hit points equal to the damage taken from this spell.

When this spell is cast, you can choose to concentrate on it. If you do, you exert a level of control over the blades. This changes the duration of the spell to concentration. Additionally, each round you may have the blades do one of the two following actions as a free action on your turn.

Control Blades: You can control the blades to exclude any creatures you wish from the effect, allowing them to pass through the affected area safely. The blades return once ac reature has passed through, which prevents other creatures from following safely.

Blade Shot: You can cause the blades to fire upwards up to 50ft and attack a creature directly above the area of the spell. This requires a ranged attack roll and deals 10d6 points of damage. These blades target wings and other anatomically discernible means of flight, a creature who flies from such means loses their ability to fly from this damage. This lasts until magical healing or rest restores hit points equal to the damage taken from this spell.

---

How does this look? Does this work for you?

Also, just looking for a person or two to chip in as a quick check: What level do you think this spell is?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 10, 2019, 12:48:28 AM
Looks good to me. I just sorta picked a spell level. Wasn't sure where it fit.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 10, 2019, 01:40:41 AM
Whoops, forgot to elaborate how the save works. Fixed.

Field of Blades
Transmutation
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Area: One 10ft square per level
Duration: 1 min/level or concentration; see text
Saving Throw: Reflex half
Spell Resistance: Yes

As you cast this spell, the sound of a blade unsheathing can be heard. The ground trembles noticeably underfoot as blades erupt in the area of the spell.

Any area with blades in it is considered difficult terrain. A creature within the area or who passes through the area takes 10d6 points of damage. Any creature that takes damage from the blades suffers foot injuries that reduce their land movement speed by half. This lasts until magical healing or rest restores hit points equal to the damage taken from this spell. A successful Reflex save halves the damage and negates movement speed being halved.

When this spell is cast, you can choose to concentrate on it. If you do, you exert a level of control over the blades. This changes the duration of the spell to concentration. Additionally, each round you may have the blades do one of the two following actions as a free action on your turn.

Control Blades: You can control the blades to exclude any creatures you wish from the effect, allowing them to pass through the affected area safely. The blades return once a creature has passed through, which prevents other creatures from following safely.

Blade Shot: You can cause the blades to fire upwards up to 50ft and attack a creature directly above the area of the spell. This requires a ranged attack roll and deals 10d6 points of damage. These blades target wings and other anatomically discernible means of flight, a creature who flies from such means loses their ability to fly from this damage. This lasts until magical healing or rest restores hit points equal to the damage taken from this spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 10, 2019, 01:54:18 AM
Quote from: Corwin on June 09, 2019, 01:18:49 PM
I did read the rest of the commentary, I just preferred to focus on some parts of it first. Let me try to respond to all aspects here, then.

-Scale
It's unclear whether you would allow an epic Dispel spell (capped at +40) with an Area of 20-ft.-radius burst/level. Some of what you said suggested yes, some no. I'd appreciate having it cleared up. And if so, how would you price it.

Possibly. The main thing that all dispels have been pretty low range, with Rain of Desolation the one with the biggest range so far.  Expanding the range of dispels, which have so far avoided that sort of range expansion, requires some consideration. My gutshot is 'yes but high spell level adjustment and tread carefully'.

My gutshot is that a superb dispel with an expanded range, and not necessarily 20ft radius/level, would be a minimum of 15th or 16th level. This also depends on if it's area dispels or targeted dispels, which would adjust the considerations a good deal as well. Feel free to write something up here and I'll see how it looks. If you don't, I likely will experiment with this concept next time I sit down and work on new spells.

Quote-Saves and SR
How much would dropping a save from a spell would raise its spell level?

It's auto rejection. Don't do that.

QuoteWhat about SR?

It depends, but it usually isn't done. It's possible to peel away SR from a target - hi Factotum and Wyrm Wizard - but in general if a spell should give SR, it does give it. Most spells that lack it are spells that require an attack roll, and not even all of those.

QuoteWhat about both?

No.

QuoteForgetting Evocation was my mistake, but I did intend to drop the save. To me, that felt like a +1 spell level price given how this stuff usually works out, but I'd like to hear your thoughts. One of the things I liked most in epic spells in B is that many have primary effects that hit without a save, and a save (if it exists) only applies to the secondary splash damage.

Elaborate on what spells you have in mind here? I'm thinking mostly of spells that deal damage and an effect, and a save either stops the effect or halves the damage and stops the effect.

Quote-Damage cap
From what I understand, you're saying the level cap for a lvl12 spell (which Rain of Desolation is) should be much below 50d6, but it's balanced by how in our gaming history it only reached that once in nine uses? If I intended to use this spell only for situations where I believed I could reach the cap, would that make the spell unbalanced in your eyes?

The average damage of a 12th level spell is somewhat below 50d6, though it's not the most damaging 12th level spell there is. There's variance, there's highs and lows. There's usually a soft cap in place by what the other spells are and how that informs the damage level of that level's direct damage spells.

I'd say as written the spell's unbalanced for the reasons I said previously. This is a situation where intended use doesn't really matter, because on paper I have serious problems with the spell's balance.

Quote-Dispel cap
How would you price a jump from +30 to +40 in spell levels? What about to +35? +45?

2-3 levels is about right, usually. Example: Dispel Magic is level 3 and Greater Dispel Magic is level 6. There's variance here, especially because dispels usually pick up a secondary function or gimmick to them rather than just being another iteration of Dispel Magic.

QuoteAnd a question about Rain of Desolation, since I've been thinking about it. It's listed as [Cold] in the description, but its name and the fluff suggest it's cold water. Would it do double damage vs Imix, or does it need to explicitly be a [Water] spell for that?

It's rain, I'd allow it to do double damage in that case. The ability's written saying 'spells that deal damage using water' rather than calling on water subtype spells, so it works fine.

This isn't a question I'd normally answer, but his build is publicly posted and it's a situation where I feel the clarification is worthwhile.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 10, 2019, 11:58:38 AM
The divine gift rules have been updated. Part 10 in particular, which is reproduced here. Additions are in bold.

10. Finally, the direct servants of deities are usually awash in the power of the divine. For example, Latha has her sun based powers and Donald his luck powers. You generally can't reward them often as they're considered nearly full already. It's not off the table in a suitable situation, but for balance reasons I'd rather not have it be anything but a rare treat. Rewards to your direct allies are 1 per 3 levels. The proxy template being left on them fills up any remaining chances for bonuses - it's already a big boost, bigger than the rewards you could give with divine gifts. An occasional dip into being a proxy doesn't trigger this, but someone being a full time proxy triggers this.

I had a long thought about this last night and ultimately decided on the following.

1. If you're what's looking to be a permanent (or at least semi permanent proxy), you've already gotten plenty of a power up. Since I suspect it may be asked: The line between occasional dip and full time is a DM judgment call.
2. I left how often it could be done open before, so codifying it to have a 3 level cooldown is simply setting a standard to it. This is roughly what I had in mind when I wrote that, it just didn't get clarified at the time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 10, 2019, 09:17:19 PM
6/10/19: Added some added detail to how Pathfinder material can be used. Short version: I haven't seen much I usually want to bring over in all my years running with it, and some of it has various problems due to the divergences between 3.5 and Pathfinder, so be aware that I'm giving any Pathfinder material an extra careful look. To be honest, this matches how I've treated in the few times it comes up the past few years.

From houserules. It isn't banning the options there, but be aware that I'll be taking an extra close look at anything from there. Do note as a rule I'm happy not seeing much Pathfinder material to begin with, as this is a 3.5 game and not a Pathfinder game.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 10, 2019, 09:33:44 PM
Spells updated with Asgeroth's spells and those old spells of Seira's.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 10, 2019, 10:44:33 PM
Second to last draft of this. I'm going to sleep on it and see if any changes need to be made. If you see any errors or have any suggestions, you're welcome to make them. I think it's a hard template to price, but +4 roughly works.

Elemental Harmony Template

Creatures of elemental harmony are the result of Seira Aryn's deep research into harmonizing the elements. They are balanced between all four elements and have reached a state of enlightenment as a result.

Creating an Elemental Harmony Creature

"Elemental Harmony" is an acquired template that can be added to any living creature (referred to hereafter as the base creature).

Size and Type

The base creature's size and type are unchanged.

Speed

An elemental harmony creature can fly at the base creature's land speed (perfect maneuverability) and swim at the base creature's land speed.

Special Attacks

An elemental harmony creature retains all the special attacks of the base creature and also gains the following special abilities.

Elemental Energy (Ex)

The elemental harmony creature's command of the elements is without peer, replacing one with the other easily. A number of times a day equal to the base creature's Constitution modifier, they may change a spell, spell-like ability or supernatural ability that deals acid, cold, electricity or fire damage to one of the other listed types of damage. For example, a fireball could be changed to deal cold damage instead of fire damage. Any relevant descriptors for a spell or spell-like ability change appropriately. For example, a fireball changed to deal cold damage would lose the fire descriptor and gain the cold descriptor.

Elemental Tempest (Su)

Three times per day as a standard action, the elemental harmony creature can emit a burst of raw elemental power. This is a 20ft radius burst that has a range of 100ft. This deals 1d6 points each of acid, cold, electricity and fire damage. This damage rises by 1d6 for each type of damage for every four hit dice the base creature has.

Special Qualities

An elemental harmony creature has all the special qualities of the base creature, plus the following special qualities.

Elemental Grace (Su)

An elemental harmony creature is never hindered or harmed by the air, earth, fire and water dominant traits of a plane. When in a quasi-elemental or para-elemental plane, this applies to the positive and negative dominant traits as well. Treat this as an avoid planar effects spell with a caster level equal to the base creature's hit dice.

Elemental Harmony (Ex)

An elemental harmony creature is balanced between all the elements and threatened by none of them. They gain immunity to acid, cold, electricity and fire damage.

Abilities

Increase from the base creature as follows: Str +2, Dex +2, Con +4, Int+2, Wis+4, Cha+2.

Level Adjustment

+4.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 10, 2019, 10:56:10 PM
From epic skills, a new epic usage of spellcraft. This one gets requested a lot and I don't think it's unreasonable.

Follow Plane Shift

You can follow the paths of magic that part dimension and study it to reveal the plane of destination for a plane shift, greater plane shift or similar spell. You may only do this when studying the lingering magic of an already cast spell. This reveals the plane and the layer, if applicable. Following plane shift takes a full round action.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 11, 2019, 12:57:32 AM
Quote from: Anastasia on June 10, 2019, 10:56:10 PM
From epic skills, a new epic usage of spellcraft. This one gets requested a lot and I don't think it's unreasonable.

Follow Plane Shift

You can follow the paths of magic that part dimension and study it to reveal the plane of destination for a plane shift, greater plane shift or similar spell. You may only do this when studying the lingering magic of an already cast spell. This reveals the plane and the layer, if applicable. Following plane shift takes a full round action.

How long does it linger?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 11, 2019, 01:01:32 AM
Depends on the strength of the spell. This is covered in detect magic.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 11, 2019, 01:53:07 AM
A brief question on dispel caps. The dvr mod is added to the rolls on top of a cap? So for a greater dispel I'd roll 1d20+22, not 1d20+20?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 11, 2019, 05:27:51 AM
Reworded as per your suggestion.
Quote
Cauldron's Hearth
Transmutation
Level: Clr 10, Sor/Wiz 10
Components: V, S, M, special
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance No

Intoning a prayer to Seira and Sanzha, you call upon their insights into elemental harmony to make your elemental spells more fluid conceptually. The harmony of balance between the elements protects your spells from restrictions upon elemental magic that have been created by planar conditions, terrain or other spells. Conditions of impeded magic, such as needing a Spellcraft check to cast water spells in Fire, are negated for you for the duration of this spell.

Material Components

Cauldron steel mined personally by Yandrazrt, of no less than 1,000 gold value.

===

Shield of Sylica served as inspiration

I'm pondering on the specifics. For Imix's Desiccating Aura, the need to use Spellcraft is negated, but water spells within the Aura still immediately dry up? For the Plane of Fire, is ongoing Fire damage negated as with Attune Form, or still taken? I'd like to see how this stuff resolves to determine how to price the spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 11, 2019, 09:47:02 AM
An analysis of 10th level damage dealing spells. The purpose of this is to get a grasp of what the average damage of a 10th level spell is and how things balance out. The ground rules here are simple: The spell's maximum amount of damage dice are assumed. So while you're get these spells at a base CL of 21, this is looking at effectiveness once you reach a high enough caster level to get everything you can out of it. Certain spells that deal a minor amount of damage as a secondary effect are omitted so that they don't skew the average.

Raw List

Spell Name/Damage, Max Damage and Average Damage/Targeting/Misc Effects/Save Type/Spell Resistance

Asgeroth's Groundbreaker/25d6, 150, 87.5/5ft line per level, reaches up to 100ft above the line/Creates difficult terrain that deals 5d6 going through/None due to ranged touch/Yes
Bone Burst/25d6, 150, 87.5/1 creature per level/slowed and sickened/Fortitude partial, reduces damage to 10d6 and negates slowed and sickened/Yes
Canderella's Sudden Thunderbolts/20d6, 120, 70/1 creature per level/None/Reflex Half/Yes
Cleansing Rain/20d6, 120, 70/80 by 80 cylinder/Damage per round for 1 round per CL, dissolves slain creatures/Reflex half at -4/Yes
Corruptor's Touch/20d6, 120, 70/Creature touched/Alignment change to evil/Will partial/Yes
Gae Assail/30d6, 180, 105 OR 30d12, 360, 195/Ray/Blinds/None due to ranged touch/Yes
Gathgorian's Fireball/25d6, 150, 87.5/40ft spread/Ignores fire resistance and immunity for chaotic or good/Reflex half/Yes
Greater Cone of Cold/30d6, 180, 105/60ft cone/None/Reflex half/Yes
Hellball/40d6, 240, 140/40ft radius spread/Damage is 10d6x4 for all elements but cold/Reflex half/Yes
Seira's Fireburst/40d10, 400, 220/5ft burst/Creatures slain reduced to ash/Reflex half, reduces base damage to 5d10/Yes
Sonic Shattering/30d6, 180, 105/80ft/Crystalline creatures only, otherwise damage is 15d6, defeans and dispels, complex/Fortitude partial/Yes
Star Explosion/25d6, 150, 87.5 OR 25d10, 250, 137.5/70ft radius spread/d10 damage is vs creatures vulnerable to bright light/Reflex half/Yes
Stone Skewers/35d6, 210, 122.5/1 creature/A bunch of effects, see the spell/Fortitude partial/Yes
Telay's Ice Horror/30d6, 180, 105/1 creature/Slain creature becomes an ice golem/Fortitude partial/Yes
True Meteor Swarm/30d6, 180, 105/60ft impact crater/Secondary damage from secondary meteorites/Reflex half/Yes
Unseen Needle/25d6, 150, 87.5/1 creature/Invisible needle is hard to detect/None due to ranged touch/No
Vitrification Bomb/20d6, 120, 70/10ft cube per 5 levels/Various effects, see spell/Reflex half/No

So what do I take away from this?

1. Average damage is roughly around 25d6. So scoring about 90 damage on an average casting of a 10th level spell is about right, though this can swing higher on certain single targeted spells.
2. Most spells of this level have some effect beyond raw damage, or otherwise have an unusual way of adjudicating the damage they deal. There's very few 'x damage, done' spells, even if it's merely more damage against a certain type of creature.
3. A good 10th level spell should be both interesting and not just a glob of damage. I think this fits fairly well. You have spells like Asgeroth's Groundbreaker, that causes a visceral effect on the battlefield as well as hitting enemies, or Telay's Ice Horror, that creates a golem from a slain foe. There's very much a feeling of pushing the boundaries, of doing magic more interesting beyond merely a bigger fireball. This produces a sense of doing something, of being active on the game world in more of a way than just dealing damage.
4. Ranged touch spells with no save are extremely uncommon and that's as designed. SR ignoring spells are likewise rare, though Vitrification Bomb is also an old spell that needs revamping. Otherwise that's just Unseen Needle.

Specific Spell Notes

1. Stone Skewers and Vitrification Bomb are old spells and it shows. They could use sprucing up.
2. Seira's Fireburst is a strange spell and this was known when I approved it. By the way, it it supposed to be a flat 5d10 on a save or 5d10 halved, Seira? The text is a little unclear, I think that's an editing snarl somewhere along the line. Anyway, I don't think it has a lot of analysis value due to how the save completely guts the damage.
3. Gae Assail may be better as an 11th level spell. It's enough of an outlier that it feels like it may well be underpriced by a spell level. I don't believe it's seen much use in B6, so sitting down and figuring out of it is isn't a big priority.
4. Hellball is balanced for what it is despite the out of line damage, due to how the elemental damage works and stacks up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 11, 2019, 10:45:45 AM
Quote from: Corwin on June 11, 2019, 01:53:07 AM
A brief question on dispel caps. The dvr mod is added to the rolls on top of a cap? So for a greater dispel I'd roll 1d20+22, not 1d20+20?

Yes. The cap for dispels is just what your CL can provide. Things like that or the granted power of the Inquisition domain go above that unless noted otherwise.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 11, 2019, 11:35:17 AM
Thanks. Thought as much but decided to reconfirm.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 11, 2019, 10:19:55 PM
Quote from: Corwin on June 11, 2019, 05:27:51 AM
Reworded as per your suggestion.
Quote
Cauldron's Hearth
Transmutation
Level: Clr 10, Sor/Wiz 10
Components: V, S, M, special
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance No

Intoning a prayer to Seira and Sanzha, you call upon their insights into elemental harmony to make your elemental spells more fluid conceptually. The harmony of balance between the elements protects your spells from restrictions upon elemental magic that have been created by planar conditions, terrain or other spells. Conditions of impeded magic, such as needing a Spellcraft check to cast water spells in Fire, are negated for you for the duration of this spell.

Material Components

Cauldron steel mined personally by Yandrazrt, of no less than 1,000 gold value.

===

Shield of Sylica served as inspiration

I'm pondering on the specifics. For Imix's Desiccating Aura, the need to use Spellcraft is negated, but water spells within the Aura still immediately dry up? For the Plane of Fire, is ongoing Fire damage negated as with Attune Form, or still taken? I'd like to see how this stuff resolves to determine how to price the spell.

Okay, reading it through here, I think there's a few problems that boil down to this.

1. Elemental magic isn't a mechanical term. It's a situation where you need a defined term or define something in the spell and define it precisely.
2. Even then what precisely it blocks and how it interacts is fuzzy because of this.
3. As of now it doesn't need the special in components. Minor issue.

I'll level with you - I like the attempt at being brief here and nailing the spell down. I really do, it's unfortunately a situation where the concept doesn't support it due to a need to define terms.

So let's start with a few:

1. What do you mean by 'elemental magic?' I'd presume earth, fire, air and water descriptor spells (or perhaps the more expansive description the various impeded magic planar traits use), but that's an educated guess.

2. What do you mean by restrictions? Impeded magic is a good example, but I think that needs more elaboration.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 12, 2019, 11:52:09 AM
11th level damage spells should be up tomorrow, I was going to do it last night but I forgot the PYR reboot premiered last night.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 12, 2019, 11:01:11 PM
Buff spread for divvying up:

Long Duration:

Everyone:
Create Magic Tattoo: +1 Spellcaster Level, CL 32, Duration: 24 Hours.
Spoiler: ShowHide
+1 spellcaster level.


Create Magic Tattoo: Spell Resistance 20, CL 29, Duration: 24 Hours.
Spoiler: ShowHide
Spell resistance equal to 10 + 1 per three caster levels.


Create Magic Tattoo: +1 Luck to Attack, CL 25, Duration: 24 Hours.
Spoiler: ShowHide
+1 luck bonus on attack rolls.


Magic Vestment +5 (Shield), CL 23, Duration 23 Hours.
Spoiler: ShowHide
+5 armor bonus to armor/shield.


Greater Magic Weapon:Life-Drinker +5, CL 33, Duration: 32 Hours.
Spoiler: ShowHide
enhancement bonus on attack and damage rolls of +5


Mind Blank, CL 33, Duration: 24 Hours.
Spoiler: ShowHide
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.


Energy Immunity (Cold), CL 33, Duration: 24 Hours.
Spoiler: ShowHide
Immunity to Cold.


Energy Immunity (Electricity), CL 33, Duration: 24 Hours.
Spoiler: ShowHide
Immunity to Electricity.


Energy Immunity (Acid), CL 33, Duration: 24 Hours.
Spoiler: ShowHide
Immunity to Acid.


Mass Energy Immunity (Sonic), CL 33, Duration: 24 Hours.
Spoiler: ShowHide
Immunity to Sonic.


Epic Mage Armor, CL 33, Duration: 33 Hours.
Spoiler: ShowHide
This spell is identical to mage armor, except that it grants a +20 armor bonus to armor class.


Agility of the Dragon Princess, CL 33, Duration: 33 Hours.
Spoiler: ShowHide
+4 insight bonus to Dex.


Mind of the Dragon Princess, CL 33, Duration: 33 Hours.
Spoiler: ShowHide
+4 insight bonus to Int.


Endurance of the Dragon Princess, CL 33, Duration: 33 Hours.
Spoiler: ShowHide
+4 insight bonus to Con.


Pre-Combat (10 min/level):

Everyone:

Heroics, CL 33 Duration: 330 minutes.
Improved Initiative.

Spoiler: ShowHide
+4 to initiative checks.


Spiderskin, CL 33, Duration: 330 minutes.
Spoiler: ShowHide
+5 ehnacnce to Natural Armor, racial bonus on saves vs. poison, racial bonus on Hide checks.


Hamatula Barbs, CL 33, Duration: 330 minutes.
Spoiler: ShowHide
Any creature that hits with a handheld or natural weapon takes 1d8 points of slashing and piercing.


Combat Readiness, CL 33, Duration: 330 minutes.
Spoiler: ShowHide
+6 insight bonus on initiative checks. If flanked, opponents gain no bonus on attack rolls.


Interplanar Telephatic Bond, CL 33, Duration: 330 minutes.
Spoiler: ShowHide
Self +11 gain a telepathic bond that functions on the same plane and across planes.


Self Only:
Spell Turning, CL 33, Duration: 330 minutes.
Spoiler: ShowHide
Turn 1d4+6 spell levels of spells and spell-like abilities.[/i]


Battlemage's Touch, CL 33, Duration: 330 minutes.
Spoiler: ShowHide
Use your caster level plus your casting ability in place of base attack bonus and dexterity modifier when you make ranged touch attack rolls with a spell you cast.


Pre-Combat (1 min/level):

Everyone:

Power of the Huntress, CL 33, Duration: 33 minutes.
Spoiler: ShowHide
+10 enhancement to str, dex, con. +8 enhancement to Natural Armor. +20 competence bonus to Hide/Move Silently, +6 to iniative checks, cannot be flatfooted, gain Combat Reflexes feat, and scent special quality.


Blade of the Vampire, CL 33, Duration: 33 minutes.
Spoiler: ShowHide
Weapon deals an extra 1d8 points of damage to living creatures, heals user for equal amount.


Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 13, 2019, 09:49:31 PM
Draft 1. Still plunking at it, this spell is complicated and requires fairly precise wording. This isn't done and it needs tightening. Todos: Spell level is a placeholder that will be changed on a final version, consider some sort of possible caster level check for spells above a certain level, possibly. Depends on how this balances. Tighten language more and hone the phrasing down.

Any suggestions welcome on wording or any concerns, this spell started as a neat idea and has been a bear to get right. I think it's gonna be the record holder when it's done.

Cauldron's Hearth
Transmutation
Level: Clr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance No

Through the blessings of the Cauldron, your magic is bolstered by elemental harmony. Your spells ignore the impeded magic trait of the Inner Planes, including quasi and para elemental planes. Conditions that block spells with the air, earth, fire and water descriptors can be ignored, as follows. Local conditions that would stop, impede or otherwise interfere with those spells are ignored. Spells that would prevent those spells from being cast are likewise ignored.

This protection does not extend to a spell being countered. Natural conditions that may stop a spell still do so (such as a simple fire spell being ineffective due to casting it at a target within a lake). Antimagic and dead magic areas still suppress these spells as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 14, 2019, 04:49:55 AM
I think this one should be revised or taken out:

QuoteNatural conditions that may stop a spell still do so (such as a simple fire spell being ineffective due to casting it at a target within a lake).

Casting fire spells underwater is basically the same simple spellcraft check that exists under impeded magic, which the spell is meant to allow you to ignore.

That's an issue with the example rather than with natural conditions in general, true, but I can't think of any other natural conditions that would actually get in the way. Trying to cast a fire spell on Earth while traveling ethereally through the rock and not having the open space to target something with it?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 14, 2019, 06:29:44 AM
Since I got diverted again, let's just make this happen OOC. Sanzha is directed to provide the Io book to Moore, and she'll deliver it personally to him given its importance.

Neph, where are we on the Calley notes front? When's the last time we compared our notes?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 14, 2019, 08:52:39 AM
I think it was at Io, if I'm not mistaken.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 14, 2019, 10:59:57 AM
Quote from: Corwin on June 14, 2019, 04:49:55 AM
I think this one should be revised or taken out:

QuoteNatural conditions that may stop a spell still do so (such as a simple fire spell being ineffective due to casting it at a target within a lake).

Casting fire spells underwater is basically the same simple spellcraft check that exists under impeded magic, which the spell is meant to allow you to ignore.

That's an issue with the example rather than with natural conditions in general, true, but I can't think of any other natural conditions that would actually get in the way. Trying to cast a fire spell on Earth while traveling ethereally through the rock and not having the open space to target something with it?

Something like that, yeah. I felt it's a clause that should be in there, but thinking up a good, natural reason for it the way magic works is hard.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 14, 2019, 12:18:10 PM
Quote from: Nephrite on June 14, 2019, 08:52:39 AM
I think it was at Io, if I'm not mistaken.

Did you gain anything new since?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 14, 2019, 12:59:29 PM
I'm at 240 now which I think is higher than we were at at Io. I'd have to check the thread to verify.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 16, 2019, 11:11:53 AM
Purifications! What are the quests for these EVIL items?

Inevitable: This ring was worn by Agares, appearing as a wide band of dead gray metal that slowly twists into nothing as it loops around, ending just before it finishes making the ring, leaving a tiny gap in it. Any time a creature deals lethal damage to the wearer, they must make a DC 30 will save. Failure deals 18 points of damage, the wearer healing the same amount minus 1. In addition, it grants a +2 profane bonus to armor class and saving throws. [Inevitable radiates strong evil.]

Todesurteil: This lantern sheds life draining green light in a thirty foot radius. Each round a being is exposed to it, they suffer one point of vile consitution drain. This can only be healed by a Restoration spell cast in a sanctified area.

Sorrowful Sword: Large greatsword+6. Any damage this blade deals is vile damage. As a swift action, you may attempt to absorb a spell cast on you into the blade. Make an opposed caster level check, the sword has a modifier of 1d20+33. Success absorbs and negates the spell, failure has the spell unaffected. 350,000 gold.

Dead Moons: 2 chakrams+6, unholy and returning. When both chakrams strike the creature, a delayed blast fireball modified by the corrupt spell metamagic is cast (CL24th), centered on where the creature stands.  The thrower of Dead Moons is immune to this fireball. 287,500 gold.

Nightfall: Bracers of Armor+14. Grants a +2 profane bonus to the caster level of spells from the evil domain. 280,000 gold.

Decursing! Here my intent is to request Legend Lore (the long version), along with divine power'd creator and last owner names, and if possible the name of the person/being who cursed them.

Qualles: This cloak of elvenkind grants a +15 competence bonus to Stealth checks and a +6 enhancement bonus to Dexterity. When worn by an elf, they gain a +2 bonus to Dexterity (stacks with the enhancement bonus), a +2 to attack rolls with long swords or longbows and a +5 bonus to saves against enchantment spells and effects. However, Qualles is cursed. Any who wear it suffer 4d10 damage per round and are nauseated (no save). As it is cursed, no price is provided.

Star Shot: Longbow+5, anarchic. Gains the ghost touch, holy and keen properties under star light or in the hands of a star elf. Star Shot is cursed. Whenever an arrow is fired from it, one of the wielder's fingers are sliced away by the razor sharp bowstring. This deals 3d10 damage as well as results in the loss of a finger. A DC 20 Dexterity check avoids this fate. This check must be repeated for each arrow and any result of a natural 1 always fails this check, no matter how the total. As it is cursed, no price is provided.

Star Sword: Longsword+5, holy. Gains the ghost touch, keen and frost properties under star light or in the hands of a star elf. Star Sword is cursed. Any attack with it has a 25% chance to strike an adjacent ally instead. If there is no adjacent allies, the attack instead targets the wielder. As it is cursed, no price is provided.

Reforging. Technically somewhere between purification and remaking an item, perhaps at a loss. I'm wondering whether I could do it for these items (via Elle or a deity with Create Artifact) since Amaryl thinks they're icky but I can see ways to twist the underlying concept into cool items she'd use.

[Storage]Bowl of Lost Treasures: This bowl can steal treasures from up to ten creatures at once. It steals the magic item the creature values the most (as if by a Soul's Treasure Lost spell), except they are absorbed into the bowl rather than being destroyed. With the proper command word, objects absorbed by the bowl can be freed from it.

[Storage]Shadowbond Ring: Grants a +1 bonus to caster level to spells that draw on shadows, such as shadow evocation.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 16, 2019, 11:29:49 AM
Incidentally, Kascha has the following on her sheet. We should plant them!

[Misc]Black Rose Seeds: These seeds are for black roses said to be native to the Deep Ethereal plane. Grow them and who knows what magic they'll have.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 16, 2019, 06:03:33 PM
Quote from: Corwin on June 16, 2019, 11:29:49 AM
Incidentally, Kascha has the following on her sheet. We should plant them!

[Misc]Black Rose Seeds: These seeds are for black roses said to be native to the Deep Ethereal plane. Grow them and who knows what magic they'll have.

Got anyone in your node who has any related skills for this or magic to help?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 16, 2019, 06:08:12 PM
Okay, the rest of that's in the todo list in the medium term category. It's a lot of work and isn't urgent, so I'm punting it until I'm more on top of my work load.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 16, 2019, 06:08:34 PM
The answer will also be in loot so I can find them later if I need to, without doing board wide searches.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 16, 2019, 06:08:45 PM
Also because loot needs more posts, don't you think?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 16, 2019, 07:24:36 PM
Just for the sake of record-keeping, we had 231 of 777 of Calley's notes in Io, Moore currently has 240 pending whatever Seira got from Oghma.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 16, 2019, 09:26:26 PM
Quote from: Nephrite on June 16, 2019, 07:24:36 PM
Just for the sake of record-keeping, we had 231 of 777 of Calley's notes in Io, Moore currently has 240 pending whatever Seira got from Oghma.

Thanks for the refresher, that's handy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 16, 2019, 11:43:26 PM
Quote from: Anastasia on June 16, 2019, 06:03:33 PM
Quote from: Corwin on June 16, 2019, 11:29:49 AM
Incidentally, Kascha has the following on her sheet. We should plant them!

[Misc]Black Rose Seeds: These seeds are for black roses said to be native to the Deep Ethereal plane. Grow them and who knows what magic they'll have.

Got anyone in your node who has any related skills for this or magic to help?

...we have several deities and archmages and a literal heaven, how hard can it be? If knowledge checks of 103 won't tell us what to do and a random high level faithful with a maxed-out gardening hobby wouldn't be enough, I'll ask Chauntea for tips.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 17, 2019, 06:42:55 PM
Less that and more checking if you have anything exceptional north noting, Cor.

Gimme a roll of 1d100 with a +30 bonus. You're hoping to roll high here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 17, 2019, 07:35:12 PM
Clarified Imix's Desiccating Aura to read more clearly and elaborate on how the Spellcraft check interacts with water spells, as well as made it more consistent.

Imix's Desiccating Aura
Abjuration/Transmutation
Level: Sor/Wiz 11
Components: V, S, F
Casting Time: 1 standard action
Range: 10ft/level
Area: 10ft/level radius emanation, centered on you
Duration: 1 min/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No

This spell banishes water and other liquids within its area. Liquids of all types are dried up within the range of this spell (save for bodily fluids or other liquids inside of a creature) instantly. Creatures made of water, such as a water elemental, find this aura devastating. They suffer 20d6 points of damage per round they are within the aura. A successful Fortitude save halves the damage taken each round. Water can enter the area of this spell but is instantly evaporated.

Additionally, spells and spell-like abilities with the water descriptor are almost impossible to cast within the range of the spell, or to come into the range of the spell. The caster must succeed on a Spellcraft check to do so with a DC equal to the spell's caster level + 20, otherwise the spell fails or is instantly dried on coming into the range of the spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 18, 2019, 01:13:05 AM
More exceptional than the goddess of nature on call for advice?  :)

07:12 <Seira> roll 1d100+30
07:12 <Penuche> Seira invokes Penuche's magic: < 57 > [d100=27]
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 18, 2019, 04:58:16 PM
Any comments on this final draft, Cor? Also, paste me the material component for it?

The demiplane note is a crazy catchall for certain situations. I'm not sure if they'll ever come up in this game, but it's the sort of spell that needs to be explicit due to how it worked out. Also not written is that this wouldn't help you against the will of Kossuth or one of the other elemental lords, but I assume that's obvious. Anyway, with bases covered, here it is.

Cauldron's Hearth
Transmutation
Level: Clr 10, Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance No

Through the blessings of the Cauldron, your magic is bolstered by elemental harmony. Your spells ignore the impeded magic trait of the Inner Planes, including quasi and para elemental planes. Conditions that block spells with the air, earth, fire and water descriptors can be ignored, as follows. Local conditions that would stop, impede or otherwise interfere with those spells are ignored. Spells that would prevent those spells from being cast, such as a spell that prevents fire spells from being cast within its area, are ignored.

This protection does not extend to a spell being countered. Antimagic and dead magic areas still suppress these spells as normal. Certain demiplanes may also overcome this due to the unique mechanics around demiplanes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 18, 2019, 05:03:42 PM
QuoteMaterial Components

Cauldron steel mined personally by Yandrazrt, of no less than 1,000 gold value.

Basically a soft DRM. It's not a secret spell, but you better either have the epic no material components spell, or have decent relations with us.

I think the phrasing is okay, and if gameplay reveals something unexpected it can always be changed now. Nicely done~
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 18, 2019, 05:08:49 PM
So I was talking to Dune about Prismatics, and this is a draft of how I envision the transformation to be. No actual writeup so far, just the mechanics. Technically written with dragons in mind, but I'm not sure it should be locked to dragons. The alignment is also something I'm not sure about. Anyway, Dune wanted me to post the draft so here it is.

Prismatic Dragon Template

Size, Type and Speed

The base creature's size and speed are unchanged. The base creature's type becomes Dragon.

Spell-like abilities: At will-Hypnotic pattern, rainbow pattern. 3/day-prismatic sphere, prismatic wall, sunbeam, sunburst. Caster level equal to the chromatic dragon's hit dice. The save DCs are charisma based.

Breath Weapon (Su): A prismatic dragon has two breath weapons. One is a prismatic spray in the shape of a cone. This cone is as normal for a dragon of its size, not the size of the spell. The second is known as the Fivefold Breath. Five separate breath weapons are exhaled at once, each one matching that of a chromatic dragon. Each breath weapon uses d8s and deals damage equal to one half of the chromatic dragon's hit dice. The save DCs are constitution based.

Immune to Light and Blindness (Ex): Prismatic dragons cannot be harmed by any light, including spells with the light descriptor, searing light, and the various prismatic (sphere, spray, wall) spells. In addition, they are immune to any spell or effect that causes blindness.

Immune to sleep and paralysis effects (Ex)

Deflecting Force (Su): A prismatic dragon is protected by a shield of shimmering light similar to a cloak of chaos that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon's Charisma bonus.

Damage Reduction (Ex): A prismatic dragon's damage reduction can be bypassed by epic, adamantine weapons that are colorless.

Regeneration (Ex): A prismatic dragon takes lethal damage from attacks that penetrate its damage reduction.

Abilities

Increase from the base creature as follows: Int +4, Wis +4, Cha +4.

Alignment

Always good.

Level Adjustment

+4

Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on June 18, 2019, 05:26:13 PM
If it's just for dragons then breaking up the SLA list so they're unlocked by age category might be in keeping with the theme? Definitely don't think the alignment is warranted given Tiamat and Baleruk as examples, and there's nothing fundamentally 'good' themed about any of the abilities.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 18, 2019, 11:57:07 PM
Yeah, it was basically me being undecided on whether it'd be prismatic creatures or prismatic dragons. Though dragons do make everything better, clearly, so I'm leaning towards them. As for the alignment, I was thinking of a sort of prerequisite, like climbing Celestia to understand its secrets, but it's not really working for me that well. I'll just have to be nice to those who take it and get them to be nice back the mundane way.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 19, 2019, 01:15:18 PM
That would probably be best if you're not feeling that aspect and it doesn't fit, yeah.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 19, 2019, 01:42:43 PM
Prismatic Dragon Template

Prismatic dragons are the result of Seira Aryn's research into draconic perfection. Rather than seek enlightenment through balance, the dragons follow Seira's lead down a fresh path to perfection approved by Io.

Creating a Prismatic Dragon

"Prismatic Dragon" is an acquired template that can be added to any creature of the dragon type (referred to hereafter as the base creature).

Size, Type and Speed

The base creature's size, type and speed are unchanged.

Special Attacks

A prismatic dragon retains all the special attacks of the base creature and also gains the following special abilities.

Spell-like abilities: At will-Hypnotic pattern (Wyrmling), rainbow pattern (Juvenile). 3/day-sunbeam (Adult), sunburst (Old), prismatic wall (Ancient), prismatic sphere (Great wyrm). Caster level equal to the prismatic dragon's hit dice. The save DCs are charisma based. The abilities are gained upon reaching the indicated age category of the base creature.

Prismatic Breath (Su): A prismatic dragon has two breath weapons on top of any breath weapon the base creature has. One is a prismatic spray in the shape of a cone. This cone is as normal for a dragon of its size, not the size of the spell. The second is known as the Fivefold Breath. Five separate breath weapons are exhaled at once, each one matching that of a chromatic dragon. Each breath weapon uses d8s and deals damage equal to one half of the chromatic dragon's hit dice. The save DCs are constitution based.

Special Qualities

Prismatic Immunities (Ex): Prismatic dragons cannot be harmed by any light, including spells with the light descriptor, searing light, and the various prismatic (sphere, spray, wall) spells. In addition, they are immune to any spell or effect that causes blindness. Prismatic dragons are immune to sleep and paralysis effects.

Prismatic Cloak (Su): A prismatic dragon is protected by a shield of shimmering light similar to a cloak of chaos that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon's Charisma bonus.

Prismatic Nature:
Damage Reduction (Ex): A prismatic dragon's damage reduction changes from the base creature's. It can now only be bypassed by epic, adamantine weapons that are colorless. If the base creature did not have damage reduction, it gains damage reduction 10/epic, adamantine weapons that are colorless.
Regeneration (Ex): A prismatic dragon takes lethal damage from attacks that penetrate its damage reduction.

Abilities

Increase from the base creature as follows: Int +4, Wis +4, Cha +4.

Level Adjustment

+4
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 20, 2019, 09:59:16 PM
I'll work that out this weekend, pound it into template form and see if anything breaks on it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 21, 2019, 10:16:31 AM
Quote from: Iron Dragoon on June 12, 2019, 11:01:11 PM
Buff spread for divvying up:

Long Duration:

Everyone:
Create Magic Tattoo: +1 Spellcaster Level, CL 32, Duration: 24 Hours.
Spoiler: ShowHide
+1 spellcaster level.


Create Magic Tattoo: Spell Resistance 20, CL 29, Duration: 24 Hours.
Spoiler: ShowHide
Spell resistance equal to 10 + 1 per three caster levels.


Create Magic Tattoo: +1 Luck to Attack, CL 25, Duration: 24 Hours.
Spoiler: ShowHide
+1 luck bonus on attack rolls.


Magic Vestment +5 (Shield), CL 23, Duration 23 Hours.
Spoiler: ShowHide
+5 armor bonus to armor/shield.


Greater Magic Weapon:Life-Drinker +5, CL 33, Duration: 32 Hours.
Spoiler: ShowHide
enhancement bonus on attack and damage rolls of +5


Mind Blank, CL 33, Duration: 24 Hours.
Spoiler: ShowHide
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.


Energy Immunity (Cold), CL 33, Duration: 24 Hours.
Spoiler: ShowHide
Immunity to Cold.


Energy Immunity (Electricity), CL 33, Duration: 24 Hours.
Spoiler: ShowHide
Immunity to Electricity.


Energy Immunity (Acid), CL 33, Duration: 24 Hours.
Spoiler: ShowHide
Immunity to Acid.


Mass Energy Immunity (Sonic), CL 33, Duration: 24 Hours.
Spoiler: ShowHide
Immunity to Sonic.


Epic Mage Armor, CL 33, Duration: 33 Hours.
Spoiler: ShowHide
This spell is identical to mage armor, except that it grants a +20 armor bonus to armor class.


Agility of the Dragon Princess, CL 33, Duration: 33 Hours.
Spoiler: ShowHide
+4 insight bonus to Dex.


Mind of the Dragon Princess, CL 33, Duration: 33 Hours.
Spoiler: ShowHide
+4 insight bonus to Int.


Endurance of the Dragon Princess, CL 33, Duration: 33 Hours.
Spoiler: ShowHide
+4 insight bonus to Con.


Pre-Combat (10 min/level):

Everyone:

Heroics, CL 33 Duration: 330 minutes.
Improved Initiative.

Spoiler: ShowHide
+4 to initiative checks.


Spiderskin, CL 33, Duration: 330 minutes.
Spoiler: ShowHide
+5 ehnacnce to Natural Armor, racial bonus on saves vs. poison, racial bonus on Hide checks.


Hamatula Barbs, CL 33, Duration: 330 minutes.
Spoiler: ShowHide
Any creature that hits with a handheld or natural weapon takes 1d8 points of slashing and piercing.


Combat Readiness, CL 33, Duration: 330 minutes.
Spoiler: ShowHide
+6 insight bonus on initiative checks. If flanked, opponents gain no bonus on attack rolls.


Interplanar Telephatic Bond, CL 33, Duration: 330 minutes.
Spoiler: ShowHide
Self +11 gain a telepathic bond that functions on the same plane and across planes.


Pre-Combat (1 min/level):

Everyone:

Power of the Huntress, CL 33, Duration: 33 minutes.
Spoiler: ShowHide
+10 enhancement to str, dex, con. +8 enhancement to Natural Armor. +20 competence bonus to Hide/Move Silently, +6 to iniative checks, cannot be flatfooted, gain Combat Reflexes feat, and scent special quality.


Blade of the Vampire, CL 33, Duration: 33 minutes.
Spoiler: ShowHide
Weapon deals an extra 1d8 points of damage to living creatures, heals user for equal amount.




Emily retrains in mass energy immunity to take care of energy immunity needs. She also has magic vestment so can take that pressure off as well. Beyond those, any in particular you want covered, if possible?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 21, 2019, 10:21:11 AM
No, energy immunity will open a bunch. Let me re-do my list tonight and I'll follow up then.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 21, 2019, 10:33:47 AM
Talking around to all of you, there's a sense that the following is underpowered. I agree.

DIVINE SHIELD
The deity can channel part of her personal energy into a barrier that protects against almost any attack.
Prerequisites: Cha 29.
Benefit: As a swift action, the deity can create a shield that lasts 10 minutes and protects her body and equipment from attacks. The shield stops 10 points of damage per rank. Once the shield stops that much damage, it collapses. The damage can be from any source, including a divine blast attack. The deity can use this ability a number of times per day equal to 3 + her Constitution bonus.
The deity can adjust the shield so that it does not block damage she ignores anyway. The effects of multiple divine shields do not stack.
Suggested Portfolio Elements: Any.

Proposed change in bold.

DIVINE SHIELD
The deity can channel part of her personal energy into a barrier that protects against almost any attack.
Prerequisites: Cha 29.
Benefit: As a swift action, the deity can create a shield that lasts 10 minutes and protects her body and equipment from attacks. The shield stops damage equal to (divine rank + charisma modifier) * 10. Once the shield stops that much damage, it collapses. The damage can be from any source, including a divine blast attack. The deity can use this ability a number of times per day equal to 3 + her Constitution bonus.
The deity can adjust the shield so that it does not block damage she ignores anyway. The effects of multiple divine shields do not stack.
Suggested Portfolio Elements: Any.

Examples:

Antenora: (1 + 14) * 10 = 150 damage per shield.
Alicia: (3 + 15) * 10 = 180 damage per shield.
Syala: (2 + 11) * 10 = 130 damage per shield.
Seira (2 + 11) * 10 = 130 damage per shield.
Amaryl (1 + 9) * 10 = 100 damage per shield.

Higher end examples:

Lliira: (9 + 17) * 10 = 260 damage per shield.
Pistis Sophia (14 + 17) * 10 = 310 damage per shield.
Morwel: (20 + 27) * 10 = 470 damage per shield.

Thoughts, anyone?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 21, 2019, 10:33:59 AM
Sure thing, Iddy. Let me know so I can adjust more or close this one out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 21, 2019, 10:40:02 AM
I think it will definitely make our top enemies unkillable on top of their other defenses, but I can't say that's wrong. I'll probably pass anyway since Charisma is not my best stat.  :/
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 21, 2019, 03:17:03 PM
Right, so as mentioned previously I settled on Extra Aura as the feat I want to retrain for Multiattack. Motivate Intelligence would be my chosen extra marshal aura known here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on June 21, 2019, 03:25:28 PM
New divine shield looks fine to me, it's no worse than someone having a big block of temp hp and those amounts look in bounds for spells available to people of that level if someone were to create an epic 'give temp hp' spell.

Could change it to standard action and be fair, though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 21, 2019, 11:29:57 PM
For Cor's benefit:

Moore would've told Sanzha about the shitty emptiness that got left in the wake of Lixer and Orcus fighting at Foggard (a library) in the Deep Ethereal, and now the whole place is basically a giant void. In addition, inside Foggard is some sort of antimagic area.

He would request they see if they can get rid of whatever awful shit is there, as there's supposedly some knowledge there that will help them locate Sylvie.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 22, 2019, 05:34:30 AM
Actually, that's an interesting suggestion. Dune, would my proxies/Kascha be able to use magic in a dead magic zone? How about Oraga, after Mystra's teachings?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 22, 2019, 05:41:14 PM
Quote from: Corwin on June 21, 2019, 10:40:02 AM
I think it will definitely make our top enemies unkillable on top of their other defenses, but I can't say that's wrong. I'll probably pass anyway since Charisma is not my best stat.  :/

That's a fair take, I think. I think I'm going to take that in mind along with Eb's point and change it to be a standard action. We'll see how that balances out and come back to it if it needs more adjustment.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 22, 2019, 05:44:48 PM
Quote from: Iron Dragoon on June 21, 2019, 10:21:11 AM
No, energy immunity will open a bunch. Let me re-do my list tonight and I'll follow up then.

Anything else here, Iddy?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 22, 2019, 05:46:05 PM
Quote from: Corwin on June 21, 2019, 03:17:03 PM
Right, so as mentioned previously I settled on Extra Aura as the feat I want to retrain for Multiattack. Motivate Intelligence would be my chosen extra marshal aura known here.

Sure, we'll see how it goes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 22, 2019, 05:46:43 PM
Quote from: Corwin on June 22, 2019, 05:34:30 AM
Actually, that's an interesting suggestion. Dune, would my proxies/Kascha be able to use magic in a dead magic zone? How about Oraga, after Mystra's teachings?

Yes, deities ignore that sort of thing. If you have DvR or count as having DvR, you're good to go.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 22, 2019, 07:28:34 PM
Quote from: Anastasia on June 22, 2019, 05:44:48 PM
Quote from: Iron Dragoon on June 21, 2019, 10:21:11 AM
No, energy immunity will open a bunch. Let me re-do my list tonight and I'll follow up then.

Anything else here, Iddy?

I don't think any of my other buffs any of the other characters can really do since they all need Chain Spell, but... I guess Magic Vestment?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 22, 2019, 10:13:04 PM
As noted, Emily already has that, Iddy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 22, 2019, 10:16:16 PM
Quote from: Corwin on June 19, 2019, 01:42:43 PM
Prismatic Dragon Template

Prismatic dragons are the result of Seira Aryn's research into draconic perfection. Rather than seek enlightenment through balance, the dragons follow Seira's lead down a fresh path to perfection approved by Io.

Creating a Prismatic Dragon

"Prismatic Dragon" is an acquired template that can be added to any creature of the dragon type (referred to hereafter as the base creature).

Size, Type and Speed

The base creature's size, type and speed are unchanged.

Special Attacks

A prismatic dragon retains all the special attacks of the base creature and also gains the following special abilities.

Spell-like abilities: At will-Hypnotic pattern (Wyrmling), rainbow pattern (Juvenile). 3/day-sunbeam (Adult), sunburst (Old), prismatic wall (Ancient), prismatic sphere (Great wyrm). Caster level equal to the prismatic dragon's hit dice. The save DCs are charisma based. The abilities are gained upon reaching the indicated age category of the base creature.

Prismatic Breath (Su): A prismatic dragon has two breath weapons on top of any breath weapon the base creature has. One is a prismatic spray in the shape of a cone. This cone is as normal for a dragon of its size, not the size of the spell. The second is known as the Fivefold Breath. Five separate breath weapons are exhaled at once, each one matching that of a chromatic dragon. Each breath weapon uses d8s and deals damage equal to one half of the chromatic dragon's hit dice. The save DCs are constitution based.

Special Qualities

Prismatic Immunities (Ex): Prismatic dragons cannot be harmed by any light, including spells with the light descriptor, searing light, and the various prismatic (sphere, spray, wall) spells. In addition, they are immune to any spell or effect that causes blindness. Prismatic dragons are immune to sleep and paralysis effects.

Prismatic Cloak (Su): A prismatic dragon is protected by a shield of shimmering light similar to a cloak of chaos that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon's Charisma bonus.

Prismatic Nature:
Damage Reduction (Ex): A prismatic dragon's damage reduction changes from the base creature's. It can now only be bypassed by epic, adamantine weapons that are colorless. If the base creature did not have damage reduction, it gains damage reduction 10/epic, adamantine weapons that are colorless.
Regeneration (Ex): A prismatic dragon takes lethal damage from attacks that penetrate its damage reduction.

Abilities

Increase from the base creature as follows: Int +4, Wis +4, Cha +4.

Level Adjustment

+4

Yeah sure, we'll try it out and see how it shakes out. I'll format it up tomorrow and post it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 25, 2019, 12:14:15 PM
Prismatic dragon template is up.

Changelog from nagging version: Added 21+ hit dice requirement for the template. Dropped the lower age categories requirements on SLAs in light of that, kept the adult and older age category limitations since they're still relevant. Added a bit of clarification to how the DR interacts with existing DR. Added the actual amount regenerated each round to regeneration, that was needed.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 27, 2019, 07:09:34 AM
QuoteCor's take on this was rather dragged out, too much so in retrospect, so yours will be sped up a bit.

Admittedly, some of that was due to other things distracting, but you're free of that right now

I don't suppose this insight will carry over to the new thing I'm reading?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 03, 2019, 12:09:08 PM
Quote from: Corwin on June 16, 2019, 11:29:49 AM
Incidentally, Kascha has the following on her sheet. We should plant them!

[Misc]Black Rose Seeds: These seeds are for black roses said to be native to the Deep Ethereal plane. Grow them and who knows what magic they'll have.

Ghost's Roses: These roses are semi transparent and need no sunlight to grow, instead prospering in cool, dark conditions with high humidity. The roses have a pleasing black color that complements traditional red roses.

When a single rose's petals are ground into a paste, it produces a single use paste that grants a weapon the ghost touch quality for one round.

When a dozen or more roses are used to make jam, the jam is capable of being eaten by ghostly and ethereal creatures. This causes them no harm, even if they normally do not eat and lack the facilities to deal with eating.

The thorns of these roses can be used in the creation of slashing and piercing magic weapons with the ghost touch special property.

If several dozen roses are used to make an incense and that incense is breathed in, it results in a night of vivid, lifelike and powerful dreams. These dreams are strong and prevent nightmares and dream intrusions of various magical and supernatural types.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 03, 2019, 01:24:20 PM
Seira will send some incense to Oberuth as a gift.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 03, 2019, 03:10:36 PM
Sure thing. Just make a note of those flowers somewhere for future reference, in case you ever need to call on them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 10, 2019, 10:12:18 PM
I plan to get back to knocking out the DM work backlog soon. It's just been an RL fest of job hunting and other things lately.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 11, 2019, 01:40:32 AM
A few notes about upcoming schedule interruptions.

1. I haven't taken a downtime/rest up day in some time. All of my misses have either been family obligations, unavoidable errands or doctor visits. As such a few days are on the agenda within the next several weeks. This won't be a full vacation, probably along the lines of a long weekend instead. If any particular days are good or bad for this for y'all, let me know.

1a. There's no game burnout behind this, purely RL stress. It's been a rough week+ for me behind the scenes. My posting's felt drained at times the last few sessions, which is a pretty good sign I need to recharge. Blame life being life.

2. My next vacation will be in September, probably something like September 5th to September 11th or 12th. It straddles a weekend in the middle due to it being the start of the NFL season. I usually like to focus on Week 1, so I may as well combine a vacation and not be distracted.

3. Speaking of football, here's the likely interruptions from the NFL season.

- Every Thursday from August 8th to August 29th has the Redskins playing that evening. It's preseason so no big deal, but expect a bit of distraction from that. These shouldn't be cancels barring maybe August 22nd.

- Thursdays in the regular season, which is from September 5th to essentially Christmas, have football on. This increases my distraction but isn't critical, but bear it in mind. This also applies to Mondays from September 9th onto Christmas.

- Evening session for September 23rd will be canceled, as the Redskins play on Monday Night Football.

- Evening session for October 24th will be canceled, as the Redskins play on Thursday Night Football.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 11, 2019, 03:11:37 AM
The problem with feedback is getting out of the habit makes it hard to start again. Replies encouraged, as that helps me feel like the feedback is worthwhile and thus want to do more. This is going to be whatever I feel like commenting on rather than tightly focused, just to get the creative juices flowing.

---

Alicia

Obviously, the big story here is Eblis. That's the conclusion of a long storyline that was done early, and as such has a few unusual bumps and angles to it. You can chalk up the Bel revelation to that, it wasn't meant to be revealed that way. On consideration I deliberated but kept that reveal there, as I wasn't going to penalize you for succeeding early. I normally guard reveals to avoid that, but with the risk that went into this entire story chain, I felt it wasn't fair to.

Anyway, with that said the Eblis event chain was incredibly dangerous but incredibly rewarding. One day when this game is farther along I'll explain where and when it was 'meant' to happen, but early or not, you gained from it and gained well. I won't belabor the luck involved and managing to have the perfect weapon to strike at Eblis's psyche, but that's a factor too. Still, you deserve tons of credit for seeing it through and risking things. Each time you went to visit him, I did it with the knowledge you were going to die if it came to combat. This wouldn't be a final death for Alicia since it's not her home plane, but that's still a tremendous risk to take.

Eblis aside, I feel like your node's found its voice and rhythm. Every voice in the node (plus Marie, who I consider a member for the sake of this) feels distinct and has a purpose. You've forged a tight group together, one with a unique feel that I appreciate. There's a lot of seriousness in the node, especially regarding the events of the overarching plot. At the same time, there's a lot of emotional interdependence and support between the members, a feeling of being a group of close friends and family that have been through a lot. They're a somewhat solemn group due to what's hanging over them, but it's also a group I can see getting together for a family dinner.

Bonus points for Syala, who I took the longest to feel out. She's had the most interesting transference and adjustment from B1, both from how she's changed with her divinity and how she's grown into her role in Sylica.

I'll refrain from commenting on the God-King situation until that's done. There's a lot to say but most of it boils down to 'it sucks that you can't do this due to plot but it's at least nice to see it finally happen', and the rest is best said once it's finished. It is interesting to see that sort of plot from such a different angle of execution, though. Anyway, in light of that, let's save comments on it for another time.

Moore

This is a little dated, but the biggest recent event for Moore is overcoming anathemic knowledge. Worlds are powerful things as shown by things such as the Fairest Star and the tarrasque, so using that to help power past the cosmic level information override makes a decent amount of sense to me. Regardless, it's good to see a long term goal like that come through. While not dangerous or even pressing, it was a hard thing to overcome and took a lot of work, thought and time to get past. Congratulations.

Beyond that, I feel like your node's found its groove. There's a sense of companionship with everyone, each person having a distinct personality and perspective on things. Cresiel shines here and often does much with relatively little, while Kaja has his own position and Jetina anchors the party with a lighter perspective. Xandra feels somewhat above it all at times, but that fits who she is and what she does. One could say she's often distracted by things beyond normal vision, at least to how I feel she plays at times. I feel like if nothing else, she emotes directly less than others, giving her a sense of reserve.

Incidentally, I use Villisa sparingly, but I feel she works best when used sparingly. She's the sort of character who can easily go from amusing to irritating depending solely on how much screentime she gets.

I feel like your node's relationships feel a little harder to define than Alicia's, though there's a lot more time in those relationships so that's likely just a consequence of that. Another point is that I can feel and sense what it's like, but finding the exact words eludes me at times. To me, your node is a feeling, a way of certain words being said between NPCs and perspectives. I dunno. I'm trying to pin the right words here and it's tough. Almost like there's a sense of etherealness to them all, or perhaps they're ever so slightly in the light already.

Perhaps all of that is merely a consequence of being close to the light of Chronias. Every person in your node quietly works with that in their own way, and often the revelations from it defy words.

Tryll

First of all, I don't know if you having Fridays off was your idea, a work thing or merely pure chance. Nonetheless, I want to say one thing about that: Thank you. It's awesome having you around more to game.

That being said, I'm enjoying the current storyline quite a lot. I like seeing Tryll try to find the truth of the irrigo, this has been a long running mystery for him. He's in a position to ask questions of entities that should know, as well as ones who have a fair reason to answer him, or at least not bullshit him if they won't answer. Here's hoping that how it works out is interesting and engaging for all of us.

Tryll's node is the most challenging to work with. Most of this is simply the rate of posting, which can make those sort of runs where you really spend an hour or two in a character's mind and get flowing rarer. That aside though, Dana is absolutely the big personality in the node and I feel other personalities either orbit her or struggle to stand out against her.  This isn't a bad thing by itself, Dana has a strong, distinct voice and this is a point in her favor. It tends to tamp down Miranda a lot, who was envisioned to have more out spokenness, but tends to be preempted by Dana. Likewise, it tends to slot Benyen into a particular role, though I feel he stands out better with his personality.

Let me say I don't think it's a bad thing by itself to have the node's personalities orbit around Dana. She's that sort of person and has a particular personality that gets attention. It can be a challenge to properly develop characters in her orbit, something I'm continuing to work on. I like Dana as long as she keeps the bitchiness within reasonable bounds.

Alyssa

I admit, the ha naga and slab idea was an idea I liked. If you ever watched the old 80s Ducktales cartoon, the series starts with a five part story about Scrooge and the boys searching for a lost city of gold. When they finally find it, it's in a valley with huge circular medallions of gold set into the slope of the valley and in a few other places. Like giant medallions of gold dozens of feet tall and wide, probably enough gold to retire on for seven generations per medallion. Something about that's stuck in the back of my head all these years, and it finally inspired a particular set piece. (Sorry that the tablets aren't made of tons of gold.)

Meanderings about my sources of inspiration aside, I think Alyssa's transfer to a new domain went well. There's a lot of fiddly establishment stuff that's mostly off screen bait, as we're fundamentally avoiding getting too far into Sim Realm territory, but I'm enjoying it in broad strokes. Combine that with todos and there's plenty going on there and plenty more to come. There's potential here for sure as Alyssa continues to grow and develop, as well as set her sights higher and higher.

Nodewise, I feel everyone's settled in well. I'm still feeling out how Bastian and Dolmaya settle into the node, but each person has a defined personality that works well. Dolmaya's the trickiest while Bastian was a smooth, easy fit. In particular, I'm feeling out the edges of Dolmaya's personality and how it interacts. She has a few things going on and right now I'm sorting it all out. She's very much a work in progress.

Dolmaya aside, I really like how Jarem's settled in, as well as Emily and Ianvasah. The core of the node feels strong and that people in the node know each other well now. Bastian in particular has added shades that work well to help develop a few others - Jarem really needed another guy to bounce off of.

Seira

See Alicia's writeup for the bit about the God-King, it's at the end. I don't see any point in pasting it here since my comments are identical.

I've enjoyed Seira's current arc quite a lot, from the end of the Battle of Father and Son to the current time. Seeing the diplomatic wrangling and hashing it out on both sides is a lot of fun, as well as how everyone pursues their goals in the negotiations. It's interesting to see how pragmatism and goals interact here, especially with trying to get one force or another out of the war. What level of compromise you're willing to accept, where rubber meets road and where morals meet needs are all interesting questions to address in this way.

What I find interesting about Seira's node, Ranbar aside since she's still new, is how they particularly hook together. I tend to compare it to Alicia's since you two have the same background and the same origins, but ultimately a far different flavor of node. Donald and Elle set the tone here, they're simply not equipped to be focused and intensely serious like Antenora or Latha is. It feels like an entirely different kind of family, a loud and boisterous clan where the extroverts get attention naturally and the introverts contrast this.

Amaryl and Kascha are the natural contrast to them. Both are somewhat introverted by nature, albeit in different ways and tendencies. I've always felt it creates an interesting way of portraying the different sides of the node that benefits both (so long as I don't let Amaryl get too quiet), as the contrast is enlightening. Most friend groups have a quieter person and a louder person, the sort of people who grab attention and the other sort of people who go along to get along.  It's always felt very authentic to me.

I migth add a little more tomorrow in a new post, but I'm getting tired so let's just post this as it is. It's past 2 AM.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 11, 2019, 11:36:58 AM
Speaking of major accomplishments, we now have templates! Converting my dragon pals to Prismatics brings me more joy than can be adequately conveyed, and having elemental harmony as a path for elemental uplifting is lots of fun.

As for the people in my Node, I like the Can Do attitude. It's also nice to have their full support and feel like I've earned it IC.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 11, 2019, 12:26:02 PM
Quote from: Corwin on July 11, 2019, 11:36:58 AM
Speaking of major accomplishments, we now have templates! Converting my dragon pals to Prismatics brings me more joy than can be adequately conveyed, and having elemental harmony as a path for elemental uplifting is lots of fun.

As for the people in my Node, I like the Can Do attitude. It's also nice to have their full support and feel like I've earned it IC.

Agreed about the templates. I think those are good opportunities, we'll sit down and have a talk this weekend or on my coming days off about those and how they may be used more in depth.

Yeah, you've earned their support and they're generally a bunch of go-getters. Again I tend to think of Donald here simply because he's the loudest, but everyone is willing to get things done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 11, 2019, 01:45:09 PM
QuoteAlicia

Obviously, the big story here is Eblis. That's the conclusion of a long storyline that was done early, and as such has a few unusual bumps and angles to it. You can chalk up the Bel revelation to that, it wasn't meant to be revealed that way. On consideration I deliberated but kept that reveal there, as I wasn't going to penalize you for succeeding early. I normally guard reveals to avoid that, but with the risk that went into this entire story chain, I felt it wasn't fair to.

Anyway, with that said the Eblis event chain was incredibly dangerous but incredibly rewarding. One day when this game is farther along I'll explain where and when it was 'meant' to happen, but early or not, you gained from it and gained well. I won't belabor the luck involved and managing to have the perfect weapon to strike at Eblis's psyche, but that's a factor too. Still, you deserve tons of credit for seeing it through and risking things. Each time you went to visit him, I did it with the knowledge you were going to die if it came to combat. This wouldn't be a final death for Alicia since it's not her home plane, but that's still a tremendous risk to take.

Eblis aside, I feel like your node's found its voice and rhythm. Every voice in the node (plus Marie, who I consider a member for the sake of this) feels distinct and has a purpose. You've forged a tight group together, one with a unique feel that I appreciate. There's a lot of seriousness in the node, especially regarding the events of the overarching plot. At the same time, there's a lot of emotional interdependence and support between the members, a feeling of being a group of close friends and family that have been through a lot. They're a somewhat solemn group due to what's hanging over them, but it's also a group I can see getting together for a family dinner.

Bonus points for Syala, who I took the longest to feel out. She's had the most interesting transference and adjustment from B1, both from how she's changed with her divinity and how she's grown into her role in Sylica.

I'll refrain from commenting on the God-King situation until that's done. There's a lot to say but most of it boils down to 'it sucks that you can't do this due to plot but it's at least nice to see it finally happen', and the rest is best said once it's finished. It is interesting to see that sort of plot from such a different angle of execution, though. Anyway, in light of that, let's save comments on it for another time.

Yeah Alicia's node is pretty tight knit by their history and it doesn't really leave any scope for someone new to join it. Ebony's really the best bet and she's from B1 anyway, but I like her more where she is right now on Aurora. It does make for a solid group that all has each other's back though.

My only issue I suppose is I don't feel as much chemistry between Alicia and Syala and Antenora and Marie. I think part of it is the post format makes things less snappy and natural when it comes to dialogue, but also the big nature of the stuff that's happening and the pace of the game means there's less 'just goofing around' stuff going on which is where the character dynamics would usually shine.

Glad the Eblis stuff worked out, it all pretty much went the best way it could've overall even if it was rough and scary at times.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 11, 2019, 06:22:15 PM
Quote from: Ebiris on July 11, 2019, 01:45:09 PMYeah Alicia's node is pretty tight knit by their history and it doesn't really leave any scope for someone new to join it. Ebony's really the best bet and she's from B1 anyway, but I like her more where she is right now on Aurora. It does make for a solid group that all has each other's back though.

Pretty much. Emmaline's the only one who's even pinged on the radar, and she didn't feel right in the end.

QuoteMy only issue I suppose is I don't feel as much chemistry between Alicia and Syala and Antenora and Marie. I think part of it is the post format makes things less snappy and natural when it comes to dialogue, but also the big nature of the stuff that's happening and the pace of the game means there's less 'just goofing around' stuff going on which is where the character dynamics would usually shine.

I would like to do more stuff like that, just invest more time into them since I feel it's needed. Stuff like that date night was good, I just feel we need more of it to build that back up more.

QuoteGlad the Eblis stuff worked out, it all pretty much went the best way it could've overall even if it was rough and scary at times.

Pretty much. Congratulations again, you're been a deft hand at avoiding disaster this game.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 11, 2019, 07:09:19 PM
Quote from: Anastasia on July 11, 2019, 03:11:37 AM
The problem with feedback is getting out of the habit makes it hard to start again. Replies encouraged, as that helps me feel like the feedback is worthwhile and thus want to do more. This is going to be whatever I feel like commenting on rather than tightly focused, just to get the creative juices flowing.

---

Alyssa

I admit, the ha naga and slab idea was an idea I liked. If you ever watched the old 80s Ducktales cartoon, the series starts with a five part story about Scrooge and the boys searching for a lost city of gold. When they finally find it, it's in a valley with huge circular medallions of gold set into the slope of the valley and in a few other places. Like giant medallions of gold dozens of feet tall and wide, probably enough gold to retire on for seven generations per medallion. Something about that's stuck in the back of my head all these years, and it finally inspired a particular set piece. (Sorry that the tablets aren't made of tons of gold.)

Meanderings about my sources of inspiration aside, I think Alyssa's transfer to a new domain went well. There's a lot of fiddly establishment stuff that's mostly off screen bait, as we're fundamentally avoiding getting too far into Sim Realm territory, but I'm enjoying it in broad strokes. Combine that with todos and there's plenty going on there and plenty more to come. There's potential here for sure as Alyssa continues to grow and develop, as well as set her sights higher and higher.

Nodewise, I feel everyone's settled in well. I'm still feeling out how Bastian and Dolmaya settle into the node, but each person has a defined personality that works well. Dolmaya's the trickiest while Bastian was a smooth, easy fit. In particular, I'm feeling out the edges of Dolmaya's personality and how it interacts. She has a few things going on and right now I'm sorting it all out. She's very much a work in progress.

Dolmaya aside, I really like how Jarem's settled in, as well as Emily and Ianvasah. The core of the node feels strong and that people in the node know each other well now. Bastian in particular has added shades that work well to help develop a few others - Jarem really needed another guy to bounce off of.

Yeah, this whole realm building thing was interesting the first go-around, but now I'm back at square one and damn I wanna start doing real stuff. It'll come, but man. Bastian I really like since he adds that POV of the darker side of things that the others just don't deal with. Emily couldn't stand having a conversation with his contacts, Ianvasah is anti-social, Dolmaya is too aloof, and Jarem is just battlefield minded. Jarem could do it, but not with the finesse that Bastian can.

Dolmaya's going to be interesting, I hope. I imagine there's going to be conflict with her and Alyssa giving orders, but it is what it is. We'll see how things develop.

I'm trying to keep the whole school/training thing tied into stuff; the thing with Alihana and the planning is an example, but it's a matter of getting things done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 12, 2019, 12:04:19 AM
Quote from: Iron Dragoon on July 11, 2019, 07:09:19 PMYeah, this whole realm building thing was interesting the first go-around, but now I'm back at square one and damn I wanna start doing real stuff. It'll come, but man.

We had a good conversation about something like that on IRC, so we'll see how that goes.

QuoteBastian I really like since he adds that POV of the darker side of things that the others just don't deal with. Emily couldn't stand having a conversation with his contacts, Ianvasah is anti-social, Dolmaya is too aloof, and Jarem is just battlefield minded. Jarem could do it, but not with the finesse that Bastian can.

Jarem could hack it I think, or at least the same kind of contacts. He has mentioned getting along well enough with devils serving the Red Knight. Completely agree with the other assessments, though. None of them have the right personality set to deal with some of the people Bastian does.

QuoteDolmaya's going to be interesting, I hope. I imagine there's going to be conflict with her and Alyssa giving orders, but it is what it is. We'll see how things develop.

I'm trying to keep the whole school/training thing tied into stuff; the thing with Alihana and the planning is an example, but it's a matter of getting things done.

Dolmaya's interesting as I play her more and get an idea of where she's going. It'll take time but I'm sanding off the edges and feeling where she's taking me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 12, 2019, 01:17:42 PM
I think I'm going with SDA: Extra Domain (Fire).
And I'd like to choose Fire Devotion since both the domain granted power and those spells are all terrible.  >_>

Incidentally, what feats are there to increase Fire spell CL or DCs? I'm using Draconic Aura (Energy: Fire), but is there something equivalent to Spell Focus except for Fire spells? Or maybe a Reserve feat for fire that gives a CL bonus, like Holy Warrior does for Force spells?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 12, 2019, 10:51:17 PM
Divine gifts got a small update, changes in bold.

4. Ability score boosts have special rules. A mortal cannot benefit from more than a +2 total gain to ability scores from deities per 10 levels (+2 at 1-10, +4 at 11-20, ect). This limit is raised by two for a deity rewarding their servants and worshipers. Going past this tends to lead to permanent hit point loss and possibly death, as the mortal simply isn't able to withstand it. Each gift can only raise an ability score by at most two.

These had come up a few times now, and each time gigantic ability score boosts were unpalatable to me. In retrospect I think I assumed more restraint would be used or didn't properly appreciate it. So I'm going to hardwire this into the rules, rather than coming with more situations where it's proposed and I choke on a huge bonus to ability scores. I generally don't raise stats by divine gifts more than +2 as it is and that's worked well, so I'm going to go ahead and codify that as a rule. In retrospect I should've built this in, but it was definitely a case of DM side short sightedness. As the DM, I'm always thinking about game balance and how everything factors out and makes sense together.

(Oberuth's particular situation was unrelated to that. After what happened with the Fairest Star, he wasn't going to accept any sort of gift right after. That's purely an RP related reason rather than anything mechanical.)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 12, 2019, 11:25:19 PM
QuoteMy only issue I suppose is I don't feel as much chemistry between Alicia and Syala and Antenora and Marie. I think part of it is the post format makes things less snappy and natural when it comes to dialogue, but also the big nature of the stuff that's happening and the pace of the game means there's less 'just goofing around' stuff going on which is where the character dynamics would usually shine.

The more I think about this, the more I think you're onto something. Letting characters flow is a little harder with the slower nature of post gaming. As such, I'm considering doing some extremely limited (read as: purely fluff and character development) sessions on IRC at some point. More on this later, but it would be one on one things outside of normal gaming time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 13, 2019, 12:36:26 PM
Chasing Perfection is 4 levels above singular ability buff spells like Fox's Cunning, so would it logically follow that a spell collecting all 6 of Surru's dragon princess spells be lvl12?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on July 14, 2019, 12:52:33 PM
Quote from: Anastasia on July 11, 2019, 03:11:37 AM
Moore

This is a little dated, but the biggest recent event for Moore is overcoming anathemic knowledge. Worlds are powerful things as shown by things such as the Fairest Star and the tarrasque, so using that to help power past the cosmic level information override makes a decent amount of sense to me. Regardless, it's good to see a long term goal like that come through. While not dangerous or even pressing, it was a hard thing to overcome and took a lot of work, thought and time to get past. Congratulations.

Beyond that, I feel like your node's found its groove. There's a sense of companionship with everyone, each person having a distinct personality and perspective on things. Cresiel shines here and often does much with relatively little, while Kaja has his own position and Jetina anchors the party with a lighter perspective. Xandra feels somewhat above it all at times, but that fits who she is and what she does. One could say she's often distracted by things beyond normal vision, at least to how I feel she plays at times. I feel like if nothing else, she emotes directly less than others, giving her a sense of reserve.

Incidentally, I use Villisa sparingly, but I feel she works best when used sparingly. She's the sort of character who can easily go from amusing to irritating depending solely on how much screentime she gets.

I feel like your node's relationships feel a little harder to define than Alicia's, though there's a lot more time in those relationships so that's likely just a consequence of that. Another point is that I can feel and sense what it's like, but finding the exact words eludes me at times. To me, your node is a feeling, a way of certain words being said between NPCs and perspectives. I dunno. I'm trying to pin the right words here and it's tough. Almost like there's a sense of etherealness to them all, or perhaps they're ever so slightly in the light already.

Perhaps all of that is merely a consequence of being close to the light of Chronias. Every person in your node quietly works with that in their own way, and often the revelations from it defy words.


I've had some time to consider a reply to all of this.

I've long since stopped trying to compare individual node accomplishments with anything going on in the other sections -- so something like anathemic knowledge, which was a personal goal of his started in B3, was a great accomplishment for him. No, it didn't have any sort of impact really outside of his own group, but for him it was a big deal. It's also seemed to have a bit of a ripple effect with other things, which is really interesting to see.

I appreciate the fact that the node is a group of people who are like-minded for the most part, but have very unique goals and desires. Kaja's idea of Chronias isn't the same as Cresiel's, and so on and so forth. They don't have the years of bonding that come from the B1 nodes, but it seems like everyone would naturally gravitate towards each other anyway. Kaja is perhaps the "odd" one out, but that's his personality. He's the only dragon archetype in the group, which is actually fun to see, since as it has been said, Kaja could've taken a much different path in his life, or even after his recovery, and I think that's an interesting story to tell.

As for the node's relationships, to try and define them is indeed hard, but I think a lot of that comes from the fact that everyone in the group isn't... mm... grounded in facts, so much? I guess that's the way I feel about it. Everyone has hope, everyone has thoughtfulness, that sort of thing. There's a lot of "just do the right thing" mentality for the group so that even if everyone is a little different in terms of what those goals and how to get there is, they can see the good they're all doing together.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 14, 2019, 05:27:37 PM
Quote from: Anastasia on July 12, 2019, 11:25:19 PM
QuoteMy only issue I suppose is I don't feel as much chemistry between Alicia and Syala and Antenora and Marie. I think part of it is the post format makes things less snappy and natural when it comes to dialogue, but also the big nature of the stuff that's happening and the pace of the game means there's less 'just goofing around' stuff going on which is where the character dynamics would usually shine.

The more I think about this, the more I think you're onto something. Letting characters flow is a little harder with the slower nature of post gaming. As such, I'm considering doing some extremely limited (read as: purely fluff and character development) sessions on IRC at some point. More on this later, but it would be one on one things outside of normal gaming time.

I'll be quietly poking people to try these and see how they go. This should take place over the next week or two and we'll see how it is.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 14, 2019, 05:29:57 PM
Quote from: Corwin on July 13, 2019, 12:36:26 PM
Chasing Perfection is 4 levels above singular ability buff spells like Fox's Cunning, so would it logically follow that a spell collecting all 6 of Surru's dragon princess spells be lvl12?

Something like that. I'd have to check precisely how chasing perfection stacks up, but that sounds about right.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 14, 2019, 05:37:18 PM
Quote from: Nephrite on July 14, 2019, 12:52:33 PM
Quote from: Anastasia on July 11, 2019, 03:11:37 AM
Moore

This is a little dated, but the biggest recent event for Moore is overcoming anathemic knowledge. Worlds are powerful things as shown by things such as the Fairest Star and the tarrasque, so using that to help power past the cosmic level information override makes a decent amount of sense to me. Regardless, it's good to see a long term goal like that come through. While not dangerous or even pressing, it was a hard thing to overcome and took a lot of work, thought and time to get past. Congratulations.

Beyond that, I feel like your node's found its groove. There's a sense of companionship with everyone, each person having a distinct personality and perspective on things. Cresiel shines here and often does much with relatively little, while Kaja has his own position and Jetina anchors the party with a lighter perspective. Xandra feels somewhat above it all at times, but that fits who she is and what she does. One could say she's often distracted by things beyond normal vision, at least to how I feel she plays at times. I feel like if nothing else, she emotes directly less than others, giving her a sense of reserve.

Incidentally, I use Villisa sparingly, but I feel she works best when used sparingly. She's the sort of character who can easily go from amusing to irritating depending solely on how much screentime she gets.

I feel like your node's relationships feel a little harder to define than Alicia's, though there's a lot more time in those relationships so that's likely just a consequence of that. Another point is that I can feel and sense what it's like, but finding the exact words eludes me at times. To me, your node is a feeling, a way of certain words being said between NPCs and perspectives. I dunno. I'm trying to pin the right words here and it's tough. Almost like there's a sense of etherealness to them all, or perhaps they're ever so slightly in the light already.

Perhaps all of that is merely a consequence of being close to the light of Chronias. Every person in your node quietly works with that in their own way, and often the revelations from it defy words.


I've had some time to consider a reply to all of this.

I've long since stopped trying to compare individual node accomplishments with anything going on in the other sections -- so something like anathemic knowledge, which was a personal goal of his started in B3, was a great accomplishment for him. No, it didn't have any sort of impact really outside of his own group, but for him it was a big deal. It's also seemed to have a bit of a ripple effect with other things, which is really interesting to see.

I appreciate the fact that the node is a group of people who are like-minded for the most part, but have very unique goals and desires. Kaja's idea of Chronias isn't the same as Cresiel's, and so on and so forth. They don't have the years of bonding that come from the B1 nodes, but it seems like everyone would naturally gravitate towards each other anyway. Kaja is perhaps the "odd" one out, but that's his personality. He's the only dragon archetype in the group, which is actually fun to see, since as it has been said, Kaja could've taken a much different path in his life, or even after his recovery, and I think that's an interesting story to tell.

As for the node's relationships, to try and define them is indeed hard, but I think a lot of that comes from the fact that everyone in the group isn't... mm... grounded in facts, so much? I guess that's the way I feel about it. Everyone has hope, everyone has thoughtfulness, that sort of thing. There's a lot of "just do the right thing" mentality for the group so that even if everyone is a little different in terms of what those goals and how to get there is, they can see the good they're all doing together.

I do agree with focusing on your own node and goals. I think that's a healthy way to look at things, so you don't undermine your own successes. The grass is always greener on the other side and that can get someone into a bad spot.

That being said, I'd agree by and large with what you said. I'd say it's less about the facts for them and more that they believe in certain facts that are transcendent to them. Everyone in your node is a true believer, genuinely committed towards the goals of Celestia and lawful good. To a degree this overwrites certain things on the grounds of principles rather than anything else.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 15, 2019, 11:07:21 AM
Quote from: Corwin on June 16, 2019, 11:11:53 AM
Spoiler: ShowHide

Purifications! What are the quests for these EVIL items?

Inevitable: This ring was worn by Agares, appearing as a wide band of dead gray metal that slowly twists into nothing as it loops around, ending just before it finishes making the ring, leaving a tiny gap in it. Any time a creature deals lethal damage to the wearer, they must make a DC 30 will save. Failure deals 18 points of damage, the wearer healing the same amount minus 1. In addition, it grants a +2 profane bonus to armor class and saving throws. [Inevitable radiates strong evil.]

Todesurteil: This lantern sheds life draining green light in a thirty foot radius. Each round a being is exposed to it, they suffer one point of vile consitution drain. This can only be healed by a Restoration spell cast in a sanctified area.

Sorrowful Sword: Large greatsword+6. Any damage this blade deals is vile damage. As a swift action, you may attempt to absorb a spell cast on you into the blade. Make an opposed caster level check, the sword has a modifier of 1d20+33. Success absorbs and negates the spell, failure has the spell unaffected. 350,000 gold.

Dead Moons: 2 chakrams+6, unholy and returning. When both chakrams strike the creature, a delayed blast fireball modified by the corrupt spell metamagic is cast (CL24th), centered on where the creature stands.  The thrower of Dead Moons is immune to this fireball. 287,500 gold.

Nightfall: Bracers of Armor+14. Grants a +2 profane bonus to the caster level of spells from the evil domain. 280,000 gold.

Decursing! Here my intent is to request Legend Lore (the long version), along with divine power'd creator and last owner names, and if possible the name of the person/being who cursed them.

Qualles: This cloak of elvenkind grants a +15 competence bonus to Stealth checks and a +6 enhancement bonus to Dexterity. When worn by an elf, they gain a +2 bonus to Dexterity (stacks with the enhancement bonus), a +2 to attack rolls with long swords or longbows and a +5 bonus to saves against enchantment spells and effects. However, Qualles is cursed. Any who wear it suffer 4d10 damage per round and are nauseated (no save). As it is cursed, no price is provided.

Star Shot: Longbow+5, anarchic. Gains the ghost touch, holy and keen properties under star light or in the hands of a star elf. Star Shot is cursed. Whenever an arrow is fired from it, one of the wielder's fingers are sliced away by the razor sharp bowstring. This deals 3d10 damage as well as results in the loss of a finger. A DC 20 Dexterity check avoids this fate. This check must be repeated for each arrow and any result of a natural 1 always fails this check, no matter how the total. As it is cursed, no price is provided.

Star Sword: Longsword+5, holy. Gains the ghost touch, keen and frost properties under star light or in the hands of a star elf. Star Sword is cursed. Any attack with it has a 25% chance to strike an adjacent ally instead. If there is no adjacent allies, the attack instead targets the wielder. As it is cursed, no price is provided.

Reforging. Technically somewhere between purification and remaking an item, perhaps at a loss. I'm wondering whether I could do it for these items (via Elle or a deity with Create Artifact) since Amaryl thinks they're icky but I can see ways to twist the underlying concept into cool items she'd use.

[Storage]Bowl of Lost Treasures: This bowl can steal treasures from up to ten creatures at once. It steals the magic item the creature values the most (as if by a Soul's Treasure Lost spell), except they are absorbed into the bowl rather than being destroyed. With the proper command word, objects absorbed by the bowl can be freed from it.

[Storage]Shadowbond Ring: Grants a +1 bonus to caster level to spells that draw on shadows, such as shadow evocation.


Could I get the short version, please?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 17, 2019, 11:58:09 AM
This is a DM work day. As such I will be doing DM work. If you have something you want done, say so, but check my todo list first. If it's on there, you don't need to mention it. If it's medium or lower priority and you think it should be done today, speak up and I'll see. If you have anything new, make a post about it in loot or nagging (as appropriate) and I'll see to it.

Do not PM me on IRC with more things to do. I will mostly be focusing my energies on the board, and I do not want to get sidetracked into PMs. I'm trying to be productive today and IRC is the opposite of that at times.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on July 17, 2019, 08:21:04 PM
Please review our current node funds and see if there are any purchases we could make for folks. Also, I believe we're due for a delivery from Jovar.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 17, 2019, 10:11:26 PM
Cresiel could use a ring of protection, a cloak of resistance and basically anything to bolster his casting. Suggestions?

Xandra should upgrade her ring of defense and get some sort of casting booster. A ring of arcane might may make sense.

Kaja could use a save booster but he's pretty well set up.

Jetina basically all of the above except deflection/resistance.

That sound about right?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on July 17, 2019, 10:33:14 PM
I am really bad when it comes to actual item ideas, but surely a "ring of protection that gives a +1 CL to Divine spells" can't be impossible to make.

It'd be neat if Xandra could get something unique for Warmages, maybe I can work on some sort of custom item for her and run it by you?

I'd argue Kaja and Jetina would be best served with like, Superior Resistance or something.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 17, 2019, 10:36:37 PM
Sure, feel free and let me know about such an item.

Granted about superior resistance, a cloak is just easier for bookkeeping usually.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 18, 2019, 11:40:04 AM
Loot posting for Moore's node will be after session, as I slept in just a little too late.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 18, 2019, 10:09:13 PM
Quick note for the sake of clarity: I edited the Credits post from B3 tonight. It's unrelated to any B6 relevant info there, simply correcting a typo. Warm games instead of war games, I hate those sort of typos.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on July 19, 2019, 07:23:53 PM
This is entirely based on the ring that Mirima from B3 has, but I liked the idea.

A Fighter's Insight

This band appears to be made of iron or steel and fits snugly on the bearer's finger. If the bearer has no levels in fighter, it is simply an uncomfortable ring. When a bearer has levels in fighter, they gain +1 insight bonus to attack rolls for each fighter bonus feat they have. If the bearer has 20 levels in fighter or more, once a day they may invoke the power of this ring as an immediate action, which will allow their next attacks made in this round to critically strike, even against those normally immune.



Clarified wording, as was pointed out, attack bonuses work on CMB anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 22, 2019, 09:58:50 AM
Oberuth reaches level 33.

- Fighter 33 and Defender 23.
- Maximum hit points per hit die, so 35 hit points and a grand total of 1135 hit points.
- +1 BAB for a total of +33.
- Favored enemy (outsider (beyond)) rises by 2 to +4.
- Regeneration increases by 5.
- Dwarven defender AC bonus rises by 1.
- Gains another daily use of defensive stance.
- No change to saves.
- Skills go up as normal.
- Great Ability(Strength) as his level 33 feat.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 22, 2019, 10:44:35 AM
Quote from: Nephrite on July 19, 2019, 07:23:53 PM
This is entirely based on the ring that Mirima from B3 has, but I liked the idea.

A Fighter's Insight

This band appears to be made of iron or steel and fits snugly on the bearer's finger. If the bearer has no levels in fighter, it is simply an uncomfortable ring. When a bearer has levels in fighter, they gain +1 insight bonus to attack rolls for each fighter bonus feat they have. If the bearer has 20 levels in fighter or more, once a day they may invoke the power of this ring as an immediate action, which will allow their next attacks made in this round to critically strike, even against those normally immune.

Clarified wording, as was pointed out, attack bonuses work on CMB anyway.

Okay, so basically +1 insight for each fighter bonus feat they have and possible crits if you have 20+ levels of fighter.

This is the sort of unique thing you'd have to make or find rather than buy. It's right in that blurry range of being awfully close to an artifact (and essentially unpriceable as well, since the bonus to attack rolls scales and get extremely large, as for example a plain 20th level fighter has +11 insight to hit).
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 22, 2019, 11:09:24 AM
Level 21+ Dwarven Defender progression is posted. This is purely for my own reference since the class has a lot to gain each level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on July 22, 2019, 12:39:20 PM
Quote from: Anastasia on July 22, 2019, 10:44:35 AM
Quote from: Nephrite on July 19, 2019, 07:23:53 PM
This is entirely based on the ring that Mirima from B3 has, but I liked the idea.

A Fighter's Insight

This band appears to be made of iron or steel and fits snugly on the bearer's finger. If the bearer has no levels in fighter, it is simply an uncomfortable ring. When a bearer has levels in fighter, they gain +1 insight bonus to attack rolls for each fighter bonus feat they have. If the bearer has 20 levels in fighter or more, once a day they may invoke the power of this ring as an immediate action, which will allow their next attacks made in this round to critically strike, even against those normally immune.

Clarified wording, as was pointed out, attack bonuses work on CMB anyway.

Okay, so basically +1 insight for each fighter bonus feat they have and possible crits if you have 20+ levels of fighter.

This is the sort of unique thing you'd have to make or find rather than buy. It's right in that blurry range of being awfully close to an artifact (and essentially unpriceable as well, since the bonus to attack rolls scales and get extremely large, as for example a plain 20th level fighter has +11 insight to hit).

That's fine. I'll see if I can come up with something still neat but less artifact-y.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 22, 2019, 12:45:55 PM
Cool, keep me in the loop.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 23, 2019, 02:12:57 PM
Divine text emporium updated with Ogremoch.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 23, 2019, 04:17:17 PM
IRC SCENES

My plan as of right now is to run 1-2 every week (including weekends as I feel it), but ultimately at a pace set by own interests and energy level. I will ask people when I wish to run a scene. I intend to run one sometime this week, perhaps today.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 23, 2019, 04:20:22 PM
Cool. Incidentally, I found no good spot for it IC, but I want to make Ranbar my third proxy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 23, 2019, 04:25:31 PM
Okay. That should really be an IC scene since she needs more screentime, might even be a good candidate for an IRC thing depending on how scheduling works out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 25, 2019, 11:43:49 AM
QuoteBrightwater Golds: The name for coins minted in Brightwater. They're held to a similar standard as mercane coins and are considered reliable. These coins are small, thick circles that are easily grasped by the handful. They're always stamped with the image of the various deities of Brightwater. Sometimes called writs as well, but this is informal and can cause confusion with actual writs of credit issues in Brightwater.

The Cauldron has been using the same scheme, with Seira's likeness (as a dragon). Although as our people ascend, we're adding them to the lineup. Either faces, or like with Seira, what they feel represents them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 25, 2019, 12:38:47 PM
Noted Marie has nondetection as a 3rd and a 4th level spell. It's sor/wiz 3 so don't know why, added wingbind as a 4th level spell to fix.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 25, 2019, 01:01:11 PM
Hate when that happens.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 26, 2019, 11:40:50 AM
So Luneli went from notes to a full sheet, thanks to fighting with Seira. His gimmick is being good at charges, getting extra attacks with lightning mace* and using bard song to back himself up. He has various bardic tricks to support him, though he lacks bardic spellcasting. Nonetheless, WoC + bardic music gives him tons of boosts and plenty to work with.  As a proxy he gets an SDA, so supreme init lets him go first and control the pace of the battle.

* The normal 19-20 maximum you'd expect in 3.5. The ways to possibly break it are two fold: Disciple of Dispater, which relies on being a 3.0 class and thus I consider invalid, or a weapon property in the ToB. You know, the one book I banned outright. Funny how that works out. It's still an incredibly good feat and possibly broken anyway, but that at least tones down the carnage.

Anyway, his sheet is below. This isn't 100% polished yet, but assuming he doesn't die horribly in this adventure I'll make up a final sheet for C&M.

Luneli, Proxy of Selune

Size/Type: Medium Outsider (Chaotic, Good)
Hit Dice: 35d10+280 (630 hp)
Divine Rank: 0
Initiative: +14; always goes first
Speed: 60ft, fly 200ft (perfect)
Armor Class: 80 (+10 dex, +21 armor, +8 insight, +1 ws, +21 natural, +9 deflection)
Base Attack/CMB/CMD: +35/+47/85
Attack: Pride+64 (1d12+31 plus 2d6 moonfire plus 6d6 on crit 19-20 x4)
Full Attack: Pride+64/+59/+54/+49 (1d12+31 plus 2d6 moonfire plus 6d6 on crit 19-20 x4) and Place+64/+59/+54/+49 (1d12+31 plus 2d6 moonfire plus 6d6 on crit 19-20 x4) plus possible two weapon rend (1d12+37) plus possible sonic finale (8d6 plus deafening)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: Damage reduction 10/epic, spell resistance 50, fast healing 3, bonded armor (+8), inspire courage(+8), countersong, fascinate, inspire competence, mass suggestion, inspire greatness, song of freedom, inspire heroics, bardic knowledge, evasion, improved uncanny dodge, divine traits.
Saves: Fort +34, Ref +30, Will +27
Abilities: Str 34, Dex 30, Con 26, Int 25, Wis 25, Cha 28
Skills: Acrobatics+50, Bluff+47, Diplomacy+47, Intimidate+47, Knowledge(All)+47, Perception+47, Perform(Dance)+49, Perform(Song)+49, Sense Motive+47   
Feats: Combat Reflexes(1), Song of the Heart(B1), Weapon Focus(Light Mace)(F1), Two-Weapon Fighting(H), Power Attack(F2), Words of Creation(B2), Lightning Mace(3), Extra Music(B4), Weapon Specialization(Light Mace)(F4), Improved Initiative(6), Improved Two-Weapon Fighting(F6), Inspire Spellpower(B7), Melee Weapon Mastery(Bludgeoning)(9) Ironskin Chant(B10), Improved Critical(Light Mace)(F10), Greater Two-Weapon Fighting(12), Greater Weapon Focus(Light Mace)(F12), Extra Music(B13), Greater Weapon Specialization(Light Mace)(F14), Moon Devotion(15), Extra Music(B16), Crushing Strike(F16), Caroling Moon(18), Weapon Supremacy(Light Mace)(F18), Two-Weapon Pounce(F20)
Epic Feats: Music of the Gods(21), Epic Weapon Focus(Light Mace)(F22), Lasting Inspiration(B23), Fast Healing(24), Epic Weapon Specialization(Light Mace)(F24), Epic Inspiration(B26), Perfect Two-Weapon Fighting(F26), Devastating Critical(Light Mace)(27), Two-Weapon Rend(F28), Ranged Inspiration(B29), Overwhelming Critical(Light Mace)(30), Dire Charge(F30), Deafening Song(B32), Epic Prowess(F32), Sonic Finale(33), Epic Prowess(F34), Inspire Excellence(B35)
Salient Divine Abilities: Supreme Initiative
Alignment: Chaotic Exalted

Gear:
Spoiler: ShowHide


Pride and Place

These adamantine light maces+9, moonfire and valorous are engraved with a full moon on the grips. When used together and by a wielder who has the perfect two-weapon fighting feat, they negate the -2 penalty for fighting with two weapons. These maces deal a base of 1d12 damage and the critical hit multiplier is x3, this is the result of epic skill usages of craft (weaponsmithing).

Moonglow

When worn by a creature who is not bonded to this armor (as by the bonded armor alternate class feature for fightings), this armor is mithral full plate+3. When worn by a creature bonded to this armor, Moonglow is instead mithral full plate armor+10 that has no maximum dexterity cap, no armor check penalty and no arcane spell failure. The wearer's insight bonus to armor class from bonded armor also rises by 3. Finally, the base armor bonus of this armor is 3 higher than usual as a result of epic skill usages of craft (armorsmithing)

Luneli also wears a crescent moon amulet that functions as an amulet of natural armor+6, as well as a silver ring that grants him a +2 bonus to all skill checks.


Custom Material:
Spoiler: ShowHide


Caroling Moon [General]
Prerequisite: Bardic Music, Moon Devotion
Benefit: Two times per day when under the effect of moon devotion, you may use a bardic music that normally takes a standard action as a swift action instead.

Sonic Finale [Epic]
Prerequisite: Two-Weapon Rend, Deafening Song
Benefit: When you successfully rend a creature with your two-weapon rend feat, you can choose to expend a daily use of bardic music. If you do, the rending creates a sonic boom which deals 1d6 points sonic damage per four character levels to all enemies within 30ft. Additionally, creatures damaged must make a Fortitude save (DC 10 + 1/2 hit dice + Charisma modifier) or be deafened for 1 round.


Notes: [spoiler]

On an attack that is a critical threat, Luneli gets an extra attack regardless of anything else. 

Luneli gets two attacks on a charge, one with each weapon, but without the bonus to attacks from a charge. He deals triple damage on a charge thanks to valorous weapons and dire charge.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 28, 2019, 09:39:29 PM
Hi Yuth.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on July 28, 2019, 09:49:43 PM
QuoteTryll

First of all, I don't know if you having Fridays off was your idea, a work thing or merely pure chance. Nonetheless, I want to say one thing about that: Thank you. It's awesome having you around more to game.

That being said, I'm enjoying the current storyline quite a lot. I like seeing Tryll try to find the truth of the irrigo, this has been a long running mystery for him. He's in a position to ask questions of entities that should know, as well as ones who have a fair reason to answer him, or at least not bullshit him if they won't answer. Here's hoping that how it works out is interesting and engaging for all of us.

Tryll's node is the most challenging to work with. Most of this is simply the rate of posting, which can make those sort of runs where you really spend an hour or two in a character's mind and get flowing rarer. That aside though, Dana is absolutely the big personality in the node and I feel other personalities either orbit her or struggle to stand out against her.  This isn't a bad thing by itself, Dana has a strong, distinct voice and this is a point in her favor. It tends to tamp down Miranda a lot, who was envisioned to have more out spokenness, but tends to be preempted by Dana. Likewise, it tends to slot Benyen into a particular role, though I feel he stands out better with his personality.

Let me say I don't think it's a bad thing by itself to have the node's personalities orbit around Dana. She's that sort of person and has a particular personality that gets attention. It can be a challenge to properly develop characters in her orbit, something I'm continuing to work on. I like Dana as long as she keeps the bitchiness within reasonable bounds.
The nature of my inability to post on most days is a monster of my own making. I have a bad habit of staying up late and sleeping until the last possible minute. As such, I will often either post once I get to work or not post at all until I get home. I'm aware of the problem and am taking steps to correct it, but I like my evenings dammit.

As for characters standing out, Tryll and Calleigh tend to be more reactionary. I like to envision Tryll as a part of myself, in this case the more calm and rational part that I tend not gto get to use because HAHA MY LIFE but I feel like Dana does overshadow both himself and others. Usually this doesn't bother me. When it does, you can expect Calleigh to make trouble in any way she can. She's a good outlet for it.

Learning about the irrigo has been good as well. I had preconceptions that have been blown away and honestly the Selune thing was hilarious.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on July 28, 2019, 09:52:04 PM
Quote from: Anastasia on July 28, 2019, 09:39:29 PM
Hi Yuth.
I'm caught up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 28, 2019, 09:53:15 PM
Quote from: Yuthirin on July 28, 2019, 09:52:04 PM
Quote from: Anastasia on July 28, 2019, 09:39:29 PM
Hi Yuth.
I'm caught up.

I'm now terrified.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 28, 2019, 09:58:53 PM
Quote from: Yuthirin on July 28, 2019, 09:49:43 PMThe nature of my inability to post on most days is a monster of my own making. I have a bad habit of staying up late and sleeping until the last possible minute. As such, I will often either post once I get to work or not post at all until I get home. I'm aware of the problem and am taking steps to correct it, but I like my evenings dammit.

I mean...I'll level with you. I really want you around more, but I also understand 100%. Personal time's precious and I'm the same way about my mornings. I had to give up a slice of them when Cor wanted to start at 11 30 AM EST. I do it for the sake of it working best, but it still gets me at times (and also sometimes has conflicts since it's cutting into todo time for me, but that's inevitable and was noted when this started). Nothing against Cor or anyone, it's just my quiet time and that's important to me, you know? So I get it.

QuoteAs for characters standing out, Tryll and Calleigh tend to be more reactionary. I like to envision Tryll as a part of myself, in this case the more calm and rational part that I tend not gto get to use because HAHA MY LIFE but I feel like Dana does overshadow both himself and others. Usually this doesn't bother me. When it does, you can expect Calleigh to make trouble in any way she can. She's a good outlet for it.

It's funny with Dana being a lot of the strong heart of this node, it wasn't planned but it's been a thing, no two ways about it.

QuoteLearning about the irrigo has been good as well. I had preconceptions that have been blown away and honestly the Selune thing was hilarious.

Oh, would you mind going into detail? I'm curious.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on July 28, 2019, 10:06:52 PM
Quote from: Anastasia on July 28, 2019, 09:58:53 PMOh, would you mind going into detail? I'm curious.
I was thinking of having Tryll follow Selune around at one point going NOTICE ME SENPAI but now it's sorta weird.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 28, 2019, 10:11:53 PM
That or it's now even more suitable. Just change it to NOTICE ME MOM.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 29, 2019, 07:02:59 PM
Okay, check this out. It's from how avatars are maintained.

An avatar is a lesson powerful version of a deity, created by modifying the deity's statistics, which has the following characteristics. An avatar has divine rank 0, which reduces the various bonuses the avatar gains based on divine rank. The avatar retains access to the deity's salient divine abilities, but the DCs and other factors related to divine rank are adjusted to divine rank 0. The avatar continues to have access to alter reality, but at demigod level, no matter the divine rank of the actual deity. The avatar retains the deity's spell-like abilities, divine aura and abilities granted it from its domains. In the event divine rank 0 would render any divine ability unusable, such as by having zero uses per day, the avatar cannot use that ability.

An avatar has copies of the deity's signature equipment. Such equipment is reduced in power by approximately half. Enchantment bonuses are halved, special properties are reduced or lost and so forth. The exact adjustments vary and are left to the deity's discretion. A deity can make different choices with different avatars. In any case, these copies are little more than shadows tied to the avatar. They vanish if separated from the avatar for more than one hour (unless the deity chooses to loan them to a worshiper, in which case they last until returned) and reappear in the deity's divine realm.

---

The divine rank 0 part is fine. The copies of equipment is being a problem in general, and I think I might like to tweak this to be more streamlined. Thoughts? I've done some work with avatars and it tends to add an extra layer of effort. This is fine if I'm working up an enemy avatar, but as more NPCs gain divine rank, that means a greater and greater workload.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 29, 2019, 07:05:29 PM
I'm okay with tweaking it. I often forget to update Alicia's avatar when Alicia's gear changes... although I guess you have to define what counts as signature actually, like Alicia's ring of wizardry isn't really anything I'd consider iconic to her, and she only got it recently.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 29, 2019, 07:07:09 PM
Quote from: Ebiris on July 29, 2019, 07:05:29 PM
I'm okay with tweaking it. I often forget to update Alicia's avatar when Alicia's gear changes... although I guess you have to define what counts as signature actually, like Alicia's ring of wizardry isn't really anything I'd consider iconic to her, and she only got it recently.

Yeah, that could stand to be tightened up as well, I think.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 30, 2019, 04:19:23 AM
I'm planning on giving my avatars their own key gear exactly because it's annoying to do this. Some of my gear is so good even at half strength that not being able to use it probably means I'd try to avoid using avatars whenever possible, though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 30, 2019, 11:28:58 AM
/me nods.

Okay then, I'll make this a todo and see if I can clear an item off that list before session.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 31, 2019, 11:02:42 AM
This will get more work later, but here's the first draft of this.

Planar Coinages

A selection of interesting or noteworthy planar currencies. These focus on the gold piece level, rather than smaller coinages. In general, exact variations of coins are smoothed over for ease of play. While interesting, sorting out 20 different types of gold pieces in a dragon's hoard is also a time sink that can be used in better ways. This article goes past that assumption and into the actual coinages of Creation. Note that this article covers the gold piece equivalent in the currencies, other coins of varying values exist unless noted otherwise.

The size, purity of the gold, weight and other such things influence how much each coin is worth. Most mintages of any renown produce stable, reliable coins without variation.

This list is not exhaustive, rather a selection of coinages from the most common to several niche examples.

Foundational

A few coinages are the most common in Creation. As such they're discussed first since they influence other entries.

Rounds: The official name of mercane minted gold pieces, these are always worth precisely one gold coin. The front has the face of various famous mercane and the rear is stamped with either a stylized M or the particular trading house of mercane that was behind that particular mintage. These coins are made with precision and perfectly round, hence the name. They're almost always simply called gold pieces or gold. These are considered highly reliable and are often imitated.

Brightwater Golds: The name for coins minted in Brightwater. They're held to a similar standard as mercane coins and are considered reliable. These coins are small, thick circles that are easily grasped by the handful. They're always stamped with the image of the various deities of Brightwater. Sometimes called writs as well, but this is informal and can cause confusion with actual writs of credit issues in Brightwater.

Iron Tols: The gold coin of Dis, heavy and made of a dull gold mined in Dis. Notably heavy and worth 2.2 standard gold coins per Tol. These tend to turn up a lot because Dis is a big mercantile hub, and while some disdain them, the gold's generally safe. They're stamped with Dispater's face on one side and an image of a tower on the other.

Inner Planes

Air

Earth

Dominant

Grumbar's Gold: Grumbar himself cares little for coins and money, being absorbed in his duties as the high ruler of Earth. Nonetheless, coins in his name are distributed. Each is a heavy circle of gold worth 25 gold pieces, stamped on both sides with the mountainous holy symbol of Grumbar. It's worth noting that due to a miswritten decree, Grumbar's Gold is technically the only legal tender on Earth. However, Grumbar cares exactly nothing about it and allows the law to be ignored. As such, any responsible merchant on Earth has enough of Grumbar's Gold to cover any and all transactions, just in case.

Major

Stones: These pebbles are carefully crafted of solid gold and serve as Ogremoch's official coinage. Each one is measured to be worth exactly 3.5 gold pieces and is engraved with the image of Ogremoch on one side and stained gray on the bottom. They're notable for being minted over years, each pebble being carefully ground down and formed in vast caverns where gold deposits the size of kingdoms are carefully mined. At least that's the story that floats around about them, some claim the process is much more mundane.

Erdenes: This is the official gold coin of the dao, in the same make and style as golds. Each is worth 1 gold piece and is stamped with images of the Great Khan and the Great Dismal Delve. They are unremarkable except for one point, considered a stable currency. It it said when a new Great Khan rises to power, the images on ever Erdenes in Creation changes to match the new Khan.

Minor

Rubbles: The simple, cheap gold coin of the free masses in Earth, those who both wish for currency and are not rich enough afford many proper gold coins or similar. Rubbles are known for being tiny gold coins worth 0.2 gold pieces and with no stampings at all. Most reputable merchants will take rubbles only to melt them down for the value of the gold, and using one in any polite society in Earth is considered a tremendous social miscue. The last dao who did so was said to be disowned by his family for the scandal.

Gra'nal Boulders: These are not coins at all, yet are considered the monetary unit worth the most gold pieces per 'coin'. The currency of a large but reclusive tribe of stone giants who live on Earth, Gra'nal boulders are literally boulders made of pure gold. A single boulder is worth tens and tens of thousands of gold coins, to have a single one is to mark a giant as rich and prosperous. It is said that Gra'nal kings throw these boulders in battle, as purely a symbol of their massive wealth.

Fire

Delaar: The coin of the various free tribes of azer on Fire, delaar are modeled after rounds through time and cultural osmosis. However, each coin is set with a tiny fire ruby that makes the coins hot to the touch. As such, each delaar is worth anywhere from 15 to 25 gold pieces due to the gem embedded within.  While the azer can easily tell the value of every delaar, other creatures require appraisals for each and every coin. Often a handful of delaar may be mistaken as art by the untrained, or otherwise misunderstood. Unlike most coins, delaar are not stamped, as the fire ruby is considered sufficient by the azer.

Water

Para-Elemental Planes

Quasi-Elemental Planes

Outer Planes

Mount Celestia

Talents of Celestia: The coinage of Celestia. They rather resemble Rounds or Golds, save for being stamped with various holy symbols and holy verses. The value is exactly 1 gold piece for each coin. Save for what is stamped on them, the coins are decidedly forgettable and seem unimportant to the eye. Often though to be enchanted in some way, or otherwise affected by the Celestial gold they are made from. Fiends rarely accept them as tender, and as such, a fiend taking them is considered to be highly unusual or exceptionally greedy.

Bytopia

Elysium

Purple Stars: These coins are painted with at least one of the stars on Mystra's holy symbol. Bigger coins have more stars, with each star on it representing one gold piece in value. The values of Purple Stars range from one to seven gold pieces, and coins made of less or more precious materials have various markings to designate the proper value. Unlike in most realms, there is only one coin in Dweomerheart, but with many, many variations to it, like the Weave itself.

Currents: Currents are the coin of sea elves that live in the River Oceanus, mined from gold veins on the floor of the River Oceanus. These coins are heavy, with a normal coin being worth approximately 4 gold coins. Currents are often cut into halves, quarters or eights due to this. There's no central authority that mints these, so stampings and stylings vary wildly, but time has established the size and value of a current.

Beastlands

Arborea

Arcadia

Arcadian Sunrises: The dominant coin of Arcadia. Fairly unremarkable, this coin is pegged to the Talent of Celestia at a 1:1 exchange rate. These coins are standardized and come from three huge mints deep in Arcadia, with an image of the issuing mint on one side and either a sunrise or a notable celestial lord on the other. Unlike most coins, Sunrises are small squares rather than circles.

Ysgard

Sylican Stars: Sylica uses coinage identical to Dweomerheart.

Mechanus

Limbo

Bloodies: A rare thing indeed, these blood red gold coins a relatively uniform and stable slaad currency. They are minted by the Purple Flag, a sect of slaad who use a purple flag when they travel to trade. Each one is stamped with a purple flag on both sides and is worth 2 gold pieces. While many believe bloodies to be made of cursed gold or otherwise macabre, in truth it seems there is nothing magical or cursed about the gold at all. It is pure gold stained by an unknown factor, but it is known that slaad find the coins unappetizing and disgusting.

Acheron

Pandemonium

Baator

Hands: The translated name of the gold coin of Minauros, each coin is small but extremely thick, worth 3 gold pieces each. They are stamped with Mammon's face on both sides and given a finish that makes them always shine. While somewhat eclipsed by Iron Tols in recent times, these coins are considered reliable and are seen across the planes. The shine of these coins particularly allures dragons for reasons unknown and are often found in even the hoards of less discerning metallic dragons.

Gehenna

Hades

Carceri

The Abyss

Misc Holding since I haven't done transitive planes yet.

Cauldron Golds: The Cauldron uses coinage identical to Brightwater.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 03, 2019, 01:26:15 PM
Misc Feedback Notes

- I really enjoyed Moore's cave trip. The meandering, watery nature of it and sense of exploration were a lovely change of pace. It felt like some faraway place, isolated save for a few hardy souls amid the flowing waters. Then again, I've always wanted to run a serious mega-dungeon campaign so that's probably some of why.

- Expect to see more maps for battles like Alicia and Seira's this week. This is coming with the army rules being done regardless, but I've reached the point that as much as I don't like making up maps, I'm more tired of adjudicating questions about distances. This is purely for big, army styled battles. Relatedly, expect army rules to be published 1-2 weeks after this adventure concludes.

- I'm really enjoying how Bastian interacts with Alyssa. He's very much his own person and has been around the block many a time, as well as being independent. It's definitely a different feel than how others there mix with Alyssa. It's also worth noting he's highly intelligent despite his lineage, which informs some of what he does.

- The first two IRC session are done and up. They went quite well in my opinion, I'll do another one either tomorrow (pending posting normally) or over the week. I meant to do one Thursday or Friday, but life didn't cooperate.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on August 03, 2019, 02:58:15 PM
Quote from: Anastasia on August 03, 2019, 01:26:15 PM
Misc Feedback Notes
- I'm really enjoying how Bastian interacts with Alyssa. He's very much his own person and has been around the block many a time, as well as being independent. It's definitely a different feel than how others there mix with Alyssa. It's also worth noting he's highly intelligent despite his lineage, which informs some of what he does.

Yeah, I think he's fitting into that sorta-gruff uncle role for Alyssa. Over-all I like all the characters in my node so far, but I think Bastian and Jarem are the ones who most understand Alyssa's point of view. I still try to play her youth a bit with some of them (jumping at the non-agression deal for example), but I'm also sorta meta-gaming it since I expect like Dolmaya and Emily to counter balance it. Bastian, Jarem, and Alyssa are a solid core trio, though, and are very much in the 'get it done by any cost' camp.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 04, 2019, 02:28:40 PM
Hey, can I ask you for a small post noting where all of Io's dragons are right now? That we know of.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 06, 2019, 07:51:22 PM
Quote from: Iron Dragoon on August 03, 2019, 02:58:15 PM
Quote from: Anastasia on August 03, 2019, 01:26:15 PM
Misc Feedback Notes
- I'm really enjoying how Bastian interacts with Alyssa. He's very much his own person and has been around the block many a time, as well as being independent. It's definitely a different feel than how others there mix with Alyssa. It's also worth noting he's highly intelligent despite his lineage, which informs some of what he does.

Yeah, I think he's fitting into that sorta-gruff uncle role for Alyssa. Over-all I like all the characters in my node so far, but I think Bastian and Jarem are the ones who most understand Alyssa's point of view. I still try to play her youth a bit with some of them (jumping at the non-agression deal for example), but I'm also sorta meta-gaming it since I expect like Dolmaya and Emily to counter balance it. Bastian, Jarem, and Alyssa are a solid core trio, though, and are very much in the 'get it done by any cost' camp.

/me nods.

Bastian's more about just getting it done, Jarem's a little more about strategy and tactics. There's an important difference there, but it's not overly obvious on a glance.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 06, 2019, 07:51:34 PM
Quote from: Corwin on August 04, 2019, 02:28:40 PM
Hey, can I ask you for a small post noting where all of Io's dragons are right now? That we know of.

Added to the todo list.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 10, 2019, 09:05:08 PM
An avatar has copies of the deity's signature equipment. These copies are little more than shadows tied to the avatar. They vanish if separated from the avatar for more than one hour (unless the deity chooses to loan them to a worshiper, in which case they last until returned) and reappear in the deity's divine realm. Copied items don't stack with the original of that item, nor does it stack with other copies of an item.

---

New update to how avatars work. You just get copies of the items, done. The bit about stacking is just a sanity check. This rule will take effect after the current adventure for Alicia and Seira's nodes, while for other nodes it goes into effect immediately.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 11, 2019, 01:19:42 AM
Plotting out a future Latha rebuild. First draft looks like this (assuming level 34):

Astral Deva 34//Cleric 10/Contemplative 1/Angelic Champion 10/? 13

I'd like to drop the contemplative, perhaps get in an earlier entry PrC that's 5 levels and knock that out. Trick is finding one, of course. I'm toying with either running epic angelic champion or making a new PrC altogether for epic.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 14, 2019, 11:00:21 PM
Okay, this has been semi known for awhile, but level ups are coming fairly soon. I'm going to be taking more time than I did last batch for this. In the downtime expect the next hunk of IRC scenes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on August 15, 2019, 11:01:27 PM
Any movement on the template thingy?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 15, 2019, 11:05:08 PM
No, it's on the todo list's agenda. It's a bit built up, I let it stack up due to the intensity of running all this stuff at once, including the Shar scenario.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on August 15, 2019, 11:06:19 PM
Cool, I won't worry about planning for it this level up then.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 16, 2019, 09:53:06 AM
Would you re-read over Singer of the Celestial Choir and let me know if you still want it to have 4/5ths casting?

I'm of the opinion that there's no real need to limit the spell casting progression on it since it is 1) an epic PrC to begin with and 2) it's pretty limited in its scope to begin with and 3) it has hefty requirements anyway.

That's at least my thought on it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 16, 2019, 10:26:12 AM
I'll take a gander before session. If I don't have a post by then, give me a poke.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 16, 2019, 10:33:59 AM
Also getting close to something horrifying. Wish me luck.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 16, 2019, 12:10:41 PM
Don't eat Hot Pockets.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 16, 2019, 12:36:31 PM
Too late.

---
Quote from: Nephrite on August 16, 2019, 09:53:06 AM
Would you re-read over Singer of the Celestial Choir and let me know if you still want it to have 4/5ths casting?

I'm of the opinion that there's no real need to limit the spell casting progression on it since it is 1) an epic PrC to begin with and 2) it's pretty limited in its scope to begin with and 3) it has hefty requirements anyway.

That's at least my thought on it.

Elaborate on your three points a bit, would you?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 16, 2019, 12:51:52 PM
Okay.

Let's look at other epic PrCs. Dragonheart Shapeshifter is a good example. It's got a high button to begin with and enhances an aspect of Druid while still offering full casting progression on a base class that's already pretty strong.

Cosmic Descryer, while not having full casting progression, amplifies summons in an outrageous way so that it more or less ends up being a net 0 loss. I don't think Singer quite does the same.

In the above examples, you have to qualify to even get to those PrCs. An epic prestige class means you have to meet the skill and feat and ability requirements while ALSO being high enough to do so.

The actual required skills for SotCC are narrow enough that I really don't think anyone but beards are even going to go into it, and based on that, bad bard spell progression compared to other classes anyway (there's a reason you could even consider spell-less bard at all) it just doesn't make sense to limit the casting progression on top of everything else.

Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 16, 2019, 06:38:47 PM
Two questions.

First!
23:24 <•Seira> Can I remake Lightning's Rise as fire?
23:25 <•Seira> It'd even work the same way, since water makes sense thematically

And secondly, say I wanted to make a spell that gave a lot of temp hp and only that. Dragonshape (lvl9) turns you into a dragon and gives you 150 temp hp for the duration. Opal Fury gives you a cap of 200 temp hp on top of other stuff, though at our CLs I estimate you'd get closer to 100. The pure temp hp spells are very low level, like False Life and Aid.

How would a better spell look?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 16, 2019, 06:58:05 PM
Also, you mentioned Moore needed to talk to Cresiel.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2019, 12:33:51 AM
Tonight's work has been on the Latha rebuild, which needed mechanics so I wanted to get that done first. That should be done sometime tomorrow.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on August 17, 2019, 09:15:20 AM
Alicia reaches level 34
Duskblade 17//Sorcerer 34
+1 bab, +20 hp
Duskblade 17 has no class features, reaches 22nd level duskblade casting with levels from prestige classes added, so +1 6th level slot (doubled from her ring of wizardry) and 1 6th level spell known. As said last level the epic duskblade progression only refers to the homebrew spells as available for epic duskblades but Donald has a bunch more than that. Cribbing from Donald's shet I'll take swift etherealness.
Sorcerer 34 has no class features, reaches 34th level sorcerer casting so +1 13th level spell per day, and 1 14th level spell known. She'll take radiant storm.
Skills go up as normal, +1 to everything except bluff.
+1 to spell resistance. +1 to silver fire DC.

--

Avatar gets pretty much the same.

--

Marie reaches level 34
Outsider 34//Master of Missiles 3
+1 bab, +19 hp
Does outsider 34 give her anything? Let me know if it does!
Master of missiles 3 gives magic missile mastery and missile might. That's one more missile per casting and +1 CL for magic missile.
Sorcerer casting goes up to level 32 so +1 13th level spell per day, +1 13 level spell known. She takes wall of superb dispelling.
All skills go up +1.
+1 to spell resistance. +1 to gaze DC.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2019, 12:12:38 PM
Latha's rebuilt. More on this later, just a heads up. Spells aren't quite done yet, she's getting a few new ones but not this moment.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2019, 12:20:06 PM
Quote from: Nephrite on August 16, 2019, 12:51:52 PM
Okay.

Let's look at other epic PrCs. Dragonheart Shapeshifter is a good example. It's got a high button to begin with and enhances an aspect of Druid while still offering full casting progression on a base class that's already pretty strong.

Cosmic Descryer, while not having full casting progression, amplifies summons in an outrageous way so that it more or less ends up being a net 0 loss. I don't think Singer quite does the same.

In the above examples, you have to qualify to even get to those PrCs. An epic prestige class means you have to meet the skill and feat and ability requirements while ALSO being high enough to do so.

The actual required skills for SotCC are narrow enough that I really don't think anyone but beards are even going to go into it, and based on that, bad bard spell progression compared to other classes anyway (there's a reason you could even consider spell-less bard at all) it just doesn't make sense to limit the casting progression on top of everything else.


Quick check before the rest: Have we had this conversation before? This feels familiar.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2019, 12:26:37 PM
Quote from: Corwin on August 16, 2019, 06:38:47 PM
Two questions.

First!
23:24 <•Seira> Can I remake Lightning's Rise as fire?
23:25 <•Seira> It'd even work the same way, since water makes sense thematically

I don't really have an objection to it. I was hoping the spell would see use to see if it's balanced, anyway. Go ahead and write up a variant.

QuoteAnd secondly, say I wanted to make a spell that gave a lot of temp hp and only that. Dragonshape (lvl9) turns you into a dragon and gives you 150 temp hp for the duration. Opal Fury gives you a cap of 200 temp hp on top of other stuff, though at our CLs I estimate you'd get closer to 100. The pure temp hp spells are very low level, like False Life and Aid.

How would a better spell look?

Something like Opal Fury or Dragonshape's scaling. They're not a bad guideline to work with, most of the temp HP spells are either specialized or have a drawback (hi polymorph subschool). I try and avoid temp HP spells that last too long or get too high. Bear that in mind as you work and keep the numbers sane.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2019, 01:15:00 PM
Quote from: Nephrite on August 16, 2019, 06:58:05 PM
Also, you mentioned Moore needed to talk to Cresiel.

It's a node thing, we'll resolve it first thing on resuming.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 17, 2019, 01:23:50 PM


Quick check before the rest: Have we had this conversation before? This feels familiar.
[/quote]

You're not crazy, we did back in November and I just forgot. http://www.soulriders.net/forum/index.php/topic,104100.msg1131944/topicseen.html#msg1131944

I don't think I pressed on that particular subject but you seemed to have made up your mind on it back then anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2019, 02:30:23 PM
Quote from: Nephrite on August 17, 2019, 01:23:50 PM


Quick check before the rest: Have we had this conversation before? This feels familiar.

You're not crazy, we did back in November and I just forgot. http://www.soulriders.net/forum/index.php/topic,104100.msg1131944/topicseen.html#msg1131944

I don't think I pressed on that particular subject but you seemed to have made up your mind on it back then anyway.
[/quote]

Pretty much.  I could maybe be argued to making it 9/10, but I doubt I'd go 10/10. The discussion on balancing below the post is pretty spot on, and 3.5 balancing is really tricky on account of it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2019, 02:33:11 PM
Dawn's Vigor
Necromancy
Level: Clr 11
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You imbue yourself with the promise of a new dawn, all the hopes for energy and vigor. This grants you 10 temporary hit points per caster level (maximum 250 hit points).

Something like that offhand, I suppose. Very quick and dirty.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 17, 2019, 02:46:37 PM
Well, if you decide to change it to that (which I'd be fine with, obviously) let me know. I think in that case having the first level blank makes sense.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 17, 2019, 04:30:41 PM
Moore reaches level 34.

Singer of the Celestial Choir 4 and Favored Soul 4.

BAB goes up by +1 to 26.


4 on a d8 for... well, this is one of those fun times where I'm looking back at my notes on Moore's HP and I can't figure out for the life of me how I got the the current number I'm at. I think I flubbed a number somewhere. His HP should be 491 with the Tear. I have no idea where I got an extra 7 HP for him from at all... His HP should be 491, so that's the number we're working with.

Anyway... 4 on a d8, +7 Con, +4 more (2x Toughness, 1x Epic Toughness) = 15, for a total of 516. Good lord, that shouldn't have been that complicated...

Skills all go up by one.

I never apparently changed Melodic Casting out on my sheet, so I am officially doing that now and replacing it with Negotiator.


Singer 4 gives me a bonus feat and level 33 bard casting, +1 10 and +1 11th.

10th: Superior Shadow Evocation
11th: Lliira's Joy. Note to self: Come up with better bard spells, as the other ones here are not great.

It also gives a bonus feat. I suppose it's time to finally gain Inspire Excellence.

Favored Soul casting rises to 22, which gives me 1 extra level 10 spell known.

10th: Let me get back to you on this.




Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 17, 2019, 04:35:39 PM
On the heels of needing to pick a Cleric spell, and I don't really like any of the ones currently offered...

Concentrated Heal
Conjuration (Healing)
Level: Clr 10, Drd 11, Healing 10
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as Heal, except it restores 15 hit points her level of the caster, to a maximum of 500 hit points.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2019, 06:31:23 PM
Sunstorm is added to the Spell Collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2019, 08:14:42 PM
Quote from: Nephrite on August 17, 2019, 04:30:41 PM11th: Lliira's Joy. Note to self: Come up with better bard spells, as the other ones here are not great.

By all means. Bard spells are the spells I use the least, after all, so more help there is always appreciated.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2019, 08:15:14 PM
Quote from: Nephrite on August 17, 2019, 04:35:39 PM
On the heels of needing to pick a Cleric spell, and I don't really like any of the ones currently offered...

Concentrated Heal
Conjuration (Healing)
Level: Clr 10, Drd 11, Healing 10
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as Heal, except it restores 15 hit points her level of the caster, to a maximum of 500 hit points.

So basically just heal but more healing per level?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 17, 2019, 08:36:14 PM
Yes, correct. Sometimes you just need more healing!

I'm not opposed to changing it from Heal to just a "Cure X wounds" spell if you feel like that's more appropriate.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2019, 09:32:21 PM
Antenora reaches level 34.

- Hellreaver 24 and Paladin 34.
- Max hit points per hit die, for a total of 24 hit points and a grand total of 816 hit points.
- +1 BAB for a total of +34.
- +1 spell resistance for a total of 49.
- Lay on hands rises to 476 HP a day.
- Channel energy rises by 1d6 to 17d6 and the DC is now 41 (recalculation, was one off).
- Updated spell topic SLAs with divine SLAs.
- Gains 34th level paladin spellcasting. She gets another 8th level spell which is just another opal protection since she's spontaneous anyway.
- No change to saves.
- Skills go up as normal.

In between level for her, nothing too exciting. She got DvR1 this level already so she can't complain.

Paladin spells.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2019, 09:33:53 PM
Quote from: Nephrite on August 17, 2019, 08:36:14 PM
Yes, correct. Sometimes you just need more healing!

I'm not opposed to changing it from Heal to just a "Cure X wounds" spell if you feel like that's more appropriate.

I don't really have any objection to it per se (besides changing the name to greater heal or some such, for the sake of consistency), though most epic healing spells stick to heal's pace and do something besides just healing hit points.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 17, 2019, 09:47:14 PM
That was kind of why I made it in that vein... a lot of the higher level healing spells do a lot of stuff, but don't actually heal for a lot more than, well, Mass Heal.

Sometimes you want to heal for a lot, was my thought process. It wasn't a very long thought process.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2019, 10:58:31 PM
Greater Heal
Conjuration (Healing)
Level: Clr 10, Drd 11, Hlr 10, Healing 10, Pal 10, Rgr 11
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as Heal, except it restores 15 hit points her level of the caster, to a maximum of 450 hit points.

---

Something like this?

(Side note, HP was mostly toned down to make it line up with being 450 at level 30, since 500 isn't divisible by 15.)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2019, 10:59:35 PM
Latha's already had level 34 applied in her rebuild, this is just a DM note in case I need to reference it later.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 17, 2019, 11:03:26 PM
Yep, that one is fine. You get more healing than any other spell at that same level, but the tradeoff is it's only on one thing.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 17, 2019, 11:39:37 PM
Jessica reaches level 34.

- Rogue 34 and Monk 1. I've been playing around with a new PrC or a dip with her for a few levels, and I'm pulling the trigger on a mostly defensive dip. In character, Jessica's had strong reasons to focus inward, to gather herself and pursue self improvement. That fits monk pretty well.
- Max hit points per hit die, for a total of 20 hit points and a grand total of 653 hit points.
- +1 BAB for a total of +27.
- Monk AC bonus to AC. The crux of this being a defensive dip.
- Gets 1d6 unarmed attack and low level flurry of blows. Nothing critical.
- No change to saves.
- Skills go up as normal.
- Gains Improved Unarmed Strike(M1) and Dodge(M1)

Purely a dip level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 18, 2019, 01:51:33 AM
For the record, my levelup of rogue//arcane trickster gave me +2d6 SA, a bunch of skills and the dragon form moved to ancient red dragon (though that doesn't change a great deal). +1 lvl14 spell per day get. No BAB advance.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 18, 2019, 08:52:42 AM
Quote from: Corwin on August 18, 2019, 01:51:33 AM
For the record, my levelup of rogue//arcane trickster gave me +2d6 SA, a bunch of skills and the dragon form moved to ancient red dragon (though that doesn't change a great deal). +1 lvl14 spell per day get. No BAB advance.

Rough level, at least on a glance.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 18, 2019, 11:23:31 AM
Quote from: Anastasia on August 17, 2019, 10:58:31 PM
Greater Heal
Conjuration (Healing)
Level: Clr 10, Drd 11, Hlr 10, Pal 10, Rgr 11
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as Heal, except it restores 15 hit points her level of the caster, to a maximum of 450 hit points.

---

Something like this?

(Side note, HP was mostly toned down to make it line up with being 450 at level 30, since 500 isn't divisible by 15.)

Small adjustment since healing 10 is already taken.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 18, 2019, 11:48:46 AM
Reminder about the Mineral gifts to the Cauldron.
http://www.soulriders.net/forum/index.php/topic,104222.msg1131906.html#msg1131906
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 18, 2019, 12:20:48 PM
Syala reaches level 34.

- Astral Deva 34 and Druid 34.
- Maximum hit points per hit die, for a total of 20 hit points and a grand total of 680 hit points.
- +1 BAB for a total of +34.
- Stun DC rises by 1 to 51.
- SR rises by 1 to 49.
- Gains 34th level druid spellcasting. She's spontaneous so another Syala's blessing will do.
- No change to saves.
- All skills rise as normal.

A really uneventful gap level for her.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 18, 2019, 02:01:11 PM
FYI, Moore's node is next for levels and then Seira's. I usually go top down in order of boards simply since it's easier for me to keep track of.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 18, 2019, 02:25:00 PM
Spoiler: ShowHide
Lightning's Rise
Transmutation
Level: Sor/Wiz 14
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No

This mighty spell allows you to transform your body to living lightning on injury. Whenever you take damage, you may choose to transform as an immediate action. If you do, you become a mass of electricity invulnerable to most forms of harm. Your size and type do not change. You are immune to all damage in this form except as follows. You take normal damage from force attacks such as magic missile and are vulnerable to any attack that deals damage with water, taking double damage from them and suffering a -10 penalty to any saving throws. This form lasts until the beginning of your next turn. In this form you cannot make attacks of opportunity or cast spells, nor can you move. Once you return to your normal form, this spell ends.

If you were struck by a creature's body or one who struck you with a metal object that provoked you to transform or if either happens when you are transformed, you can attempt to flow into them and flood them with lightning. This deals 50d10 points of electricity damage. Additionally, you can choose to remain as electricity, dealing the damage each round at the beginning of your turn, so long as you are within them. In this case, this form lasts for one round per three caster levels, until the spell expires normally or until the creature you are within dies. At that point, you appear in your normal form adjacent to the creature or the creature's corpse. While you are within a creature, you can take no other actions than to deal it damage, which happens automatically.

Once within a body, you can only be removed with a dispel magic or similar spell targeted at the creature you are within. This spell may be targeted that way and if successfully dispelled, you take 1d6 points of damage per caster level of the spell used and appear adjacent to the creature in your normal form, the spell ended.

Focus

The scale of a blue dragon.


Dune, you told me to write a variant but I'd just want to make it a [Fire] spell and replace every entry of electricity with fire. Does it really need a writeup?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 18, 2019, 03:53:11 PM
Yeah, sure, that's fine then. We'll see how it goes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 18, 2019, 05:47:14 PM
Cresiel reaches level 34.

- Solar 34 and Hellreaver 23.
- Maximum hit points per hit die for a total of 22 hit points and a grand total of 767 hit points.
- +1 BAB for a total of +34.
- Regeneration rises by 1 to 20.
- +1 spell resistance.
- Divine succor rises by 10 to 80.
- Gains 31st level cleric spellcasting. This is another Cresiel's Valiant Stand, at least for now.
- No change to saves.
- Skills go up as normal.

Divine succor is really good as Antenora reminded us all recently, so glad to see that rise.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 18, 2019, 07:58:03 PM
Xandra reaches level 34.

- Trumpet Archon 34 and Mage of the Illuminated Temple 22.
- 7 on a d8 for a total of 16 hit points and a grand total of 567 hit points.
- +1 BAB for a total of +34.
- Spell resistance rises by 1 to 51.
- Gains another spell for glorious spellcasting. She grabs greater polar ray.
- Gains 32nd level warmage spellcasting. She'll pass on selecting spells for now, finishing and filling her spell list is a todo.
- No change to saves.
- Skills go up as normal.
- Gains a new feat, she selects Epic Paladin Spellcasting(M22). This gives her 5th level paladin spells for her war mage spell list.

Solid progress. Getting paladin casting expanded gives her a lot more options.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 18, 2019, 09:12:21 PM
Kaja reaches level 34.

- Fighter 24 and Dervish 24.
- 7 on a d10 for a total of 18 hit points and a grand total of 563 hit points.
- +1 BAB for a total of +34.
- No change to saves.
- Skills go up as normal.
- Gets Epic Toughness(F34)

At least he got an epic bonus feat from fighter, as dervish was a rare dead level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 19, 2019, 12:40:20 PM
I suspect I won't have any updates until later today, still a bit woozy. Muscle relaxers linger in my system.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 19, 2019, 06:57:11 PM
Jetina reaches level 34.

- Pious Templar 24 and Healer 34.
- 5 on a d10 for a total of 10 hit points and a grand total of 580 hit points.
- +1 BAB for a total of +34.
- Healing hands rises by 1 to 28.
- DCs of channel energy and channel fire rise by 1.
- Gains 34th level healer magic, which is another another spell per day.
- Gains 24th level pious templar magic, which is another martyr's crown for now. Todo: Audit PT casting.
- No change to saves.
- Skills go up as normal.

Such a gap level for her that it hurts.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 19, 2019, 07:04:27 PM
Cor, is Ranbar likely to stay a proxy longer term? Need to know for level up and spell adjustment choices.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 20, 2019, 12:08:36 AM
Yes, it's likely
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 20, 2019, 09:35:52 AM
Okay, thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 20, 2019, 09:46:01 AM
Amaryl reaches level 34.

- Dragonbreath Archer 13 and Sorcerer 19.
- Maximum hit points per hit die for a total of 18 hit points and a grand total of 590 hit points.
- BAB rises by 1 to +28.
- Spell resistance rises by 1 to 49.
- Dragonfire strike rises by 1d6 to 6d6. Nice.
- Gains 21st level sorcerer casting. She doesn't have epic spell capacity yet, the timing of it worked out awkwardly for that, so she just gets a CL bump for now.
- No change to saves.
- Skills go up as normal.

Bit of a filler level for her.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 20, 2019, 11:48:13 AM
How about Amaryl swaps Ignore Material Components for Epic Spellcasting? If she's so into the material thing, she can grab it next open feat.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 20, 2019, 08:48:16 PM
Lady Sanzha reaches level 34.

- Marid 34 and Madalani 10.
- Maximum hit points per hit die, for a total of 18 hit points and a grand total of 612 hit points.
- +1 BAB for a total of +34.
- Channel elements DC rises by 1.
- Spell resistance rises by 1 to 45.
- Damage reduction rises by 5 to 25, gains the axiomatic property.
- Gains melody of water (rise). A nice booster.
- Wish SLA now can be used 2/day.
- Gains 32nd level bard casting. She'll grab sensual blessing because it's really solid.
- No change to saves.
- All skills go up as normal.

Okay enough level, solid.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 20, 2019, 11:40:18 PM
Kascha reaches level 34.

- Ghaele 34 and Wyrm Wizard 24.
- Max hit points per hit die for a total of 19 hit points and a grand total of 649 hit points.
- +1 BAB for a total of +34.
- +1 spell resistance for a total of 49.
- Gains another draconic discovery. She takes Syala's Blessing from druid 14.
- Gains 34th level wizard casting. Her new 14th level spell slot goes to Syala's Blessing.
- No change to saves.
- Skills go up as normal.

Pretty solid level for her.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 21, 2019, 10:44:43 AM
Elle reaches level 34.

- Wizard 34 and Dragon Disciple 24.
- Max hit points per hit die for a total of 25 hit points and a grand total of 826 hit points.
- +1 BAB for a total of +24.
- +1 spell resistance for a total of 49.
- School mastery for evocation rises by 1.
- Gains 34th level casting and a bonus spell. For now this is just another radiant storm and triple boom. I'm going to tweak her spells for twin as a later todo.
- No change to saves.
- Skills go up as normal.

Okay level, but boring as anything.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 21, 2019, 11:40:42 AM
Donald reaches level 34.

- Duskblade 34 and Dragon Disciple 14.
- Max hit points per hit die, for a total of 26 hit points and a grand total of 842 hit points.
- +1 BAB for a total of +34.
- +1 spell resistance for a total of 49.
- Gains 34th level duskblade casting.  He'll go with Asgeroth's Groundbreaker.
- No change to saves.
- Skills go up as normal.
- His new feat is Great Ability(Strength)(D14). This is meant to unlock pulverize later.

Okay enough level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 21, 2019, 11:43:51 AM
The Abyss looms. Do be careful.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 21, 2019, 08:22:59 PM
Words of Creation, can, at its base, be used on most of the bardic musics.

Inspire Excellence is not included in this, and that makes sense, as it's an epic feat.

Would you see some other feat (or something) being allowed to ...uh, allow, WoC to work on Inspire Excellence? I was thinking either another epic feat or something like that, but I wasn't sure if you'd even want to go down that road at all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 21, 2019, 08:50:42 PM
You'd have to investigate IC if it's possible.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 21, 2019, 09:05:39 PM
Ranbar reaches level 34.

- Cloistered Cleric 34 and Perfectus 24.
- Max hit points per hit die for a total of 21 hit points and a grand total of 704 hit points.
- +1 BAB for a total of +23.
- Spell resistance rises by 1 to 49.
- Lore rises by 1 to 46.
- Gains 34th level cleric spellcasting. Ranbar'll go with greater divine power again for now, since a spell rework and adjustment is a todo. No sense sweating it when I'm going in there soon enough.
- No change to saves.
- Skills go up as normal.

Off level, but with a lot to tweak that's okay.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 21, 2019, 10:05:47 PM
Today's new spell:

Waters of Lunia
Evocation [Good, Water]
Level: Sanctified 11
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 10ft/level radius spread
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

When this spell is cast, a great wave of the holy waters from Lunia spread out and purge any evil it touches. Evil creatures suffer 20d6 points of damage. Additionally, any evil divine caster damaged by the waters loses 7 divine prepared spells or spell slots, as if they were expended. Highest level spells are lost first, this is otherwise identical to losing spells by negative levels. A successful Fortitude save halves the damage and negates the spell loss.

Spell slots or prepared spells lost by this spell can be regained normally.

Sacrifice

1d4 points of Strength damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 21, 2019, 10:56:28 PM
The previous spell is now in the Spell Collection. This one I could use a few opinions on, let me know what you think.

Crystalle's Barrage
Evocation
Level: Sor/Wiz 12
Components: V, S, M
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Targets: 3 creatures a round; see text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

When you cast this spell, you are surrounded with one sphere per three caster levels (maximum 15 spheres). Each sphere is a smooth crystal about 10 inches in diameter. Each round on your turn as a standard action, you can send up three spheres at creatures within range of the spell. You can send the spheres at the same target or divide them up between multiple targets. Each sphere requires a ranged touch attack to strike their target. On impact the spheres shatter, dealing 10d6 points of piercing damage per sphere. There is no saving throw allowed, but damage reduction applies. The spheres count as piercing and epic to overcome damage reduction.

For every two spheres the caster is surrounded by, they gain a +1 shield bonus to armor class. A sphere can be sundered, each sphere has an armor class of 20, hardness 10 and 20 hit points.

Unused spheres vanish when the spell expires.

Material Component

A small fragment of quartz.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 22, 2019, 02:39:42 AM
Cor, I have a todo about your loot. Refresh me on what that is so I'm clear? Any others if any are pending too.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 22, 2019, 02:58:29 AM
DM work update:

- Added a new spell to the Spell Collection, Waters of Lunia. This accomplished one part of the fill out Xandra's spell list todo.
- Posted another spell for commentary and feedback, Crystalle's Barrage.
- Tweaked and adjusted Elle's spells for twin. Mostly swaps since she's primarily an offensive mage.
- Finished Alicia's spoiler block update, Seira'n'Moore in the morning.
- Posted a question for Cor about his item todo, get that cleared out in the morning.

Morning should be spoiler blocks, Cor response if he's responded by then and either more sun domain, Ranbar spells or Xandra spells. We'll see where I'm at tomorrow morning before session.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 22, 2019, 06:27:38 AM
Quote from: Anastasia on August 22, 2019, 02:39:42 AM
Cor, I have a todo about your loot. Refresh me on what that is so I'm clear? Any others if any are pending too.

1) http://www.soulriders.net/forum/index.php/topic,104121.msg1153310.html#msg1153310

2) Could I get the daoin information from the dao? I'd like to do something about the daoin ring, and this was part of the peace settlement with the dao.

3) http://www.soulriders.net/forum/index.php/topic,104121.msg1149208.html#msg1149208
Let's say that I get the choker, Honeydip gets the sword while I throw the orb into a vault fo rnow. Just want to settle this already.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 22, 2019, 10:16:55 AM
Spoiler blocks updated for all three leveled up nodes. Alyssa and Tryll as level ups happen and events warrant.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 22, 2019, 10:26:47 AM
1 and 3 are answered. Let me know if I missed anything due to the time delay, in case I did a stupid.

Quote2) Could I get the daoin information from the dao? I'd like to do something about the daoin ring, and this was part of the peace settlement with the dao.

Sure. Refresh me on the agreement real quick?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 22, 2019, 12:53:59 PM
They promised to provide me with all information they have on the daoin.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 23, 2019, 10:25:06 PM
That shall make a lovely weekend project before the Infinite Shadow gets finished up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 24, 2019, 02:52:31 PM
Refresher on what you already know.

The Daoin are a long, long, long forgotten crossbreed of dao and mortals from an ancient Prime. Long and longer millions of years have passed since they roamed the Prime and the planes. The mortals they were born from were an unusual crossbreed of dwarves and elves, ones known for growing underground forests. In time these crossbreeds came under the influence of the dao, and that lead to the birth of the Daoin. What lore survives suggests they were unusually talented with any magic relating to stone and strength, as well as endurance.

Thus, finding a still living Daoin would be a trick and require investigation to find if one's even still out there somewhere.

---

The daoin were happenstance.

Reading the documents provided, Seira can discern that it was a minor dao trader who established himself amid the soon to be daoin, and grew to enjoy their women very much. He invited his friends and others, and in time more and more brides were taken and bastards sired on the side. The strange crossbreed of dwarf and elf blood took to dao blood like a missing component and soon the daoin emerged.

The trader, said to be named Estafara but the records are somewhat inconsistent on the spelling, is said to have made a fortune but faded away within a century's time. The daoin remained a time and proved greatly adept with earth, stone and strength. Strength and endurance in particular, though they explored many avenues of magic. They wrought wondrous things with the greatest of them, including a daoin known as Ragaz.

It is ironic then that they fell so quickly. A devious, hateful marid named Egla tricked a power hungry daoin into opening a permanent portal to Water - which flooded the daoin underground forests and cities. Egla did not survive her treachery, Ragaz defeated her and brought her soul to the Great Khan, where it is said even now it screams in torment for the insult. Nonetheless the daoin were shattered by this catastrophe, never to recover.

It's said a few of the strongest were able to make one of the forests into a demiplane, one that may even still exist - and perhaps the few daoin if they found a path to eternal life. To find it requires both finding a forgotten, dead Prime, finding the portal and finally finding a key to open the portal - or being sufficiently powerful to force it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 24, 2019, 05:13:32 PM
This is the final version I'm going with.

Crystalle's Barrage
Evocation
Level: Sor/Wiz 12
Components: V, S, M
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Targets: 3 creatures a round; see text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

When you cast this spell, you are surrounded with one sphere per three caster levels (maximum 15 spheres). Each sphere is a smooth crystal about 10 inches in diameter. Each round on your turn as a standard action, you can send up three spheres at creatures within range of the spell. You can send the spheres at the same target or divide them up between multiple targets. Each sphere requires a ranged touch attack to strike their target. On impact the spheres shatter, dealing 12d6 points of piercing damage per sphere. There is no saving throw allowed, but damage reduction applies. The spheres count as piercing and epic to overcome damage reduction.

For every two spheres the caster is surrounded by, they gain a +1 shield bonus to armor class. A sphere can be sundered, each sphere has an armor class of 20, hardness 10 and 20 hit points.

Unused spheres vanish when the spell expires.

Material Component

A small fragment of quartz from a mineral elemental of elder or higher status.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 24, 2019, 06:23:19 PM
This is going in the collection. It's a hard spell to pin down since it's such a huge radius, but it's at least better than moonrise. Sorry Selune, sunlight's just more useful. Since it's an epic spell that's only available from domains, I'm not too worried about it and it can easily be corrected.

Sunrise
Conjuration (Summoning) [Good]
Level: Sun 12
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 night and calls for Lathander to rise. When this spell is cast, you cause day to immediately break and the sun rises to high noon. This sun sheds real sunlight and has the normal effect of sunlight on any creatures exposed to it, including those vulnerable to it, such as vampires.

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.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 24, 2019, 09:13:52 PM
Thoughts on this one, anyone?

Prismatic Bomb
Evocation
Level: Radiance 11, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 30ft radius burst
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

This spell affects all creatures within range as by prismatic spray, except they roll three times and take the effect of each roll. A color can affect a creature more than once. Rolls of 8 function as normal and multiple rolls of 8 stack, rather than being ignored.

The colors that strike the creatures are determined randomly, and are not affected by metamagic such as maximize spell or similar things.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 24, 2019, 09:18:15 PM
Area is a little small, but considering the effects I think it's still fine? I mean, if you drop that on pretty much any clustered group they're going to Have A Bad Time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 24, 2019, 09:22:56 PM
Oh sure, it's random as anything though. It's one of those spells I'd really want to see how it works in practice versus reality.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 25, 2019, 01:03:54 PM
Prismatic Bomb is added to the collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 27, 2019, 11:46:39 AM
Loot stuff and nodes should be update later this afternoon, ideally before evening session. This was not a good morning for me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 28, 2019, 10:17:59 AM
Just a quick thing, but are we having a netsplit on IRC right now? I was offline most of the night so I can't tell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 28, 2019, 10:38:57 AM
Gear Improvements Through Nodes

If you're reading loot recently, you saw a discussion between Seira, myself and Alicia bout improving artifact and gear in general. As such, I'm implementing another aspect to nodes. Namely, that for each 5 node goals you clear, you can improve a piece of equipment. This is meant to cover the equipment that you use regularly, not something you randomly grab (unless you intend to use it going forward). This improvement can be any of the following:

- Increase the enhancement bonus of a weapon, armor or shield by +1, or get an equivalent +1 special ability such as frost, flaming or so on. Multiple improvements can be used to purchase special abilities that cost more than +1, such as using two to get a +2 special abiilty. For upgrades that cost just some GP, talk to me. Most will be +1 or even less if you want a few cheaper improvements in place of a +1.

- Upgrade an existing non weapon, armor or shield item. This will be fairly flexible, talk to me. Generally, an improvement won't be worth more than 1/2 of the item's existing value or so, but this won't be perfect so I'll be flexible. This more for giving something expanded powers that fit or otherwise need to be improved.

These will be awarded retroactively based on the number of node goals you've already cleared and can be claimed at any point where you're not in an active adventure. I may adjust these numbers depending on if 5 ends up feeling too high or too low, points will be awarded retroactively if a change means you get more, though I won't take any away if it ends up going to a higher number than 5.

Thoughts?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on August 28, 2019, 10:47:01 AM
Yeah that could probably work.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 28, 2019, 10:49:17 AM
Yeah, the idea seems good, it's just nailing down the right rate.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 28, 2019, 10:50:40 AM
Morning todos done:

- Headway on updating build charts. I've done Antenora and Latha. This one isn't urgent and can't finish until levels are done any which way, so I'm only going to do one or two a day, space it out.
- Updated Donald's spells per day for increased Intelligence.
- Greater Fire Storm is now the Sun 13 domain spell.
- Behind the scenes shenanigans.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 28, 2019, 11:39:56 AM
Cool, I'll tally up my stuff and see what I can do~
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 28, 2019, 12:22:05 PM
Cool, just don't pull the trigger until it's official tomorrow (barring any bumps). Moore, Alyssa and Tryll, what do you three think? This would apply to everyone, just to be clear.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 28, 2019, 01:23:07 PM
I think it's a cool system, but I'd like to see more clarity in what leads to the bonuses themselves. Like, hints as to what to work on more than what we have.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 28, 2019, 01:24:25 PM
You get 1 for every 5 node goals you clear, as written. Is that unclear?

Like say Cresiel gets 2 node goals, Xandra 1 and Kaja 2 more. That's 5 and you get 1.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 28, 2019, 01:28:15 PM
That isn't what I mean. I am talking about what actually will lead to a goal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 28, 2019, 01:58:21 PM
You mean the node goals themselves, then?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on August 28, 2019, 01:59:18 PM
Yes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 28, 2019, 02:01:07 PM
Lemme talk to you about that tonight once you get online.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on August 28, 2019, 07:40:00 PM
Quote from: Anastasia on August 28, 2019, 12:22:05 PM
Cool, just don't pull the trigger until it's official tomorrow (barring any bumps). Moore, Alyssa and Tryll, what do you three think? This would apply to everyone, just to be clear.

Seems fine in theory to me. Alyssa's already cleared 20 goals, so would this be retroactive and she gets 4x 1 ups? Or would it just be from this point on?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 28, 2019, 10:51:45 PM
It will be retroactive so you'll get awarded for previous node goals being cleared.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 29, 2019, 11:57:34 AM
It's up, check your nodes in the members section.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 29, 2019, 01:00:49 PM
Okay, I'm going to do a writeup for this later - I just collect todos, I swear - but I'll list any rejected node equipment requests here so people know that they won't happen. A reason is included.

- Adding new untyped ability score bonuses or converting an enhancement bonus to an untyped ability score bonus. (Can get out of hand fast when there's already several ways to boost ability scores.)
- Granting or increasing divine rank. (No one asked this, just a sanity check.)
- Combining items. (Temporary until I finish the todo about combining items.)
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 29, 2019, 03:44:11 PM
Does anyone in my Node need or want items they don't currently have? If so, who and which ones?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on August 29, 2019, 03:45:19 PM
There is no to do for my gifts from Mineral, and I'd really like to resolve it already. Please add it to your list?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 31, 2019, 10:19:06 PM
Node weapon/armor reference sticky is up. Check it out when you want to upgrade your gear with the node points provided.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 31, 2019, 10:19:29 PM
Quote from: Corwin on August 29, 2019, 03:44:11 PM
Does anyone in my Node need or want items they don't currently have? If so, who and which ones?

Everyone but Ranbar's fine, she could use a decent junk of foundational gear. Proxy status does cover up some of those problems, though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 31, 2019, 10:19:45 PM
Quote from: Corwin on August 29, 2019, 03:45:19 PM
There is no to do for my gifts from Mineral, and I'd really like to resolve it already. Please add it to your list?

Refresh me on that so we're on the same page?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 02, 2019, 01:03:53 PM
Poke on the previous post for Cor.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on September 02, 2019, 05:16:13 PM
First and foremost: I think I overshot on the level. This is copied directly from True Seeing, which I think has a lot more impact than this spell. On the other hand, negating stuff like fog cloud might matter?

Greater Misteyes
Divination
Level: Brd 4,Clr 5, Drd, Rgr ?, Sor/Wiz 6
Components: V, S, M
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 allows the subject to see through normal and magical smoke, fog and other forms of effects that impair vision, but not magical or non-magical darkness.

Unlike true seeing, this spell does negate concealment, including that caused by fog and the like, but it has no impact on the effects of spells such as that, such as moving more slowly through the fog, or the penalties thereof.

*should there be a limit of how far this works? It's rather mundane, in theory.

EDIT: since we already have Misteyes, I scaled it up from there. I have no idea on the appropriate ranger level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 03, 2019, 10:50:46 AM
Continuing to work on build charts, Jessica and Syala's are done. Next up I begin Moore's node, probably tomorrow morning.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 03, 2019, 10:54:52 AM
Epic level rules updated with caster level requirements for epic weapons, armor and shields. See loot for that discussion if you missed it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on September 03, 2019, 12:17:38 PM
Quote from: Anastasia on August 31, 2019, 10:19:45 PM
Quote from: Corwin on August 29, 2019, 03:45:19 PM
There is no to do for my gifts from Mineral, and I'd really like to resolve it already. Please add it to your list?

Refresh me on that so we're on the same page?

http://www.soulriders.net/forum/index.php/topic,104222.msg1131906.html#msg1131906
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 04, 2019, 11:00:33 AM
Added to the todos.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 04, 2019, 11:01:33 AM
Xandra got an idea for a spell last night. Feedback is welcome. Note: Neph, I really want your opinion on this, though anyone's is welcome.

I may post this early in the collection, but it won't be available to anyone until Moore's current adventure ends.

Black Glass Splash
Evocation
Level: Sor/Wiz 13
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 100ft radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell sends a great wave of liquified volcanic glass about in the area of the spell, slicing through everything there. This deals 1d6+1 points of slashing damage per caster level (maximum 40d6+40) to all creatures and objects within the spell's area. This glass shreds both magical creatures and objects as easily as mundane flesh. While damage reduction applies to this spell's damage, it counts as adamantine, cold iron, epic and silver to overcome damage reduction. Additionally, this spell ignores hardness of 30 or less.

Objects destroyed by this spell and creatures slain by it are transformed into a puddle of liquid volcanic glass, which swiftly solidifies into obsidian. This obsidian has no connection to the previous object or corpse, and is useless for any spells or rituals related to the destroyed object or corpse.

Material Component

A droplet of liquid volcanic glass.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on September 04, 2019, 11:47:35 AM
I like it, especially since it can be used to finish off awful things that like explode or something.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 04, 2019, 01:33:32 PM
That's a fair point. I just liked the image and it clicked as a Xandra spell.

<Ebiris> That's a lot of materials for DR penetration. Also I think everyone hit by it that fails the reflex save should be entangled and the area become difficult terrain... although. Eh. That's more of a conjuration thing with the glass sticking around. For evocation I guess that doesn't fit.
> Yeah, had the same thought process.
> Xandra wanted the clean slice, not battlefield control. Also a warmage making it so.
> Sorta shapes it.
* Ebiris nods.
> That's why it's evocation - very much a case of the maker shaping the spell.

Also relevant discussion since that as in my head for the original draft, but didn't really fit.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 05, 2019, 11:51:56 AM
I'll be picking at build charts today as doctor appointments and other obligations allow.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 05, 2019, 05:57:52 PM
Xandra and Cresiel's charts are updated. Not terribly interesting ones, both are locked into a build.

Xandra would at least consider adjusting for just the right PrC.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 06, 2019, 12:29:53 AM
The Infinite Shadow is up in C&M.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 06, 2019, 11:49:52 PM
Just a heads up, today was one half hurricane and one half DM side work. Not a lot to show for it, unfortunately, at least that I can show.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 07, 2019, 10:47:36 AM
Black Glass Splash added to the spell collection. It's not available for selection until after Moore's current adventure finishes.

It is on her sheet now, but likewise restricted. I don't want to forget it and reinvent the wheel.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 07, 2019, 09:28:25 PM
Tossing this spell up. It's experimental and from the depths of development. I'd really like opinions and feedback on this one.

Magic Missile Massacre
Evocation/Necromancy [Fear, Force, Mind-Affecting]
Level: Sor/Wiz 13
Components; V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Target: One creature plus all creatures within 60ft; see text
Duration: Instantaneous and 1 round/level; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

This spell functions similar to magic missile and follows that spell, but with several adjustments noted here. You can only target one creature with this spell. You generate a number of missiles equal to your caster level times two, to a maximum of 80 missiles. This display of missiles is a gruesome spectacle, striking the target from all directions and punching through flesh and bone. All creatures within 60ft of the target must succeed on a Will save or be frightened. If the target is slain by this spell, this becomes panicked instead.

The target is not subject to being frightened or panicked by this spell, nor is the target allowed a Will save. Creatures affected by the fear are not subject to the damage from this spell. Immunity to mind-affecting or fear has no impact on the damaging aspect of this spell, nor does immunity to force damage impact the fear portion of this spell.

Creatures that are frightened or panicked by this spell are so affected for one round per caster level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on September 08, 2019, 12:33:55 AM
Is the awkward phrasing there to negate Mettle?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 08, 2019, 09:23:09 AM
More for clarity with the save. Mettle's not really on the radar with this.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on September 08, 2019, 10:28:58 AM
Yeah I get what the wording is going for there but it is super awkward.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 08, 2019, 12:16:58 PM
That better?

Magic Missile Massacre
Evocation/Necromancy [Fear, Force, Mind-Affecting]
Level: Sor/Wiz 13
Components; V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Target: One creature plus all creatures within 60ft; see text
Duration: Instantaneous and 1 round/level; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

This spell functions similar to magic missile and follows that spell, but with several adjustments noted here. You can only target one creature with this spell. You generate a number of missiles equal to your caster level times two, to a maximum of 80 missiles. This display of missiles is a gruesome spectacle, striking the target from all directions and punching through flesh and bone. All creatures within 60ft of the target (but not the target themselves) must succeed on a Will save or be frightened. If the target is slain by this spell, this becomes panicked instead. Creatures that are frightened or panicked by this spell are so affected for one round per caster level.

The Will save only applies to the creatures who would be frightened or panicked by this spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 10, 2019, 01:36:02 PM
Anything else on that spell before I approve it?

---

Build charts are full updated, pending Yuth and Iddy's nodes levelling.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on September 10, 2019, 02:25:01 PM
The wording's fair enough.

I'm not much of a fan of it, like in fluff terms being hit with a bunch of magic missiles is no more or less scary than being hit with a meteor swarm or an epic full attack, but someone could design a combo magic missile/fear spell because that's what they want so fair enough.

I just feel like thematically 'scary-violent' spells (as opposed to spells that are scary through spookiness like Fear) should either be the realm of metamagic or feats like frightful/daunting presence that get adapted for magic instead of melee attacks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 10, 2019, 09:40:41 PM
Tweaked Ranbar's spells. A few spells that are twinned are purely because they don't need to be barraged anymore. More adjustments later, going to sit down and run it by a few people.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 10, 2019, 09:41:10 PM
Quote from: Ebiris on September 10, 2019, 02:25:01 PM
The wording's fair enough.

I'm not much of a fan of it, like in fluff terms being hit with a bunch of magic missiles is no more or less scary than being hit with a meteor swarm or an epic full attack, but someone could design a combo magic missile/fear spell because that's what they want so fair enough.

I just feel like thematically 'scary-violent' spells (as opposed to spells that are scary through spookiness like Fear) should either be the realm of metamagic or feats like frightful/daunting presence that get adapted for magic instead of melee attacks.

Yeah, I kinda agree? I like the spell concept a lot but I'm not quite finding a way to it work as it is. I may fiddle with this one some more.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 10, 2019, 09:42:08 PM
Working on spreadsheet support sheets. I have a beta for Antenora done and one for Amaryl mostly done. I'll start spreading these more once I get them to workable states. Those two make good testing dummies.

They aren't meant to be sheet replacements, but ways to handle math smoothly and serve as double checks for sheet math.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 11, 2019, 10:27:54 AM
Changelot of fixes and notes for these spreadsheets. It lets me catch a lot of mistakes and clean up the sheets.

Antenora

Surprisingly none at all. I did do a minor sheet audit when she gained DvR1, so maybe I caught them all then.

Amaryl

Her con mod wasn't adjusted for level 34. Her HP was correct, it just read 330 instead of 340 for con mod. This is now fixed.
Fort and Will were too high and Ref was too low. This is fixed. Unfortunately, I forgot to record the exact changes, but it was within a few points as I recall. This mistake won't be made again, it was this and the other mistakes that lead me to making a change log.
Intimidate did not factor in the +2 bonus from draconic creature. This is now fixed and is 2 points higher.
Perception was +1 too high on her sheet. This is fixed, I suspect a simple math error here.
Readded Easy Metamagic in place of Split Ray, as I think that got mistakenly removed and not added back. It's a prereq she needs for Specialized Metamagic.

This doesn't surprise me, Amaryl's had a lot of tweaks and gains over the years and in this game. Not sure what was with the saves.

Jarem

Saves were a few points too low. 2 for Fort, 1 for Ref and 1 for Will, I believe.

Jarem isn't done, got other things to do today, so he may have more. He's also newer and fairly straightforward, so I think there's less ways for him to have mistakes. I hope.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 11, 2019, 02:54:37 PM
Quick note before I go off: Jarem's sheet had no more mechanical mishaps that I came across.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on September 11, 2019, 03:19:20 PM
Quote from: Anastasia on September 10, 2019, 09:40:41 PM
Tweaked Ranbar's spells. A few spells that are twinned are purely because they don't need to be barraged anymore. More adjustments later, going to sit down and run it by a few people.

Why doesn't it?

And incidentally, what's her divine salient ability from the proxy template?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 11, 2019, 05:50:33 PM
Unless I'm crazy, and correct me if I'm wrong I have emergency repairs to make them, wasn't it automatic metmagic?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 11, 2019, 09:26:01 PM
Also re: Your Mineral project, who did you have in mind benefiting from it? A list is fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on September 11, 2019, 11:37:04 PM
Quote from: Anastasia on September 11, 2019, 05:50:33 PM
Unless I'm crazy, and correct me if I'm wrong I have emergency repairs to make them, wasn't it automatic metmagic?

I thought it was but couldn't spot it on her sheet.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on September 11, 2019, 11:37:57 PM
Quote from: Anastasia on September 11, 2019, 09:26:01 PM
Also re: Your Mineral project, who did you have in mind benefiting from it? A list is fine.

Everyone!
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on September 12, 2019, 12:20:57 AM
Quote from: Corwin on September 11, 2019, 11:37:57 PM
Quote from: Anastasia on September 11, 2019, 09:26:01 PM
Also re: Your Mineral project, who did you have in mind benefiting from it? A list is fine.

Everyone!

Even me?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 12, 2019, 12:30:21 AM
Quote from: Corwin on September 11, 2019, 11:37:04 PM
Quote from: Anastasia on September 11, 2019, 05:50:33 PM
Unless I'm crazy, and correct me if I'm wrong I have emergency repairs to make them, wasn't it automatic metmagic?

I thought it was but couldn't spot it on her sheet.

It is, okay cool, just needs to be added then.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 12, 2019, 12:30:59 AM
Quote from: Corwin on September 11, 2019, 11:37:57 PM
Quote from: Anastasia on September 11, 2019, 09:26:01 PM
Also re: Your Mineral project, who did you have in mind benefiting from it? A list is fine.

Everyone!

Okay, will knock that out in the morning post shoulder exercises.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on September 12, 2019, 06:37:17 AM
Quote from: Yuthirin on September 12, 2019, 12:20:57 AM
Quote from: Corwin on September 11, 2019, 11:37:57 PM
Quote from: Anastasia on September 11, 2019, 09:26:01 PM
Also re: Your Mineral project, who did you have in mind benefiting from it? A list is fine.

Everyone!

Even me?

Sure, if you go fight evil slavers with them in my name!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 12, 2019, 12:10:58 PM
Resolution to Mineral will be after session, as morning ran long. Nothing serious, just woke up late and everything got busy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 12, 2019, 07:57:26 PM
Finished Jarem's spreadsheet, nothing was off otherwise I believe.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 19, 2019, 11:06:06 AM
From Seira's thread. Note that it's rare that spells need an OOC DM note, but the way curses are handled in 3.5 makes that clarity essential.

As this was ran from notes in Seira's thread, the final version may not precisely match up what she found there. That and since it was basically a learning demo, I felt it best to go through some of it step by step.

Discern Curse
Divination
Level: Clr 10, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: 10ft
Target: One creature or object
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No

This divination reveals to you all details of a curse. You learn the following information:

- The origins of the curse and what caused it to be laid down, be it a spell, spell-like ability, supernatural ability or magical item. This also elaborates on curses not directly caused by such, such as a death curse by a dying creature or more esoteric means of being cursed. If appropriate you also learn the caster level of the curse.
- You learn the identity of whatever caused the curse, be it a creature, magical item or something else.
- You learn the full effects of the curse and everything it causes.
- You learn all the ways to end the curse, including any side effects that this may cause.

This spell includes curses of all kinds, from curses from bestow curse, cursed magical equipment, the curse from a mark of justice spell, a geas/quest spell and more unusual curses yet. Exactly what constitutes a curse and what this spell affects is left to DM discretion.

Note that this spell provides no protection if analysis of a curse causes harmful side effects.

It is possible for epic magic or the direct action of a deity to block this spell, but mortal magic is unable to do so. The caster is aware that the spell is blocked.

DM note: Curse isn't a mechanical condition in 3.5 but rather the effect of certain spells and effects without an exact category. As such, it's understood that some DM judgment calls will arise from this. Please ask me if you aren't sure in borderline situations or need a clarification.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 24, 2019, 12:06:45 PM
No DM work this morning, I was fairly zombie mode. I'd blame the Redskins for losing on MNF again, but the truth is I just slept strangely.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 27, 2019, 08:14:31 PM
Heads up for Eb: I haven't posted you yet and may not post you until tomorrow, depending on how productive I am with the full writeup of that scroll. 
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 28, 2019, 09:59:03 AM
Okay. Weekend goals are:

1. Iddy levels up.
2. Iddy template.
3. Iddy loot.
4. Finishing another chunk of spoiler block updates and build charts.
5. Anything else as time permits.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 28, 2019, 11:56:01 AM
Jarem reaches level 34.

- Cleric 34 and Knight 34.
- 5 on a d12 for a total of 14 hit points and a grand total of 518 hit points.
- +1 BAB for a total of +34.
- Gains another daily knight's challenge.
- Gains 34th level cleric spellcasting. For now he gets another antimagic zone.
- Skills go up as normal.

Pretty much a dead level for Jarem. I may redo this one, as I've considered PrCing. It'll have to be something adapted for his unique classes, or barring that Ordained Champion, Warpriest or maybe a base class dip.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 28, 2019, 08:57:55 PM
Jarem's probably going to take Legendary Dreadnought, but I'm punting that until levels are done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 28, 2019, 09:16:56 PM
Okay, heads up to everyone: I'm going to making more spells soon, particularly 13th+ level ones. Any suggestions for them? This is helpful even if I don't end up using a suggestion, so by all means.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on September 28, 2019, 09:29:16 PM
I'd love to see some new bard ones, because I'm biased. I should work on making some anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 28, 2019, 09:31:07 PM
Emily reaches level 34.

- Sorcerer 34 and Dragonfire Knight 24.
- 8 on a d10 for a total of 18 hit points and a grand total of 521 hit points.
- +1 BAB for a total of +32.
- Temp HP per day rises by 1 to +32.
- Gains 34th level sorcerer spellcasting. She'll get Mass Power of the Huntress to help free up some of Alyssa's spell slots, since she requested that recently. Let me know if you'd rather her choose something else, Alyssa.
- Gains 30th level favored soul spellcasting. She'll go with Morwel's Blessing, Mass Energy Immunity and Lliira's Joy. Mass Energy Immunity may go later, it's fine for now though.
- No change to saves.
- Skills go up as normal.

Another in between level in Alyssa's node. Rough.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 28, 2019, 09:31:23 PM
Quote from: Nephrite on September 28, 2019, 09:29:16 PM
I'd love to see some new bard ones, because I'm biased. I should work on making some anyway.

Oh sure. Just that I'm hoping to get some ideas for spells beyond a type of them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on September 28, 2019, 10:50:29 PM
Just for clarification, what's the point cost to upgrading my Belt of Magnificence from +4 to the +6 max?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 28, 2019, 10:50:51 PM
I'd say 1 point, sure. I'll add it to rulings.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on September 28, 2019, 11:33:04 PM
LEVEL UP!

Swapping Empower Spell for Toughness.

TKM 4:
+Arcane Spellcasting
Telekinetic focus+2

Factotum 24:
+1BaB
+Bonus Feat: Epic Toughness

> roll 1d8 HP lvl 34
<Kobot> Iddy rolled 1d8 HP lvl 34 --> [ 1d8=7 ]{7}
Epic Toughness: +68
HP total: 360

+1 Rank: Stealth, Spellcraft, Perception, K:R/P/N/G/D/A, Disable Device, Diplomacy
+4 Rank: K:E/H
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on September 28, 2019, 11:45:25 PM
Iddy brought this up, but I wanted to verify since I don't want to tell him incorrect info.

Despite us using Pathfinder Skills, we're not inheriting PF's "you gain retroactive skill points if your Int goes up", correct?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 29, 2019, 10:10:49 PM
Quote from: Nephrite on September 28, 2019, 11:45:25 PM
Iddy brought this up, but I wanted to verify since I don't want to tell him incorrect info.

Despite us using Pathfinder Skills, we're not inheriting PF's "you gain retroactive skill points if your Int goes up", correct?

Yes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 29, 2019, 10:31:11 PM
Ianvasah reaches level 34.

- Druid 34 and Dragonheart Shapeshifter 14.
- 2 on a d8 for a total of 13 hit points and a grand total of 536 hit points.
- +1 BAB for a total of +30.
- Breath weapon damage rises by 1d10 per success.
- Gains another instance of dragon power. Ianvasah selects overwhelming breath to finish that one up.
- Gains 34th level druid spellcasting. She gets another 14th level spell known, she selects sunstorm.
- No change to saves.
- Skills go up as normal.

Okay level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 29, 2019, 11:09:25 PM
Bastian reaches level 34.

- Monk 34 and Horizon Walker 24.
- 7 on a d8 for a total of 18 and a grand total of 545 hit points.
- +1 BAB for a total of +34.
- Spell resistance rises by 1 to 44.
- Wholeness of body rises by 2. It still sucks.
- Movements speed rises by 10ft.
- No change to saves.
- Skills go up as normal.

A real in between level for him, like a lot of people. 35 will be bigger.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on September 30, 2019, 11:34:32 AM
Moore's Marvelous Invisibility (name subject to change)

Illusion(Glamer)/Abjuration
Level: Bard 10, Sor/Wiz 12
Components: V, S
Casting Time: 10 minutes
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./level
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

This spell functions like Superior Invisibility, except as noted here. Creatures under the effect of the spell can not be detected by true seeing. In addition, this spell also functions as if nondetection had been cast on the recipient at the same caster level as this spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on September 30, 2019, 09:13:02 PM
Quote from: Nephrite on September 30, 2019, 11:34:32 AMIllusion(Glamer)/Abjuration
I think you mean GlaMoore.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 01, 2019, 12:10:10 PM
Quote from: Yuthirin on September 30, 2019, 09:13:02 PM
Quote from: Nephrite on September 30, 2019, 11:34:32 AMIllusion(Glamer)/Abjuration
I think you mean GlaMoore.

Booooooo.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 01, 2019, 12:10:27 PM
Moore, if I haven't replied to your spell post by tonight, poke me. I just haven't had the time to sit down yet.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 01, 2019, 12:16:16 PM
Noted.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 01, 2019, 08:12:27 PM
Quote from: Nephrite on September 30, 2019, 11:34:32 AM
Moore's Marvelous Invisibility (name subject to change)

Illusion(Glamer)/Abjuration
Level: Bard 10, Sor/Wiz 12
Components: V, S
Casting Time: 10 minutes
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./level
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

This spell functions like Superior Invisibility, except as noted here. Creatures under the effect of the spell can not be detected by true seeing. In addition, this spell also functions as if nondetection had been cast on the recipient at the same caster level as this spell.

Sounds reasonable-ish. How do you intend for it to interact with higher level abilities to overcome illusions, such as an epic spell?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 01, 2019, 08:20:22 PM
I think, assuming that there was, say, an epic version of True Seeing (not Greater True Seeing, because I don't feel like that should count -- but if you do, we can have a separate discussion on that particular point), that it shouldn't just immediately uncover whatever has this on them.

Maybe allow for... I really don't know what kind of roll would be acceptable, Perception vs. Stealth?

Obviously, if there was something that dispelled illusions, I think that should work just fine... I'm trying to think of one that does so... is there a Selunite spell that does it, maybe? ...ah, yeah, there it is, Moonlight Revelation. I feel like that one is specific enough to this sort of thing that it ought to counter it, and other mundane things are always going to work, like if you throw a giant net or something...

I'm not sure if that answers your question in a fundamental and whole enough manner.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on October 01, 2019, 08:35:11 PM
Wouldn't higher level divinations just have to work against the nondetection DC?

Barring invisibility purge which is an evocation.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 01, 2019, 08:59:13 PM
That's a valid point, yes, I would agree with that.

Invisibility purge is an interesting one, since it really only has one job, but I don't know if I'd see it working on epic level versions of invisibility? I don't know on that one.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on October 02, 2019, 01:09:56 AM
Following our conversation, Dune, I'd be interested to learn more of Ron's insights into teleportation and portals.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 02, 2019, 11:21:00 AM
Looking for opinions here.

Magic Missile Massacre
Evocation [Force]
Level: Sor/Wiz 13
Components; V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell functions similar to magic missile and follows that spell, but with several adjustments noted here. You can only target one creature with this spell. You generate a number of missiles equal to your caster level times two, to a maximum of 80 missiles. A surviving creature is surrounded by an aura of force for one minute after. If the creature is ethereal, ghostly or otherwise incorporeal, any attack against it can strike and harm it as if were a force effect.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on October 02, 2019, 11:24:07 AM
It's okay? I guess it's particularly useful if you're fighting a really buff ghost with your party. Otherwise it's just a lot of damage, which is nice enough.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 02, 2019, 11:26:26 AM
Quote from: Nephrite on October 01, 2019, 08:59:13 PM
That's a valid point, yes, I would agree with that.

Invisibility purge is an interesting one, since it really only has one job, but I don't know if I'd see it working on epic level versions of invisibility? I don't know on that one.

That's pretty much it, but I wanted to be sure I understood where you were on that.

Okay, lemme make sure the spell's in proper D&Dese and I'll go move it over.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 02, 2019, 11:27:15 AM
Quote from: Ebiris on October 02, 2019, 11:24:07 AM
It's okay? I guess it's particularly useful if you're fighting a really buff ghost with your party. Otherwise it's just a lot of damage, which is nice enough.

At heart it's using excessive power to do something a pure warmage can't do - something like one of the spells that makes a ghost materialize or allows weapons the ghost touch property. It makes the most sense when understood it's a warmage's spell first and foremost.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 02, 2019, 11:38:25 AM
Quote from: Corwin on October 02, 2019, 01:09:56 AM
Following our conversation, Dune, I'd be interested to learn more of Ron's insights into teleportation and portals.

Portal Insights (Ex)

You gain a +3 bonus to Knowledge (Arcana) and Spellcraft checks regarding portals.

Moore's seen enough to get something like this as well frankly, but I'll cross that bridge when he's done with his current adventure.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 02, 2019, 11:42:15 AM
This look good, Moore? It's purely little rewordings and formatting.

Moore's Marvelous Invisibility
Abjuration/Illusion (Glamer)
Level: Brd 10, Sor/Wiz 12
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: Creature touched or an object touched weighing no more than 100 lbs per caster level
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

This spell functions like superior invisibility, except as noted here. Creatures under the effect of the spell can not be detected by true seeing. In addition, this spell also provides the benefits of a nondetection spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 02, 2019, 11:53:08 AM
That looks good to me!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 03, 2019, 10:12:49 PM
Magic Missile Massacre and Moore's Marvelous Invisibility are in the collection now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 03, 2019, 10:16:48 PM
Greater Commune
Divination
Level: Clr 10 (11?)
Components: V, S, DF
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 round/5 levels

This spell functions as commune, except that the answers can be as long as the being answering the questions wishes them to be.

(Should this have a cost too? Something higher to prevent it being used willy-nilly? Is this too good regardless of a cost?)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 03, 2019, 10:20:56 PM
Probably, yes. Something akin to commune but scaled up. I'm fine with it as an epic spell but it does need that.

That being said, 'talk to your deity or a direct agent thereof' should probably be dressed up ab it more thematically to help sell it as an epic spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 04, 2019, 09:18:21 PM
Commune with deity
Divination
Level: Clr 10 (11?)
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 round/5 levels

This spell communes directly with the deity you serve or another like-minded deity.

You may ask one question per five caster levels of the deity, and there is no limit on how many words, or how few, the deity chooses to use for your questions.

Material Component

Incense and oils worth 5,000 gp.


I am still not sure on the spell level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 07, 2019, 01:33:33 AM
DM work didn't happen this weekend. I ended up needing a mental break, brain was insistent. I may take a partial DM work day this week to catch up, details TBA.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on October 09, 2019, 07:42:33 PM
Fast and dirty spell from Dolmaya convo:

Ectoplasmic Terrain
Transmutation/Conjuration (Light)
Level: Sor/Wiz 5
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Area: Five 10-ft. cubes + one 10ft. cube/level (S)
Duration: 1 round/level, or concentration.
Saving Throw: None
Spell Resistance: No

You cover the surrounding terrain in viscous, light emitting ectoplasm, creating a new terrain-scape on top of the existing one.

You can shape the ectoplasmic terrain to fit any shape you want and can, to a degree, change the opaqueness of it. You can also change the intensity of the light it gives off, making it as dim or bright as you like.

The light given off by this spell is the same as true daylight. Creatures within the effect can move through the ectoplasm, as it is not a solid object, but doing so slows them to 1/2 their land movement speed for as long as they remain in it. Traversing it normally does not impede movement.

The ectoplasm does not vanish until the spell duration has expired, but if the spell is dispelled and the ectoplasm has been in existence for more than 1 minute, it vanishes instantly.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 14, 2019, 07:39:59 PM
How's this look?

Commune With Deity
Divination
Level: Clr 11
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 10 minutes

This spell allows you to commune directly with the deity your serve. You may ask questions, up to one per five caster levels. The deity is free to answer them as they please, with no limits on how they respond. A deity can give you a yes or a no answer, a simple sentence as an answer or a deeper, more complex discussion as they desire.

Material Component

Incense and oils worth 5,000 gp.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 14, 2019, 07:48:35 PM
That's fine, with the minor correction of the "your" should be "you." :)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 14, 2019, 07:52:49 PM
There, that should be good. Anything else while you're on typo patrol? Seriously, it's legitimately helpful, those sort of typos can be a pain to catch.

Commune With Deity
Divination
Level: Clr 11
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 10 minutes

This spell allows you to commune directly with the deity you serve. You may ask questions, up to one per five caster levels. The deity is free to answer them as they please, with no limits on how they respond. A deity can give you a yes or a no answer, a simple sentence as an answer or a deeper, more complex discussion as they desire.

Material Component

Incense and oils worth 5,000 gp.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 14, 2019, 08:05:43 PM
Nope, that looks good.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 14, 2019, 10:36:17 PM
Not sure about 9, but true sunlight makes it higher than 5 and tweaking. We'll see how it goes.

The third paragraph, you talk about moving through the ectoplasm. What exactly do you mean there?

Ectoplasmic Terrain
Conjuration/Transmutation (Creation) [Light]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: One 10ft cube/level
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You cover the surrounding terrain in viscous, light emitting ectoplasm, creating a new terrain-scape on top of the existing one.

You can shape the ectoplasmic terrain to fit any shape you want and can, to a degree, change the opaqueness of it. You can also change the intensity of the light it gives off, making it as dim or bright as you like.

The light given off by this spell is the same as true daylight. Creatures within the effect can move through the ectoplasm, as it is not a solid object, but doing so slows them to 1/2 their land movement speed for as long as they remain in it. Traversing it normally does not impede movement.

The ectoplasm does not vanish until the spell duration has expired, but if the spell is dispelled and the ectoplasm has been in existence for more than 1 minute, it vanishes instantly.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on October 14, 2019, 10:40:52 PM
Quote from: Anastasia on October 14, 2019, 10:36:17 PM
Not sure about 9, but true sunlight makes it higher than 5 and tweaking. We'll see how it goes.

The third paragraph, you talk about moving through the ectoplasm. What exactly do you mean there?

Ectoplasmic Terrain
Conjuration/Transmutation (Creation) [Light]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: One 10ft cube/level
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You cover the surrounding terrain in viscous, light emitting ectoplasm, creating a new terrain-scape on top of the existing one.

You can shape the ectoplasmic terrain to fit any shape you want and can, to a degree, change the opaqueness of it. You can also change the intensity of the light it gives off, making it as dim or bright as you like.

The light given off by this spell is the same as true daylight. Creatures within the effect can move through the ectoplasm, as it is not a solid object, but doing so slows them to 1/2 their land movement speed for as long as they remain in it. Traversing it normally does not impede movement.

The ectoplasm does not vanish until the spell duration has expired, but if the spell is dispelled and the ectoplasm has been in existence for more than 1 minute, it vanishes instantly.

Like, walking through it. If I make a wall of ectoplasm, for example, it's not a solid object so you should be able to push/move through it, but walking around the wall wouldn't impede you.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 15, 2019, 01:52:18 AM
I'll finish that and do Eb's spell in the morning. I ended up dozing right at evening session end and I'm a groggy messy now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 16, 2019, 01:27:49 AM
Ectoplasmic Terrain
Conjuration/Transmutation (Creation) [Light]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: One 10ft cube/level
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You cover the surrounding terrain in viscous, light emitting ectoplasm, creating a new terrain-scape on top of the existing one.

You can shape the ectoplasmic terrain to fit any shape you want and can, to a degree, change the opaqueness of it. You can also change the intensity of the light it gives off, making it as dim or bright as you like.

The light given off by this spell is the same as true daylight. Creatures within the ectoplasm can move through the it, as it is not a solid object, but this halves their movement speed.

The ectoplasm does not vanish until the spell duration has expired, but if the spell is dispelled and the ectoplasm has been in existence for more than 1 minute, it vanishes instantly.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on October 16, 2019, 01:33:09 AM
Looks good to me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on October 16, 2019, 10:48:36 PM
Dune, I believe you asked for a reminder for realm update posts.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 16, 2019, 10:49:40 PM
Thank you. It's been a bit of an RL thing, this is a good reminder.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 27, 2019, 01:41:13 AM
Eb, your loot post will be in the morning, RL got me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 01, 2019, 04:34:40 PM
Kotono reaches DM delegation level 83.

- Delegation points rise by 3.
- Maximum tolerance for effort does not change.
- Sleepiness goes down by 1.
- Pixie death glares increase by 2.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 02, 2019, 01:29:30 PM
This will probably be an epic spell but I'm not sure on the exact level. The damage is low-balled because it bypasses a lot of bullshit and can't be healed easily, but really this spell is built specifically to be a fuck you to Malcanthet. Since she has mettle Alicia's even immune to it herself pretty much. Gets a bit wordy with how it interacts with weird shit like phylacteries and magic jars but honestly that's also what makes it interesting so I'm fine with it. There's always going to be edge cases and weird interactions with a spell like that, this just covers a couple of obvious core material issues.

Soul Reave
Evocation
Level:
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One creature or object (see text)
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

This spell directly attacks the soul of the target, inflicting damage that is hard to resist or heal. The target suffers 1d4 points of damage per caster level, this damage is always considered lethal damage regardless of any regeneration the target possesses, and cannot be healed by magic or fast healing, requiring mundane rest and time to recover from.

Because most creatures do not have a physically present soul, this spell inflicts half damage on most creature types with no damage on a successful save as the body provides a buffer of protection for the soul - most humanoids, dragons, and corporeal undead fall under this.

Most mindless creatures such as golems and unintelligent undead have no soul and thus suffer no effect from this spell.

Outsiders, elementals, and incorporeal undead suffer the full effect as their body and their soul are one indivisible unit.

This spell does not completely destroy a soul however anything killed by it suffers a -50% penalty to their resurrection chance, and contingent methods of resurrection such as a lich's phylactery or a clone spell have a 50% chance of failing. If cast on a creature that is currently being possessed, such as by a magic jar spell, the spell only injures the possessing creature and not the host, though they are treated as a normal mortal even if they are actually an outsider or ghost because the host body acts as a buffer. Casting on the magic jar focus, or a crystal that has been used for a trap the soul spell, injures the creature as though they were an outsider regardless of their creature type.

Certain forms of soul mutilation may render a creature more vulnerable to this spell. The process of becoming a lich for instance will inflict a penalty to spell resistance and the will save of -11 (the caster level required to become a lich). A creature that has benefitted from Violet's skill implantation procedure suffers a penalty to spell resistance and the will save equal to the total number of class levels worth of skills gained.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 04, 2019, 07:35:35 PM
Quote from: Ebiris on November 02, 2019, 01:29:30 PM
This will probably be an epic spell but I'm not sure on the exact level. The damage is low-balled because it bypasses a lot of bullshit and can't be healed easily, but really this spell is built specifically to be a fuck you to Malcanthet. Since she has mettle Alicia's even immune to it herself pretty much. Gets a bit wordy with how it interacts with weird shit like phylacteries and magic jars but honestly that's also what makes it interesting so I'm fine with it. There's always going to be edge cases and weird interactions with a spell like that, this just covers a couple of obvious core material issues.

Soul Reave
Evocation
Level:
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One creature or object (see text)
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

It's worth noting that this is arguably a necromancy spell. Most things that deal with souls are necromancy (smite soul isn't, admittedly, but it's not quite the same thing, as came up with Mystra).

QuoteThis spell directly attacks the soul of the target, inflicting damage that is hard to resist or heal. The target suffers 1d4 points of damage per caster level, this damage is always considered lethal damage regardless of any regeneration the target possesses, and cannot be healed by magic or fast healing, requiring mundane rest and time to recover from.

Is there a damage cap, or is that omitted because the spell level isn't yet determined?

Incidentally, that bit there reminds me of ability burn from psionics, which is ability damage that can't be healed by magic. Same principle. Those two abilities are fairly hefty there.

QuoteBecause most creatures do not have a physically present soul, this spell inflicts half damage on most creature types with no damage on a successful save as the body provides a buffer of protection for the soul - most humanoids, dragons, and corporeal undead fall under this.

Okay, makes sense.

QuoteMost mindless creatures such as golems and unintelligent undead have no soul and thus suffer no effect from this spell.

Yeah, emphasis on most mindless creatures. There are exceptions, lemures come to mind here. I'd rephrase it slightly to note that or otherwise be more comprehensive.

QuoteOutsiders, elementals, and incorporeal undead suffer the full effect as their body and their soul are one indivisible unit.

Are incorporeal undead like that? I'd have to check the SRD and then possibly splatbooks, did you by chance run that down yourself and have a quote I can reference?

QuoteThis spell does not completely destroy a soul however anything killed by it suffers a -50% penalty to their resurrection chance, and contingent methods of resurrection such as a lich's phylactery or a clone spell have a 50% chance of failing. If cast on a creature that is currently being possessed, such as by a magic jar spell, the spell only injures the possessing creature and not the host, though they are treated as a normal mortal even if they are actually an outsider or ghost because the host body acts as a buffer. Casting on the magic jar focus, or a crystal that has been used for a trap the soul spell, injures the creature as though they were an outsider regardless of their creature type.

Okay, seems reasonable here. Possible exception of the last sentence with magic jar, as I'd have to check the rules surrounding those spells.

QuoteCertain forms of soul mutilation may render a creature more vulnerable to this spell. The process of becoming a lich for instance will inflict a penalty to spell resistance and the will save of -11 (the caster level required to become a lich). A creature that has benefited from Violet's skill implantation procedure suffers a penalty to spell resistance and the will save equal to the total number of class levels worth of skills gained.

Powerful but extremely niche, liches aside.

---

The main thing is that it's a hard spell to balance because it's so niche. I'd say...13? 14? You mentioned that in PM and it's about right. It's more pricing it for the ability to simply do that, rather than anything else.

Now bear in mind this manner of thing usually skews evil. Harming souls is usually the domain of either vile creatures or various deities. Deities do have the right to deal with souls in Creation, that's part of their duties, but it's best understood this is a specialized tool to be used at the right time, rather than used wildly. Alicia IC has certainly earned the right to use it as a deity, but understand that you have something powerful in your hands with a spell like this.

I suspect you already realize all of that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 04, 2019, 07:41:48 PM
This came up in PM, and worth discussing briefly here.

So if animals have souls, how far down does it go. Do insects and vermin have souls?

Yes, generally. If it's living and a functioning creature, it probably has a soul. There's a line there somewhere at just about the bare bottom of insects or similar creatures. I don't think it's terribly important for gameplay purposes, but it's worth noting.

Note that living means a living creature as D&D defines it, which excludes certain things like undead and constructs.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 04, 2019, 07:45:16 PM
Yeah necromancy makes more sense, I just started with smite soul and took evocation. Damage cap yeah, that replies on spell level.

As far as the 'not easily healed damage' I was thinking of the pain respawning outsiders go through as we've seen with Kascha a few times.

For most mindless, stuff like oozes and vermin as well... how complex does something have to be before it has a soul? It's not like I can just slap mind-affecting on there because some intelligent stuff lacks a soul (and also everything immunes mind-affecting).

As far as incorporeal undead that was really just my intuition. A ghost doesn't have a container or anything and it's definitely the real soul in most adventures that use them with the requirement to get them to pass on and so forth, rather than just being some sort of soul-less imprint.

And yeah it's an extremely harsh spell in the right context. I originally had it written as being capable of destroying souls but there's no way Alicia would ever cast that or spread it around if it was so it got tempered down
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 04, 2019, 07:54:16 PM
Quote from: Ebiris on November 04, 2019, 07:45:16 PM
Yeah necromancy makes more sense, I just started with smite soul and took evocation. Damage cap yeah, that replies on spell level.

As far as the 'not easily healed damage' I was thinking of the pain respawning outsiders go through as we've seen with Kascha a few times.

Makes sense on both of those. Poor Kascha.

QuoteFor most mindless, stuff like oozes and vermin as well... how complex does something have to be before it has a soul? It's not like I can just slap mind-affecting on there because some intelligent stuff lacks a soul (and also everything immunes mind-affecting).

See above. It's one of those situations the game rules aren't well equipped to adjudicate, so a certain amount of expository text in the spell is unavoidable.

QuoteAs far as incorporeal undead that was really just my intuition. A ghost doesn't have a container or anything and it's definitely the real soul in most adventures that use them with the requirement to get them to pass on and so forth, rather than just being some sort of soul-less imprint.

Pretty much, I just have to check if the rules contradict that anyway. I suspect you're right and that's my own gut hunch, but I haven't done my homework. I will tonight.

QuoteAnd yeah it's an extremely harsh spell in the right context. I originally had it written as being capable of destroying souls but there's no way Alicia would ever cast that or spread it around if it was so it got tempered down

This has come up a few times, but while it is possible to destroy a soul, it's really hard to do so. After all, there's three phases of existence in creation, and the third is meant to be final:

1. Mortal life.
2. Immortal life.
3. Part of a plane, usually an outer plane, or at times unison with a deific force.

That being said, yeah. There's a reason even evil seldom destroys a soul. Creation's meant to use souls and even an outsider that dies merely moves to merge with the plane it represented. Destroying souls could said to be against the purposes of it all: What can an obliterated soul tell them about the Answer? There are ways to do it, since sometimes something like that absolutely has to be done, but these are generally the exceptions to the rule.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 05, 2019, 12:09:24 PM
Okay, go ahead and rewrite it to the above and assume it's a 14th level spell for now, see how it looks with all of those tweaks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 05, 2019, 01:05:23 PM
Soul Reave
Necronancy
Level: Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One creature or object (see text)
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

This spell directly attacks the soul of the target, inflicting damage that is hard to resist or heal. The target suffers 1d4 points of damage per caster level to a maximum of 45d4, this damage is always considered lethal damage regardless of any regeneration the target possesses, and cannot be healed by magic or fast healing, requiring mundane rest and time to recover from.

Because most creatures do not have a physically present soul, this spell inflicts half damage on most creature types with no damage on a successful save as the body provides a buffer of protection for the soul - most humanoids, dragons, and corporeal undead fall under this.

Most mindless creatures such as golems and unintelligent undead have no soul and thus suffer no effect from this spell.

Outsiders, elementals, and incorporeal undead suffer the full effect as their body and their soul are one indivisible unit.

This spell does not completely destroy a soul however anything killed by it suffers a -50% penalty to their resurrection chance, and contingent methods of resurrection such as a lich's phylactery or a clone spell have a 50% chance of failing. If cast on a creature that is currently being possessed, such as by a magic jar spell, the spell only injures the possessing creature and not the host, though they are treated as a normal mortal even if they are actually an outsider or ghost because the host body acts as a buffer. Casting on the magic jar focus, or a crystal that has been used for a trap the soul spell, injures the creature as though they were an outsider regardless of their creature type.

Certain forms of soul mutilation may render a creature more vulnerable to this spell. The process of becoming a lich for instance will inflict a penalty to spell resistance and the will save of -11 (the caster level required to become a lich). A creature that has benefitted from Violet's skill implantation procedure suffers a penalty to spell resistance and the will save equal to the total number of class levels worth of skills gained.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 06, 2019, 07:56:01 PM
This is a question that can be answered on a DM day or something, but I'm curious how seasons work within certain places within the game world.

Does Auril actually get to exert more influence over some particularly cold plane versus Lathander? Are "harsh winters" a result of her having more power? Do planes just have their own weather/climate things and then deities can muck with them?

Entirely idle curiosity, but I don't know that I've ever asked about it before.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 06, 2019, 09:38:32 PM
Quote from: Ebiris on November 05, 2019, 01:05:23 PM
Soul Reave
Necronancy
Level: Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One creature or object (see text)
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

This spell directly attacks the soul of the target, inflicting damage that is hard to resist or heal. The target suffers 1d4 points of damage per caster level to a maximum of 45d4, this damage is always considered lethal damage regardless of any regeneration the target possesses, and cannot be healed by magic or fast healing, requiring mundane rest and time to recover from.

Because most creatures do not have a physically present soul, this spell inflicts half damage on most creature types with no damage on a successful save as the body provides a buffer of protection for the soul - most humanoids, dragons, and corporeal undead fall under this.

Most mindless creatures such as golems and unintelligent undead have no soul and thus suffer no effect from this spell.

Outsiders, elementals, and incorporeal undead suffer the full effect as their body and their soul are one indivisible unit.

This spell does not completely destroy a soul however anything killed by it suffers a -50% penalty to their resurrection chance, and contingent methods of resurrection such as a lich's phylactery or a clone spell have a 50% chance of failing. If cast on a creature that is currently being possessed, such as by a magic jar spell, the spell only injures the possessing creature and not the host, though they are treated as a normal mortal even if they are actually an outsider or ghost because the host body acts as a buffer. Casting on the magic jar focus, or a crystal that has been used for a trap the soul spell, injures the creature as though they were an outsider regardless of their creature type.

Certain forms of soul mutilation may render a creature more vulnerable to this spell. The process of becoming a lich for instance will inflict a penalty to spell resistance and the will save of -11 (the caster level required to become a lich). A creature that has benefitted from Violet's skill implantation procedure suffers a penalty to spell resistance and the will save equal to the total number of class levels worth of skills gained.

This is a spell we'll see how it works - I suspect it'll be interesting to see how it works out, balance wise.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 06, 2019, 09:41:56 PM
Quote from: Nephrite on November 06, 2019, 07:56:01 PM
This is a question that can be answered on a DM day or something, but I'm curious how seasons work within certain places within the game world.

Does Auril actually get to exert more influence over some particularly cold plane versus Lathander? Are "harsh winters" a result of her having more power? Do planes just have their own weather/climate things and then deities can muck with them?

Entirely idle curiosity, but I don't know that I've ever asked about it before.

It depends on the plane. For outer planes, the weather comes down to the deities that rule over it as well as the powers there. A snowstorm in Celestia doesn't tie to Auril for example, nor does a sunny day in Hell have much to do with Lathander. A deity's control over their realm supersedes anything else like that.

For the Prime the deities tend to be involved more directly. That's where things like that clash, and there's a lot of Primes where they can do that. See Malana with its winters that are longer than any other season, as Auril has strength there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 06, 2019, 09:43:31 PM
Actually Eb, quick question. This spell comes with a lot of discussed caveats about using it responsibly. Do you want to keep this spell to yourself/allies for now and include a note there about it? It feels like something worth considering for IC reasons.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 07, 2019, 09:35:48 AM
Hmm. While it's a really nasty spell, it's most nasty towards evil stuff that has done that-which-should-not-be-done with their souls so having it out there could be pretty good, and it goes against Alicia's ethos to be secretive with magic.

Might have a chat with Mystra about it. It won't actually exist in the world until Alicia levels up and can take it herself so it's not an immediate worry.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2019, 10:53:53 AM
Okay. I won't add it for now then, let me know when you take it at level up and remind me to add it to the spell collection then, with or without note as needed.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 07, 2019, 11:07:15 AM
Tidbits from things I'm working on. None of these are final yet since they're still in development.

Mage-Wanderer of Shaundakul

Arcane Sight (Sp)

The base creature gains the ability to discern magic, as this is integral to their duties. They may cast arcane sight at will as a spell like ability. Caster level equals the base creature's hit dice.

Road's Graces (Su)

The graces of the road teach the Mage-Wanderer of Shaundakul how to avoid deadly attacks. The base creature gains the evasion special quality, identical to the monk ability of the same name.

Shaundakul's Jaunt (Sp)

At times the Mage-Wanderer of Shaundakul will need to travel swiftly. They can use greater teleport once per day as a spell-like ability. Additionally, once per week as a spell-like ability, they may cast gate. Caster level equals the base creature's hit dice.

---

Icy Aura (Su)

An ice kraken is surrounded by an aura of deep cold in a 60ft radius. Any creature within this radius takes 3d6 points of cold damage per round. This cold chills the waters around the ice kraken, but does not freeze it.

---

Mental Peak
Transmutation
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

Your mind reaches a new pinnacle, sharpening it and expanding your competence. You gain a +4 insight bonus to Intelligence and can take 10 on any Intelligence, Wisdom or Charisma based skill, even if you would not be able to otherwise.

---

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 14, 2019, 10:50:55 AM
Okay, this weekend has plans.

1. Yuth level ups (unless Yuth finishes Tryll's earlier, in which case I make the time then and now).
2. Iddy template. This is about 85% done, I just have to do most of the prettying work then decide on an LA.
3. Maybe some spells as time permits.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 14, 2019, 11:06:37 PM
Dana reaches level 34.

- Dwarven Defender 21 and Psychic Warrior 26.
- 4 on a d12 for a total of 17 hit points and a grand total of 651 hit points.
- +1 BAB for a total of +34.
- Dodge bonus to AC from Dwarven Defender rises by 1.
- Defensive stance goes up by 1 to 11/day.
- Gains 34th level psychic warrior manifesting. This increases power points by 39 power points for a total of 568 power points.
- No change to saves.
- Skills go up as normal.
- Gains Dire Charge(PW26) as her new feat.

Okay level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 16, 2019, 08:57:07 PM
Miranda reaches level 34.

- Valkyrie 34 and Focused Hunter 2.
- 5 on a d8 for a total of 14 hit points and a grand total of 480 hit points.
- +1 BAB for a total of +34.
- Gains 33rd level ranger casting. This gives her 8th level ranger access, but she lacks 8th level bonus spells so no joy there yet.
- No change to saves.
- Skills go up as normal.
- Selects Favored Power Attack(FH2) as her bonus feat. This frees up her level 18 feat, which becomes toughness to boost her HP to 514.

Not bad, but not great.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2019, 10:34:57 PM
Announcement time.

So Yuth and I had a talk, and for a variety of personal reasons Yuth needs a break from B6. It's not anyone's fault, it's just life isn't cooperating so he needs some time. This mostly boils down to Yuth's schedule, honestly. As such, Tryll and Calleigh are going on hiatus for a few months. Plot details will be revealed IC as needed, as I do have contingencies for this sort of thing.

If you need something done with that node or needs to be done, speak up now so I can deal with it.

Benyen's level up will be done sometime this week, and Yuth intends to get Tryll's level up done as well. This makes it easier on us than leaving it hanging for months.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 19, 2019, 10:43:08 PM
Moore was going to eventually sit down with him to explain that the grumpy old person who came and talked to him was likely Medi and get Tryll on the path to One-ness by lending him the book, for whatever it's worth.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2019, 10:44:48 PM
Cool, keep that in mind for long term in case you get a chance to later.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on November 20, 2019, 12:00:22 AM
Quote from: Nephrite on November 19, 2019, 10:43:08 PM
Moore was going to eventually sit down with him to explain that the grumpy old person who came and talked to him was likely Medi and get Tryll on the path to One-ness by lending him the book, for whatever it's worth.
I'll probably be able to do planned one offs in the near-ish future. Especially on weekends. Let me know when you want to fit it in, but gimme some time to get my life in order first please.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yulia on November 20, 2019, 11:30:14 AM
All good, I'll talk to you about it this week sometime.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 20, 2019, 02:05:34 PM
It gets better: We found out we had a gas leak while installing a new water heater. Suffice to say no session today.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 20, 2019, 07:47:50 PM
Mage-Wanderer of Shaundakul template is up in C&M. +4's a ballpark, not sure how it balances out. One of those see it in play and see templates.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 22, 2019, 06:48:01 AM
I went over the node upgrades post, and I don't see a mention of this. So either I haven't asked before, or you haven't decided on this?

Quote- Increasing the +2 untyped Constitution bonus on the Aegis of the Tarrasque to +4. Cost: 2 points.

Can it be boosted from +4 to +6? If so, how much would it cost?

QuoteUnderground Choker:

This choker is mad by tempering a rare gray stone with the blood and blessing of Ogremoch. It is inlaid with Earthbone Steel and black diamonds, the work of Ogremoch, though not tainted by his evil - it's merely a thing of Earth. It grants the strength of stones, the wearer gains a +2 insight bonus to Strength.

How much to boost it to +4? +6? Would it cost +1 like Belt of Magnificence upgrades (insight is better than enhancement but worse than untyped, plus this is one ability vs all six)?

You've posted that changes to untyped won't be allowed, but what about changes to a different bonus type? It actually bothers me to keep track of different types, so if this is a thing I'd prefer to align as much of my gear as I can under Luck.

QuoteSoothsayer's Spite:

This flawed agate stone is said to have been passed down into the Malmuthian Royal Family by a vengeful seer. The truth of this matter has been lost to the ebb and flow of time, but the stone remains.  When worn, the pendant offers power to those who can manage the future. On your turn as a free action, you may predict a spell you are going to cast the next round as well as the target(s) it will be targeted at. If you are correct on both counts, the spell gains a +4 bonus to DC. If it is a damage dealing spell, it gains a bonus +1 damage per damage die.

Soothsayer's Spite may be used three times per day. Incorrect uses count against it's daily uses. Soothsayer's Spite may only be used in battle. Soothsayer's Spite counts as a minor artifact; it's beyond current mortal means to reproduce.

How much to double the benefits of the DC boost by another +4 and a bonus of another +1 damage per damage die?

What about getting three more daily uses?

What about making it slotless, rather than a pendant?

QuotePhilosopher's Friend

This darkwood quarterstaff+6 grants a +15 competence bonus to Intelligence and Wisdom based skill checks when in hand. The holder's mental abilities expand with the reflections of the ages, granting a +4 bonus to Intelligence and Wisdom. Finally, the staff may cast sequester once per day (caster level 30th), except that the target does not become comatose.

Philosopher's Friend is a minor artifact.

How much to double the competence bonus to skills to +30?

Can the +4 bonus to Int or Wis be raised to +6? If so, how much would it cost?

QuoteDragon's Grace: Shortsword+7. This blade seeks out the weak spots of it's victims, increasing it's wielders sneak attack damage by 2d6. In addition it functions as a staff of fiery power with 50 charges and without it's retributive strike.

Can the SA damage be boosted by 2d6, and if so, how much would it cost?

Can the staff of fiery power's charges be refreshed if I use them, and if so, would it be solely via node upgrade points? Can I change the activation from standard to swift or to have the spells channeled into the weapon? Can I add more thematically-relevant spells to the staff, and if so how is it priced?

QuoteIncreasing the +21 dispel modifier for crystalvein by +5. Cost: 1 point

I don't believe you ruled on whether my dispel booster would apply to dispels done with crystalvein weapons (ie when I stab someone with a crystalvein dagger). Nor do I recall if you ruled on whether the crystalvein dispel can be widened from force effects only.

QuoteWeave's Gentle Tears: Large greatsword+7. As a swift action, you may attempt to absorb a spell cast on you into the blade. Make an opposed caster level check, the sword has a modifier of 1d20+33. Success absorbs and negates the spell, failure has the spell unaffected. An absorbed spell heals the wielder for 5 hit points per level of the spell.

As a clarification, is it actually swift or immediate? Because it's a defensive power, the latter makes more sense to me (given that the only way to use swift is to not do anything and hold).

Is it possible to move this property to Donald's Guardianil? If so, how much would it cost?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 22, 2019, 10:44:16 AM
Quote from: Corwin on November 22, 2019, 06:48:01 AM
I went over the node upgrades post, and I don't see a mention of this. So either I haven't asked before, or you haven't decided on this?

Quote- Increasing the +2 untyped Constitution bonus on the Aegis of the Tarrasque to +4. Cost: 2 points.

Can it be boosted from +4 to +6? If so, how much would it cost?

Probably, I'd say 3 points.

QuoteUnderground Choker:

This choker is mad by tempering a rare gray stone with the blood and blessing of Ogremoch. It is inlaid with Earthbone Steel and black diamonds, the work of Ogremoch, though not tainted by his evil - it's merely a thing of Earth. It grants the strength of stones, the wearer gains a +2 insight bonus to Strength.

How much to boost it to +4? +6? Would it cost +1 like Belt of Magnificence upgrades (insight is better than enhancement but worse than untyped, plus this is one ability vs all six)?

1 point for +4 and 2 for +6.

QuoteYou've posted that changes to untyped won't be allowed, but what about changes to a different bonus type? It actually bothers me to keep track of different types, so if this is a thing I'd prefer to align as much of my gear as I can under Luck.

Possibly, case by case determination. It really depends on the bonus and situation in question. Changing a +1 insight bonus to attack rolls to a +1 luck bonus to attack rolls is peanuts in the grand scheme of things. Changing a +20 competence bonus to Perception to a +20 luck bonus to Perception is a different thing altogether.

As a rule I'm going to frown on this since it's abusable on face value, but I'll hear out a case if it's reasonable.

QuoteSoothsayer's Spite:

This flawed agate stone is said to have been passed down into the Malmuthian Royal Family by a vengeful seer. The truth of this matter has been lost to the ebb and flow of time, but the stone remains.  When worn, the pendant offers power to those who can manage the future. On your turn as a free action, you may predict a spell you are going to cast the next round as well as the target(s) it will be targeted at. If you are correct on both counts, the spell gains a +4 bonus to DC. If it is a damage dealing spell, it gains a bonus +1 damage per damage die.

Soothsayer's Spite may be used three times per day. Incorrect uses count against it's daily uses. Soothsayer's Spite may only be used in battle. Soothsayer's Spite counts as a minor artifact; it's beyond current mortal means to reproduce.

How much to double the benefits of the DC boost by another +4 and a bonus of another +1 damage per damage die?

3 points.

QuoteWhat about getting three more daily uses?

1 point.

QuoteWhat about making it slotless, rather than a pendant?

2 points.

QuotePhilosopher's Friend

This darkwood quarterstaff+6 grants a +15 competence bonus to Intelligence and Wisdom based skill checks when in hand. The holder's mental abilities expand with the reflections of the ages, granting a +4 bonus to Intelligence and Wisdom. Finally, the staff may cast sequester once per day (caster level 30th), except that the target does not become comatose.

Philosopher's Friend is a minor artifact.

How much to double the competence bonus to skills to +30?

- Improving a competence bonus to skill checks by +5. Cost: 1 point.

So 1 point per +5.

QuoteCan the +4 bonus to Int or Wis be raised to +6? If so, how much would it cost?

3 points.

QuoteDragon's Grace: Shortsword+7. This blade seeks out the weak spots of it's victims, increasing it's wielders sneak attack damage by 2d6. In addition it functions as a staff of fiery power with 50 charges and without it's retributive strike.

Can the SA damage be boosted by 2d6, and if so, how much would it cost?

1 point. 2d6 damage is pretty small peanuts all in all.

QuoteCan the staff of fiery power's charges be refreshed if I use them, and if so, would it be solely via node upgrade points? Can I change the activation from standard to swift or to have the spells channeled into the weapon? Can I add more thematically-relevant spells to the staff, and if so how is it priced?

I'd allow it be charged without node points and without any overwhelming difficulty. That was intended, if not realized yet since it hasn't come up.

You mean the activation of the fiery staff powers, ala quickening all of the spells there?

Channeling the spells would be...Isn't there a weapon property that allows spell storing as it is? I'm inclined to go against it though: Not out of mechanics, but frankly your damage output for melee is strong as it is.

QuoteIncreasing the +21 dispel modifier for crystalvein by +5. Cost: 1 point

I don't believe you ruled on whether my dispel booster would apply to dispels done with crystalvein weapons (ie when I stab someone with a crystalvein dagger). Nor do I recall if you ruled on whether the crystalvein dispel can be widened from force effects only.

I don't recall offhand and a quick board search isn't being productive. So I'm gonna delegate this to you shamelessly - check boards and logs to see where I ruled on this, would you? If I didn't make a ruling I'll make one once that's confirmed.

QuoteWeave's Gentle Tears: Large greatsword+7. As a swift action, you may attempt to absorb a spell cast on you into the blade. Make an opposed caster level check, the sword has a modifier of 1d20+33. Success absorbs and negates the spell, failure has the spell unaffected. An absorbed spell heals the wielder for 5 hit points per level of the spell.

As a clarification, is it actually swift or immediate? Because it's a defensive power, the latter makes more sense to me (given that the only way to use swift is to not do anything and hold).[/quote]

No, that's actually a good point. It really should be an immediate, that was likely an editing error during item creation. Go ahead and change it to that.

QuoteIs it possible to move this property to Donald's Guardianil? If so, how much would it cost?

I think I'll disallow weapon frankensteining like that for the moment. I may come back to this, but that's going to take more consideration than I have time to give it right now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 22, 2019, 12:11:55 PM
QuotePhilosopher's Friend

    This darkwood quarterstaff+6 grants a +15 competence bonus to Intelligence and Wisdom based skill checks when in hand. The holder's mental abilities expand with the reflections of the ages, granting a +4 bonus to Intelligence and Wisdom. Finally, the staff may cast sequester once per day (caster level 30th), except that the target does not become comatose.

    Philosopher's Friend is a minor artifact.

    How much to double the competence bonus to skills to +30?


- Improving a competence bonus to skill checks by +5. Cost: 1 point.

So 1 point per +5.


    Can the +4 bonus to Int or Wis be raised to +6? If so, how much would it cost?


3 points.

Right, then. Dropping 4 points to boost the Int and Wis bonus to +6, and the competence to related skills to 20.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 23, 2019, 09:29:28 AM
Feedback is good. Let's do that.

Alicia

What strikes me this week is how deftly Alicia handled the Queen. She's obviously unstable, but Alicia took the right tacks and made the right moves to have a chance to defuse her, which succeeded quite well. The odds were in favor of the Queen being an enemy, but you managed to avoid that and make her an ally instead. You got the most important resource for this sort of mystery - information. While you don't have all the answers, you're on the right path now. I'd say you have a chance to resolve this situation as well as it can be, though of course the Guardian is a whole other bucket of problems.

I really liked the banter between Jessica and Alicia as well. None of it was world shaking or deep, but I felt they bounced off each other well.

Moore/Seira

Yeah, you two are combined since so much of your week is entangled together.

At last you've reached Sylvie. Unfortunately it's not over yet, but you're at the beginning of the end of this story, surely. Overall what sticks out to me is how well both of you handled the concepts here. Both of you were on the ball to understand and interpret everything here, which is both important and useful for your own development. The banter with Sylvie was good as well, with both colors of her. As another mystery of Creation is revealed, both of you did a great job to glean the utmost from it. One down, four to go.

As a side note, Tryll's trial will be discussed IC next time. Don't worry too hard about that.

Alyssa

Nice moon trip.

This is one I don't have a ton to say about, though the interactions between Ianvasah and Alyssa were good. You're sort of between arcs at the moment, though two of them rush forward rapidly. I did enjoy how you interacted with Gul, for better and for worse. Anyway, since this is very much a situation that's looking forward instead of backwards, it's simply a question of what comes next. I suppose it may be a plot trip for Sylvie stuff before finishing the chakrams, depending on how times work out and all of that good stuff.

I do rather miss the rest of the node, I enjoy how you all get along. Whatever's next, I hope it uses more of them than Ianvasah.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 23, 2019, 09:29:55 AM
Quote from: Corwin on November 22, 2019, 12:11:55 PM
QuotePhilosopher's Friend

    This darkwood quarterstaff+6 grants a +15 competence bonus to Intelligence and Wisdom based skill checks when in hand. The holder's mental abilities expand with the reflections of the ages, granting a +4 bonus to Intelligence and Wisdom. Finally, the staff may cast sequester once per day (caster level 30th), except that the target does not become comatose.

    Philosopher's Friend is a minor artifact.

    How much to double the competence bonus to skills to +30?


- Improving a competence bonus to skill checks by +5. Cost: 1 point.

So 1 point per +5.


    Can the +4 bonus to Int or Wis be raised to +6? If so, how much would it cost?


3 points.

Right, then. Dropping 4 points to boost the Int and Wis bonus to +6, and the competence to related skills to 20.

Post that in loot for reference.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 23, 2019, 10:49:09 AM
Yeah I was fairly sure things would devolve into a fight with Queen, glad it didn't though. Hopefully we can do more for her after sorting out this guardian business.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 23, 2019, 10:57:21 AM
There were a lot of subtle things to pick up on, like how Sylvie was intentionally just not answering questions that she knew she didn't want to answer, rather than lying about them, which she can't do.

I am quite curious what is behind the other doors in terms of encounters, for sure.

Then there's the matter of saving her from herself, of course.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 23, 2019, 10:58:01 AM
This is also just a separate nagging post for all the loot that came out of the orb for sometime this weekend, if possible. : )
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 23, 2019, 12:20:15 PM
Curious in what door #2 will show~
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 23, 2019, 12:34:06 PM
Quote from: Ebiris on November 23, 2019, 10:49:09 AM
Yeah I was fairly sure things would devolve into a fight with Queen, glad it didn't though. Hopefully we can do more for her after sorting out this guardian business.

Indeed, I do feel bad for her. It's clear she got a bad deal in life and hasn't meaningfully improved herself.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 23, 2019, 12:35:01 PM
Quote from: Nephrite on November 23, 2019, 10:57:21 AM
There were a lot of subtle things to pick up on, like how Sylvie was intentionally just not answering questions that she knew she didn't want to answer, rather than lying about them, which she can't do.

Pretty much, yes. She can't lie with 21, but she can simply avoid questions by this point, even if it's not easy for her. All of this came up in B3.

QuoteI am quite curious what is behind the other doors in terms of encounters, for sure.

Then there's the matter of saving her from herself, of course.

That's for next week, I figure y'all will get back to that soon.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 23, 2019, 12:35:29 PM
Quote from: Nephrite on November 23, 2019, 10:58:01 AM
This is also just a separate nagging post for all the loot that came out of the orb for sometime this weekend, if possible. : )

*WHIMPER*

Actually most of it's just lump salable goods and random things, but there's a few things that require effort.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 23, 2019, 12:35:44 PM
Quote from: Corwin on November 23, 2019, 12:20:15 PM
Curious in what door #2 will show~

Tune in next week to find out, hopefully.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 24, 2019, 12:54:16 PM
Okay, Thanksgiving week is mostly downtime with a four day weekend. I don't have a lot to do, so you know what I'd like to do? Another round of IRC sessions over the long weekend. Y'all interested? Purely a chance for some character work here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 24, 2019, 07:03:12 PM
I would be down for that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 24, 2019, 07:18:12 PM
Gonna be out of town, up at the other property. I dunno what the plan is for up there, as they are already there and I'm not. I'll be able to say yes/no for sure when I get up there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 24, 2019, 07:26:26 PM
So noted, Iddy. If you can't make it no big deal, I understand it is a holiday weekend.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 25, 2019, 02:59:43 AM
Sure, it's a heathen holiday anyway
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 26, 2019, 11:40:25 AM
QuoteWOUND ENEMY
Any weapon the deity wields causes a bleeding wound when it hits.
Prerequisites: Base attack bonus +30.
Benefit: Any weapon wielded by the deity deals damage to a creature such that a wound it causes deals 2d6 points of damage per round thereafter in addition to the normal damage from the weapon. Multiple wounds from the deity result in cumulative bleeding loss (two wounds for 2d6 points of damage per round, and so on). The bleeding can only be stopped by a successful Heal check (DC 15 + the deity's rank) or the application of any cure spell or other healing spell (heal, healing circle and so on).
Notes: The ability functions only when the deity personally attacks with a physical weapon. She can apply the ability to any weapon or natural weapon, but not to a spell, spell-like ability, supernatural ability, or divine ability. A deity can have this ability multiple times, and its effects stack.
Suggested Portfolio Elements: Death, pain, war.

Dune, can there be a complimentary SDA that applies bleeding damage to spells/SLAs/divine abilities rather than physical damage?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 26, 2019, 12:10:14 PM
Maybe a unique one, but you're full up on those.

This is more meant to be something nice for the fightery types. If a particular mage type wants to spend the unique SDA on it then so be it, but I don't want it to be a generic option.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 26, 2019, 03:30:13 PM
<Ebiris> Reincarnated in another world as a deity but my powers are the wrong end of the magnet and my aunt is a gold-digging faker.

Posting this here to be preserved.

Edit.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 01, 2019, 07:33:06 PM
This was a short week so short feedback.

Alicia

I really enjoyed your experimentation with the sphere. It's been a ton of fun to DM and watch you work around the problem. You've mostly made intelligent plays with it so far, so I hope you can seal the deal on it next week. Otherwise, we saw a little more work on the Queen and the Guardian, both of which should come into sharper play this coming week. I like how Alicia tends to approach these problems, she feels both methodical and reasonable about them.

Moore

Sanzha chat was a fun little adventure. She's rather different than the rest of your node, something that showed abundantly well. She's also more than willing to make comments other people in your node won't. Beyond that, another trip towards Sylvie was solid with progression there into your door. I don't want to tip my hand much, but with how you've focused on them for lore, a library felt like a natural fit.

Alyssa

This is a hard week to comment on, as it was mostly upkeep, side stuff and milling time until Moore's freed up. That being said, I did enjoy it for what it was, and that retraining was long since due. I did still enjoy it, it's merely not a notable week since you were between major story arcs, and that's okay.

Seira

The chat with Syala and Antenora was okay. It was one of those chats that needed to happen but didn't add a ton beyond a smidge of character work. That aside see Moore's commentary for your combined antics. Good solid progress towards next week and towards the end of that long story arc at last. I feel like you're grasping things at a good clip here (accuracy aside of course since DM spoilers) and putting some pieces together. Your IRC scene was a nice continuation of that.

Overall

All of you did great last week. 10/10, do approve, hope it continues.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 01, 2019, 07:37:09 PM
Quote from: Anastasia on December 01, 2019, 07:33:06 PM
Alyssa

This is a hard week to comment on, as it was mostly upkeep, side stuff and milling time until Moore's freed up. That being said, I did enjoy it for what it was, and that retraining was long since due. I did still enjoy it, it's merely not a notable week since you were between major story arcs, and that's okay.

*thumbs up*
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 01, 2019, 07:38:10 PM
That's one way to put it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 01, 2019, 07:38:47 PM
Also speaking of text markup, if Alyssa manages to become One or get a divine seed, what color would she use for her divine text?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 01, 2019, 07:39:41 PM
Shit, I dunno. We talked about this, IIRC. I think we said something like a purple/grey?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 01, 2019, 07:42:02 PM
That sounds right. Just avoid straight purple. This is Shar's color.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on December 02, 2019, 10:18:31 AM
Yeah I hope I don't have to spend all this week on the sphere too, it's the sort of thing where I want to just make a stat check the longer it goes on.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 02, 2019, 12:00:23 PM
Quote from: Ebiris on December 02, 2019, 10:18:31 AM
Yeah I hope I don't have to spend all this week on the sphere too, it's the sort of thing where I want to just make a stat check the longer it goes on.

I don't think you'll spend all week on it, let's put it that way.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 04, 2019, 12:28:51 AM
A new monster is up in C&M. It's one I've meant to finish awhile. While not the most complex one, it provides a higher level, non epic aquatic encounter. A skirmisher in particular, a ranged warrior who has abilities that punish those who try and get close anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 15, 2019, 11:48:09 AM
Weekly Feedback, part 1.

Alicia

There's a lot to comment on your side, so I'll try not to write reams.

First of all, I thought the last leg of the divine seed quest went well. Back in prep, I had designed those challenges to have various answers and ways to overcome them. The Guardian wasn't ever numerically overwhelming - though it has great latitude to adjust its powers so it's competitive with whatever seeks the seed, by the will of the Incarnation of Balance - but instead a small puzzle with each form. Whomever came on this seed would need to be able to handle these puzzle or otherwise assemble teams that could.

As a side note before I get into that, it should be no surprise at this point that a being such as a Guardian was not using the Weave. This makes sense for a bunch of reasons and is one of the reasons why I included a being such as the Guardian of 21 in B3. This happened to personally hose Alicia a little bit here, though it was worth acknowledging that yes, at this point this is obviously a being able to enact magic (or the Enaction of Will as it is called) without the Weave. Moore's managed to create a few things without the Weave as well with his work into the various applications of the Words of Creation.

Form 1:  Temporal Manipulation. The fundamental gimmick was a foe who had self rejuvenating armor to soak a lot of damage each round. He had a few other tricks, some of which that weren't seen due to no non DvR creatures there and some due to Alicia guessing the trick first try, but that was his main gimmick. This one could be beaten without overcoming the trick with enough offense, though sidestepping it is far easier.

Form 2: Space Manipulation + Protection from Ranged Attacks + Oblivion. The trick was to be able to deal with the oblivion and the space manipulation. The latter was a hard block and would've taken either a ton of movement (a full move by an epic level monk might do for example) or space manipulation to counter it. As for the oblivion, destroying it would take either an artifact or a deity's unarmed/natural attacks. Anything else would've been instantly destroyed. Goldenfire would've also worked. The rest Alicia was able to deal with and finish off.

Form 3: Raw Distance. This one was set up to crush foes through attrition as few could close that distance fast. You either needed a group with enough speed and tricks to make the assault bearable for long enough to get there, or more likely, vast speed. At this point attrition was a factor, as after two battles that may well not be quick, it's assumed that some resources are going to be used up. Alicia cleared the first two fights quickly, which helped her here, but she was well suited to this challenge regardless. Obviously, good reflex saves and evasion/improved evasion are super useful here as well. Alicia's strategy of countering would've worked with a fair few things, though silver fire was the fit I had in mind here.

Form 4: Prismatic Sphere + Counterspells. Pretty much a resource check at this point. Most nodes could deal with this fresh no problem, the question is if they could this far into it. It's worth noting at this point that Alicia generally had the right tools and made the right choices so far, so things had been going about as smoothly as possible. I could see any node getting stuck on one for a bit and bleeding resources, so that this one's harder. But Alicia had the right resources in the right places and at the right times to sort it out.

Form 5: Army. Yeah, Alicia stone cold counters this one. So does Seira. Moore's node could do okay with it thanks to Xandra if she uses the right spells, as could the other two nodes. This is mostly a panic moment and another resource drain.

Form 6: Speech. The Guardian had a lot of nasty attacks, things to hurt any node. But that's not truly important - the important part is his gimmick. The only way to affect him at all is to...shut him up. It's very much a quiet build up from start to end. The Guardian was never meant to come off as favorable, and he slowly stepped this up in the trials. The right to exist, indeed. It's meant to show that him commenting as each attack fails to be natural trash talking. A distraction that worked well, as Alicia herself grew annoyed at it IC. Of course, it wasn't just an annoyance, but the actual puzzle. This one relied on that along with the knowledge that a servant of an Incarnation such as this was likely invincible to anything you could do. Would a tired, drained party figure it out or succumb?

Anyway, Alicia eventually stumbled on it and as she said IC, she overthought it. A silence spell would've worked, as would simply putting a hand over his mouth or literally muzzling him. All you had to do is shut him up and provide either about 500 damage to him or put him in a situation that's enough to keep a relatively normal creature helpless. However you did it, that was the final puzzle and likely the hardest. Less because of the raw difficulty, but because I felt it was disguised and a different kind of lateral thinking compared to the other puzzles, which were more direct in a mechanical sense.

More after this, but this analysis ran long enough to be another post. A lot of work went into this puzzle of a boss fight, so you get a lot of words back on it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on December 15, 2019, 12:04:07 PM
Yeah all the forms were pretty straightforward and we had accessible counters to all of them but the last. I actually went back after I figured it out just to compare his words spoken with attacks negated since that might've made for a more obvious clue in retrospect but they didn't line up. Once it was obvious he was immune to direct damage I was thinking of grappling which yeah would've won by covering his mouth, but the full entombing in solid rock process was chosen for thoroughness.

As said in chat, when in doubt drown.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 16, 2019, 11:38:23 AM
Weekly Feedback, part 2.

Alicia

Boss fights aside, I thought everything with Queen was strong. She was never meant to be an ally. I knew it's possible PCs being PCs, but the sacrifice to do it as well as the unlikelyhood of a chance being found made it a longshot. Nonetheless here we are. That'll be a fun story bit in the future, but for now it's on the back burner. It is nice to see someone get a happy ending, moreso someone who never deserved a bad end.

The choices on how to use the divine seed made sense to me. There were a fair few reasonable choices here, though Alicia's worry about word of the divine seed being spread was fair. For what it's worth, Jessica's first impulse was to use it on herself, but as she thought about it, giving her part of it to Marie or Latha made more sense. Either was perfectly justifiable, it's merely a personal choice rather than something with a right or a wrong answer. Unless you do something really silly or dumb with it, anyway.

Otherwise, Alicia's trip into the filter went fine. It was probably the shortest but as Sylvie said, her node is in a position to need the least time here.

Moore

The main takeaway I have for you is that you're doing an excellent job of learning here. There's a lot of moving parts but you're doing what you can with what you have, better than a lot would. You've handled your battles here well as well, no team fails to benefit from Moore being around due to his support build. At the same time you're almost on pause and await the climax of this arc, which is the big climax of a major story point for Moore so far. This week should be something.

More later, ran out of time so have part two this evening, once eyes can sorta see the screen again.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on December 16, 2019, 01:56:55 PM
Yeah, I mean helping out Queen is just a nice thing to do, but I've got high hopes for her ending up as a really strong ally in the future so it'll pay off too.

Funny how just being polite to the sad and crazy boss monster paid off so well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 16, 2019, 08:16:41 PM
It's been really neat that Moore's been able to see what other groups are learning and apply it to himself, but also learn how to show others good ways to handle certain situations.
Because there is always hope.
It fits a lot with his motif.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 17, 2019, 10:38:47 AM
Apologies for these being a little short, morning back pain killed my drive to write. I'd rather get something out than nothing.

Alyssa

My main thought is that Alyssa is a bit of a risk taker - as said, the Words are not safe to use. There's power there for sure, but be careful. One miscalculation or bit of bad luck and you'll burn yourself out like a twig in a bonfire. That being said, she did pretty well with them and is doing fine in her section. I liked how her and Moore approached the tavern problem. That and the general banter of the node feels good.

Seira

I want to say even if I don't have a lot of words on this - I'm not feeling verbose this morning - I like how Seira's handled most of the problems in this dungeon. She's kept her head and generally avoided mistakes. I have liked how she's pursued things with the blue and the white as well, she's done a great job there as has Moore. Really, the impression I've gotten from Seira here is general competence.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 17, 2019, 11:04:41 AM
Commander Oberuth reaches level 34.

- Fighter 34 and Dwarven Defender 24.
- Maximum hit points per hit die, for a total of 35 hit points and a grand total of 1170 hit points.
- +1 BAB for a total of 34.
- Impossible step now triples Oberuth's movement speed.
- Impossible step now allows Oberuth to fly by ignoring gravity and the need for any anything to stand on.
- Trap sense rises by 1 to +6.
- No change to saves.
- A new feat: Epic Toughness(F34). That subs out for the level 24 Epic Toughness, which is retrained into Great Ability(Strength) so he can get closer to Pulverize.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 17, 2019, 12:40:28 PM
Quote from: Nephrite on December 16, 2019, 08:16:41 PM
It's been really neat that Moore's been able to see what other groups are learning and apply it to himself, but also learn how to show others good ways to handle certain situations.
Because there is always hope.
It fits a lot with his motif.

It's fit in pretty well, yeah.
I hope you're right about hope.
It's a step forward regardless, all of you have done well here.


Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 17, 2019, 12:43:13 PM
Quote from: Ebiris on December 16, 2019, 01:56:55 PM
Yeah, I mean helping out Queen is just a nice thing to do, but I've got high hopes for her ending up as a really strong ally in the future so it'll pay off too.

Funny how just being polite to the sad and crazy boss monster paid off so well.

Sometimes being polite is all you need. It is funny it worked out that way, because you also said the right things at the right times as well as had some luck.

I'm not shedding tears over it, as I did legitimately feel bad for her. As a reference, my prep for her began with the simple question: How could a being not limited by Creation's rules (kinda/sorta/it's complicated) dick over some poor lillend in an interesting and horrifying way?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 17, 2019, 12:48:53 PM
Quote from: Anastasia on December 17, 2019, 10:38:47 AM
Alyssa

My main thought is that Alyssa is a bit of a risk taker - as said, the Words are not safe to use. There's power there for sure, but be careful. One miscalculation or bit of bad luck and you'll burn yourself out like a twig in a bonfire. That being said, she did pretty well with them and is doing fine in her section. I liked how her and Moore approached the tavern problem. That and the general banter of the node feels good.

Well, it's sort of two fold. On one hand, she needs to learn, and learn fast. She's the furthest behind and knows it.

On the other hand, if she fails and dies, well... The universe is heading that way anyway. If she can increase her chances with a bit of a gamble when the pay off is that much higher than normal, well... Why not, really?

Like with the Abbey, she specifically picked it. It set itself up as a physical object, and a large one. Sure, changing that much material is a risk, but by having set itself up with that much material, she reasoned it was inherently more anchored to reality than maybe some of the others, so it'd be easier or faster to finish making that link stronger and whole.

I mean, sure, the others are an iron rod and and strands, but those things can become a lot of *other* things. They're a bit more flexible than an entire building.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 17, 2019, 10:47:59 PM
She does need to learn, though this is hopefully a big step forward on it. I get the logic about why you made the risk, admittedly. No comments if I think it was worth it, for obvious spoiler reasons.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 19, 2019, 11:55:32 PM
I'll start level ups tomorrow.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 20, 2019, 12:26:43 AM
Notes for level ups.

Level 35 IS NOT a level that grants a feat. The last was 33 and the next is 36.
Level 35 IS a level that grants a +1 bonus to all saves from epic save progression. The next after this is level 38.
Level 35 IS NOT a level that grants a stat point. The last was 32 and the net is 36.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 20, 2019, 07:06:04 AM
Must... read... book....
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on December 20, 2019, 09:46:46 AM
Alicia reaches level 35
Sorcerer 35//Duskblade 18
+20 hp, +1 bab, +1 all saves, skills go up as normal, +1 SR
Sorcerer bonus feat! She takes Enhance Spell because that can make stuff like combust and vampiric touch even more fun to channel.
+1 Sorcerer/Duskblade/SLA CL
+1 14th level sorc spell per day, +1 14th level sorc spell known. She takes Soul Reave.

Quote
Soul Reave
Necronancy
Level: Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One creature or object (see text)
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

This spell directly attacks the soul of the target, inflicting damage that is hard to resist or heal. The target suffers 1d4 points of damage per caster level to a maximum of 45d4, this damage is always considered lethal damage regardless of any regeneration the target possesses, and cannot be healed by magic or fast healing, requiring mundane rest and time to recover from.

Because most creatures do not have a physically present soul, this spell inflicts half damage on most creature types with no damage on a successful save as the body provides a buffer of protection for the soul - most humanoids, dragons, and corporeal undead fall under this.

Most mindless creatures such as golems and unintelligent undead have no soul and thus suffer no effect from this spell.

Outsiders, elementals, and incorporeal undead suffer the full effect as their body and their soul are one indivisible unit.

This spell does not completely destroy a soul however anything killed by it suffers a -50% penalty to their resurrection chance, and contingent methods of resurrection such as a lich's phylactery or a clone spell have a 50% chance of failing. If cast on a creature that is currently being possessed, such as by a magic jar spell, the spell only injures the possessing creature and not the host, though they are treated as a normal mortal even if they are actually an outsider or ghost because the host body acts as a buffer. Casting on the magic jar focus, or a crystal that has been used for a trap the soul spell, injures the creature as though they were an outsider regardless of their creature type.

Certain forms of soul mutilation may render a creature more vulnerable to this spell. The process of becoming a lich for instance will inflict a penalty to spell resistance and the will save of -11 (the caster level required to become a lich). A creature that has benefitted from Violet's skill implantation procedure suffers a penalty to spell resistance and the will save equal to the total number of class levels worth of skills gained.

Alicia intends to keep this spell a secret until the first time she actually casts it on someone, after which it will be in play normally like any other spell with no restriction on who can learn it.

+2 6th level duskblade spells per day, +1 6th level duskblade spell known.

I repeat my issue about there being no proper epic duskblade spell list, the homebrew epic duskblade page only links to custom spells where other epic duskblades (such as Donald and Imix) are clearly pulling in existing sorc/wiz spells. Both actually have the exact same spells known at this level too and Alicia will follow them.

She takes waves of exhaustion.

---

Marie reaches level 35
Outsider 35//Master of Missiles 4
+19 hp, +1 bab, +1 all saves, skills go up as normal, +1 SR
+1 sorcerer/SLA CL
Greater piercing missiles (magic missiles now ignore shield spell, greater globe of invulnerability, force immunity)
+1 13th level spell per day, +3 14th level spells per day (+4 with her charisma). +1 14th level spell known. She takes Duelist's Friend.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 20, 2019, 11:58:29 AM
Quote from: Corwin on December 20, 2019, 07:06:04 AM
Must... read... book....

It shall be done soon, before we restart. I'm going to get my head above water with level ups first before doing those things, though. So we're on the same page and since I have a lot of plates in the air right now, refresh me on precisely what you want here?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 20, 2019, 12:03:34 PM
Level up looks fine, Eb.

QuoteI repeat my issue about there being no proper epic duskblade spell list, the homebrew epic duskblade page only links to custom spells where other epic duskblades (such as Donald and Imix) are clearly pulling in existing sorc/wiz spells. Both actually have the exact same spells known at this level too and Alicia will follow them.

She takes waves of exhaustion.

I need an updated list is what I need. I'll do that in a bit.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 20, 2019, 12:05:55 PM
How does it change the One ritual? If it's more feasible now, I'll try it first thing.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on December 20, 2019, 12:06:47 PM
Also to clarify something with Duelist's Friend.

Creatures under mind blank or epic abjurations that block divinations are not affected by this spell and the benefits of it do not apply against them.

Does that mean if Marie casts it on herself while she has mind blank up she receives no benefit, or does it mean if Marie is fighting Alicia who has mind blank up then Marie doesn't get the automatic knowledge/concealment beating/extra damage versus Alicia? Or both?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 20, 2019, 12:53:43 PM
Sylvie's up, just a couple of quick notes.

- I consolidated and adjusted her items while I was under the hood. Blame 21. I also removed a bunch of legacy items from B2 and B3 that she'll never use, though I kept the few that are relevant. Consider this housekeeping.
- Sylvie's Intelligence score (52) is out of bounds. I'm trying to keep scores reasonable, she gets an exception for two reasons. One, her Int score has always been super high so there's grandfathering involved. Two, while not a secret character per se, the effort to get her in the party is enough for me to allow some leeway here.
- Sylvie's Mental Pinnacle is basically Surru's +int spell with a little add on attached. It's mostly irrelevant for her since she has tons of skill mastery. 1+4+21, so 26 skills get hit with that anyway.
- Her max HP per HD thing likely isn't terribly important given DvR0 gives that and that's the new rage sweeping the nodes. There's a considerably non zero chance she gets at least DvR0 in this game, so I don't feel it to be a huge gimme.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 20, 2019, 01:07:40 PM
Today in knocking out DM work.

Antenora Reynes
Opal Angel of Redemption, Redeemer, Hell's Bane
Demigoddess
Symbol: Two hands clasped together, one coming from above and the other below, the one below wrapped in chains
Home Plane: Sylica
Alignment: Lawful Exalted
Portfolio: Redemption, battle, order, risen fiends
Worshipers: Paladins, risen fiends, atoners
Cleric Alignments: LG, NG, CG
Domains: Glory, Good, Law, Planning, Purification, Redemption
Favored Weapon: Black Horn Spear (Longspear)
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 20, 2019, 01:14:03 PM
Let me try to do this detailed levelup post thing

Arcane Trickster 25 doesn't advance my SA, but does give one more ranged legerdemain per day.
Epic Saves, so they rise by +1 this level
Rogue 10 advances my BAB by +1
Skills: 8+int+4 points
HP: +6 rogue +13 con
The lvl10 Rogue special ability is the true prize! I've been working towards this goal all game, and I'm obviously picking...

Crippling Strike (Ex)
A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 20, 2019, 01:24:13 PM
More DM work.

Initiate of Antenora
Prerequisite: Paladin or cleric level 5th, patron deity Antenora
Benefit: You gain a +2 bonus to saves against spells and spell like abilities with the evil descriptor. In addition you add the following spells to your cleric or paladin spell list.

1st: Vision of Heaven (Paladin only)
3rd: Righteous Fury (Cleric only)
4th: Voice of the Archon
7th: Opal Cleansing (Cleric only)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 20, 2019, 01:55:14 PM
Antenora reaches level 35.

- Hellreaver 25 and Paladin 35.
- Maximum hit points per hit die, for a total of 25 hit points and a grand total of 840 hit points.
- +1 BAB for a total of 35.
- Spell resistance rises by 1 to 50.
- Furious Strike's damage rises by 1d6 and the bonus to hit rises by 2.
- Another daily smite. Yay.
- DC of channel energy rises by 1 to 42.
- Antenora's lay on hands pool is now 490.
- Gains 35th level paladin spellcasting. This grants another 8th level spell per day. Antenora selects celestial valor.
- All saves rise by 1.
- Skills go up as normal.
- Antenora's new feats are Fiendstriker(H25) and Epic Reputation(P35).

A good level for Antenora all around.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 20, 2019, 02:09:06 PM
Moore reaches level 35!

Singer of the Celestial Choir 5 and Favored Soul 5.

Skills go up as normal, saves rise by 1, SR goes up by 1 as well to 50.

[13:03] <Nephrite> roll 1d8
[13:04] <Penuche> Nephrite invokes Penuche's magic: < 7 > [d8=7]


7 on a d8 for a total of 18 and a grand total of 534 Hit Points.

Singer 5 doesn't give a level of bardic casting (boo) but it does give Song of Holiness and Improved Words of Creation, which has been the whole point of investing in this anyway.

Favored Soul casting rises to 23, which gives an extra 10th level spell. Since I wasn't impressed with the selection the last time, I will again get back to you on this. EDIT: I will take Anathemic Knowledge for my 5th FS spell, which frees up Liira's Joy for the 11th for Bard.


Pretty good level, song of Holiness is a helpful defensive tool and getting Improved Words of Creation will help a lot with taking damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 20, 2019, 03:18:21 PM
Latha reaches level 35.

- Astral Deva 35 and Angelic Champion 14.
- Maximum hit points per hit die, for a total of 22 hit points and a grand total of 778 hit points.
- +1 BAB for a total of 35.
- Latha grows a +2 racial bonus to the DC of stun.
- Spell resistance rises by 1 to 50.
- Regeneration rises by 1 to 14.
- Gains 35th level cleric spellcasting. She gets another 14th level spell per day, which will be another sunstorm for now.
- All saves rise by 1.
- Skills go up as normal.

An okay level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 20, 2019, 03:46:45 PM
Jessica reaches level 35.

- Rogue 35 and Perfect Wight 14.
- Maximum hit points per hit die, for a total of 18 hit points and a grand total of 671 hit points.
- +1 BAB for a total of 28.
- Spell resistance rises to 50.
- Sneak attack rises by 1 to 24d6.
- Gains another daily use of shadow form.
- All saves rise by 1.
- Skills go up as normal.

An okay level take 2, action.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 20, 2019, 05:48:05 PM
Hey, are our realms getting updates with this as well?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 20, 2019, 08:03:22 PM
Syala reaches level 35.

- Astral Deva 35 and Druid 35.
- Maximum hit points per hit die, for a total of 20 hit points and a grand total of 700 hit points.
- +1 BAB for a total of 35.
- Spell resistance rises to 50.
- Druid (read as monk) AC bonus rises by 1 to 7.
- Gains a new favored enemy and a previous one rises. Evil outsiders rises to +18 and she selects fey for her new favored enemy.
- Gains level 35 druid spellcasting. She gets another Syala's blessing since she casts spontaneously anyway, they're just examples for her to draw from.
- All saves rise by 1.
- Skills go up as normal.

Marginal level, but her 5s at least have nice gains.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 20, 2019, 08:03:32 PM
Yes, once I do levels, Cor.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 21, 2019, 12:32:45 AM
Posting for approval/adding to homebrew:

Telekinetic Combat Reflexes

You can respond quickly and repeatedly to opponents who let their defenses down.

Prerequisite
Telekinetic Focus
Combat Reflexes

Benefit

When wielding a melee weapon with the Telekinetic Wielder use of telekinesis you may make attacks of opportunity in the full range of the spell.

Normal

A character without this feat cannot make attacks of opportunity with a telekinetically wielded weapon.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 21, 2019, 12:39:08 AM
Posting for approval:

Telekinetic Blast (Ex):
At 5th level, a telekinetic master can unleash their telekinesis as a focused blast, dealing 60d6 to a single target and knocking them prone. Using this ability does not end telekinesis, but they cannot use this ability again for 1d4 rounds.

(wasn't sure what to do for saves/SR since this is based on a class ability)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 21, 2019, 11:12:03 AM
Cresiel reaches level 35.

- Solar 35 and Hellreaver 24.
- Maximum hit points per hit die for a total of 22 hit points and a grand total of 789 hit points.
- +1 BAB for a total of 35.
- Spell resistance rises by 1 to 48.
- Gains resistance to sonic 20.
- Gains 32nd level cleric spellcasting. Cresiel selects Web of Generosity. This is mostly in case Jetina isn't around. His role as a healer is so overshadowed by her.
- All saves rise by 1.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 21, 2019, 11:57:45 AM
Don't forget people (three) got these.

Amulets of Blessings

Each of these amulets grant you a +3 scared bonus to saving throws, as well as the ability to cast invisibility purge once per day, caster level 21st.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 21, 2019, 12:45:00 PM
Xandra reaches level 35.

- Trumpet Archon 35 and Mage of the Illuminated Temple 23.
- 8 on a d8 for a total of 17 hit points and a grand total of 584 hit points.
- +1 BAB for a total of 35.
- Spell resistance rises by 1 to 52.
- Music of the Outer Spheres improves. Xandra now sings as a bard equal to her hit dice rather than one equal to her hit dice minus two.
- With the light of Chronias, Ring's powers have become clear.
- Gains another daily use of smite evil. Yay.
- Gains 33rd level warmage spellcasting. This gives her another 13th level spell and 3 14th level spells per day. She selects Emily's Forceful Strike and Polar Howl.
- All saves go up by 1.
- Skills go up as normal.

Nice level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 21, 2019, 01:44:31 PM
Kaja reaches level 35.

- Fighter 35 and Dervish 25.
- 4 on a d10 for a total of 17 hit points and a grand total of 648 hit points.
- +1 BAB for a total of 35.
- AC bonus from dervish rises by 1.
- Another daily dervish dance.
- Dervish bonus to attack/damage rises by 1.
- All saves rise by 1.
- Skills go up as normal.

Okay level for general growth.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 21, 2019, 03:07:55 PM
Jetina reaches level 35.

- Pious Templar 25 and Healer 35.
- 8 on a d10 for a total of 20 hit points and a grand total of 600 hit points.
- +1 BAB for a total of 35.
- Channel energies all rise by 1d6.
- Lingering healing's duration rises to 35 rounds.
- Gains 25th level pious templar spellcasting. It's another celestial valor.
- Gains 35th level healer spellcasting. This is just another 14th level spell for her.
- All saves rise by 1.
- Skills go up as normal.
- Extra Emergency Healing(H35), Damage Reduction(PT25) as new feats.

Not bad.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 21, 2019, 03:57:21 PM
Sylvie reaches level 35.

- Factotum 35 and Chameleon 25.
- Maximum hit points per hit die, for a total of 20 hit points and a grand total of 706 hit points.
- +1 BAB for a total of 27.
- Inspiration rises by 1 to 25.
- Gains another daily spell for Arcane Dilettante. Sylvie goes with Sylvie's Mental Peak in case she needs to fling that back up as a swift.
- Gains another daily use of Opportunistic Piety.
- Gains another daily use of Aptitude Focus.
- Gains 25th level chameleon spellcasting. This is +1 10th level arcane and divine spells. Sylvie selects Moore's Modified Spell Theft and Summon Monster X.
- All saves rise by 1.
- Skills go up as normal.

Not a bad level at all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 21, 2019, 04:24:36 PM
So, I'm looking at this:

Improving An Item Familiar

An item familiar can be improved as other magic items can be. By spending gold pieces (and time and experience points, assuming the character is the one doing the work), a character can add new abilities to his item familiar. If a character links himself to a +1 longsword, for example, it only costs 6,000 gp (or 3,000 gp and 240 XP) to add another +1 of enhancement bonus or, perhaps, a special ability that is equivalent to a +1 bonus (such as spell storing or flaming). The character can accomplish this even without having the requisite item creation feats.

This type of improvement has nothing to do with the master's character level, though it may affect the item's eventual Ego score.

Now what I'm not understanding is this: A +1 effect is 2,000gp. Adding a second +1 effect is 8,000gp as the new total enhancement bonus is +2. By the improvement rule, it's only 6,000gp for an improvement of a familiar.

Now this is my Item Familiar:

Life-drinker +1 (+14 total enchantment value), 392,000gp: 1d12, x3 Crit; Bestows two negative levels on damage, 1 day later DC 16 fort to lose a character level. Bestows one negative level on wielder on damage; In addition, it is also Anarchic, Transmuting, All-Bane, Wounding. Anarchic: Chaos aligned, +2d6 damage vs. lawful alignment. Transmuting: 1 round after a successful hit, overcomes damage reduction. All-bane: as a swift action, the wielder may change the type of bane weapon it is. This may be any bane type listed on the table for bane weapons (DMG 224), but not more exotic types of bane (such as a mage bane weapon). Wounding: On damage, inflict 1 point of damage to Constitution.

The total bonus for this is +14 @ 392,000gp. So, If I want to bump the +1 to, say, +10 and add damage dice by say, tossing on acid damage, what's the actual math formula for it? I mean, as it stands, it's got a lot of things going for it, but it's still a +1, 1d12 +2d6 bane weapon. Anarchic is more if it can be applied, but as a raw weapon, I think I need a bit more to-hit and damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 21, 2019, 05:43:54 PM
I realize I've been not adding to the spells known on the Favored Soul pre-epic side, so I'm owed an 8th and 9th level spell.

He'll take Holy Aura for 8 and Gate for 9.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 21, 2019, 11:37:43 PM
Quote from: Corwin on December 20, 2019, 12:05:55 PM
How does it change the One ritual? If it's more feasible now, I'll try it first thing.

There's going to be some bonuses thanks to Sylvie and Antenora.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 21, 2019, 11:38:26 PM
Quote from: Ebiris on December 20, 2019, 12:06:47 PM
Also to clarify something with Duelist's Friend.

Creatures under mind blank or epic abjurations that block divinations are not affected by this spell and the benefits of it do not apply against them.

Does that mean if Marie casts it on herself while she has mind blank up she receives no benefit, or does it mean if Marie is fighting Alicia who has mind blank up then Marie doesn't get the automatic knowledge/concealment beating/extra damage versus Alicia? Or both?

Second. The spell isn't impeded by your own protections.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 21, 2019, 11:39:39 PM
Quote from: Anastasia on December 20, 2019, 01:07:40 PM
Today in knocking out DM work.

Antenora Reynes
Opal Angel of Redemption, Redeemer, Hell's Bane
Demigoddess
Symbol: Two hands clasped together, one coming from above and the other below, the one below wrapped in chains
Home Plane: Sylica
Alignment: Lawful Exalted
Portfolio: Redemption, battle, order, risen fiends
Worshipers: Paladins, risen fiends, atoners
Cleric Alignments: LG, NG, CG
Domains: Glory, Good, Law, Planning, Purification, Redemption
Favored Weapon: Black Horn Spear (Longspear)

Added this to Antenora's sheet for now. I'll paste it elsewhere for now, that's just to keep it handy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 21, 2019, 11:40:24 PM
Quote from: Anastasia on December 20, 2019, 01:24:13 PM
More DM work.

Initiate of Antenora
Prerequisite: Paladin or cleric level 5th, patron deity Antenora
Benefit: You gain a +2 bonus to saves against spells and spell like abilities with the evil descriptor. In addition you add the following spells to your cleric or paladin spell list.

1st: Vision of Heaven (Paladin only)
3rd: Righteous Fury (Cleric only)
4th: Voice of the Archon
7th: Opal Cleansing (Cleric only)

Added to house rules.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 21, 2019, 11:41:32 PM
Quote from: Corwin on December 20, 2019, 05:48:05 PM
Hey, are our realms getting updates with this as well?

To elaborate, tomorrow I'm doing Alyssa node and Monday is Seira's node. Tuesday will be realm updates and some other DM side work, assuming all goes well. Christmas will be a day off and we may resume Wednesday, depending on how level ups and the work around them goes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 21, 2019, 11:43:31 PM
Quote from: Iron Dragoon on December 21, 2019, 12:32:45 AM
Posting for approval/adding to homebrew:

Telekinetic Combat Reflexes

You can respond quickly and repeatedly to opponents who let their defenses down.

Prerequisite
Telekinetic Focus
Combat Reflexes

Benefit

When wielding a melee weapon with the Telekinetic Wielder use of telekinesis you may make attacks of opportunity in the full range of the spell.

Normal

A character without this feat cannot make attacks of opportunity with a telekinetically wielded weapon.

Formatting this as normal for my ease of parsing.

Telekinetic Combat Reflexes [???]
Prerequisite: Telekinetic Focus, Combat Reflexes
Benefit: When wielding a melee weapon with the Telekinetic Wielder use of telekinesis you may make attacks of opportunity in the full range of the spell.
Normal: You cannot make attacks of opportunity with weapons controlled with telekinesis.

Which class is Telekinetic Focus from?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 21, 2019, 11:46:43 PM
Quote from: Iron Dragoon on December 21, 2019, 12:39:08 AM
Posting for approval:

Telekinetic Blast (Ex):
At 5th level, a telekinetic master can unleash their telekinesis as a focused blast, dealing 60d6 to a single target and knocking them prone. Using this ability does not end telekinesis, but they cannot use this ability again for 1d4 rounds.

(wasn't sure what to do for saves/SR since this is based on a class ability)

I'd suggest this:

Telekinetic Blast (Ex)

At 5th level, the telekinetic master can unleash their telekinesis in an overwhelming, focused blast. This deals 2d6 force damage per caster level of telekinesis and requires a ranged touch attack roll. This ability does not end telekinesis.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 21, 2019, 11:47:13 PM
Quote from: Iron Dragoon on December 21, 2019, 11:57:45 AM
Don't forget people (three) got these.

Amulets of Blessings

Each of these amulets grant you a +3 scared bonus to saving throws, as well as the ability to cast invisibility purge once per day, caster level 21st.

Cool. Refresh me on who got those and also cross post it in loot? Thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 21, 2019, 11:47:31 PM
Quote from: Nephrite on December 21, 2019, 05:43:54 PM
I realize I've been not adding to the spells known on the Favored Soul pre-epic side, so I'm owed an 8th and 9th level spell.

He'll take Holy Aura for 8 and Gate for 9.



Cool, noted.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 21, 2019, 11:48:30 PM
Quote from: Iron Dragoon on December 21, 2019, 04:24:36 PM
So, I'm looking at this:

Improving An Item Familiar

An item familiar can be improved as other magic items can be. By spending gold pieces (and time and experience points, assuming the character is the one doing the work), a character can add new abilities to his item familiar. If a character links himself to a +1 longsword, for example, it only costs 6,000 gp (or 3,000 gp and 240 XP) to add another +1 of enhancement bonus or, perhaps, a special ability that is equivalent to a +1 bonus (such as spell storing or flaming). The character can accomplish this even without having the requisite item creation feats.

This type of improvement has nothing to do with the master's character level, though it may affect the item's eventual Ego score.

Now what I'm not understanding is this: A +1 effect is 2,000gp. Adding a second +1 effect is 8,000gp as the new total enhancement bonus is +2. By the improvement rule, it's only 6,000gp for an improvement of a familiar.

Now this is my Item Familiar:

Life-drinker +1 (+14 total enchantment value), 392,000gp: 1d12, x3 Crit; Bestows two negative levels on damage, 1 day later DC 16 fort to lose a character level. Bestows one negative level on wielder on damage; In addition, it is also Anarchic, Transmuting, All-Bane, Wounding. Anarchic: Chaos aligned, +2d6 damage vs. lawful alignment. Transmuting: 1 round after a successful hit, overcomes damage reduction. All-bane: as a swift action, the wielder may change the type of bane weapon it is. This may be any bane type listed on the table for bane weapons (DMG 224), but not more exotic types of bane (such as a mage bane weapon). Wounding: On damage, inflict 1 point of damage to Constitution.

The total bonus for this is +14 @ 392,000gp. So, If I want to bump the +1 to, say, +10 and add damage dice by say, tossing on acid damage, what's the actual math formula for it? I mean, as it stands, it's got a lot of things going for it, but it's still a +1, 1d12 +2d6 bane weapon. Anarchic is more if it can be applied, but as a raw weapon, I think I need a bit more to-hit and damage.


It would be treated as a weapon of its full power.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 22, 2019, 12:04:35 AM
Quote from: Anastasia on December 21, 2019, 11:43:31 PM
Quote from: Iron Dragoon on December 21, 2019, 12:32:45 AM
Posting for approval/adding to homebrew:

Telekinetic Combat Reflexes

You can respond quickly and repeatedly to opponents who let their defenses down.

Prerequisite
Telekinetic Focus
Combat Reflexes

Benefit

When wielding a melee weapon with the Telekinetic Wielder use of telekinesis you may make attacks of opportunity in the full range of the spell.

Normal

A character without this feat cannot make attacks of opportunity with a telekinetically wielded weapon.

Formatting this as normal for my ease of parsing.

Telekinetic Combat Reflexes [???]
Prerequisite: Telekinetic Focus, Combat Reflexes
Benefit: When wielding a melee weapon with the Telekinetic Wielder use of telekinesis you may make attacks of opportunity in the full range of the spell.
Normal: You cannot make attacks of opportunity with weapons controlled with telekinesis.

Which class is Telekinetic Focus from?

Telekinetic Master. The PRC you homebrewed up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 22, 2019, 12:21:26 PM
<Penuche> Iddy invokes Penuche's magic: < 1 > [d8=1]
+2 con, +3 from belt con, +2 from epic toughness. Total gain: 8. New total: 402 hp

+1 to saves

+19 skill points.
+4 Armorsmithing, +1 Blacksmithing, +1 Mapmaking, +3 Weaponsmithing, +1 Diplo, +1 K:A/D/G/N/P/R, +1 Perception, +1 Spellcraft, +1 Stealth.

Reassigning skill points:
-10 Apparise, -1 Handle Animal, -1 Heal, -10 Slight of Hand
+4 Blacksmithing, +4 Mapmaking, +7 Weaponsmithing, +7 armorsmithing

Factotum 25:
-Opportunistic Piety (+1 Use)

TKM 5:
Telekinetic Blast

+1 level 14 spell slot

Reassigning Feats:

Level 9: Minor Shapeshift -> Arcane Strike

Human Bonus Feat: Maximize Spell -> Combat Reflexes

MotAO 9: Echoing Spell -> Maximize Spell

Level 33: Improved Metamagic -> Telekinetic Combat Reflexes
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 22, 2019, 01:54:18 PM
Quote from: Anastasia on December 21, 2019, 11:48:30 PM
Quote from: Iron Dragoon on December 21, 2019, 04:24:36 PM
So, I'm looking at this:

Improving An Item Familiar

An item familiar can be improved as other magic items can be. By spending gold pieces (and time and experience points, assuming the character is the one doing the work), a character can add new abilities to his item familiar. If a character links himself to a +1 longsword, for example, it only costs 6,000 gp (or 3,000 gp and 240 XP) to add another +1 of enhancement bonus or, perhaps, a special ability that is equivalent to a +1 bonus (such as spell storing or flaming). The character can accomplish this even without having the requisite item creation feats.

This type of improvement has nothing to do with the master's character level, though it may affect the item's eventual Ego score.

Now what I'm not understanding is this: A +1 effect is 2,000gp. Adding a second +1 effect is 8,000gp as the new total enhancement bonus is +2. By the improvement rule, it's only 6,000gp for an improvement of a familiar.

Now this is my Item Familiar:

Life-drinker +1 (+14 total enchantment value), 392,000gp: 1d12, x3 Crit; Bestows two negative levels on damage, 1 day later DC 16 fort to lose a character level. Bestows one negative level on wielder on damage; In addition, it is also Anarchic, Transmuting, All-Bane, Wounding. Anarchic: Chaos aligned, +2d6 damage vs. lawful alignment. Transmuting: 1 round after a successful hit, overcomes damage reduction. All-bane: as a swift action, the wielder may change the type of bane weapon it is. This may be any bane type listed on the table for bane weapons (DMG 224), but not more exotic types of bane (such as a mage bane weapon). Wounding: On damage, inflict 1 point of damage to Constitution.

The total bonus for this is +14 @ 392,000gp. So, If I want to bump the +1 to, say, +10 and add damage dice by say, tossing on acid damage, what's the actual math formula for it? I mean, as it stands, it's got a lot of things going for it, but it's still a +1, 1d12 +2d6 bane weapon. Anarchic is more if it can be applied, but as a raw weapon, I think I need a bit more to-hit and damage.


It would be treated as a weapon of its full power.

Basically, as you say it's a +14 effective weapon. If you want to bump the numerical enchantment value from +1 to +10, that's a +9 bump overall. So the weapon becomes a 14+9=23. So your monetary amount is the difference from the full cost of a +23 weapon minus the full cost of a +14 weapon.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 22, 2019, 07:36:02 PM
I'll resume level ups tonight or tomorrow, haven't felt well today.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 23, 2019, 09:53:54 AM
Jarem reaches level 35.

- Cleric 35 and Knight 35.
- 10 on a d12 for a total of 19 hit points and a grand total of 537 hit points.
- +1 BAB for a total of 35.
- Gets another daily use of smite.
- Gains 35th level cleric spellcasting. This is another 14th level spell per day. It's another antimagic zone, he needs a custom spell per two here but I'll do them later.
- All saves rise by 1.
- Skills go up as normal.
- Improved Deific Foe(C35), Epic Toughness(K35) as his new bonus feats.

Okay level up. Jarem needs great smiting once he gets the Charisma for it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 23, 2019, 10:53:58 PM
Emily reaches level 35.

- Sorcerer 35 and Dragonfire Knight 25.
- 2 on a d10 for a total of 12 hit points and a grand total of 533 hit points.
- +1 BAB for a total of 33.
- Temp HP per day rises by 1.
- Extra damage from dragonfire wrath rises by 1d10 to 12d10.
- Gains another daily use of dragonfire wrath.
- Gains 35th level sorcerer spellcasting. Gets another 14th level spell per day and another 14th level spell per day known. She selects Thunderous Voice.
- Gains 31st level favored soul spellcasting. This is another 12th level spell per day and another 13th level spell known. She selects Instant Regeneration, as a recent adventure reminded her that when she needs regeneration, she really needs it.
- All saves rise by 1.
- Skills go up as normal.
- Feats: Epic Toughness(D25), Automatic Metamagic(Quicken)(S35) as her new feats.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 24, 2019, 10:44:24 AM
Ianvasah reaches level 35.

- Druid 35 and Dragonheart Shapeshifter 15.
- 2 on a d8 for a total of 14 hit points and a grand total of 550 hit points.
- +1 BAB for a total of 31.
- Breath weapon's damage rises by 1d12.
- Gains 35th level druid spellcasting. She'll get another mass power of the huntress. She needs a custom spell here but doing those later.
- All saves rise by 1.
- Skills go up as normal.
- Automatic Metamagic(Quicken)(DH15) as her new feat.

Okay level, very much an in betweener for her.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 24, 2019, 11:11:20 AM
Bastian reaches level 35.

- Monk 35 and Horizon Walker 25.
- 6 on a d8 for a total of 17 hit points and a grand total of 562 hit points.
- +1 BAB for a total of 35.
- Spell resistance rises by 1 to 45.
- Wholeness of body rises by 2 to 70.
- Terrain bonus rises by 1 to +7.
- All saves rise by 1.
- Skills go up as normal.
- Chooses Improved Spell Resistance(M32), Improved Terrain Bonus(HW22) for his feats.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 24, 2019, 01:27:26 PM
Amaryl reaches level 35.

- Dragonbreath Archer 14 and Sorcerer 20.
- Maximum hit points per hit die, for a total of 18 hit points and a grand total of 608 hit points.
- +1 BAB for a total of 29.
- Spell resistance rises to 50.
- Gains 22nd level sorcerer spellcasting. She grabs Celestial Valor.
- All saves rise by 1.
- Skills go up as normal.
- Maximize Spell is her new feat from sorc levels.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 25, 2019, 12:56:37 PM
Lady Sanzha reaches level 35.

- Marid 35 and Madalani 11.
- Maximum hit points per hit die, for a total of 18 hit point sand a total of 630 hit points.
- +1 BAB for a total of 35.
- Channel elements rises by 1 to 18d6.
- Spell resistance rises by 1 to 46.
- Gains Padisha's Cunning.
- Gains 33rd level bard spellcasting. This is a new 10th level spell per day as well as opening 11th level magic with zero innate charges. She also gets a 10th and 11th level spell known, which are Sulnor's Show Fate and Superb Dispelling.
- All saves rise by 1.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 25, 2019, 02:15:25 PM
Kascha reaches level 35.

- Ghaele 35 and Wyrm Wizard 25.
- Maximum hit points per hit die for a total of 19 hit points and a grand total of 668 hit points.
- +1 BAB for a total of 35.
- Spell resistance rises by 1 to 50.
- Gains 35th level wizard spellcasting. She gets another 14th level spell, she'll go with Syala's blessing again for the moment. Revisions here later, probably.
- All saves go up by 1.
- Skills go up as normal.
- Shatter Spell Resistance(WW25) as her feat.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 25, 2019, 04:16:48 PM
Elle reaches level 35.

- Wizard 35 and Dragon Disciple 25.
- 5 on a d12 for reference, but as a proxy and about to go DvR0 aaanyway, she gets maximum hit points per hit die, for a total of 25 hit points and a grand total of 851 hit points.
- +1 BAB for a total of 25.
- Spell resistance rises by 1 to 50.
- School mastery rises by 1 to 35.
- Natural armor rises by +1.
- Breath weapon damage rises by 2d8.
- Gains 35th level wizard casting. This is two new 14th level spells, including dragon disciple's bonus spell. Elle selects two more Triple Booms, as with DvR looming this is going to mangle and muddle her spells again and require a rework. Assume these are placeholders.
- All saves rise by 1.
- Skills go up as normal.
- Epic Spell Penetration as her new feat.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 25, 2019, 05:20:35 PM
Donald reaches level 35.

- Duskblade 35 and 1st level of LA payoff for prismatic dragon.
- 7 on a d10 for reference, but maximum hit points per hit die, for a total of 24 and a grand total of 866 hit points.
- +1 BAB for a total of 35.
- Spell resistance rises by 1.
- Gains 35th level duskblade casting. This is a 2 9th level spells per day and a new spell known. He'll go with Donald's Crash.
- All saves rise by 1.
- Skills go up as normal.

Donald's Crash
Evocation [Acid]
Level: Duskblade 9
Components: V, S
Casting Time: 1 standard action
Range: 10ft/level
Area: 10ft/level radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A barrage of dragon shaped balls of acid rain down on your foes, which deals 1d8 points of acid damage per caster level (maximum 30d8). These balls seek out foes and ignore friends. Only enemies in the radius take damage from this spell, while the balls ignore cover, concealment and total concealment.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 25, 2019, 05:21:47 PM
Quick question: Could everyone check if all of their spells are in the spell collection? I want to make sure I haven't missed any lately.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on December 25, 2019, 05:26:19 PM
Soul Reave isn't.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 25, 2019, 05:58:36 PM
Ranbar reaches level 35.

- Cloistered Cleric 35 and Perfectus 25.
- 7 on a d8 but maximum per hit die, for a total of 21 hit points and a grand total of 725 hit points.
- +1 BAB for a total of 24.
- Lore rises by 1.
- Gains another daily use of cunning save.
- Gains 35th level cleric casting. This is another 14th level spell, Ranbar grabs greater divine power for now.
- All saves rise by 1.
- Skills go up as normal.
- Bonus Domain(Glory)(C35), Epic Font of Inspiration(P25) as new feats. This adds the domain power for Glory, which boosts her turning.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 25, 2019, 07:09:40 PM
Realm posts are up as well as new topics to begin part two with needed priority setting.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 25, 2019, 07:58:55 PM
Quote from: Ebiris on December 25, 2019, 05:26:19 PM
Soul Reave isn't.

Added along with Donald's spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 25, 2019, 08:19:37 PM
6th: Black Ice Touch, Chasing Perfection, Greater Dispel Magic, Greater Ghoul Touch, Mass Animalistic Power, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Swift Etherealness, Waves of Exhaustion.
7th: Crushing Hand, Dispelling Slap, Greater Shout, Horrid Wilting, Meteor Swarm, Prismatic Spray.
8th: Blazing Radiance, Chain Dispel, Energy Drain, Magic Disjunction, Mass Hold Monster, Sonic Handshake, Wrath of the Heavens.
9th: Asgeroth's Groundbreaker, Disintegrating Burst, Donald's Crash, Visage of the Tarrasque
10th: Energy Immunity, Hellball, Titan's Surge
11th: Imix's Wreath, Queen's Displeasure, Superb Dispelling
12th: Disintegrating Burst, Greater Polar Ray, Imix's Burning Scream, Mass Energy Immunity, Mass Titan's Surge
13th: Imix's Touch

Suggestions welcome as well, Eb.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 25, 2019, 08:20:37 PM
Alyssa spells appear to be good.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 25, 2019, 08:28:26 PM
Quote from: Iron Dragoon on December 25, 2019, 08:20:37 PM
Alyssa spells appear to be good.

Excellent.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 25, 2019, 10:02:37 PM
I am posting this here so I don't have to troll through my threads to find it.

Commune with Knowledge
Divination
Level: Brd 11, Clr 13, Sor/Wiz 13
Components: V, S, F
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Concentration

This spell contacts the platonic ideal of knowledge itself to obtain answers. This spell functions as contact other plane, except that the chance of a true answer is 1-96, the chance of a random answer is 97-100 and the Intelligence DC to avoid Intelligence and Charisma loss is 18, it lasts 1 day and a natural roll of 1 always results in a failure, no matter the total*. Certain questions, such as those that seek the secrets of deities, anathemic knowledge or knowledge protected by epic abjurations cause this spell to return a result of unknown instead of an answer. Unlike with contact other plane, the answers may be as long as needed and not only one word.

* Bards and clerics use Charisma and Wisdom in place of an Intelligence check, and lose their bard or cleric spellcasting in place of arcane spellcasting.



I'm not sure if it should be added to the Spell Collection or not, since as of right now only Moore and I guess Erathaol know of it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 25, 2019, 10:19:20 PM
Worked up the following, just for tracking and organization. If anyone wants to claim a target or suggest someone's node might be a good fit for one, please do so. If I missed anything, please point it out so I can fix it:

"Within Carceri lies another, jailed within the First Prison," Zaphkiel goes on, "The Guardian is the prison itself, and holds far more than merely the seed. Pandemonium holds one, sealed within the Askaral Tomb deep within a forbidden portal. In the Abyss lies one as well, in the hands of a Guardian already known, who will confess to it if pressed properly." Is the answer to that, "There may be yet others, but as of yet we have no found signs of them."

Carceri- Not claimed.
Abyss- Not claimed.
Pandemonium- Not claimed.

"In Hades lies a seed, which is entombed within the Last Monument. The Guardian there does not manifest, but instead controls a great tribe of yugoloth cultists, who all worship at the Last Monument and pray for death, suffering and agony for all. They are wrapped in anathemic secrecy and hidden by the will of the Oinoloths, none of which have seen fit to do anything but contain them."

-Not claimed/possible Adversary

"As for Acheron and Gehenna, there are seeds but we have not found them yet," Zaphkiel continues, "Precious little is known of them. For Baator, you have already seen that divine seed," A look to Alicia. "Asmodeus also extends an invitation to any of you who are willing - to come before the Serpent's Throne within nine days and he will discuss sharing this seed with you as well as with his chosen."

-Not claimed/Asmodeus' maybe?

"There is one in Mechanus - within the broken ruins of Primus. All but inaccessible to use at the current time, and the Guardian there is a fearsome lion. Likewise, the seed in Limbo rests within the Spawning Stone, and it would be nigh impossible to reach without a confrontation with Ssendam. Both are difficult and will require the greatest skill and ability to obtain."

-Not claimed

"The seed in Arcadia is different - it is outside of the bounds of Arcadia entirely," Zaphkiel says, "You must break out from the limits of Arcadia and seek the seed there."

-Not claimed.

"Next is the seed in Ysgard - which is held in the lair of the Jormugandr. In an area the Jormugandr is highly territorial over, and tolerates no other creatures there but itself." Zaphkiel says, "The Guardian there wears the form of Jormugandr when it chooses to take a physical form. This will be a deep challenge, but at least one that the nature of Ysgard tempers."

-Moore claimed.

"For Arborea, the divine seed lies within the Womb of Arborea, the deepest of the Hidden Layers." Zaphkiel continues, "An ocean there, born of Morwel's tears, forms the core of that place. Deep in the ocean the divine seed rests. The Guardian there takes two forms. He takes the form of one of the leShay, though Morwel knows him and knows it is but an illusion. The other is of a forty nine eyed celestial, who has wings that bear forty nine mouths that speak holy truths. In this he pretends to be a Seraph, though never before Morwel. This seed has three charges. It will not be the hardest, more if you have Morwel's blessing to investigate, and discover a way to protect yourself from joining the cycle of rebirth."

-Seira and Amaryl have ties to Morwel, Moore mentioned/tentatively Cor's node.

A slight nod, "Next is the Beastlands. I know not where the seed is there, neither myself or my counterpart has found it. We have found traces of it, and we believe it would lie deep within the Beastlands. This will be a matter of investigation, and will likely be one of the last pursued by any side."

-Jessica mentioned, Bastian offered assistance/tentatively claimed by Eb's node.

"The one that lies within Elysium. It lies buried before the Empyrean Gate.  You must find a way to reach that seed safely and deal with the Arch Angels who protect the Gate. The Guardian of that seed maintains no form, but will intervene if you come close to it. This will be no easy task, though not as difficult as a few others."

-Cresiel mentioned/tentatively Moore's node.

"I do not believe this one to be difficult. Next is Bytopia's. It now rests in the Memorial there," he explains, "The sorrows of Bytopia must be faced, and what was lost must be remembered and mourned. The Guardian there takes the form of a gnome. This one will be difficult, as Bytopia itself will resist you."

-Not claimed/assigned

"The next is at the Ordial Gate in the Astral Plane. I know less of this one, save that no traveler in the Astral Plane can reach it. Originally, the Ordial Gate was meant to be a connection another transitive plane, one we ultimately did not use in favor of the Infinite Stair. The Incarnation of Balance changed it, so that I am not certain how to reach it now, only that it will be one of the hardest seeds to obtain due to this."

-Not claimed/assigned. Arbiter mentioned.

"Next is one in the Deep Ethereal, at the Heart of Dreams," Zaphkiel continues. "I believe it to have three charges, and any who seek it must be able to master and defeat any dream they can imagine. Reality will become a matter of dreams there, and dreams shall oppose you to the last. The Guardian there takes the form of a blindfolded gorgon. This one will not be easy, but nor will it be as difficult as the most challenging seeds."

-Commander Oberuth to help, tentatively Eb's node.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 25, 2019, 10:39:14 PM
That's really useful, go ahead and crosspost that in the divine FAQ thread.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 26, 2019, 02:59:29 AM
The divine seeds I'd prefer over others are Arborea's, Elysium's, Astral's, Deep Ethereal's and the Abyss's. Of those, I'm strongly interested in Astral's due to the potential of co-op with a scary gith lich. I think the first two would go easiest for me, since I already have an in there.

Anyways, I figure we can each pick 2 and go for them, then see what happens? If that's fine with you guys, which are your priorities?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on December 26, 2019, 09:13:57 AM
The Abyss one sounds really easy to get if you've been there before but I think if you haven't it's a pain to reach that particular layer? Seira should probably think about sending Kascha over for it.

Alicia's most interested in the Ysgard one because she lives there and will probably move on that first.

After that Bytopia, Deep Ethereal, Arborea, and Elysium are quite relevant to her interests and experience. She'd probably prefer to go after Pandemonium or Hades early on before team Hell have a chance at them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 26, 2019, 09:59:51 AM
The one in Elysium interests Moore just because of past experiences, so if he has a chance to accompany whomever goes he would like to.

The same for the one in Ysgard, but obviously if people want to go themselves I realize from an OOC standpoint it's difficult to coordinate things!

After that, Bytopia's seems interesting, as well as Arcadia's.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 26, 2019, 10:06:48 AM
The hades thing has been on Alyssa's radar for a while now (I'm assuming that it's connected to living things growing in Hades). Beyond that, Alyssa doesn't have much connection to anything else, so she'll go for whatever else might be a good fit for her node.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 26, 2019, 06:10:37 PM
Sylvie's additions to the book grant an additional +7 bonus to checks to become One.

Antenora's conditions likewise add an additional +3. These stack.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 26, 2019, 10:22:50 PM
Elle's updated.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 27, 2019, 03:01:55 AM
Wonderful~
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 27, 2019, 08:25:35 AM
Incidentally, I'm curious how Violet's Superb Casting matches up against my arcane thesis. Can we get a look?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 27, 2019, 09:21:52 AM
Cresiel updated.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 28, 2019, 01:50:23 PM
Putting my node's 1 reward point into increasing Life-Drinker's bonus by +1.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 29, 2019, 07:04:09 PM
Quote from: Iron Dragoon on December 28, 2019, 01:50:23 PM
Putting my node's 1 reward point into increasing Life-Drinker's bonus by +1.

Noted and node updated.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 29, 2019, 07:05:02 PM
Quote from: Nephrite on December 25, 2019, 10:02:37 PM
I am posting this here so I don't have to troll through my threads to find it.

Commune with Knowledge
Divination
Level: Brd 11, Clr 13, Sor/Wiz 13
Components: V, S, F
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Concentration

This spell contacts the platonic ideal of knowledge itself to obtain answers. This spell functions as contact other plane, except that the chance of a true answer is 1-96, the chance of a random answer is 97-100 and the Intelligence DC to avoid Intelligence and Charisma loss is 18, it lasts 1 day and a natural roll of 1 always results in a failure, no matter the total*. Certain questions, such as those that seek the secrets of deities, anathemic knowledge or knowledge protected by epic abjurations cause this spell to return a result of unknown instead of an answer. Unlike with contact other plane, the answers may be as long as needed and not only one word.

* Bards and clerics use Charisma and Wisdom in place of an Intelligence check, and lose their bard or cleric spellcasting in place of arcane spellcasting.



I'm not sure if it should be added to the Spell Collection or not, since as of right now only Moore and I guess Erathaol know of it.

I'll add it to the collection with a note about it being fairly obscure.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 30, 2019, 09:43:09 PM
Moore's apotheosis:
(these changes are not yet applied to the sheet)

Spoiler: ShowHide
280 (6 HP, plus 4*6 (Pixie), 5*8 (Marshal), 5*8 (Favored Soul), 16*6 (Favored Soul), 10*3 (Sentinel), 2*6 (Divine Oracle)

272 (34 levels of +8 Con)
68 (Epic Toughness, 34*2)
34 (Toughness, 34*1)
34 (Psionic Body, 34*1)

New HP total is 688. 693 with Lifasa's Tear. This does not factor in any bonuses to stats from his new divine ranks.

Base land speed is 50ft and base fly speed is now 180ft (perfect)

Armor goes up by 12 (10 from natural, 1 from divine rank, +1 extra divine bonus on top of that).

+1 permanent attack bonus
+Alter Reality

Moore gains the Good and Hope domains.

A lot of the rest of this is just mechanical things he can do now, but since he effectively gained Polyglot from this, he will train out of that.

Moore picks up Divine Bard as his Salient Divine Ability, which means he also can retrain out of Music of the Gods, Lasting Inspiration and Epic Inspiration, but he's going to keep Epic Inspiration so his bonuses go up by +1.

Since Divine Bard sort of makes Words of Creation redundant, is there something we might be able to work on so he'd have a reason to use WoC with his songs after this? Doesn't have to be now, just a question.

-Need to add Divine Aura
-Choosing Fire and Sonic for divine immunities

He will also take Divine Blast and Extra Domain (Inspiration) and leave two SDA slots.

So at this point, he needs to pick 3 new epic feats, which I will get back to.

Avatar and Divine Realm stuff can be handled IC, I assume.


Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 02, 2020, 09:53:58 AM
Nagging Questions from the last few days:

1) Does Epic Inspiration apply to all bardic music? Such as Inspire Spellpower and Inspire Excellence?

2) Do all Singer of the Celestial Choir abilities natively use Words of Creation for all of its bardic musics? I think so, but just want to make sure.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 02, 2020, 10:25:10 AM
Quote from: Nephrite on January 02, 2020, 09:53:58 AM
Nagging Questions from the last few days:

1) Does Epic Inspiration apply to all bardic music? Such as Inspire Spellpower and Inspire Excellence?

Generally it applies to anything similar enough to bardic music - usually bardic music feats are close enough to apply, assuming they have a morale, competence or dodge bonus to improve. This includes Inspire Excellence. It does not cover Inspire Spellpower, which does not have one of those bonus types to increase.

Quote2) Do all Singer of the Celestial Choir abilities natively use Words of Creation for all of its bardic musics? I think so, but just want to make sure.

Yes, the description for Celestia Music notes that these songs weave the Words of Creation into them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 02, 2020, 10:50:18 AM
Sounds good. Here's something I've been thinking of since I find myself with several epic feats to take now.

Epic Inspire Spellpower
Prerequisites: Inspire Spellpower, five bardic musics known

Benefit:

When you use Inspire Spellpower, the effected allies' caster level increases by 2 instead of 1, and they may add your charisma modifier to the damage of their spells, if their spells do damage.



I was thinking of making it add charisma for overcoming SR instead of that, but that's technically covered by a marshal aura and I didn't want to step on that class.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 02, 2020, 11:40:59 AM
Quote from: Nephrite on January 02, 2020, 10:50:18 AM
Sounds good. Here's something I've been thinking of since I find myself with several epic feats to take now.

Epic Inspire Spellpower
Prerequisites: Inspire Spellpower, five bardic musics known

Benefit:

When you use Inspire Spellpower, the effected allies' caster level increases by 2 instead of 1, and they may add your charisma modifier to the damage of their spells, if their spells do damage.



I was thinking of making it add charisma for overcoming SR instead of that, but that's technically covered by a marshal aura and I didn't want to step on that class.

Hmmm. The Charisma part feels like a separate feat or more honestly a class ability. The +1 is entirely reasonable though. How about this?

Epic Inspire Spellpower [Bardic, Epic]
Prerequisite: Inspire Spellpower
Benefit: The increase to effective caster level rises by one.
Special: You may select this feat more than once. Its benefits stack.

That's the baseline and it's fine. It's paying a lot for it, but caster level bonuses are hard to get and expensive. I'm not sure it's worth it compared to something like epic inspiration though, so maybe it does need a bit more spice. Hm.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 02, 2020, 11:47:43 AM
That was kind of my thought too. Giving it +2 (so a total of +3 levels) feels like too much, unless you also made the pre-reqs a lot higher, which I could see.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 02, 2020, 11:48:43 AM
Please adjudicate.

HOPE IS THE ANSWER
Prerequisites: Hope Domain, Charisma 30

Moore's answer to the question of Creation is that of Hope. This is so true that being near him fills others with an unstoppable hopefulness. All creatures around Moore (but not Moore himself) he considers allies gain a +2 morale bonus to their ability scores within 100 feet plus 100 feet per divine rank. In addition, they are immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness.



Offhand, it feels a little weak for a specific SDA, but I am a bad judge of these things.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 02, 2020, 11:51:13 AM
Quote from: Nephrite on January 02, 2020, 11:47:43 AM
That was kind of my thought too. Giving it +2 (so a total of +3 levels) feels like too much, unless you also made the pre-reqs a lot higher, which I could see.

Yeah. Raw +1 doesn't feel like it quite passes the smell test, since other epic bard feats are really good. At the same time...meh.

It's just a tough spot to be sure. Maybe it unlocks access to a followup feat that does something nice as well, I don't know.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 02, 2020, 11:53:20 AM
Quote from: Nephrite on January 02, 2020, 11:48:43 AM
Please adjudicate.

HOPE IS THE ANSWER
Prerequisites: Hope Domain, Charisma 30

Moore's answer to the question of Creation is that of Hope. This is so true that being near him fills others with an unstoppable hopefulness. All creatures around Moore (but not Moore himself) he considers allies gain a +2 morale bonus to their ability scores within 100 feet plus 100 feet per divine rank. In addition, they are immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness.



Offhand, it feels a little weak for a specific SDA, but I am a bad judge of these things.

I'd suggest shortening the name to something snappier. Hope is the answer feels a little too clunky for a name.

Stylistic commentary aside, it's meant to be a passive aura of +2 morale to ability scores?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 02, 2020, 11:56:18 AM
Quote from: Anastasia on January 02, 2020, 11:53:20 AM
Quote from: Nephrite on January 02, 2020, 11:48:43 AM
Please adjudicate.

HOPE IS THE ANSWER
Prerequisites: Hope Domain, Charisma 30

Moore's answer to the question of Creation is that of Hope. This is so true that being near him fills others with an unstoppable hopefulness. All creatures around Moore (but not Moore himself) he considers allies gain a +2 morale bonus to their ability scores within 100 feet plus 100 feet per divine rank. In addition, they are immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness.



Offhand, it feels a little weak for a specific SDA, but I am a bad judge of these things.

I'd suggest shortening the name to something snappier. Hope is the answer feels a little too clunky for a name.

Stylistic commentary aside, it's meant to be a passive aura of +2 morale to ability scores?

Effectively, yes. My thought was that over time (i.e. divine strata) it would grow in power, but that's a long ways off.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 02, 2020, 11:58:35 AM
Quote from: Anastasia on January 02, 2020, 11:51:13 AM
Quote from: Nephrite on January 02, 2020, 11:47:43 AM
That was kind of my thought too. Giving it +2 (so a total of +3 levels) feels like too much, unless you also made the pre-reqs a lot higher, which I could see.

Yeah. Raw +1 doesn't feel like it quite passes the smell test, since other epic bard feats are really good. At the same time...meh.

It's just a tough spot to be sure. Maybe it unlocks access to a followup feat that does something nice as well, I don't know.

How about this?

Epic Inspire Spellpower
Prerequisites: Inspire Spellpower, five bardic musics known

Benefit:

When you use Inspire Spellpower, the effected allies' caster level increases by 2 instead of 1, and the DC for those allies' spells rise by 1.

So you basically get +3 to the DC of spells, but only +2 to the spell level for the purposes of damage. Is that too confusing?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 02, 2020, 12:31:25 PM
Quote from: Nephrite on January 02, 2020, 11:56:18 AM
Quote from: Anastasia on January 02, 2020, 11:53:20 AM
Quote from: Nephrite on January 02, 2020, 11:48:43 AM
Please adjudicate.

HOPE IS THE ANSWER
Prerequisites: Hope Domain, Charisma 30

Moore's answer to the question of Creation is that of Hope. This is so true that being near him fills others with an unstoppable hopefulness. All creatures around Moore (but not Moore himself) he considers allies gain a +2 morale bonus to their ability scores within 100 feet plus 100 feet per divine rank. In addition, they are immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness.



Offhand, it feels a little weak for a specific SDA, but I am a bad judge of these things.

I'd suggest shortening the name to something snappier. Hope is the answer feels a little too clunky for a name.

Stylistic commentary aside, it's meant to be a passive aura of +2 morale to ability scores?

Effectively, yes. My thought was that over time (i.e. divine strata) it would grow in power, but that's a long ways off.

I don't really have any mechanical objection to it per se - it's in your wheelhouse and +2 isn't broken or anything - but the bookkeeping on it will be a thing.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 02, 2020, 12:31:50 PM
Quote from: Nephrite on January 02, 2020, 11:58:35 AM
Quote from: Anastasia on January 02, 2020, 11:51:13 AM
Quote from: Nephrite on January 02, 2020, 11:47:43 AM
That was kind of my thought too. Giving it +2 (so a total of +3 levels) feels like too much, unless you also made the pre-reqs a lot higher, which I could see.

Yeah. Raw +1 doesn't feel like it quite passes the smell test, since other epic bard feats are really good. At the same time...meh.

It's just a tough spot to be sure. Maybe it unlocks access to a followup feat that does something nice as well, I don't know.

How about this?

Epic Inspire Spellpower
Prerequisites: Inspire Spellpower, five bardic musics known

Benefit:

When you use Inspire Spellpower, the effected allies' caster level increases by 2 instead of 1, and the DC for those allies' spells rise by 1.

So you basically get +3 to the DC of spells, but only +2 to the spell level for the purposes of damage. Is that too confusing?

I'd just have the bonus also apply to DCs, honestly. Simpler that way.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 02, 2020, 12:36:56 PM
So like this?

Epic Inspire Spellpower
Prerequisites: Inspire Spellpower, five bardic musics known

Benefit:

When you use Inspire Spellpower, the effected allies' caster level increases by 2 and the DCs of their spells also rise by 2.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 02, 2020, 12:57:25 PM
Also I revised this, since I wasn't happy with the aura part of it, and working it into songs and music makes more thematic sense.

SONGS OF HOPE
Prerequisites: Hope Domain, Charisma 30

Moore's answer to the question of Creation is that of Hope. His songs and music are likewise infused with this hopefulness. All creatures affected by Moore's bardic music gain the following benefits: They are immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness, they gain fast healing 10, and gain DR/10. These effects last for as long as the creatures are affected by Moore's bardic music.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 02, 2020, 01:10:09 PM
Quote from: Nephrite on January 02, 2020, 12:36:56 PM
So like this?

Epic Inspire Spellpower
Prerequisites: Inspire Spellpower, five bardic musics known

Benefit:

When you use Inspire Spellpower, the effected allies' caster level increases by 2 and the DCs of their spells also rise by 2.

I'd change the phrasing but it's about right.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 02, 2020, 01:10:43 PM
Quote from: Nephrite on January 02, 2020, 12:57:25 PM
Also I revised this, since I wasn't happy with the aura part of it, and working it into songs and music makes more thematic sense.

SONGS OF HOPE
Prerequisites: Hope Domain, Charisma 30

Moore's answer to the question of Creation is that of Hope. His songs and music are likewise infused with this hopefulness. All creatures affected by Moore's bardic music gain the following benefits: They are immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness, they gain fast healing 10, and gain DR/10. These effects last for as long as the creatures are affected by Moore's bardic music.

What's the damage reduction overcome by, if anything?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 02, 2020, 01:12:23 PM
Quote from: Anastasia on January 02, 2020, 01:10:43 PM
Quote from: Nephrite on January 02, 2020, 12:57:25 PM
Also I revised this, since I wasn't happy with the aura part of it, and working it into songs and music makes more thematic sense.

SONGS OF HOPE
Prerequisites: Hope Domain, Charisma 30

Moore's answer to the question of Creation is that of Hope. His songs and music are likewise infused with this hopefulness. All creatures affected by Moore's bardic music gain the following benefits: They are immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness, they gain fast healing 10, and gain DR/10. These effects last for as long as the creatures are affected by Moore's bardic music.

What's the damage reduction overcome by, if anything?

It was intended to be unable to be overcome. I could lower it, if you think that'd be more appropriate in that case.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 02, 2020, 01:38:25 PM
Funny D&D note, almost all ability score prerequisites are an odd number.

SONGS OF HOPE
Prerequisites: Hope Domain, cha 31
Benefit: Moore's answer to the question of Creation is that of Hope. His songs and music are likewise infused with this hopefulness. All creatures affected by Moore's bardic music gain the following benefits: They are immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. they gain fast healing 10, and gain damage reduction 10/-. These effects last for as long as the creatures are affected by Moore's bardic music.

That looks about right. Maybe 11 for the healing and damage reduction, with the unstated but understood math that's it meant to be 10 + DvR. It's one of the cases where allowing it to scale with that may make sense, as both of those numbers have a lot of room to grow.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 02, 2020, 01:40:18 PM
Quote from: Anastasia on January 02, 2020, 01:38:25 PM
Funny D&D note, almost all ability score prerequisites are an odd number.

SONGS OF HOPE
Prerequisites: Hope Domain, cha 31
Benefit: Moore's answer to the question of Creation is that of Hope. His songs and music are likewise infused with this hopefulness. All creatures affected by Moore's bardic music gain the following benefits: They are immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. they gain fast healing 10, and gain damage reduction 10/-. These effects last for as long as the creatures are affected by Moore's bardic music.

That looks about right. Maybe 11 for the healing and damage reduction, with the unstated but understood math that's it meant to be 10 + DvR. It's one of the cases where allowing it to scale with that may make sense, as both of those numbers have a lot of room to grow.


I am fine with that. I suppose change the title to "Song of Hope," if you would, since I feel it has better pzazz.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 02, 2020, 09:15:42 PM
If anyone's looking for good colors for divine text, here you go: https://absitomen.com/index.php?topic=331.0
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 03, 2020, 10:50:48 AM
Sanzha is updated.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 03, 2020, 10:52:17 AM
Okay then.

SONG OF HOPE
Prerequisites: Hope Domain, cha 31
Benefit: Moore's answer to the question of Creation is that of Hope. His songs and music are likewise infused with this hopefulness. All creatures affected by Moore's bardic music gain the following benefits: They are immune to any spell or effect that would inflict negative emotions, such as fear or the effects of symbol of hopelessness. they gain fast healing 11, and gain damage reduction 11/-. These effects last for as long as the creatures are affected by Moore's bardic music.

Go ahead and add this to your sheet.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 03, 2020, 10:52:37 AM
Quote from: Nephrite on January 02, 2020, 09:15:42 PM
If anyone's looking for good colors for divine text, here you go: https://absitomen.com/index.php?topic=331.0

That is useful. There's various online repositories of color and HTML codes, I use them myself.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on January 03, 2020, 09:18:19 PM
Test message for color
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on January 04, 2020, 05:10:23 PM
Can there be a greater version of Contingency that allows for a spell higher than lvl6? A spell of a level under a third of CL without that limit should work well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 11, 2020, 11:27:22 PM
Oberuth reaches level 35.

- Fighter 35 and Dwarven Defender 25.
- Maximum hit points per hit die, for a total of 35 hit points and a grand total of 1205 hit points.
- +1 BAB for a total of 35.
- Favored enemy (beyond) rises by 2 to +6.
- Regeneration increases by 10.
- Gains another daily use of defensive stance.
- All saves rise by one.
- Skills go up as normal.
- Bulwark of Defense(DD25) as his bonus feat.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 11, 2020, 11:27:59 PM
Quote from: Corwin on January 04, 2020, 05:10:23 PM
Can there be a greater version of Contingency that allows for a spell higher than lvl6? A spell of a level under a third of CL without that limit should work well.

Got any particular spell combos in mind here? Let me see what you have in mind before I rule.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on January 12, 2020, 08:13:12 AM
I was thinking of Many Moments of Prescience via Contingency when I asked. As for other potential spells.... Three-Fold Breath, Might of the Solar, Greater Dispelling Breath. In the future, Seira's Arcane Thesis, Lightning's Rise and Space Compression.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on January 12, 2020, 08:13:59 AM
Also please do realm posts~
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 23, 2020, 11:56:35 AM
Quote from: Corwin on January 12, 2020, 08:13:12 AM
I was thinking of Many Moments of Prescience via Contingency when I asked. As for other potential spells.... Three-Fold Breath, Might of the Solar, Greater Dispelling Breath. In the future, Seira's Arcane Thesis, Lightning's Rise and Space Compression.

To be fully honest, I don't really have any mechanical complaint with the idea. It probably balances okay, so write up a version and post it here, let me see how it looks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 23, 2020, 12:02:28 PM
Sylvie's updated for DvR1. A few bits from it.

DIVINE FACTOTUM
The deity is the epitome of the factotum and has abilities that far surpass that of mortal factotums.
Prerequisites: Factotum level 20th, Font of Inspiration
Benefit: The deity gains Aura of Inspiration, Improved Cunning Insight, Improved Cunning Knowledge and Source of Inspiration as bonus feats. She gains extra inspiration points per encounter equal to her divine rank.

New material and needed, as there's a few other high level factotums out there such as Alyssa and Ranbar. It's four feats + bonus inspiration. It's hardly flashy but it's solid, like all of the divine x feats.

DIVINE APTITUDE
Prerequisite: Swift Refocus, Chameleon level 20th, int 39
Benefit: The deity can change her aptitude focuses as a swift action. Unlike a mortal chameleon, if the deity chooses the arcane or divine focuses, she instantly has her spells prepared. She can change her aptitude an unlimited number of times per day. Whenever you change your aptitude focus, you can change your chameleon bonus feat as well.
Notes: The deity only has one allotment of arcane and divine spells from those focuses, no matter how many times she changes her focus in a day.

This is not new, as it's from Selune's statblock. Sylvie borrows it for her own purposes, as it's not built for Selune in particular. It's also a mild exception to the unspoken rule that divine x feats are base classes only. I meant this as an exception to that rule due to the nature of chameleon and Selune's build, it just happens to be relevant in this game.

Domains: Competition, Knowledge, Mentalism, Mind

There's nothing surprising there. Competition fits her nature to be the best at whatever she cares to try, while the rest are all mind/knowledge focused domains. Sylvie is what she is. If she ever gets another domain, she might grab Destiny as a nod to the heavy destiny she got wrapped up in.

Salient Divine Abilities: Divine Aptitude, Divine Factotum, Extra Domain(Mentalism), Increased Spell Resistance, Know Secrets

Not many SDAs really appealed to Sylvie. The first two felt automatic for her, extra domain was a filler, increased SR is a trick that appeals to her and know secrets fits her. A lot of the knowledge SDAs are restricted to higher DvRs and/or require bardic knowledge or lore. When/if she has another and make s a custom SDA, it will probably revolve around giving her a lore special ability, as it fits her but she could never work it in mechanically.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 24, 2020, 02:48:55 PM
I'm putting this question and answer here for everyone's reference. It's an interesting corner case.

Q: Can Planar Bubble allow you to make a plane divinely morphic, and more importantly, allow you to alter that plane as if it were your home plane? Assuming you're a deity to begin with.

A: No. Short version: A non epic spell simply isn't sufficient to allow such a thing. It isn't the changing of it per se or the strength of the deity in question, but deities and powers are tied to their planes. This is not something changed trivially. OOC wise, it's simply a case where Planar Bubble was not designed to be able to do this and is outside of the bounds of the spell's intent. It may be possible for an epic spell to do something like that, it may not be. A custom SDA suited to someone could allow it in specific circumstances, such as Selune's Moonmaiden allowing to treat the Moon and an area around it as her divine realm.

On a loosely related note, Planar Bubble also won't prevent a spiritual wound on the Prime. It may make it worse if anything.

This all came up on IRC based on a Seira question today and I want it here for reference. It got me thinking, it's a really interesting application of Planar Bubble and it raised some questions.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 25, 2020, 10:32:27 PM
I'm working on some tools for the faithful of the various newly risen deities. Suggestions and feedback on these are welcome. For what it's worth, the Antenora one's about done and it is what it is. It's fitting but I don't think it really moves the needle. Amaryl's is more interesting and tries to be a fair trade for favored enemy. When you consider how much ranger stuff ties to favored enemy, I don't know if it's worth it, but I think it's reasonably balanced with a nice bonus capstone at 20th level. The Syala one I'm the most concerned about, it's a bit iffy number crunching-wise I think, since a treant is a pretty strong monster for 5th level.

Note that this is for DvR1+es, so the 0s aren't up yet. Also note Sylvie passes for obvious reasons considering she doesn't want to be worshiped. She'd probably tell them to go take factotum levels, anyway.

Alternate Class Feature: Touch of Redemption

Antenora's paladins do not banish diseases of the body, but of the soul.

Class: Paladin

Deity: Antenora

Level: 6th

Replaces: If you select this alternate class feature, you do not gain remove disease.

Benefit: At 6th level you gain the ability to forgive the sins of another. You may cast atonement once per week as a spell-like ability. Unlike a normal atonement spell, this spell is capable of changing the alignment of a creature normally unable to change their alignment. They must be willing to change of their own free will.

At 9th level and every 3 levels thereafter, you gain an additional weekly use of atonement.

Alternate Class Feature: Blazing Shot

Rangers who follow the ways of the Princess of the Cauldron can light their arrows with the embers of the Cauldron's fires.

Class: Ranger

Deity: Amaryl Gaial

Level: 1st

Replaces: If you select this alternate class feature, you do not gain favored enemy.

Benefit: You can light your arrows with fires that burn bright and true. As a free action when you make a ranged attack, you may ignite your ranged attacks with fire, which deals an extra 1d6 points of fire damage per attack. The fire from these arrows never sets the terrain around them on fire.

At 5th level and every 5 levels thereafter, the extra damage rises by 1d6 (2d6 at level 5, 3d6 at level 10 and so forth).

At 20th level, any time you deal damage with this ability to a creature, the creature takes extra damage equal to your extra fire damage from this ability at the start of their next turn.

You might expect a druid ACF here. So says Syala: Just take the ACFs I did, they're fine.

They actually are pretty solid if you don't want shapeshift.


Alternate Class Feature: Tree Guardian

Champions who serve Syala find a creature of the forest protects them.

Class: Paladin of Freedom

Deity: Syala

Level: 5th

Replaces: If you select this alternate class feature, you do not gain special mount.

Benefit: When you reach 5th level, a treant rises to serve you. This is identical to a special mount, except your suffer a -4 penalty to your paladin level to determine bonus hit dice, natural armor adjustment, strength adjustment, intelligence and special abilities.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 26, 2020, 08:29:26 PM
This is putting the cart before the horse, but sure.

Alternate Class Feature: Channel Inspiration

Moore's clergy sometimes choose to channel their divine connection with him into inspiration, rather than into energy.

Class: Cleric or Favored Soul

Deity: Moore

Level: 1st

Replaces: If you select this alternate class feature, you do not gain channel energy.

Benefit: Benefit: At first level, you gain the ability to Inspire Courage, as a bard of the same level. You gain Inspire Competence at 3rd level.

You may use these abilities a number of times per day equal to your cleric level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 28, 2020, 10:20:43 AM
Trivia: I slept from 10 PM to 9 AM. Muscle relaxers knock me out, glad I ran late yesterday.

That aside the above's fine, I'd edit it a bit for D&Dese but the idea's fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 28, 2020, 11:48:24 AM
That batch of ACFs is posted.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 01, 2020, 09:47:59 AM
Ianvasah's alignment in Shar's Embrace is now Neutral with Neutral Good tendencies. To quote:

> If it mattered at all for oblivion, I'd bump her alignment to N with NG tendencies or maybe even NG outright. The ultimate sacrifice of the self to save another's a pretty good aligned way to go out.

It doesn't matter for Ianvasah at all, but I feel the last moment change is justified.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 01, 2020, 05:30:07 PM
So Iddy, one side of your gestalt is now 35 outsider hit dice. This provides you the following:

If you use that side for BAB, good BAB progression. That's as a fighter and as good as BAB can get.
All good saves. This is identical to a monk's saving throw progression.
d8 for hit points.
8 + Int modifier for skill points (this does not include the +4 by houserule, which you still get as everyone gets that). So you'll get getting a lot of skill points per level.

What you get from the hit dice as powers.

- Wizard spellcasting equal to your character level. So right now you'd have 35th level wizard spellcasting. This is just like taking levels in wizard for the sake of the spellcasting, in the same way some angels get cleric spellcasting or Kascha gets wizard spellcasting from her racial hit dice.
- Damage reduction 20/adamantine and epic.
- Spell resistance equal to 13 + hit dice. Right now that's spell resistance 48 and continues to rise by 1 each level up.
- Immunity to cold and resistance to acid, electricity and fire 20.
- A natural armor bonus to armor class of +6. This overlaps with any existing natural armor bonus. Note that enhancement bonuses to natural armor stack with it (such as an amulet of natural armor). I'll run you through this one since it's easy to get mixed up with how it works.
- Greater teleport at will as a spell-like ability.
- Shandakul's Grace (Ex)

Favored servants of Shaundakul travel with swift speed and easy grace. They gain a +10ft bonus to speed for all modes of movement. At level 11 and every 10 levels thereafter, this bonus rises by 10ft (20ft at level 11, 30ft at level 21 and so forth). For Alyssa this is currently a +40ft bonus.

- I usually include a custom ability or two on anything like this. These should usually tie into the role and what the outsider is. I'm open to suggestions here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on February 01, 2020, 05:38:55 PM
In terms of custom abilities suitable for an epic custom servant of Shaundakul, something like a Minotaur's maze sense/upscaled find the path might be on brand.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 02, 2020, 02:00:15 PM
Epic factotum updated for extended epic progress, up to level 54.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 02, 2020, 11:15:07 PM
Thanks for the assist, Eb. Here you go, Iddy.

Shaundakul's Sense (Ex)

Servants of Shaundakul are natural wanderers and gifted at travel. They never get lost and can track enemies. They are also immune to maze spells. Finally, they are never flat footed.

This is identical to the natural cunning of a minotaur.

Planar Grace (Su)

You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane and spells and abilities that harm those of the opposite alignment don't affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related class features you have are unaffected.

This is identical to the planar mastery (aligned) of a horizon walker.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on February 08, 2020, 07:46:10 PM
Marie gains divine rank 1!
She gets the good and chaos domains for free. She also takes the magic, trickery, and luck domains. She also uses three of her SDAs on extra domain to get force, illusion, and celestial.
No increase to natural armour, it'll be a while before her racial bonus of +20 gets beaten by her divine bonus.
+1 divine rank added to attacks, saves, skills, caster level.
Alter reality gained!
Greater teleport added. She had it originally but only as self + 50lbs, now she can do it properly.
No improvement to damage reduction, her racial 20/epic and cold iron and evil beats the divine set.
Divine aura gained!
Gains more immunities. She chooses fire and sonic. You expected fire and cold, didn't you? Also immune to disease, poison, stunning, sleep, paralysis, death effects and disintegration.
Ability scores go up by 1. All of hers are even so this did nothing!
She gets grant spells, portfolio sense, divine senses (darkvision 1 mile), remote sensing (2 locations), block sensing (2 locations), create avatar, create proxy, divine realm (Sylica) all just copied from Alicia's sheet.
She has two salient divine abilities left after splurging on those extra domains. She doesn't have bard levels but she has racial hit dice that give full bard song progression so in the same vein as Morwel she can take Divine Bard, right? She's gotten good mileage out of countering Shar's songs up until now so may as well lean into that. For the other one, how about a deity specific one just for her?

UNDENIABLE ILLUSION
Prerequisite: Illusion Domain, Bluff 30 ranks
Benefit: Marie's illusions deceive the senses and confound magical detection, appearing as entirely real to all forms of inspection. Unless the observer succeeds on either an opposed rank check or a sense motive against a bluff check made by Marie which adds the level of the illusion spell used to her result, they will be unable to see through the illusion regardless of the means used.

Oh, does her anarch ability swap from
Precise Anarch (Ex): Marie is a natural talent at controlling small parts of Limbo with perfect precision. She can control up to 200ft around herself as an anarch, but without any need for a roll.
to this version Alicia has?
Anarch (Ex): You are now talented at controlling limbo. You may treat an area of up to one mile per divine rank as if being your divine realm for the sake of controlling it and creating things there.

Now for the domain abilities...
+1 CL for illusion, chaos, and good spells.
Meaningless power for magic domain, boo.
Meaningless power for trickery domain, boo.
Free reroll from luck domain, whoo. She already avoids critical fails but still can be useful.
Free reroll just for damage rolls from force domain. Useful for her ability damage ray more than anything else I think.
1/day smite evil from celestial domain. Never hurts.

And a whole mess of SLAs.

protection from evil, protection from law, magic aura, disguise self, entropic shield, vision of heaven, mage armour, silent image, aid, shatter, identify, invisibility, consecrate, magic missile, minor image, magic circle against evil, magic circle against law, dispel magic, nondetection, protection from energy, blessed sight, blast of force, displacement, holy smite, chaos hammer, imbue with spell ability, confusion, freedom of movement, lesser planar ally, resilient sphere, phantasmal killer, dispel evil, dispel law, spell resistance, false vision, break enchantment, heavenly lightning, wall of force, persistent image, blade barrier, animate objects, antimagic field, mislead, call faithful servants, repulsion, holy word, word of chaos, spell turning, screen, heavenly lightning storm, forcecage, project image, holy aura, cloak of chaos, protection from spells, irresistible dance, moment of prescience, holy aura, telekinetic sphere, summon monster IX (good or chaotic creatures only), mage's disjunction, time stop, miracle, gate, crushing hand, weird.

Phantasmal killer and weird need to be subbed out for non save or die spells that fit the illusion domain.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 08, 2020, 10:36:43 PM
Latha's notable changes for DvR1:

- Domains: Craft, Good, Glory, Healing, Law, Sun, Truth, Zeal. She spent 3 SDAs on Extra Domain. Her basic approach was to get her domains early with an eye to growth in the future. Zeal's the only slightly weak one but she had the domain as cleric casting already, so I went with it.

- Salient Divine Abilities: Craft Artifact, Divine Skill Focus(Craft(Armorsmithing)), Extra Domain(Craft), Extra Domain(Healing), Extra Domain(Zeal). Again, this is with an e ye on the future. Craft Artifact is desired and Divine Skill Focus (along with Skill Focus and Epic Skill Focus in it from a bonus feat from a domain and an epic feat freed up by epic crafting, respectively) is to help run up her total on Armorsmithing.

- Craft(Armorsmithing)+92. She wants to get this high as she can and forge some powerful armors to be used.

- No custom SDA for her yet. That'll be in a rank or two, but for now I focused on the fundamentals.

Craft: +1 caster level to conjuration (creation) spells and skill focus (craft(armorsmithing)) as a bonus feat.
Good: +1 caster level to spells with the good descriptor.
Glory: +2 bonus to the DC of turn undead and +1d6 damage.
Law: +1 caster level to spells with the lawful descriptor.
Sun: Empower Turning as a bonus feat.
Truth: +17 bonus to Sense Motive and +1caster level to divinations.
Zeal: 1/day take 20 on a skill without taking more time.

Not a bad hall, a bunch of CL boosters, a big bonus to Sense Motive and a few bonus feats.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 09, 2020, 02:49:19 PM
Jessica's notable changes for DvR1:

- Domains: Good, Retribution, Shadow, Travel. She avoids family for now since Syala already has it and I don't want them being too samey. Retribution covers her duties when she eliminates targets, shadow is for her stealthy nature and kick some sand at Shar and Travel covers her nature as a scout, information gatherer and explorer for Sylica.

- Salient Divine Abilities: Alter Form, Divine Celerity, Divine Rogue, Divine Sneak Attack, Stride. A very strong slate of abilities for her. Alter Form helps her and is a prereq for more interesting abilities later. Divine Celerity is permahaste and fits travel domain. Rogue and SA are obvious and good, while Stride doubles her movement speed and allows her to give it to others as well. Fast and deadly is what this is meant to build up.

- She gets some bonus feats and a freed up R24 feat, which becomes Epic Skill Focus for Poisonmaking. She wants that at some point so may as well get it now.

- I'm not sure about a custom SDA for her. There's no much for shadows (and the ones I do have are Shar only and behind the scenes) so odds are anything has to be 100% new custom. I'll think it over for later DvRs.

Good: +1 CL good spells.
Retribution: 1/day if you're hurt by someone deal max damage on a melee or ranged attack with your next action.
Shadow: Blind-Fight as a bonus feat.
Travel: 17 rounds/day act as if under freedom of movement. Starts and stops automatically.

Nothing great for her. I have to add her bushel of SLAs yet which will help her more than others, but I'll get to that tonight.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 10, 2020, 03:34:38 PM
I'm going with Supreme Init for DvR5.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on February 10, 2020, 07:31:19 PM
I'm having Marie swap out Wingbind for Greater Mirror Image in her 4th level spells since it's actually really useful with her illusion SDA. She's never actually used wingbind anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 10, 2020, 07:31:47 PM
Noted for both.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 11, 2020, 02:48:57 PM
Is it possible for a deity with Craft Artifact to apply the Epic Crafting (Weaponsmithing) and Epic Crafting (Armorsmithing) to our pre-B6 gear, where that stuff didn't exist yet?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 11, 2020, 03:07:56 PM
Unrelated to the above post, I was going over Amaryl's sheet. She has Superior Init as an epic feat, which technically sees use whenever she rolls init vs dvr1 deities, but is honestly useless due to her Supreme Init SDA.

Also, a thought crossed my mind as I was looking over Eldritch Knowledge/Arcane Mastery SDAs. The former requires a feat tax of Extra Spell, and the latter of Spell Mastery. Spell Mastery is a wizard bonus feat. Our houserules gave sorcs the same bonus feats as wizards, and I think that Extra Spell should be a valid candidate sorc bonus feat.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on February 11, 2020, 07:44:15 PM
This is extremely boring, but I figured why not.

DIVINE HEALER
The deity is the epitome of the healer and has abilities that far surpass that of mortal healers.
Prerequisite: Healer level 20th.
Benefit: The deity gains Absolute Healing, Extra Emergency Healing, Perfect Health and True Panacea as bonus feats.


EDIT: I was thinking of giving some sort of bonus to Healing spells (maybe a CL boost or something?) but I didn't want to make it too wordy. I was also considering a divine rank bonus to Lingering Healing and maybe a divine bonus to Healing Hands. YMMV on whether or not this is "good enough."
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 11, 2020, 08:27:04 PM
Quote from: Corwin on February 11, 2020, 03:07:56 PM
Unrelated to the above post, I was going over Amaryl's sheet. She has Superior Init as an epic feat, which technically sees use whenever she rolls init vs dvr1 deities, but is honestly useless due to her Supreme Init SDA.

Pretty much it is, yeah. I may retrain it at some point, but I haven't had the need to get around to it yet. At dead worst, +4 init when she needs it is hardly useless.

QuoteAlso, a thought crossed my mind as I was looking over Eldritch Knowledge/Arcane Mastery SDAs. The former requires a feat tax of Extra Spell, and the latter of Spell Mastery. Spell Mastery is a wizard bonus feat. Our houserules gave sorcs the same bonus feats as wizards, and I think that Extra Spell should be a valid candidate sorc bonus feat.

Yeah, I'd allow it as a bonus feat for sorcs. Hardly world shaking.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 11, 2020, 08:40:01 PM
Quote from: Nephrite on February 11, 2020, 07:44:15 PM
This is extremely boring, but I figured why not.

DIVINE HEALER
The deity is the epitome of the healer and has abilities that far surpass that of mortal healers.
Prerequisite: Healer level 20th.
Benefit: The deity gains Absolute Healing, Extra Emergency Healing, Perfect Health and True Panacea as bonus feats.


EDIT: I was thinking of giving some sort of bonus to Healing spells (maybe a CL boost or something?) but I didn't want to make it too wordy. I was also considering a divine rank bonus to Lingering Healing and maybe a divine bonus to Healing Hands. YMMV on whether or not this is "good enough."

This isn't official, but my general sketch for it as of now is this. Healer has a lot of class features so there's something to work with here (and why they'd be one versus no divine wizard, sorcerer or cleric).

DIVINE HEALER
Prerequisite: Healer level 20th.
Benefit: The deity gains Absolute Healing and True Panacea as bonus feats. In addition, the deity may add their divine rank to the number of times per day they may use emergency healing. The healer's unicorn companion gains the celestial template.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 11, 2020, 08:42:26 PM
Quote from: Corwin on February 11, 2020, 02:48:57 PM
Is it possible for a deity with Craft Artifact to apply the Epic Crafting (Weaponsmithing) and Epic Crafting (Armorsmithing) to our pre-B6 gear, where that stuff didn't exist yet?

If anyone could do it, it would be someone with that, yeah.

On the other hand, most of the armor's spoken for since it's tricked out already (things like no ASP, max dex and so on). A few of the weapons might have similar things, so I may allow it on a case by case basis.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on February 11, 2020, 08:45:31 PM
Quote from: Anastasia on February 11, 2020, 08:40:01 PM
Quote from: Nephrite on February 11, 2020, 07:44:15 PM
This is extremely boring, but I figured why not.

DIVINE HEALER
The deity is the epitome of the healer and has abilities that far surpass that of mortal healers.
Prerequisite: Healer level 20th.
Benefit: The deity gains Absolute Healing, Extra Emergency Healing, Perfect Health and True Panacea as bonus feats.


EDIT: I was thinking of giving some sort of bonus to Healing spells (maybe a CL boost or something?) but I didn't want to make it too wordy. I was also considering a divine rank bonus to Lingering Healing and maybe a divine bonus to Healing Hands. YMMV on whether or not this is "good enough."

This isn't official, but my general sketch for it as of now is this. Healer has a lot of class features so there's something to work with here (and why they'd be one versus no divine wizard, sorcerer or cleric).

DIVINE HEALER
Prerequisite: Healer level 20th.
Benefit: The deity gains Absolute Healing and True Panacea as bonus feats. In addition, the deity may add their divine rank to the number of times per day they may use emergency healing. The healer's unicorn companion gains the celestial template.

Yeah, that makes a lot of sense.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 12, 2020, 02:48:21 AM
Quote from: Anastasia on February 11, 2020, 08:42:26 PM
Quote from: Corwin on February 11, 2020, 02:48:57 PM
Is it possible for a deity with Craft Artifact to apply the Epic Crafting (Weaponsmithing) and Epic Crafting (Armorsmithing) to our pre-B6 gear, where that stuff didn't exist yet?

If anyone could do it, it would be someone with that, yeah.

On the other hand, most of the armor's spoken for since it's tricked out already (things like no ASP, max dex and so on). A few of the weapons might have similar things, so I may allow it on a case by case basis.

Okay, got it. At present, I have only one such artifact I want to uplift. I want to make my Aegis of the Tarrasque Ethereal. I technically don't need it since I ghost touch armor it anyway, but it's cooler if it's an innate thing.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 12, 2020, 10:03:50 AM
Yeah, sure, with the proviso to post it here first so I can make sure there isn't something hilariously broken about it? I don't think there is, but just in case I'm forgetting something.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 12, 2020, 10:32:09 AM
Knocking these out for the DvR1s.

Sylvie
Lady of Many Talents
Demigoddess
Symbol: A shelf full of books
Home Plane: Hope's Landing
Alignment: Neutral
Portfolio: Knowledge, learning, talent
Worshipers: N/A  (In theory factotums, chameleons, sages, learners)
Cleric Alignments: N/A (In theory CN, LN, N, NG)
Domains: Competition, Knowledge, Mentalism, Mind
Favored Weapon: Silver Studded Gloves (Unarmed Strike)

Latha
Diamond Angel of Radiance, Glorious Dawn
Demigoddess
Symbol: A sun decorated with gold rays
Home Plane: Sylica
Alignment: Lawful Exalted
Portfolio: Sun, ascetics, healing, duty, creators
Worshipers: Crafters, monks, healers, paladins
Cleric Alignments: CG, LG, NG
Domains: Craft, Good, Glory, Healing, Law, Sun, Truth, Zeal
Favored Weapon: Glorious Duty (Heavy Mace)

Jessica Reynes
Titles go here
Demigoddess
Symbol:
Home Plane: Sylica
Alignment: Neutral Exalted
Portfolio:
Worshipers:
Cleric Alignments: CG, LG, NG
Domains: Good, Retribution, Shadow, Travel
Favored Weapon: Gentle Serenity (Rapier)
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on February 12, 2020, 11:28:11 AM
Marielle
Heaven's Helper, The Forceful Fairy
Demigoddess
Symbol: Three purple orbs with trailing streams, the middle and largest adorned with butterfly wings
Home Plane: Sylica
Alignment: Chaotic Good
Portfolio: Magic, playfulness, ambition, the heavens
Worshippers: Specialist mages, aasimar, warlocks, supporters
Cleric Alignments: NG, CG, CN
Domains: Chaos, Good, Magic, Trickery, Luck, Force, Illusion, Celestial
Favored Weapon: Sword of light (longsword)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 13, 2020, 01:20:19 AM
Shamal: Fried by shocker lizards.

Muirfinn: Oh hi, Asmodeus.

Ianvasah: Sharred into oblivion.

Druids have not had good luck in Balmuria.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on February 13, 2020, 09:29:47 AM
Janson was druid-adjacent too.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 13, 2020, 09:45:37 AM
That is true.

What I'm saying is that Syala needs to be extra careful.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 13, 2020, 12:33:19 PM
None of them have been gods!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 13, 2020, 12:40:35 PM
Like that'll stop Shar.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 13, 2020, 04:38:16 PM
Oh, to revisit that earlier thread. I'd like to return to the regular features of a paladin since apparently I don't need to take my own ACFs of classes.

Assuming there's no problem with it, just one question. Should I follow the LG paladin, CG paladin or NG Sentinel (http://dndrealmsofadventure.tripod.com/sentinel.htm) class? Seira is NG.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 14, 2020, 11:27:17 AM
Sentinel, yeah. Weren't you LG or am I going crazy?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 14, 2020, 11:30:03 AM
I'm sure at some point of B1 I was LG, and a lot of other things! But blessed neutrality is where I'm at now. Gonna go change the sheet.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 14, 2020, 11:58:46 AM
According to my understanding of Divine Metamagic, if I'm picking it with Maximize Spell I will normally need to pay 4 (1+3) turning uses to maximize some memorized regular spell without changing the spell level.
If I have stuff like Improved Metamagic x2 that lowers the spell level raise of Maximize Spell from +3 to +1, would that means I can maximize some regular memorized spell for 2 (1+1) turning uses?
What about epic metamagic feats like Enhance Spell? Can Divine Metamagic be chosen to work with an epic metamagic feat?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 14, 2020, 12:01:09 PM
Quote from: Corwin on February 14, 2020, 11:30:03 AM
I'm sure at some point of B1 I was LG, and a lot of other things! But blessed neutrality is where I'm at now. Gonna go change the sheet.

I'm just going crazy then.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 14, 2020, 12:06:25 PM
Quote from: Corwin on February 14, 2020, 11:58:46 AM
According to my understanding of Divine Metamagic, if I'm picking it with Maximize Spell I will normally need to pay 4 (1+3) turning uses to maximize some memorized regular spell without changing the spell level.

Right so far.

QuoteIf I have stuff like Improved Metamagic x2 that lowers the spell level raise of Maximize Spell from +3 to +1, would that means I can maximize some regular memorized spell for 2 (1+1) turning uses?

DM judgment call territory. I'd rule no just to reduce abuses of divine metamagic. I'll make a few house rule updates to divine metamagic, amazed it's never made it in there.

QuoteWhat about epic metamagic feats like Enhance Spell? Can Divine Metamagic be chosen to work with an epic metamagic feat?

There's nothing in the feat that says it can't. I'd allow it if I allowed divine metamagic in the first place. Hold that thought, about to go make sure divine metamagic isn't in there in the first place and do some updating. I'd forgotten about that feat somehow.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 14, 2020, 12:08:12 PM
8. Regarding Divine Metamagic. While it's not outright banned, it can be abused. If you take this expect a chat with me and a DM judgment call on if I'll allow it. DMM-Persist isn't happening.

From the General rulings, clarifications and miscellanea tab. So if you're interested about it, post so and run through how you'd use it, and I'll make a judgment call.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 14, 2020, 12:13:22 PM
I was basically thinking that I could use it with either Widen Spell to be able to widen anything if I need it, or with Enhance Spell to enhance my top slots (ie Enhanced Lightning's Rise which I can't memorize right now since I only have lvl14 spells).

I'm not interested in Persist or Quicken, if that matters, and probably not in Empower or Maximize.

I do wish that Improved Metamagic and other metamagic cost reducers applied, or the value of this feat drops drastically.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 14, 2020, 12:16:58 PM
Divine Metamagic (Not 100% banned, but subject to automatic DM review and I seldom allow it. DMM-Persist is auto rejected.)

This is now in banned feats as a note, essentially a crosspost from misc rulings.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 14, 2020, 02:08:18 PM
I presume the writeup of Intensify Spell means it cannot work with Maximize Spell or Empower Spell. What about Twin Spell or Split Ray? Can there be a Twinned Intensified spell?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 15, 2020, 09:02:57 PM
Quote from: Corwin on February 14, 2020, 02:08:18 PM
I presume the writeup of Intensify Spell means it cannot work with Maximize Spell or Empower Spell. What about Twin Spell or Split Ray? Can there be a Twinned Intensified spell?

Twin Spell would work with it RAW and Split Ray is arguable, but I'd rule case by case basis and if the number of rays a spell does is a variable, numeric quality of that particular spell. Usually it isn't and it's just a set number of rays, but exceptions exist.

Fair warning: I'm pretty sure Twin + Intensify + metamagic discounts can get out of hand. Expect rulings if you push this too far, it's right on the border of what I may allow when I look at the stronger uses of it. For reference, Dolmaya's shenanigans are right around what I consider the limit for that sort of thing. Side note: I may remove split ray from the mix for her for that reason.

Quote from: Corwin on February 14, 2020, 12:13:22 PM
I was basically thinking that I could use it with either Widen Spell to be able to widen anything if I need it, or with Enhance Spell to enhance my top slots (ie Enhanced Lightning's Rise which I can't memorize right now since I only have lvl14 spells).

I'm not interested in Persist or Quicken, if that matters, and probably not in Empower or Maximize.

I do wish that Improved Metamagic and other metamagic cost reducers applied, or the value of this feat drops drastically.

No to divine metamagic. I'm going to rule it soft banned in B6, the optimization level's high enough without adding that into it. Frankly, with improved metamagic being in the mix as well as automatic metamagic, I see very little reason to add more ways to get around metamagic costs.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 17, 2020, 09:18:49 PM
Luck Domain: Replace the domain granted powe with the following: Once per day you can bestow good luck onto yourself or a creature you touch. This grants a +2 luck bonus to attack rolls, armor class and skill checks for 1 minute.

In other words: Touch Marie, get lucky. Seems to work out well for Antenora.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on February 21, 2020, 05:08:47 PM
Alicia goes up to Divine Rank 4
She takes the Salient Ability Extra Domain for Creation.
This gives a bunch of SLAs and +1 CL to conjuration spells.
+1 divine bonus to AC, +1 natural armour bonus to AC.
+1 divine rank bonus to skills, attacks, saves, and checks.
+1 to all her stats (only strength is odd)
+10 feet to her divine aura's radius and +1 to its DC
+1 to silver fire DC.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 21, 2020, 06:59:38 PM
Antenora reaches divine rank 2.

- Strength, Constitution, Intelligence and Charisma modifiers all rise.
- Antenora takes swimming lessons.
- Lay Quest is her new SDA. It fits and I want it on board early.

Need to adjust spells later for charisma.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 21, 2020, 08:37:59 PM
Syala reaches divine rank 3.

- Wisdom modifier rises.
- Divine radiance as the new SDA, probably a prereq to something else later down the line.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 23, 2020, 01:55:09 PM
Okay, this one is aimed at everyone. As NPCs start to reach divine rank and divine rank 1 in particular, the question of possible custom SDAs comes to mind. Anyone have suggestions for anyone's? Mechanics aren't a huge concern, this is purely throwing ideas at the wall.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 23, 2020, 10:20:50 PM
As you all hopefully ponder the above post (hint, hint, hint), let me toss something out there.

Between Alyssa's recent misstep in Ash and the possibility of Moore taking a loss against Torm, the possibility of gear loss should be on everyone's mind. As such, I'd like you all to start clearly marking what parts of your sheet's gear is kept at home. If you already do this, great! No further change needed, just make sure it's clearly labeled.

Let me know with a post here when that's done or if it's already done. Moore, you're holding the bag here - this came as a result of us chatting in PM - but I trust you to be honest.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 23, 2020, 10:23:03 PM
For myself, anything listed as a reserve weapon (or otherwise noted as being kept at home) counts for NPC sheets. For NPCs I'll be going through and see about checking this.

Also anything that's [misc] or similarly tagged and is primarily treasure or art can be assumed to be kept home unless noted otherwise.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on February 23, 2020, 10:24:20 PM
I'll notate it for me, but the assumption (for me anyway) has been he has everything on his sheet with him, bags included.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 23, 2020, 10:27:06 PM
Fair enough.

Good luck tomorrow.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on February 24, 2020, 08:39:51 AM
Shifted a few things from Alicia's portable hole to Sylican treasures, and marked all of Marie's unequipped items as being kept at home.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on February 24, 2020, 11:14:31 AM
I'm actually pretty organized in that sense. Everything on my sheet under Gear is assumed to be with me. The hoard stuff is listed separately under Cauldron Finances in the Vayley thread on my subforum.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 24, 2020, 11:35:51 AM
Quote from: Ebiris on February 24, 2020, 08:39:51 AM
Shifted a few things from Alicia's portable hole to Sylican treasures, and marked all of Marie's unequipped items as being kept at home.

Very good.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 24, 2020, 11:35:58 AM
Quote from: Corwin on February 24, 2020, 11:14:31 AM
I'm actually pretty organized in that sense. Everything on my sheet under Gear is assumed to be with me. The hoard stuff is listed separately under Cauldron Finances in the Vayley thread on my subforum.

Outstanding.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on February 27, 2020, 11:55:19 AM
Quote from: Anastasia on January 02, 2020, 01:10:09 PM
Quote from: Nephrite on January 02, 2020, 12:36:56 PM
So like this?

Epic Inspire Spellpower
Prerequisites: Inspire Spellpower, five bardic musics known

Benefit:

When you use Inspire Spellpower, the effected allies' caster level increases by 2 and the DCs of their spells also rise by 2.

I'd change the phrasing but it's about right.

Just to verify, is this officially added to epic feats?

Also, to further verify, the effective DC of spells would rise by 4, correct?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 02, 2020, 03:56:45 PM
SDA change, so go ahead and read this. None of you are fighters but heads up.

Divine Armor Mastery has been improved. It was formerly:

DIVINE ARMOR MASTERY
The deity is able to move freely in light or medium armor.
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).
Benefit: The deity ignores the maximum Dexterity bonus limit, armor check penalty and arcane spell failure for medium or light armor.
Suggested Portfolio Elements: War.

It is now:

DIVINE ARMOR MASTERY
The deity is able to move freely in light or medium armor.
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy).
Benefit: The deity ignores the maximum Dexterity bonus limit, armor check penalty and arcane spell failure for armor. They are not slowed when they wear medium or heavy armor.
Suggested Portfolio Elements: War.

This allows it to cover heavy armor and removes the loss of speed for medium and heavy armor.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 02, 2020, 04:25:22 PM
While I'm under the hood, any suggestions for SDAs that need tweaks? No guarantees, but I'll take a gander at any suggestions.

Edit: Default SDAs, not custom ones.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 02, 2020, 05:13:52 PM
Kaja obtains DvR0. This is mainly numerical bonuses for him, but sets up him well for the future.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 02, 2020, 05:19:26 PM
Xandra's done with Dvr0 adjustments. Aka two seconds of work since she's already a proxy. Well, she was a proxy now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 02, 2020, 05:21:29 PM
Quote from: Anastasia on March 02, 2020, 04:25:22 PM
While I'm under the hood, any suggestions for SDAs that need tweaks? No guarantees, but I'll take a gander at any suggestions.

Edit: Default SDAs, not custom ones.

Divine Blast feels like it's missing... I don't know, something. It's really tough to peg since a lot of its power is its flexibility.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 02, 2020, 05:48:57 PM
Jetina has DvR0 now. Nice overall improvements.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 02, 2020, 05:50:29 PM
Quote from: Nephrite on March 02, 2020, 05:21:29 PM
Quote from: Anastasia on March 02, 2020, 04:25:22 PM
While I'm under the hood, any suggestions for SDAs that need tweaks? No guarantees, but I'll take a gander at any suggestions.

Edit: Default SDAs, not custom ones.

Divine Blast feels like it's missing... I don't know, something. It's really tough to peg since a lot of its power is its flexibility.

Yeah. It gets way better with mass, to the point that I'm hesitant to tweak it up. It has utility, uses and good ranged damage. Honestly, my answer to that may be 'just take mass divine blast at DvR6+'.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 02, 2020, 07:39:43 PM
Sanza hits DvR1.

Domains: Air, Chaos, Mysticism, Nobility, Ocean, Water.
Salient Divine Abilities: Divine Bard, Divine Water Mastery, Eldritch Knowledge, Exra Domain(Air), Extra Domain(Mysticism)

First is straightforward and besides Air, none of those should need an explanation. As for the Air Domain? Sanzha's expanded into other elements in her time ni the Cauldron, so a choice to branch into a compatible element makes sense. Air and water play the best together so that's her pick. She also wants to portray moving water, so taking on air and wind as a domain helps her make more sense for some of the SDAs she wants in the future.

Also I need to update her spells for all her new spells known.

Strike that, mysticism isn't a fit for her for reasons so let's go with -mysticism and +custom SDA.

QUEEN OF MADALANI
Prerequisite: Melody of Water (Rise), cha 31, con 31
Benefit: Lady Sanzha is the first madalani to obtain true divinity, and as such, she is far more than other madalani. She is no longer subject to ability burn from Melody of Water. She counts her Charisma modifier as 2 points higher for the sake of Melody of Water's benefits.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 02, 2020, 09:31:51 PM
I've done the mechanical work for Elle save for domains and SDAs. Thoughts on these domain options for her?

Artifice, City, Craft, Creation, Fire, Knowledge, Magic, Nobility, Passion, Rune, Spell?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 02, 2020, 09:42:00 PM
Question: Does making someone a proxy shine a big old spotlight on them if they go to someone else's divine realm, or if they're out in the outer planes in general?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 03, 2020, 01:58:12 AM
Quote from: Anastasia on March 02, 2020, 09:31:51 PM
I've done the mechanical work for Elle save for domains and SDAs. Thoughts on these domain options for her?

Artifice, City, Craft, Creation, Fire, Knowledge, Magic, Nobility, Passion, Rune, Spell?

Artifice, Craft, Creation, Knowledge, Magic, Passion, Rune, Spell work.
City, Fire, Nobility don't.

I'd recommend focusing on Artifice, Craft, Creation, Passion, Spell. I understand that Artifice+Creation gives you +3 to CL for Conjuration (Creation) spells? If that's right and she can rely on a few of those, that's neat. If not, she can pick one of them (Artifice would be more unique and thus better!). Spell is important, Passion is nice flavor. Ultimately, Craft is the main one with Artifice a close second. That allows Elle a nice niche that isn't as widely-trodded as the rest, and Passion can only help round that out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 03, 2020, 10:53:25 AM
Quote from: Nephrite on March 02, 2020, 09:42:00 PM
Question: Does making someone a proxy shine a big old spotlight on them if they go to someone else's divine realm, or if they're out in the outer planes in general?

It's generally at least noticed, yes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 03, 2020, 10:55:17 AM
Quote from: Corwin on March 03, 2020, 01:58:12 AM
Quote from: Anastasia on March 02, 2020, 09:31:51 PM
I've done the mechanical work for Elle save for domains and SDAs. Thoughts on these domain options for her?

Artifice, City, Craft, Creation, Fire, Knowledge, Magic, Nobility, Passion, Rune, Spell?

Artifice, Craft, Creation, Knowledge, Magic, Passion, Rune, Spell work.
City, Fire, Nobility don't.

Agreed, I was going broad. I'd argue about nobility but that was fringe since Sanzha already gets that.

QuoteI'd recommend focusing on Artifice, Craft, Creation, Passion, Spell. I understand that Artifice+Creation gives you +3 to CL for Conjuration (Creation) spells? If that's right and she can rely on a few of those, that's neat. If not, she can pick one of them (Artifice would be more unique and thus better!). Spell is important, Passion is nice flavor. Ultimately, Craft is the main one with Artifice a close second. That allows Elle a nice niche that isn't as widely-trodded as the rest, and Passion can only help round that out.

That's somewhere near where I was leaning. My main thoughts were that I wasn't sure if I'd go spell or magic (or both) or also toss rune in there. She also gets good since she's NG so that's something. Lemme work on her before session.

Edit: Magic may need to go in there for prereq reasons depending on what SDAs look good, so that is a consideration to bear in mind. I'll see how those work out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 03, 2020, 11:02:14 AM
Magic and Spell are interchangeable, either works. In fact, I'd argue that in case of prereq either of them should qualify you.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 03, 2020, 12:37:43 PM
Elle's partly done, ran out of time. Feel free to glance at her sheet, none of it's final but that's the direction it's going in.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 03, 2020, 12:49:30 PM
I've removed Divine Precognition from the list of common SDAs. Erathaol has it for now, for the moment it's merely out of play. Odds are it becomes an Erathaol exclusive ability.

This is one of those times where what seemed like a good idea turns out to be too much in gameplay. The combo if it + supreme init is that brokenly good.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 03, 2020, 05:58:12 PM
For recordkeeping because Oberuth no longer has this power.

Resurrecting Touch (Su)

At will as a standard action, Oberuth can touch a dead body (or a surviving part of a dead body, or a possession or image if no body remains) and restore it to life, as if by a resurrection spell. There's no cap to how long the creature has been dead and no chance of a mishap.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 04, 2020, 10:16:31 AM
Elle reaches DvR1.

Domains: Artifice, Craft, Creation, Good, Passion, Spell
Salient Divine Abilities: Automatic Metamagic(Twin), Craft Artifact, Create Object, Extra Domain(Creation), Extra Domain(Passion)

Not a lot to say about this one since it was largely discussed in chat. She needs spell mastery at level 36 now, note to self.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 04, 2020, 11:30:25 AM
Kascha reaches DvR1.

Domains: Chaos, Good, Healing, Knowledge, Magic, Renewal
Salient Divine Abilities: Automatic Metamagic(Quicken), Divine Recall(Births and Rebirths), Divine Skill Focus(Knowledge:Arcana), Extra Domain(Magic), Gift of Life

Pretty straight forward. She picks up automatic metamgic for oomph, divine recall for flavor and portfolio reasons, divine skill focus to further jack her K:A checks super high, extra domain to get magic and gift of life as a useful skill and as something that fits her portfolio well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 04, 2020, 12:58:33 PM
Dune, I've decided to adjust the phrasing on the Goldenfire Magic SDA to make it more personal than a flip on Auril's Frostburn one. Also, Golden Flames already make all my fire including magical (spell and SLA) goldenfire anyway, so Goldenfire Magic is less about transforming regular flames into goldenfire and more about bringing it more into line with the epic metamagic feat for goldenfire. Finally, I added the DvR6 prereq we discussed and realized that good creatures might actually be hit by it so I excluded them. Let me know if you don't think it works.

Goldenfire Spell (http://www.soulriders.net/forum/index.php/topic,101729.msg1107644.html#msg1107644):
Spoiler: ShowHide
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.


Golden Flames SDA:
Spoiler: ShowHide
GOLDEN FLAMES
Prerequisite: Good alignment, must have been taught by Lathander or Kossuth
Benefit: Seira's flames channel direct holy energy into them, turning them a brilliant golden shade. She can use these in three unique ways.

Seira's flames channel direct holy energy into them, turning them a brilliant golden shade. The flames she controls, including those of her breath weapon or her spells with the fire descriptor ignore resistance and immunity to fire.

Golden flames can be added to Seira's melee attacks, dealing an extra 15 points of fire damage.

Once per minute Seira can unleash a blast of golden flames as a standard action. This is a radius burst centered on Seira with a range of 20ft per divine rank. These flames heal good creatures 1d8 points of damage per two hit dice and deal the same as damage to evil creatures. Evil creatures are allowed a Reflex save C of 10 + 1/2 the deity's hit dice + the deity's Charisma bonus + the deity's divine rank. Neutral creatures are not affected.


Original:
Spoiler: ShowHide
Goldenfire Magic
Prerequisite: Fire domain, able to cast 9th level spells.
Benefit: Seira's magic is fueled by the purest fires of Creation. Any spell Seira casts with the fire descriptor, including spells modified with the Energy Substituion or Energy Admixture feats to deal fire damage, deal goldenfire damage instead of fire damage. For example, a fireball cast by Seira would deal 10d6 points of goldenfire damage instead of 10d6 points of fire damage. 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. Goldenfire damage inflicted in this manner can only be healed in areas sanctified by a Good-aligned deity and with a DC 43 caster level check or a successful opposed rank check against Seira.


Rephrased:
Spoiler: ShowHide

Goldenfire Magic
Prerequisite: Divine rank 6, Fire domain, able to cast 9th level spells, Golden Flames
Benefit: Seira's magic is fueled by the purest fires of Creation. When those golden flames are used to form a spell or a spell-like ability, they strike down the wicked and spare the righteous. Evil creatures take 50% more damage from a goldenfire spell and suffer a -7 penalty to the saving throw, if applicable. Goldenfire damage inflicted in this manner can only be healed in areas sanctified by a Good-aligned deity and with a DC 43 caster level check or a successful opposed rank check against Seira. Good creatures take no damage from such magic, while neutral creatures don't take the extra damage.


Incidentally, is my goldenfire good-aligned? I assume so, given that the Good domain is a prereq for the SDA and the fluff, but it's never actually stated there. I cut that part out of Goldenfire Magic's rewrite since I figured it was redundant, but this is a good chance to check.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 04, 2020, 10:06:55 PM
Push come to shove I probably would treat it as good aligned, but in your case I don't think a situation where it matters and the spell isn't already good.

I'd disagree with the good creature protection. Goldenfire isn't meant to be safe - remember how Jaela and everyone got goldenfire exposures in that one adventure there and that wasn't a good thing? Same principle. What you're looking for is something like Purify or Consecrate Spell, whichever one it is that does that. Edit: Purify Spell. Edit 2: Let me know if I said something contrary to that re: Goldenfire. I half remember something but not concretely enough to be sure. If I've said otherwise gimme a quote or a link and I'll reconsider that decision.

It's basically fine otherwise since it's just a cleanup.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 04, 2020, 10:08:32 PM
I don't normally allow SDA changes once they're chosen, but I'm willing to hear feedback about NPC choices and adjust right after chosen. This happened for Divine Skill Focus for Kascha, so out that goes and in comes Divine Shield.

I would like for her to have Divine Skill Focus later on when she has a few SDAs to burn, but we'll cross that road in the future. That's probably DvR6+ territory unless she gets a sudden, burning need for extra K:A bonuses.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 04, 2020, 10:10:39 PM
Also, Alicia. Jessica's Divine Rogue ability super incentivizes a higher Reflex save. Can you think of any ways for her to improve it easily?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 05, 2020, 04:03:10 AM
Quote from: Anastasia on March 04, 2020, 10:06:55 PM
Push come to shove I probably would treat it as good aligned, but in your case I don't think a situation where it matters and the spell isn't already good.

I'd disagree with the good creature protection. Goldenfire isn't meant to be safe - remember how Jaela and everyone got goldenfire exposures in that one adventure there and that wasn't a good thing? Same principle. What you're looking for is something like Purify or Consecrate Spell, whichever one it is that does that. Edit: Purify Spell. Edit 2: Let me know if I said something contrary to that re: Goldenfire. I half remember something but not concretely enough to be sure. If I've said otherwise gimme a quote or a link and I'll reconsider that decision.

It's basically fine otherwise since it's just a cleanup.

I suppose this is a difference in expectations that I really should've confirmed ahead of time, so my bad.

Given Golden Flames has an ability that hurts evil and heals good and is basically goldenfire I was aiming to build up on that. However, fair enough that it's not an inherently discriminate fire, I didn't consider that aspect. Still, the exposure sounds like a good way to justify the 'hard to heal' damage, so sure.

In that case...

Goldenfire Magic, v3:
Spoiler: ShowHide
Goldenfire Magic
Prerequisite: Divine rank 6, Fire domain, able to cast 9th level spells, Golden Flames
Benefit: Seira's magic is fueled by the purest fires of Creation. When those golden flames are used to form a spell or a spell-like ability, they strike down the wicked and spare the righteous. Evil creatures take 50% more damage from a goldenfire spell and suffer a -7 penalty to the saving throw, if applicable. Goldenfire damage inflicted in this manner can only be healed in areas sanctified by a Good-aligned deity and with a DC 43 caster level check or a successful opposed rank check against Seira.


What about the Good aspect of the original? Do I add it here, is my fire presumed to be Good all the way from Golden Flames?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 05, 2020, 12:42:01 PM
I ran a little late her, so I'll post about it mid session or so once I've had a chance to reflect.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 06, 2020, 12:45:42 AM
DM prep ran long, so realm posts + nagging reply will be in the morning.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 06, 2020, 12:18:17 PM
Quote from: Corwin on March 05, 2020, 04:03:10 AM
Quote from: Anastasia on March 04, 2020, 10:06:55 PM
Push come to shove I probably would treat it as good aligned, but in your case I don't think a situation where it matters and the spell isn't already good.

I'd disagree with the good creature protection. Goldenfire isn't meant to be safe - remember how Jaela and everyone got goldenfire exposures in that one adventure there and that wasn't a good thing? Same principle. What you're looking for is something like Purify or Consecrate Spell, whichever one it is that does that. Edit: Purify Spell. Edit 2: Let me know if I said something contrary to that re: Goldenfire. I half remember something but not concretely enough to be sure. If I've said otherwise gimme a quote or a link and I'll reconsider that decision.

It's basically fine otherwise since it's just a cleanup.

I suppose this is a difference in expectations that I really should've confirmed ahead of time, so my bad.

Given Golden Flames has an ability that hurts evil and heals good and is basically goldenfire I was aiming to build up on that. However, fair enough that it's not an inherently discriminate fire, I didn't consider that aspect. Still, the exposure sounds like a good way to justify the 'hard to heal' damage, so sure.

In that case...

Goldenfire Magic, v3:
Spoiler: ShowHide
Goldenfire Magic
Prerequisite: Divine rank 6, Fire domain, able to cast 9th level spells, Golden Flames
Benefit: Seira's magic is fueled by the purest fires of Creation. When those golden flames are used to form a spell or a spell-like ability, they strike down the wicked and spare the righteous. Evil creatures take 50% more damage from a goldenfire spell and suffer a -7 penalty to the saving throw, if applicable. Goldenfire damage inflicted in this manner can only be healed in areas sanctified by a Good-aligned deity and with a DC 43 caster level check or a successful opposed rank check against Seira.


What about the Good aspect of the original? Do I add it here, is my fire presumed to be Good all the way from Golden Flames?

That basically seems to be it without that? That's fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 06, 2020, 12:24:36 PM
There's a B3 nagging post up over there. Take a glance and if you know the answer, drop me a line over there.

Nagging about nagging. How meta.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on March 06, 2020, 12:28:27 PM
Also I'm finally gonna get rid of Celestial Familiar. I'd like to retrain it for Combat Reflexes because that's really useful and I have an eye on Spellcasting Harrier next level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 06, 2020, 12:58:52 PM
I'm thinking of dropping divine might and power attack in favor of toughness and deft opportunist, if it's eligible. Maybe rearrange my metamagic routine. Epic toughness to round it out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 06, 2020, 05:40:49 PM
QuotePaladin (Complete Champion): Holy Warrior
   By giving up your spellcasting ability, you gain  access  to  bonus  feats much  as  a  fighter  does. This  choice  does  not,  however, close you off from divine influence—in fact, several of these feats actually increase your divine power.
   Level:  1st. 
   Replaces:  To  select this  class feature,  you must  sacrifice  your spellcasting  ability. 
   Benefit:  You  no  longer  gain  spells  as  a  paladin,  but  you  can  now  select  a  bonus  feat  at  4th,  8th,  11th,  and  14th  levels.  You  can  select  any  feat  from  the  following  list for which you meet the prerequisites:  any divine  feat  (see  page  53),  Cleave,  Extra  Smitingcw,  Extra  Turning,  Great  Cleave,  Improved  Smiting™,  Mounted  Combat,  Mounted  Archery,  Power Attack,  Ride-By Attack,  Skill  Focus  (Ride),  Spirited  Charge,  and Trample.  This  is  an  extraordinary  ability. 
   Special:  A paladin who  selects this path  can  no longer use scrolls, wands, or other magic items that require  access  to a spell list, unless she has another spellcasting class that grants  access to the appropriate spells.

Dune, would you accept Toughness, Darkstalker, Deft Opportunist and Whirlwind Attack as legitimate feats for this?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 06, 2020, 10:11:17 PM
Quote from: Ebiris on March 06, 2020, 12:28:27 PM
Also I'm finally gonna get rid of Celestial Familiar. I'd like to retrain it for Combat Reflexes because that's really useful and I have an eye on Spellcasting Harrier next level.

Okay, you certainly outgrew the feat at this point.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 06, 2020, 10:11:51 PM
Quote from: Corwin on March 06, 2020, 12:58:52 PM
I'm thinking of dropping divine might and power attack in favor of toughness and deft opportunist, if it's eligible. Maybe rearrange my metamagic routine. Epic toughness to round it out.

Sure, as you like. What about Deft Opportunist might not be eligible?

Any retrains will have to wait until you're back home and safe.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 06, 2020, 10:16:06 PM
Quote from: Corwin on March 06, 2020, 05:40:49 PM
QuotePaladin (Complete Champion): Holy Warrior
   By giving up your spellcasting ability, you gain  access  to  bonus  feats much  as  a  fighter  does. This  choice  does  not,  however, close you off from divine influence—in fact, several of these feats actually increase your divine power.
   Level:  1st. 
   Replaces:  To  select this  class feature,  you must  sacrifice  your spellcasting  ability. 
   Benefit:  You  no  longer  gain  spells  as  a  paladin,  but  you  can  now  select  a  bonus  feat  at  4th,  8th,  11th,  and  14th  levels.  You  can  select  any  feat  from  the  following  list for which you meet the prerequisites:  any divine  feat  (see  page  53),  Cleave,  Extra  Smitingcw,  Extra  Turning,  Great  Cleave,  Improved  Smiting™,  Mounted  Combat,  Mounted  Archery,  Power Attack,  Ride-By Attack,  Skill  Focus  (Ride),  Spirited  Charge,  and Trample.  This  is  an  extraordinary  ability. 
   Special:  A paladin who  selects this path  can  no longer use scrolls, wands, or other magic items that require  access  to a spell list, unless she has another spellcasting class that grants  access to the appropriate spells.

Dune, would you accept Toughness, Darkstalker, Deft Opportunist and Whirlwind Attack as legitimate feats for this?

Yes to Toughness and Whirlwind Attack (since the feat prereqs are houseruled down so that's not an issue, no to the other two.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 07, 2020, 05:20:46 AM
Okay. I'm going to wait till level up anyway, probably, to do it all properly.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 07, 2020, 03:30:30 PM
Just some spitball ideas for 13th/14th level healing spells.

Mass Greater Heal
Spoiler: ShowHide
Conjuration (Healing)
Level: Clr 14, Drd 15, Hlr 14, Pal 13, Rgr 15
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more creatures, no two of which can be more than 60 ft. apart
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions like greater heal, except as noted above. The maximum number of hit points restored to each creature is 600.

(this one might make more sense at a lower level? 13 maybe instead of 14?) Mass Lunar Healing is the same level but heals for less, but I think I think Lunar Healing is more specialized? YMMV on whether you want the higher numbers. I don't have an objection to the numbers being lowered.



Shield of the Archangels
Spoiler: ShowHide
Abjuration/Conjuration (Healing) [Good]
Level: Clr 14, Hlr 14
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell draws on the power of the Archangels to bolster a creature against evil. This spell causes a bright, golden shield to appear, hovering near the creature. The shield sheds light as a daylight spell. This shield interposes itself on any attack the creature suffers, giving them a +21 shield bonus to armor class, which also works against incorporeal and touch attacks against evil creatures. In addition, this shield is so sanctified that it pulses positive energy. Every round, the shield restores 7d7 hit points plus 1 per caster level (Maximum 35) to all allies within 70 feet, undead within the radius are damaged instead.



Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 08, 2020, 05:08:33 AM
Quote from: Corwin on March 07, 2020, 05:20:46 AM
Okay. I'm going to wait till level up anyway, probably, to do it all properly.

All good.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 08, 2020, 05:09:05 AM
Spell stuff in the morning.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 08, 2020, 05:09:20 AM
The morning that isn't the 4 AM morning that is.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 10, 2020, 01:09:51 PM
http://www.soulriders.net/forum/index.php/topic,103074.msg1076897.html#msg1076897

Do you cast divine spells with this, or are they SLAs of divine spells as per arcane dilettante?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 10, 2020, 01:29:13 PM
Sanzha is missing a lvl24 epic feat, I believe because one of her preexisting ones got replaced with Divine Bard's bonus feats. I recommend Epic Toughness.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 10, 2020, 10:05:53 PM
Quote from: Corwin on March 10, 2020, 01:29:13 PM
Sanzha is missing a lvl24 epic feat, I believe because one of her preexisting ones got replaced with Divine Bard's bonus feats. I recommend Epic Toughness.

She has it, it's Extra Spell in non epic feats. I haven't chosen a spell yet, I need to go through and adjust people's spells. I'll probably do that tonight. Anyway, it's a prereq for her.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 10, 2020, 10:06:42 PM
Quote from: Corwin on March 10, 2020, 01:09:51 PM
http://www.soulriders.net/forum/index.php/topic,103074.msg1076897.html#msg1076897

Do you cast divine spells with this, or are they SLAs of divine spells as per arcane dilettante?

SLAs, as the clause about it otherwise being as arcane dilettante applies.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 10, 2020, 10:14:04 PM
Quote from: Nephrite on March 07, 2020, 03:30:30 PM
Just some spitball ideas for 13th/14th level healing spells.

Mass Greater Heal
Conjuration (Healing)
Level: Clr 14, Drd 15, Hlr 14, Pal 13, Rgr 15
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more creatures, no two of which can be more than 60 ft. apart
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions like greater heal, except as noted above. The maximum number of hit points restored to each creature is 600.

(this one might make more sense at a lower level? 13 maybe instead of 14?) Mass Lunar Healing is the same level but heals for less, but I think I think Lunar Healing is more specialized? YMMV on whether you want the higher numbers. I don't have an objection to the numbers being lowered.

It works fine RAW based off greater heal, it's just a bit boring at that point. Most epic healing spells do something else or otherwise raise the stakes. For example, one of Moradin's spells:

Quote

DM NOTE: BETA. Posted to illustrate a point.. Nothing in this is final yet or official.

Life of the Earth
Conjuration (Healing) [Earth]
Level: Clr 12, Drd 13
Components: V, S, DF
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Targets: One creature/level
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

All targets of this spell heal 10 hit points per caster level, to a maximum of 400 hit points. The strength of stones flows into targets at the same time, which grants them a +4 morale bonus to Constitution, so long as they're in contact with the ground.

I don't have any real problem with mass greater heal if that's what you want, I just think it could stand to get a little more punch rather than escalating the healing stakes. I mean, at this point, healing's on lockdown by anyone who invests in it much. I just think it's better off going for breadth and depth rather than more oomph by itself.

QuoteShield of the Archangels
Abjuration/Conjuration (Healing) [Good]
Level: Clr 14, Hlr 14
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell draws on the power of the Archangels to bolster a creature against evil. This spell causes a bright, golden shield to appear, hovering near the creature. The shield sheds light as a daylight spell. This shield interposes itself on any attack the creature suffers, giving them a +21 shield bonus to armor class, which also works against incorporeal and touch attacks against evil creatures. In addition, this shield is so sanctified that it pulses positive energy. Every round, the shield restores 7d7 hit points plus 1 per caster level (Maximum 35) to all allies within 70 feet, undead within the radius are damaged instead.

+21 shield AC is an overshoot, particularly with extremely good fast healing (or a facsimile of it, anyway). For reference, Superior Vigor, a homebrewed 8th level spell, gives fast healing 8 for a heap of rounds (45 max) rather than a minute/level. The numbers overshot for the level.

I'd probably make a sanctified spell with a sacrifice component and scale downwards or otherwise adjust it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 10, 2020, 10:43:45 PM
Latha's spells are adjusted for Wisdom 40 as well as divine rank. Antenora also has a note of her caster level bonus for caster level checks from divine rank, as does Latha. This is more important for Latha, as Antenora rarely used spells that hit against that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 10, 2020, 11:02:28 PM
Jessica's divine SLAs now added.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 11, 2020, 12:05:38 AM
Xandra's spells per day are updated.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 11, 2020, 12:07:45 AM
Did a few minor adjustments/typo corrections for Alyssa's node's spells, but none of them need changes. I imagine that's going to change very soon in a good way.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 11, 2020, 12:11:22 AM
Amaryl's spells are updated. She gained a few charges, nothing serious. She lost a 10th level charge - that looks like a typo since supporting material was correct, just the listed number was one too high.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 11, 2020, 12:21:45 AM
Sanzha's SLAs are added. Spells for her are next and that's a big one, so I'm gonna take my evening walk first and hit after that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 11, 2020, 10:46:26 AM
Sanzha's spells are done. Whew.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 11, 2020, 06:31:31 PM
Quote from: Anastasia on March 06, 2020, 10:16:06 PM
Quote from: Corwin on March 06, 2020, 05:40:49 PM
QuotePaladin (Complete Champion): Holy Warrior
   By giving up your spellcasting ability, you gain  access  to  bonus  feats much  as  a  fighter  does. This  choice  does  not,  however, close you off from divine influence—in fact, several of these feats actually increase your divine power.
   Level:  1st. 
   Replaces:  To  select this  class feature,  you must  sacrifice  your spellcasting  ability. 
   Benefit:  You  no  longer  gain  spells  as  a  paladin,  but  you  can  now  select  a  bonus  feat  at  4th,  8th,  11th,  and  14th  levels.  You  can  select  any  feat  from  the  following  list for which you meet the prerequisites:  any divine  feat  (see  page  53),  Cleave,  Extra  Smitingcw,  Extra  Turning,  Great  Cleave,  Improved  Smiting™,  Mounted  Combat,  Mounted  Archery,  Power Attack,  Ride-By Attack,  Skill  Focus  (Ride),  Spirited  Charge,  and Trample.  This  is  an  extraordinary  ability. 
   Special:  A paladin who  selects this path  can  no longer use scrolls, wands, or other magic items that require  access  to a spell list, unless she has another spellcasting class that grants  access to the appropriate spells.

Dune, would you accept Toughness, Darkstalker, Deft Opportunist and Whirlwind Attack as legitimate feats for this?

Yes to Toughness and Whirlwind Attack (since the feat prereqs are houseruled down so that's not an issue, no to the other two.

Got a follow-up question. What about the Holy Warrior reserve feat from Complete Champion? Is it eligible for the feats under the Holy Warrior ACF (lots of holy warriors)?

Spoiler: ShowHide
Holy Warrior
( Complete Champion, p. 60)

[Reserve]

Your zeal on the battlefield allows you to deal extra damage in combat.
Prerequisite

Ability to cast 4th-level spells, access to the War domain,
Benefit

As long as you have a 4th-level or higher War domain spell available to cast, you gain a bonus on your weapon damage rolls equal to the level of the highest-level War spell you have available to cast. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting force spells.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 12, 2020, 12:58:43 PM
I'd allow it if you serve (or are) a war deity.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 12, 2020, 02:26:18 PM
Okay, so I dropped Power Attack, Divine Might, Extra Aura and Quicken Spell and reshuffled a couple feats accordingly. Grabbed Darkstalker, Toughness and Easy Metamagic: Widen, Twin, Enhance (the last feat slot got freed from Time granting me Improved Init).

DvR6 gave me the Time domain, the Goldenfire Magic SDA and the Extra Domain SDA (Dragon)
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 12, 2020, 03:22:04 PM
Quote from: Anastasia on February 12, 2020, 10:03:50 AM
Yeah, sure, with the proviso to post it here first so I can make sure there isn't something hilariously broken about it? I don't think there is, but just in case I'm forgetting something.

Right, so let's do that, first thing.

Related, I've asked before about using Node points to upgrade the Aegis's 50% miss chance to all attacks rather than lines, cones and rays. You didn't give a judgement or a cost, so I'd appreciate your thoughts there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 12, 2020, 08:50:16 PM
Jarem's updated to DvR0 barring spells. Pretty solid boost to him, his HP's notably high now too.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 12, 2020, 08:53:13 PM
Quote from: Corwin on March 12, 2020, 03:22:04 PM
Quote from: Anastasia on February 12, 2020, 10:03:50 AM
Yeah, sure, with the proviso to post it here first so I can make sure there isn't something hilariously broken about it? I don't think there is, but just in case I'm forgetting something.

Right, so let's do that, first thing.

Related, I've asked before about using Node points to upgrade the Aegis's 50% miss chance to all attacks rather than lines, cones and rays. You didn't give a judgement or a cost, so I'd appreciate your thoughts there.

I can't lay hands on what I said about it, do you have it handy by any chance?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 12, 2020, 09:21:56 PM
Divine Factotum added to Divine Rules.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 12, 2020, 10:17:29 PM
HEY LISTEN!

Okay, I'm going to want replies from everyone on this. Okay? Okay!

So I'm looking at the heap of work I need to do for divine writeups and further works for NPCs. This is what's relevant to all of you.

1. I'll be taking some time off very soon to work on that. Probably a week, maybe next week or the week after. I'll know this weekend.

2. I'd like any ideas, suggestions or whatever else you have for NPC faiths, religions and apparatuses. There's a lot of ground to cover, so hit me with anything you might think is relevant. I'll sort it out on my end and use as it fits.

3. Moore and Alyssa, I'd like your divine writeups done by the end of this week off What are divine writeups you ask? They are two fold. The first part is your deity information stat block. An example one from Alicia (Pre B6 so this is not current) is provided as an example. Annotations are provided in italics for understanding, except for titles, which uses bold since titles use italics.

Alicia Reynes The deity's name that they are known by.
Queen of the Battlefield, The Righteous Avenger, Saint Alicia Any titles the deity has. 2-4 is the norm, though most have others that are used on a lesser basis or only by particular sects.
Demigoddess Divine rank. Demigod or Demigoddess will be yours, depending on gender.
Symbol: Black queen chess piece viewed from above The deity's symbol. This is their holy (or unholy) symbol.
Home Plane: Sylica Their home plane, also known as their divine realm. This is Hope's Landing for Moore, for example.
Alignment: Lawful Exalted  The deity's alignment. Very simple.
Portfolio: Magic, battle, justice, perseverance The deity's portfolio. This should neatly summarize what the deity is about and what they oversee.
Worshipers: Warriors, guards, spellswords, gishes, adventurers The sort of people who worship the deity. Often a particular character class is used if relevant.
Cleric Alignments: LG, NG, CG The permitted alignments of the deity's cleric. This is usually the deity's alignment and all alignments within one step of it. Certain deities instead go along an alignment axis, such as a good deity only allowing good aligned followers (as Alicia does).
Domains: War, Magic, Good The deity's domains.
Favored Weapon: Bonds (Falchion) The deity's favored weapon. This impacts worshipers as they often use the same weapon, moreso if the deity has the war domain.

This should be familiar. Any deific stat block I do includes this because it's important information to how the deity works. Additionally, there's a second part. This is also Alicia's and is in spoiler block because it's a big long. Italics after each section provide more information from me. Eb wrote this by the way, and Seira wrote hers as well.

Spoiler: ShowHide


Alicia Reynes is the patron of those who selflessly fight for the safety and happiness of others. She encourages those who venerate her name to endlessly strive to improve themselves, both in terms of their skills and the impact they have on the world. A wandering duelist constantly seeking perfection but spurning those perceived as weaker would receive no comfort from Alicia - in her ethos the purpose of might is to shield the weak, and power for its own sake is meaningless. This first paragraph touches on the essence of what Alicia is and represents. Consider it akin to a mission statement.

Like Mystra, Alicia sponsors the growth of magic, viewing it as a vital facet of the world, and also like Mystra she cautions against relying too much upon it. Not just in terms of broadening one's skills to handle all situations, but also to avoid using it as a crutch for mundane things that could be accomplished with the expenditure of a little more effort and ambition. This goes into another aspect of her divine philosophy.

While Alicia does preach the virtues of honor and chivalry, and considers mercy to a defeated foe to be among the noblest of acts, she also places a particularly high value on tactics, which places her closer to Red Knight than to Tyr in terms of what she expects of her followers in battle. As she encourages her followers to broaden the scope of their knowledge, she likewise teaches them to seek every advantage that can be sought prior to battle. To her there is no shame in using subterfuge and distraction to ensure victory against a superior opponent. As is this. Note that these should be illuminating and should provide guidance as to what a follower should strive to be like.  These paragraphs provide a fairly clear and concise summary of important points of her faith.

The followers of Alicia favor utilitarian and rugged attire, as if ready to leap into action or go on a journey at any moment. Darker colors are favored for clothing, but for ceremonial functions black robes with a silver or bright blue trim are most common. Said robes never include hoods, as her clerics always ensure their faces are kept uncovered, partly a superstition based on Alicia never wearing a helm in battle, and partly to offset the usual implication given to such dark attire. This is more insight, and notes how her faithful tend to dress, as well as sneaks in a bit of lore there as well.

At present there is only one holy day dedicated to Alicia. August 7th is the Day of Ascension. It celebrates the day when Alicia rose into the heavens, marked by the Feast of the Risen and the renewal of vows to the Queen of the Battlefield. This notes any holy days of the deity and what they are, a part of establishing the faith. To take a real world example, think of Christmas, Lent or Easter for Christianity. Same basic idea. As a side note, each outer plane and realm tends to use its own dating system. It rarely comes up in game, so you can be a little vague on timing if needed. Don't overthink it.

History/Relationships

Alicia is a young and energetic deity, having only recently ascended after an eventful mortal life of both heroism and tragedy. The prime material she originates from was until very recently sealed away from the rest of reality in the aftermath of a cataclysmic war between the Gods and an ascendant self proclaimed 'God-King', becoming a living saint of Mystra as her world became more open to the planes, a title she is still sometimes known by despite her attempts to style herself in the manner of a queen since coming to rule over Sylica.

Having lived in a world where the Gods were nearly silent has colored Alicia's beliefs about the role of a deity, and while she keeps a close eye on her faithful she tries to avoid giving them overt displays of her strength, believing that her followers will flourish more by relying on their own will and intuition. This does not keep her from providing clandestine aid to encourage their growth, but she views such as most successful when no one is aware she intervened at all.

Not surprisingly, Alicia's foremost ally among the Gods is Mystra, although she has been trying to develop her own independent standing among the Gods without relying on Mystra's power or reputation. Empress Sulia, another young goddess, has taken on a role as something of a mentor to Alicia, and the two have become firm friends. Sharess has shown some interest in Alicia, who's consort and co-ruler of Sylica was once a divine servant of the Lady of Cats, but there is little in terms of formal ties. Rather than Gods, she counts her strongest allies among the Court of Stars and Celestial Hebdomad. Special mention of course goes to Seira Aryn, a mortal friend of Alicia's who ascended at the same time. The two continue working closely together, frequently combining their forces and visiting one another s' realms.

While Alicia opposes all evil, she does have several notable foes. First and foremost is Shar, whom Alicia maintains an almost legendary enmity with, having gone so far as to slay Malice, a servant deity of Shar's possessing similar power as Alicia. The origins of this particular enmity are not common knowledge, although it is known that in her mortal life Alicia did battle with Shar's most powerful servants on the world of her birth. While Hell in general is almost constantly in opposition to Alicia, she frequently becomes involved in Perdition's politics as various archdevils try to maneuver her to hinder their rivals. Among demons, Malcanthet the Queen of Succubi is her most notable enemy, although their hostility tends to play out on a lower key and Alicia has not yet openly responded to her provocations.

This is a simple rundown of the deity's history in bite sized form as well as a run down of her divine level relationships, both friends and foes. It's a summary so that people know what they're getting into with her and a greater sense of her history.

Dogma

Always strive to improve yourself. As powerful as you become, never forget there is always someone better to learn from or overcome. Share your strength with others, teach those who would learn and protect those who cannot. Seek to understand your enemies, for knowledge illuminates the way not only to victory, but may help turn foes into friends. Punish the guilty, but consider the potential for improvement in all beings. As you fight to preserve civilization, engage yourself with it to always be reminded of why you fight. This is simply the dogma of the faith. It's the sort of thing a faithful would learn early on and strive to live up to.

Clergy and Temples

Clerics of Alicia are charged with teaching and instructing others in the ways of just battle, and honoring the names of heroes by spreading tales of their deeds to bring heart and encouragement to the people. Typically her clergy minister to a wide area, forcing them to become wanderers by circumstance, and maintaining small open shrines throughout their 'parish' rather than being based at a single temple. On their travels they are expected to keep an eye out for those with the potential to become great warriors or mages, using their contacts with Alicia's faithful to arrange training and support so that new heroes are always encouraged to foster their talents.Finally, this goes into how the faith is organized. It's only a paragraph so it's a bite sized view.


So that's basically it. This is a good way to work out kinks the system and come up with a solid working basis. I'll be doing these for all the NPCs as well, so I'll be busy.

4. During the time I'm working on this, I do not want IRC PMs about Balmuria. Please post any questions, feedback, commentary or ideas in nagging or a relevant thread. I work best on this sort of thing when I can focus fully. IRC PMs are anathema to this and I end up losing tons of time and effort over it. I don't mind other PMs, but don't expect fast replies when I'm working on these.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 12, 2020, 10:25:58 PM
I have read this. I know I did one of those blocks before, I will have to find it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 12, 2020, 10:35:08 PM
Quote from: Nephrite on March 12, 2020, 10:25:58 PM
I have read this. I know I did one of those blocks before, I will have to find it.

A super quick search of this thread didn't bring it up, for what it's worth. I'll check IRC.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 12, 2020, 10:36:03 PM
<Nephrite> Moore
<Nephrite> Duke of Songs, Song of Hope
<Nephrite> Demigod
<Nephrite> Symbol: A hand out, holding a shining ball of light
<Nephrite> Home Plane: Hope's Landing
<Nephrite> Alignment: Neutral Good
<Nephrite> Portfolio: Hope, inspiration, friendship, bonds
<Nephrite> Worshipers: Clerics, bards, entertainers, poets, factotums (is that a thing?)
<Nephrite> Cleric Alignments: LG, NG, CG
<Nephrite> Domains: Good, Inspiration, Hope
<Nephrite> Favored Weapon: Refrain (Rapier)
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 12, 2020, 11:15:38 PM
This is just a touchup to add music and reword the symbol since I wasn't as clear about it as I should've been originally.

Moore
Duke of Songs, Song of Hope
Demigod
Symbol: An open hand palm up, holding a shining ball of light
Home Plane: Hope's Landing
Alignment: Neutral Good
Portfolio: Hope, inspiration, friendship, bonds, music
Worshipers: Clerics, bards, entertainers, poets, factotums
Cleric Alignments: LG, NG, CG
Domains: Good, Inspiration, Hope
Favored Weapon: Refrain (Rapier)

Spoiler: ShowHide
Moore's one goal in Creation is to rid the world of hopelessness. The idea of not having the power, courage or wisdom to overcome something is anathema to him. His teachings provide comfort to those who need it and make every effort to empower those followers with the knowledge and ability to go into the world and do good there.

His followers know they can rely on him to support them in times of need, but also know that sometimes he may be silent if they need to find their own path to hope without him. He trusts every one of them to be able to not lose themselves in their own struggles.

To that end, Moore encourages those of his faith to go out into the world and find people to help. For those who may not feel they can do much in the world, or who have more of an entreprenurial spirit than one of adventure, he encourages them to bring hope to a community through support, with things like jobs or even donations to local charities.

There's no requirement of taking vows of poverty, people are free to choose their own ways of life, as long as their actions bring hope to others. While he would prefer people follow the law in their actions, he understands that sometimes people must take a difference stance. As long as their path is one that is not evil, he will generally approve of their lifestyle.

History/Relationships

Not much is known about Moore prior to his ascension. Some say that those who know the truth simply say they see a "sea of light" and nothing else. Regardless, on the scale of Creation, Moore is a young deity who has quickly become the friend and enemy of many.

History first records his name as part of Aurora, a group of planar warriors that fight evil. He had a hand in the liberation of Lifasa and is heralded as one of its saviors.

Through all of this, he established a small location in Lunia known as Hope's Landing. It has grown a great deal from the time it was first noticed by a passing traveler, boasting a rather booming trade and annex for those passing by.

While he is extremely friendly to the powers of Celestia, he's also made several diplomatic efforts with the likes of Brightwater's powers and seems to have a good rapport with Crystalle of Mineral. He stands firmly against the machinations of Hell, as well as those of Shar - as all with any sense about them should.

While he is strongly tied to Celestia, he does not require that anyone follow the Holy Mountain's path, believing that those who pursue a path of hope and inspiration in others are already fulfilling the greatest virtues of Chronias.

Dogma: Moore believes in hope above all else. To offer others around you hope, inspiration and help when they need it; especially when they don't know they need it. Hope for a better tomorrow, hope to continue on even in the face of hopelessness, to shine boldly so that others may find you when the night falls.

Clergy and Temples: Moore believes that anyone has the ability to inspire hope in others and does not discriminate when there is interest in his faith. He believes that a single act of bringing hope and inspriation to another can have a cascading effect, and encourages his followers to always be on the lookout for those in need.

His places of worship tend to be initially placed in places that need them the most, though over time as hope spreads to those nearby, they are able to be beacons to those farther and farther away. Their doors are always open, time does not discriminate when it comes to those in need.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 12, 2020, 11:35:30 PM
Sure. If it ends up being a few pages of posting, just post all of it a new post so people don't miss it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 12, 2020, 11:36:11 PM
Rodger dodger. I'll get it done when I can.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 12, 2020, 11:41:08 PM
I did add the writeup, it's a first draft of all of it so it probably needs some touching up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 13, 2020, 04:06:55 AM
Quote from: Anastasia on March 12, 2020, 08:53:13 PM
Quote from: Corwin on March 12, 2020, 03:22:04 PM
Quote from: Anastasia on February 12, 2020, 10:03:50 AM
Yeah, sure, with the proviso to post it here first so I can make sure there isn't something hilariously broken about it? I don't think there is, but just in case I'm forgetting something.

Right, so let's do that, first thing.

Related, I've asked before about using Node points to upgrade the Aegis's 50% miss chance to all attacks rather than lines, cones and rays. You didn't give a judgement or a cost, so I'd appreciate your thoughts there.

I can't lay hands on what I said about it, do you have it handy by any chance?

http://www.soulriders.net/forum/index.php/topic,104121.msg1164710.html#msg1164710
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 13, 2020, 07:42:13 AM
Yeah, read it. Even took the time to uplift my own writeup to be current. Amusingly, The Future was always part of Seira's portfolio.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 13, 2020, 09:39:12 AM
Divine item creation question.

From the SRD:
Quote
Magic supplies for items are always half of the base price in gp and 1/25 of the base price in XP. For many items, the market price equals the base price.

This is the basic 'crafting items costs you half the market price', and we houseruled the xp component to be further represented as gp in the market price.

From the Divine Rules:
QuoteCreate Items: A deity of rank 1 or higher can create magic items related to her portfolio without item creation feats or other prerequisites. The maximum item value a deity can create is a function of her divine rank (see the table below). If a deity has the item creation feat pertaining to the item she wishes to create, the cost (in gold) and creation times are halved. If she has the Craft Artifact salient divine ability, all item creation costs are halved.

Divine Rank   Maximum Market Price
1-5   4,500 gold
6-10   30,000 gold
11-15   200,000 gold (any non-epic item)
16-20   400,000 gold

This speaks of divine discounts. Half the cost if the deity has the relevant item creation feat, and half the cost if the deity has the Craft Artifact SDA.

How does it all combine? This is relevant because Elle and Latha exist!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 13, 2020, 11:50:35 AM
Bastian now has DvR0. Pretty straightforward with him.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 13, 2020, 02:07:52 PM
Quote from: Corwin on March 13, 2020, 07:42:13 AM
Yeah, read it. Even took the time to uplift my own writeup to be current. Amusingly, The Future was always part of Seira's portfolio.

Toss a copy of the new version in here? I'm curious to read it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 13, 2020, 02:09:11 PM
Quote from: Corwin on March 13, 2020, 04:06:55 AM
Quote from: Anastasia on March 12, 2020, 08:53:13 PM
Quote from: Corwin on March 12, 2020, 03:22:04 PM
Quote from: Anastasia on February 12, 2020, 10:03:50 AM
Yeah, sure, with the proviso to post it here first so I can make sure there isn't something hilariously broken about it? I don't think there is, but just in case I'm forgetting something.

Right, so let's do that, first thing.

Related, I've asked before about using Node points to upgrade the Aegis's 50% miss chance to all attacks rather than lines, cones and rays. You didn't give a judgement or a cost, so I'd appreciate your thoughts there.

I can't lay hands on what I said about it, do you have it handy by any chance?

http://www.soulriders.net/forum/index.php/topic,104121.msg1164710.html#msg1164710

I'm going to say no for now for balance reasons. It's possible I'll come back to this one later, I'll note that in the thread for all of that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 13, 2020, 02:11:35 PM
Quote from: Corwin on March 13, 2020, 09:39:12 AM
Divine item creation question.

From the SRD:
Quote
Magic supplies for items are always half of the base price in gp and 1/25 of the base price in XP. For many items, the market price equals the base price.

This is the basic 'crafting items costs you half the market price', and we houseruled the xp component to be further represented as gp in the market price.

From the Divine Rules:
QuoteCreate Items: A deity of rank 1 or higher can create magic items related to her portfolio without item creation feats or other prerequisites. The maximum item value a deity can create is a function of her divine rank (see the table below). If a deity has the item creation feat pertaining to the item she wishes to create, the cost (in gold) and creation times are halved. If she has the Craft Artifact salient divine ability, all item creation costs are halved.

Divine Rank   Maximum Market Price
1-5   4,500 gold
6-10   30,000 gold
11-15   200,000 gold (any non-epic item)
16-20   400,000 gold

This speaks of divine discounts. Half the cost if the deity has the relevant item creation feat, and half the cost if the deity has the Craft Artifact SDA.

How does it all combine? This is relevant because Elle and Latha exist!

They don't stack - instead, instead of just being on things they have the feat for, Craft Artifact makes it universal. Let me add a note to clarify that in the divine rules.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 13, 2020, 02:27:23 PM
Clarification questions for Permanent Emanation. I understand that it uses an emanation spell you can cast. What about an emanation spell you can cast adjusted with a metamagic feat you have that doesn't adjust it past your available spell level?

You can adjust a spell you cast and use a lower CL so long as that CL is sufficient to cast a spell of that level. Can you shuffle your CL like that every time you restart a permanent emanation spell?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 13, 2020, 06:43:39 PM
I'd rule it's just the spell, not a metamagiced version. It just seems a lot simpler and less prone to shenanigans that way, and I'd imagine metamagic use could open some up.

To the second, DM judgment call but I'd allow it as long as it's not abusive or getting up to things. If you have something in mind, lemme know so I can get an idea of where you're going with that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 13, 2020, 06:45:55 PM
Not yet, no. Just trying to see what would work for me the best. What about stuff like Sudden Metamagic or the Automatic Metamagic SDA? Could they apply to a permanent emanation?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 13, 2020, 06:51:56 PM
Quote from: Anastasia on March 13, 2020, 02:11:35 PM
They don't stack - instead, instead of just being on things they have the feat for, Craft Artifact makes it universal. Let me add a note to clarify that in the divine rules.

So if I understand this right, Mortal Elle making a 2,000gp magical sword would pay 1,000gp and take up 2 days to create it. Deity Elle would pay 500gp and take up 1 day to create it, and Deity Elle with Craft Artifact would still make that sword for 500gp and take up 1 day, except she doesn't even need to have the Craft Magic Arms and Armor feat? I'm not sure what else making it universal would mean.

Naturally, she'd still need said feat to make a 500,000gp magical sword, as it's above the price range she can create as a deity. Is that correct?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 13, 2020, 06:56:42 PM
Quote from: Nephrite on March 12, 2020, 11:15:38 PM
This is just a touchup to add music and reword the symbol since I wasn't as clear about it as I should've been originally.

Moore
Duke of Songs, Song of Hope
Demigod
Symbol: An open hand palm up, holding a shining ball of light
Home Plane: Hope's Landing
Alignment: Neutral Good
Portfolio: Hope, inspiration, friendship, bonds, music
Worshipers: Clerics, bards, entertainers, poets, factotums
Cleric Alignments: LG, NG, CG
Domains: Good, Inspiration, Hope
Favored Weapon: Refrain (Rapier)

Looks fine overall there.

QuoteMoore's one goal in Creation is to rid the world of hopelessness. The idea of not having the power, courage or wisdom to overcome something is anathema to him. His teachings provide comfort to those who need it and make every effort to empower those followers with the knowledge and ability to go into the world and do good there.

His followers know they can rely on him to support them in times of need, but also know that sometimes he may be silent if they need to find their own path to hope without him. He trusts every one of them to be able to not lose themselves in their own struggles.

To that end, Moore encourages those of his faith to go out into the world and find people to help. For those who may not feel they can do much in the world, or who have more of an entreprenurial spirit than one of adventure, he encourages them to bring hope to a community through support, with things like jobs or even donations to local charities.

There's no requirement of taking vows of poverty, people are free to choose their own ways of life, as long as their actions bring hope to others. While he would prefer people follow the law in their actions, he understands that sometimes people must take a difference stance. As long as their path is one that is not evil, he will generally approve of their lifestyle.

Spelling nitpick since my autochecker catches it: It's not 'entreprenurial', it's 'entrepreneurial'. I'd suggest thickening it just a little more - maybe a bit of lore mixed it, or a few more comments that help direct things. But it's a good first draft there.

QuoteHistory/Relationships

Not much is known about Moore prior to his ascension. Some say that those who know the truth simply say they see a "sea of light" and nothing else. Regardless, on the scale of Creation, Moore is a young deity who has quickly become the friend and enemy of many.

History first records his name as part of Aurora, a group of planar warriors that fight evil. He had a hand in the liberation of Lifasa and is heralded as one of its saviors.

I'd suggest spending a few more sentences filling in his time in Aurora. Nothing too super detailed, but some meat to that feels better than two sentences. Probably touch on what he did on a surface level and how it helped make him known?

QuoteThrough all of this, he established a small location in Lunia known as Hope's Landing. It has grown a great deal from the time it was first noticed by a passing traveler, boasting a rather booming trade and annex for those passing by.

Same with this one, should probably tie in a bit about when he ascended and how that changed (or will considering the current timeframe we're in) things.

QuoteWhile he is extremely friendly to the powers of Celestia, he's also made several diplomatic efforts with the likes of Brightwater's powers and seems to have a good rapport with Crystalle of Mineral. He stands firmly against the machinations of Hell, as well as those of Shar - as all with any sense about them should.

I'll admit, I like the bit of editorializing here about Shar, but it feels a little off tone. Maybe frame it as something he's said rather than asserted in the text like that.

QuoteWhile he is strongly tied to Celestia, he does not require that anyone follow the Holy Mountain's path, believing that those who pursue a path of hope and inspiration in others are already fulfilling the greatest virtues of Chronias.

That one probably stands fine as it is, though some discussion of the theological ramifications of it would be nice. More honestly though that's likely to come up in game in due time as everyone gets a grasp of Moore and how he rolls.

QuoteDogma: Moore believes in hope above all else. To offer others around you hope, inspiration and help when they need it; especially when they don't know they need it. Hope for a better tomorrow, hope to continue on even in the face of hopelessness, to shine boldly so that others may find you when the night falls.

Okay, this is a formatting nitpick, but it should be formatted like this:

QuoteDogma

Moore believes...

That aside, a bit more meat and it's fine. The core of it feels right.

QuoteClergy and Temples: Moore believes that anyone has the ability to inspire hope in others and does not discriminate when there is interest in his faith. He believes that a single act of bringing hope and inspriation to another can have a cascading effect, and encourages his followers to always be on the lookout for those in need.

His places of worship tend to be initially placed in places that need them the most, though over time as hope spreads to those nearby, they are able to be beacons to those farther and farther away. Their doors are always open, time does not discriminate when it comes to those in need.

Inspiration is misspelled says my spellchecker, and who am I to question it?

I do think this last part misses the point a little bit. What are his clergy and temples like? Do they have any holidays, do they dress in a particularly way, do they have any interesting and distinctive features?

That being said this is a solid first draft. You're definitely going in the right direction.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 13, 2020, 07:03:17 PM
Quote from: Corwin on March 13, 2020, 06:45:55 PM
Not yet, no. Just trying to see what would work for me the best. What about stuff like Sudden Metamagic or the Automatic Metamagic SDA? Could they apply to a permanent emanation?

No, no metamagic.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 13, 2020, 07:15:00 PM
Quote from: Corwin on March 13, 2020, 06:51:56 PM
Quote from: Anastasia on March 13, 2020, 02:11:35 PM
They don't stack - instead, instead of just being on things they have the feat for, Craft Artifact makes it universal. Let me add a note to clarify that in the divine rules.

So if I understand this right, Mortal Elle making a 2,000gp magical sword would pay 1,000gp and take up 2 days to create it. Deity Elle would pay 500gp and take up 1 day to create it, and Deity Elle with Craft Artifact would still make that sword for 500gp and take up 1 day, except she doesn't even need to have the Craft Magic Arms and Armor feat? I'm not sure what else making it universal would mean.

Naturally, she'd still need said feat to make a 500,000gp magical sword, as it's above the price range she can create as a deity. Is that correct?

It would mean she could make something that's covered by the deific create items ability and have it discounted, in spite of not having the feat to even make them in the first place. So not only can she make something she can't normally as long as it falls under the price limit and the requirement to be tied to her portfolio, but she makes it cheaper and faster. It's a little extra benefit for Craft Artifact, since almost anyone who takes it is invested in item creation.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 13, 2020, 07:23:54 PM
I always assumed the Create Items ability means you could create items under the stated cap. So for a dvr1 deity, you could make a +1 sword out of nothing and give it to some dude, and the price (and reductions to price) are used when the deity wants to make an item past the stated cap.

If that's incorrect, and in fact the deity pays for everything, does it mean a deity with the relevant crafting feat will pay 25% of market price so long as an item is under cap, and 50% of market price if an item is over cap?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 13, 2020, 07:45:59 PM
Okay, looking for some advice. DvR 1 opened up a bunch of stuff for me and I'm not sure what would be the best route. Alyssa's doing a lot better combat-wise, so unless there's some really solid stuff for Monk or other unarmed routes, this is what I'm juggling:

I took SDA Automatic Metamagic (Quicken Spell). This opened up a number of feats for me by getting rid of Easy Metamagic: Quicken Spell (Non-epic slot), and Specialized Metamagic: Quicken Spell (Epic slot). I also took Divine Factotum which gives me Improved Cunning Insight, which also opened up the Epic Feat slot that was using. So I have 1 non-epic slot and 2 epic slots open.

Now, one idea is to take Maximize Spell in the non-epic slot and SDA Automatic Metamagic (Maximize Spell), and then use the two epic slots for Great Ability: Dex and Int. This would bump my Dex up to 29, which opens up the higher Dex SDAs like Divine Celerity.

Another is to take Chain Spell in the non-epic feat and SDA Automatic Metamagic (Chain Spell), and the Dex/Int.

OR... I can use the non-epic feat for something else, take Great Dex/Int, and take Divine Celerity in place of a second Automatic Metamagic.

Or other suggestions?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 13, 2020, 07:52:25 PM
Also, a reminder for me: HONEYDIP.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 13, 2020, 07:52:54 PM
Quote from: Corwin on March 13, 2020, 07:23:54 PM
I always assumed the Create Items ability means you could create items under the stated cap. So for a dvr1 deity, you could make a +1 sword out of nothing and give it to some dude, and the price (and reductions to price) are used when the deity wants to make an item past the stated cap.

Like it means you can double the range of what you can make pricewise, since it's half price? Just to be clear on where you're coming from.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 13, 2020, 10:19:00 PM
1st draft (No idea on titles, for example. Ideas welcome!)

Alyssa Songsteel
<<Titles>>
Demigoddess
Symbol: A book behind a curved horizon.
Home Plane: Alyssum Royal Academy
Alignment: Chaotic Neutral
Portfolio: Knowledge, Exploration, Potential
Worshipers: Explorers, Adventurers, Wanderers, Students, Settlers, Cartographers
Cleric Alignments: CN, CG,
Domains: Magic, Knowledge, Travel, Forge
Favored Weapon: Unarmed Strike

Alyssa Songsteel's patrons are those who hold wanderlust and a thirst for the unknown and yet to be discovered deep in their hearts. She encourages those that worship her to search out the hidden and forgotten gems of the world; whether those gems be beautiful vistas, lost stories and knowledge, or the simple joy of discovery. Those who hoard knowledge to themselves, however, will find no warmth from her - to have knowledge and discover things and not share it for the betterment for all is the antithesis of her nature.

Like her patron Shaundakul, Alyssa venerates the spreading of the hidden places and knowledge of the Planes. She views it as a personal mission for herself and her followers to spread knowledge and share these hidden places through education and guiding the settlers and wanderers of the Planes to make their homes.

She also encourages all settlers develop their homes and villages to include nature instead of pushing it aside. She sponsors the inclusion of Druids and Rangers into these settlements and guides her followers to hold faith with them.

The faithful of Alyssa are encouraged to dress in simple designs, but of high quality. She favors the noble colors of purple, gold, and red. For those who journey frequently, she prefers utility over form, but encourages having a small piece of quality clothing, like a scarf.

History/Relationships

Alyssa is a newly ascended mortal, brought into divinity by need, to help in the fight against Shar. Her mortal life was not so unusual until she solved a Labyrinth made by Io as a test by her guild. Completing the Labyrinth granted her the inheritance of a portion of Io's power, elevating her to something with more potential than most mortals. After intense study, she was targeted by Shar and made to flee her home plane of Arythma. Guided by Shaundakul, she made her new home on a demi-plane in the Gates of the Moon, where she came fully into divinity.


Shaundakul is her primary ally among the Gods, but she also has close ties to The Red Knight; one of her higher ranking servants even serving as the Captain of her guards and armies. Combined with Emily Aryn, daughter of Seira Ayrn, as part of her closest advisors and friends, Alyssa has an unusual number of ties to Gods for such a newly risen demigoddess.

Alyssa opposes oppression and the lack of freedom in all forms, and advocates in the freedom of choice; even if that choice might lead someone to evil. She opposes evil as a practical measure; most evil beings' ambitions tend to rob others of their freedoms and tend towards the destruction of knowledge and places. Alyssa holds freedom high and acknowledges that it includes the freedom to choose evil. However, once that choice comes into conflict with the spreading and discovery of places and knowledge, her tolerance for it ends.

Alyssa is in direct conflict with Shar, as Shar targeted her as a mortal. Now that Alyssa has ascended, that conflict has only grown in intensity.

Dogma

Never stop reaching beyond the horizon. Always find the next place, the next story, the next bit of knowledge. Never forget to record and share where you've been and what you've seen to inspire others to find their own paths beyond the horizon. Teach all who thirst for knowledge, and respect the land and places you go.

Clergy and Temples

Clerics of Alyssa are tasked with providing inspiration, guidance, and education everywhere they go. They are called upon to protect the freedoms of those who call for aid. They are meant to help guide and give respite to the wanders, seekers, and settlers of the world. Alyssa's temples are meant to serve as places of learning, not only for knowledge and dogma, but for skill and ability. They often resemble school houses more than temples, and contain libraries that are open to all. For those who come and learn and hone skills, the clerics will always offer to guide them to the next step of learning and skill, maintaining a network of scholars and craftsmen in their regions.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 14, 2020, 01:03:20 AM
First, unfinished draft of Antenora's. She and Amaryl have had the most time in the oven so they're the most prepared and ready to go.

Antenora Reynes
Opal Angel of Redemption, Redeemer, Hell's Bane
Demigoddess
Symbol: Two hands clasped together, one coming from above and the other below, the one below wrapped in chains
Home Plane: Sylica
Alignment: Lawful Exalted
Portfolio: Redemption, battle, order, risen fiends
Worshipers: Paladins, risen fiends, atoners
Cleric Alignments: LG, NG, CG
Domains: Glory, Good, Law, Planning, Purification, Redemption
Favored Weapon: Black Horn Spear (Longspear)

Antenora Reynes is the sponsor of those who seek to save others from evil, and in turn protects those who attempt to atone for past wrongs. She advocates for those cast out and who wish to rise again from their own ashes. In particular penitent paladins are called to her service, those who have fallen or who have never known good and yet seek to rise towards it. A paladin who crusades for the righteous is not her truest follower, but a paladin who crusades for those lost in the night is. She is the voice of those who glimpse that there is a better way, and the mailed fist that crushes those who deny a chance to pursue those hopes.

In particular Antenora supports the vanishingly rare risen fiends, for she herself was born an erinyes in Hell. Those are the epitome of the hope she offers and each one is a story of good's ultimate endurance, love and redemptive power over evil. She supports them as examples that even the darkest evil can be overcome and atoned for, for good's power is never too little or never too weak to save a soul, should they reach towards it.

In all endeavors Antenora preaches planning, wisdom and forethought. A mission is the culmination of careful thought, the final step in a plan to achieve victory. Tactics, strategy and intelligence are all highly prized by her and encouraged. Emotional intelligence is valued most of all, for the ways of the heart are sinful, yet they offer a path to cleanse those sins away. A moment's insight can change the eternal fate of a soul, a lesson taught to all of her faithful early in their training.

Antenora's servants, who call themselves the Risens, favor armor over robes or other priestly finery. Armor painted opal blue or gold (or as finances permit inlaid with enchanted opal and gold) is the most common day to day wear. Beyond that Antenora cares little so long as her Risens wear her holy symbol openly, be it worn from the neck or stitched onto their clothing. Like Alicia's clergy, Antenora's often eschew helmets, though she encourages them to procure magical items to provide suitable protection if they choose to do so. Practicality and survival is more important than imitation of Antenora in this particular matter.

While Antenora's faith has just begun, there are still five holy days the Risens celebrate. They share and celebrate the Day of Ascension in mid-summer with Alicia's clergy, in which they celebrate both Antenora and Alicia's ascensions to divinity. This is a day of merriment, treated as a chance to refresh oneself from a long year of work. The day begins with a small religious service before a midday feast occupies them until late afternoon, at which point the faithful mingle amid themselves in private celebrations. While her faith is too new to properly incorporate it as of yet, Antenora wishes for the weddings of her Risens to be held on this holiday.

The other four holidays are Summer's Rest, Autumn's Rest, Spring's Rest and Winter's Rest. On the first day of each season, a Risen is to withdrawn themselves into solitude (or on the first free day after if duties or need preclude it) and reflect on their deeds this past season. It is a day to fast, to reflect and to engage in frank self assessment. Prayers to Antenora join this introspection. Those who have served with distinction in the past season may find a Sylican Opal on the ground besides them after these prayers. Those who have sullied their duties and their commitment to good (but not those who have merely failed missions, as bravery and righteousness is no guarantee of success, nor those who have done deeds worthy of a fall, an alignment change to a non good alignment or that require an atonement spell) may find a broken, ashen opal instead as a warning.

History/Relationships

Antenora's early life is well known, as her legend ties into Alicia's legend well. The story of her escape from Hell, her service with Alicia, Alicia's reversal of Antenora's efforts to corrupt her and her ultimate redemption are no secret. In particular Alicia and Antenora's victories over Baator and the Spark Hunters are well known, as is their part in Romiel's crusade to Avernus that resulted in the death of Duke Agares. Her role as the Angel of the Opal Mountain and the guide for souls of the faithful to be reborn in Sylica is known as part of Alicia and Syala's faiths, as is more of her heroism across the planes.

As she is a newly risen deity, Antenora's relationships mirror those of her mortal life. She has not yet made any serious moves beyond those, but nonetheless has made allies. Beyond the deities of Sylica, who are her closest friends and allies, Antenora has a good relationship with Mystra. Mystra sponsored Antenora's rise and in turn Antenora has aided her several times, a pattern that shows no sign of change. Likewise, she has a good relationship with Sharess on account of Syala, though both deities work together at a distance, as fundamental clashes in personality emerge if they spend too much time together.

It is safe to say that Hell is Antenora's greatest enemy, a personal and intense loathing of Baator that comes from her own experiences there. She sees now that her entire life there was a pointless folly, an exercise in misery orchestrated by the leaders of Hell, a meaningless horror that engulfs every resident of Hell. She opposes any diabolical plans she can find, be it the workings of a mere imp on a single mortal or a pit fiend's schemes that could condemn an entire nation. She knows in every fiber of her being Hell must be stopped and there must be a grand repentance, that all of Hell must be turned away from wickedness and the chains of Baator broken forever.

Beyond Hell, Antenora has enmities with Shar, Malcanthet and the Adversary. She does count all of evil as her foe, so this list should only grow larger in time, as she finds her footing amid the divine. 
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 14, 2020, 11:18:13 AM
The finished first draft. Comments welcome.

Antenora Reynes
Opal Angel of Redemption, Redeemer, Hell's Bane
Demigoddess
Symbol: Two hands clasped together, one coming from above and the other below, the one below wrapped in chains
Home Plane: Sylica
Alignment: Lawful Exalted
Portfolio: Redemption, battle, order, risen fiends
Worshipers: Paladins, risen fiends, atoners
Cleric Alignments: LG, NG, CG
Domains: Glory, Good, Law, Planning, Purification, Redemption
Favored Weapon: Black Horn Spear (Longspear)

Antenora Reynes is the sponsor of those who seek to save others from evil, and in turn protects those who attempt to atone for past wrongs. She advocates for those cast out and who wish to rise again from their own ashes. In particular penitent paladins are called to her service, those who have fallen or who have never known good and yet seek to rise towards it. A paladin who crusades for the righteous is not her truest follower, but a paladin who crusades for those lost in the night is. She is the voice of those who glimpse that there is a better way, and the mailed fist that crushes those who deny a chance to pursue those hopes.

In particular Antenora supports the vanishingly rare risen fiends, for she herself was born an erinyes in Hell. Those are the epitome of the hope she offers and each one is a story of good's ultimate endurance, love and redemptive power over evil. She supports them as examples that even the darkest evil can be overcome and atoned for, for good's power is never too little or never too weak to save a soul, should they reach towards it.

In all endeavors Antenora preaches plans, wisdom and forethought. A mission is the culmination of careful thought, the final step in a plan to achieve victory. Tactics, strategy and intelligence are all highly prized by her and encouraged. Emotional intelligence is valued most of all, for the ways of the heart are sinful, yet they offer a path to cleanse those sins away. A moment's insight can change the eternal fate of a soul, a lesson taught to all of her faithful.

Antenora's servants, who call themselves the Risens, favor armor over robes or other priestly finery. Armor painted opal blue or gold (or as finances permit inlaid with enchanted opal and gold) is the most common day to day wear. Beyond that Antenora cares little so long as her Risens wear her holy symbol openly, be it worn from the neck or stitched onto their clothing. Like Alicia's clergy, Antenora's often eschew helmets, though she encourages them to procure magical items to provide suitable protection if they choose to do so. Practicality and survival is more important than imitation of Antenora in this particular matter.

While Antenora's faith has just begun, there are still five holy days the Risens celebrate. They share and celebrate the Day of Ascension in mid-summer with Alicia's clergy, in which they celebrate both Antenora and Alicia's ascensions to divinity. This is a day of merriment, treated as a chance to refresh oneself from a long year of work. The day begins with a small religious service before a midday feast occupies them until late afternoon, at which point the faithful mingle amid themselves in private celebrations. While her faith is too new to properly incorporate it as of yet, Antenora wishes for the weddings of her Risens to be held on this holiday.

The other four holidays are Summer's Rest, Autumn's Rest, Spring's Rest and Winter's Rest. On the first day of each season, a Risen is to withdrawn themselves into solitude (or on the first free day after if duties or need preclude it) and reflect on their deeds this past season. It is a day to fast, to reflect and to engage in frank self assessment. Prayers to Antenora join this introspection. Those who have served with distinction in the past season may find a Sylican Opal on the ground besides them after these prayers. Those who have sullied their duties and their commitment to good (but not those who have merely failed missions, as bravery and righteousness is no guarantee of success, nor those who have done deeds worthy of a fall, an alignment change to a non good alignment or that require an atonement spell) may find a broken, ashen opal instead as an omen of peril.

History/Relationships

Antenora's early life is well known, as her legend ties into Alicia's legend well. The story of her escape from Hell, her service with Alicia, Alicia's reversal of Antenora's efforts to corrupt her and her ultimate redemption are no secret. In particular Alicia and Antenora's victories over Baator and the Spark Hunters are well known, as is their part in Romiel's crusade to Avernus that resulted in the death of Duke Agares. Her role as the Angel of the Opal Mountain and the guide for souls of the faithful to be reborn in Sylica is known as part of Alicia and Syala's faiths, as is more of her heroism across the planes.

As she is a newly risen deity, Antenora's relationships mirror those of her mortal life. She has not yet made any serious moves beyond those, but nonetheless has made allies. Beyond the deities of Sylica, who are her closest friends and allies, Antenora has a good relationship with Mystra. Mystra sponsored Antenora's rise and in turn Antenora has aided her several times, a pattern that shows no sign of change. Likewise, she has a good relationship with Sharess on account of Syala, though both deities work together at a distance, as fundamental clashes in personality emerge if they spend too much time together.

It is safe to say that Hell is Antenora's greatest enemy, a personal and intense loathing of Baator that comes from her own experiences there. She sees now that her entire life there was a pointless folly, an exercise in misery orchestrated by the leaders of Hell, a meaningless horror that engulfs every resident of Hell. She opposes any diabolical plans she can find, be it the efforts of a mere imp on a single mortal or a pit fiend's schemes that could condemn an entire nation. She knows in every fiber of her being Hell must be stopped and there must be a grand repentance, that all of Hell must be turned away from wickedness and the chains of Baator broken forever.

Beyond Hell, Antenora has enmities with Shar, Malcanthet and the Adversary. She does count all of evil as her foe, so this list should only grow larger in time, as she finds her position amid the divine. 

Dogma

No one is beyond redemption, though they must want it. Bend your words and deeds towards this fact, so that you may bring others into the light. Aid others, for those bonds are more ropes to pull souls out from Hell. A well thought out plan can save a gallon of blood and tears. Be vigilant but do not be alone, for loneliness poisons the mortal soul. Trust in the glory, goodness and mercy of the Heavens, for they are barred to no one who is willing to repent.

Clergy and Temples

As of now, the few clerics of Antenora are often hero-paladins that have taken their devotion a step further. They are commanded to spread the faith and save others, both in amid the good and peaceful and in the darkest corners of Creation. While they are not so foolhardy as to go preach in Hell itself, places of evil on the Prime are where they excel. Antenora has plans for grand temples in regions her Risens pull away from evil, but as of yet her divine career is too new for that to be a reality.

The holy lessons of Antenora are complied in a seven chapter book titled, "Redemption." This book is plainly written and well enough written to engross a reader. It focuses on the practical aspects of redemption and how to achieve it, as well as the various creeds, lessons and messages of Antenora's faith. It is as much a lure for the wicked as it is a lesson book for her faithful, and a handful of the most important tactics and secrets, things that need not be seen by the wicked freely, are instead passed down orally.

---

Bonus Material

Preferred Classes

Paladin is by far the most common class amid the Risens, including sentinels and paladins of freedom. While chaotic good creatures may find some of Antenora's focus on plans disagreeable, they are still welcome to serve her if they wish. Beyond that, cleric, knights, fighters and sorcerer are the most common classes of the Risens. There are no favored souls as of yet, this is a conscious choice on Antenora's part. 

Common prestige classes for the Risens are hellreaver, knight of the chalice, sword of righteousness and divine crusader.

Preferred Symbols

Antenora favors opals of all kinds (except black opals), white roses and sunrises. An opal is often used as a sign of favor from Antenora, which may be kept or sold as the petitioner wishes. Blossoms of white roses are seen as a sign of her mercy and approval, and have been seen to grow overnight and bloom in the morning when a new temple to Antenora is consecrated. Sunrises, similar to how Lathaderites view them, are seen as symbolic of a new start and a new life. Clerics to Antenora pray at dawn for their spells, and any atonement spell cast by one of the Risens is cast at dawn if possible.

Supplementary Material

Initiate of Antenora
Prerequisite: Paladin or cleric level 5th, patron deity Antenora
Benefit: You gain a +2 bonus to saves against spells and spell like abilities with the evil descriptor. In addition you add the following spells to your cleric or paladin spell list.

1st: Vision of Heaven (Paladin only)
3rd: Righteous Fury (Cleric only)
4th: Voice of the Archon
7th: Opal Cleansing (Cleric only)

*Voice of the Archon is a refluffed Voice of the Dragon from Spell Compendium. It functions identically.

Alternate Class Feature: Touch of Redemption

Antenora's paladins do not banish diseases of the body, but of the soul.

Class: Paladin

Deity: Antenora

Level: 6th

Replaces: If you select this alternate class feature, you do not gain remove disease.

Benefit: At 6th level you gain the ability to forgive the sins of another. You may cast atonement once per week as a spell-like ability. Unlike a normal atonement spell, this spell is capable of changing the alignment of a creature normally unable to change their alignment. They must be willing to change of their own free will.

At 9th level and every 3 levels thereafter, you gain an additional weekly use of atonement.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 14, 2020, 11:23:58 AM
Second Draft.

I understand this a bit better, I was writing in the current tense and should've been writing it in a "this is what I envision" tense.

Spoiler: ShowHide
Moore's one goal in Creation is to rid the world of hopelessness. The idea of not having the power, courage or wisdom to overcome something is anathema to him. His teachings provide comfort to those who need it and make every effort to empower those followers with the knowledge and ability to go into the world and do good there.

His followers know they can rely on him to support them in times of need, but also know that sometimes he may be silent if they need to find their own path to hope without him. He trusts every one of them to be able to not lose themselves in their own struggles.

To that end, Moore encourages those of his faith to go out into the world and find people to help. For those who may not feel they can do much in the world, or who have more of an entrepreneurial spirit than one of adventure, he encourages them to bring hope to a community through support, with things like jobs or even donations to local charities. There are many ways to bring hope and inspiration, and it doesn't have to be through song and poetry alone.

There's no requirement of taking vows of poverty, people are free to choose their own ways of life, as long as their actions bring hope to others. While he would prefer people follow the law in their actions, he understands that sometimes people must take a difference stance. If their path is one that is not evil, he will generally approve of their lifestyle.


History/Relationships

Not much is known about Moore prior to his ascension. Some say that those who know the truth simply say they see a "sea of light" and nothing else. Regardless, on the scale of Creation, Moore is a young deity who has quickly become the friend and enemy of many.

History first records his name as part of Aurora, a group of planar warriors that fight evil. He showed up rather unexpectedly one day, apparently sent by Celestia to offer aid to them. He quickly became a staunch defender of their values and was able to make quick friends and allies of their membership.

Time and time again he took to the battlefield in support of Aurora and their cause, singing and heralding their own victories against Hell, most notably in Benfal and Lifasa. He will be one of the saviors of Lifasa even long after that victory is a distant memory.

Some time after his victory in Lifasa, he established a small outpost known as Hope's Landing on Lunia. Over time, it has grown into a thriving community. It currently boasts as a rather booming trade nexus that is attracting attention from across Creation due to its investment things beyond profiting for the sake of profit.

While he is extremely friendly to the powers of Celestia, he's also made several diplomatic efforts with the likes of Brightwater's powers and seems to have a good rapport with Crystalle of Mineral.
He stands firmly against the machinations of Hell, as well as those of Shar – it's said that his songs and words have the power to negate even Oblivion itself.

He is strongly tied to Celestia; he does not require that anyone follow the Holy Mountain's path. He believes that those who pursue a path of hope and inspiration in others are already fulfilling the greatest virtues of Chronias. So far, no one has taken exception to Moore not following the usual tenets of lawfulness that make up the Holy Mountain, though Moore himself has been seen traveling the Mountain from time to time.


Dogma

Moore believes in hope above all else. To offer others around you hope, inspiration and help when they need it; especially when they don't know they need it. Hope for a better tomorrow, hope to continue even in the face of hopelessness, the hope to never give up on anyone.

His writings support the idea that hope is a tangible thing, even though one cannot see it, they can feel it, just like any other emotion. He supports any endeavor to save others, be it through a financial or even spiritual means. These continued efforts to always be of inspiration to those around you are what his faith embodies.

The most important mindset Moore wants for his followers is one of devotion to themselves and people around them. It's impossible to support others if your support for yourself is lacking. The common saying of taking care of yourself first before taking care of others rings true in his faith.

Clergy and Temples

Moore believes that anyone can inspire hope in others and does not discriminate when there is interest in his faith. He believes that a single act of bringing hope and inspiration to another can have a cascading effect and encourages his followers to always be on the lookout for those in need.

The day of Moore's ascension is the only current holy day his followers have. That day is marked as one of true hopefulness, one which all followers are to go out and meet someone new and share their stories. The goal isn't to convert anyone to his faith, but simply to make Creation slightly better that day, so tomorrow can be brighter.

The temples themselves are always rather sparse in terms of furnishings, but they are comfortable and welcoming to all. He ensures that any location of worship has what it needs, be it food, warm beds or otherwise. Those that take it upon themselves to be followers of his faith find that it is easier to supply themselves with what they need as well, so they can provide it to others.

Not all his places of worship are necessarily temples. Some of them may be local eateries, theatres, any place where people are free to gather and be unburdened for a time. Even some people's homes have his symbol on their doors, so that those in the neighborhood always know who they can rely on for help.

His followers don't necessarily wear any clothing that marks them as such, but there's something about all of them that simply attracts people. However, those that choose to wear his holy symbol always wear it proudly and openly, so that those in search of them can be easily found.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 14, 2020, 11:38:28 AM
Quote from: Iron Dragoon on March 13, 2020, 10:19:00 PM
1st draft (No idea on titles, for example. Ideas welcome!)

Alyssa Songsteel
<<Titles>>
Demigoddess
Symbol: A book behind a curved horizon.
Home Plane: Alyssum Royal Academy
Alignment: Chaotic Neutral
Portfolio: Knowledge, Exploration, Potential
Worshipers: Explorers, Adventurers, Wanderers, Students, Settlers, Cartographers
Cleric Alignments: CN, CG,
Domains: Magic, Knowledge, Travel, Forge
Favored Weapon: Unarmed Strike

That all looks good, formatting aside (the bold and italics mostly and that's no big deal to fix). I like the symbol in particular.

Titles are tricky, they need to feel right and at the same time not overdo it. Since you went with royal academy as the home plane's name, perhaps a title like Queen something or Princess something is suitable? Probably the former, the latter doesn't feel right for Alyssa.

QuoteAlyssa Songsteel's patrons are those who hold wanderlust and a thirst for the unknown and yet to be discovered deep in their hearts. She encourages those that worship her to search out the hidden and forgotten gems of the world; whether those gems be beautiful vistas, lost stories and knowledge, or the simple joy of discovery. Those who hoard knowledge to themselves, however, will find no warmth from her - to have knowledge and discover things and not share it for the betterment for all is the antithesis of her nature.

Wrong way around, Iddy. Alyssa would be the patron of her clerics and faithful.

QuoteLike her patron Shaundakul, Alyssa venerates the spreading of the hidden places and knowledge of the Planes. She views it as a personal mission for herself and her followers to spread knowledge and share these hidden places through education and guiding the settlers and wanderers of the Planes to make their homes.

She also encourages all settlers develop their homes and villages to include nature instead of pushing it aside. She sponsors the inclusion of Druids and Rangers into these settlements and guides her followers to hold faith with them.

Feels like it needs a little more meat. That aside however, I do like the second part. It feels like Ianvasah's legacy.

QuoteThe faithful of Alyssa are encouraged to dress in simple designs, but of high quality. She favors the noble colors of purple, gold, and red. For those who journey frequently, she prefers utility over form, but encourages having a small piece of quality clothing, like a scarf.

That's an interesting focus on quality. A side effect of forge and general creation tendencies?

QuoteHistory/Relationships

Alyssa is a newly ascended mortal, brought into divinity by need, to help in the fight against Shar. Her mortal life was not so unusual until she solved a Labyrinth made by Io as a test by her guild. Completing the Labyrinth granted her the inheritance of a portion of Io's power, elevating her to something with more potential than most mortals. After intense study, she was targeted by Shar and made to flee her home plane of Arythma. Guided by Shaundakul, she made her new home on a demi-plane in the Gates of the Moon, where she came fully into divinity.

Okay, pretty on the ball there. On the other hand I might suggest adding a pinch more of an overview, I suppose, or perhaps playing down her (relative and perceivable as a) defeat in fleeing Arythma. A little bit of spin on it, maybe.

QuoteShaundakul is her primary ally among the Gods, but she also has close ties to The Red Knight; one of her higher ranking servants even serving as the Captain of her guards and armies. Combined with Emily Aryn, daughter of Seira Ayrn, as part of her closest advisors and friends, Alyssa has an unusual number of ties to Gods for such a newly risen demigoddess.

Probably worth noting that Jarem's getting divinity of his own, so that may complicate his mention a little bit.

QuoteAlyssa opposes oppression and the lack of freedom in all forms, and advocates in the freedom of choice; even if that choice might lead someone to evil. She opposes evil as a practical measure; most evil beings' ambitions tend to rob others of their freedoms and tend towards the destruction of knowledge and places. Alyssa holds freedom high and acknowledges that it includes the freedom to choose evil. However, once that choice comes into conflict with the spreading and discovery of places and knowledge, her tolerance for it ends.

Okay, seems pretty on the nose for CN. Choice above all.

QuoteAlyssa is in direct conflict with Shar, as Shar targeted her as a mortal. Now that Alyssa has ascended, that conflict has only grown in intensity.

This does need more meat, even if it's only a few sentences of prettily spilling out that she's new and doesn't have a lot of rivalries yet. Understandably short, but still short.

QuoteDogma

Never stop reaching beyond the horizon. Always find the next place, the next story, the next bit of knowledge. Never forget to record and share where you've been and what you've seen to inspire others to find their own paths beyond the horizon. Teach all who thirst for knowledge, and respect the land and places you go.

Seems good here. A smidgen more would help fill it out, but this does capture Alyssa's beginning theology well.

QuoteClergy and Temples

Clerics of Alyssa are tasked with providing inspiration, guidance, and education everywhere they go. They are called upon to protect the freedoms of those who call for aid. They are meant to help guide and give respite to the wanders, seekers, and settlers of the world. Alyssa's temples are meant to serve as places of learning, not only for knowledge and dogma, but for skill and ability. They often resemble school houses more than temples, and contain libraries that are open to all. For those who come and learn and hone skills, the clerics will always offer to guide them to the next step of learning and skill, maintaining a network of scholars and craftsmen in their regions.

It might be worth discussing how clerics of Shaundakul and Alyssa are meant to compare and contrast. They occupy much of the same space as written, and would likely have at least a working relationship with one another.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 14, 2020, 01:59:16 PM
2nd draft

Alyssa Songsteel
The Guiding Hand, Queen of the Horizon, The Scholar of the Forge
Demigoddess
Symbol: A book behind a curved horizon.
Spoiler: ShowHide
(https://i.imgur.com/cylkfvE.jpg)

Home Plane: Alyssum Royal Academy
Alignment: Chaotic Neutral
Portfolio: Knowledge, Exploration, Potential
Worshipers: Explorers, Wanderers, Students, Mentors, Settlers, Cartographers
Cleric Alignments: CN, CG,
Domains: Magic, Knowledge, Travel, Forge
Favored Weapon: Unarmed Strike

Alyssa Songsteel's faithful are those who hold wanderlust and a thirst for the unknown and yet to be discovered deep in their hearts. She encourages those that worship her to search out the hidden and forgotten gems of the world; whether those gems be beautiful vistas, lost stories and knowledge, or the simple joy of discovery. Those who hoard knowledge to themselves, however, will find no warmth from her - to have knowledge and discover things and not share it for the betterment for all is the antithesis of her nature.

Like her patron Shaundakul, Alyssa venerates the spreading of the hidden places and knowledge of the Planes. She views it as a personal mission for herself and her followers to spread knowledge and share these hidden places through education and guiding the settlers and wanderers of the Planes to make their homes. She views teaching others and nurturing growth with reverence, and looks favorably on the passing of knowledge and crafting to others.

Because of her own accomplishments as a mortal, Alyssa views the building of communities favorably. Any who wish to build a life and town with their own hands will find an ally in her. She encourages all settlers develop their homes and villages to include nature instead of pushing it aside. She sponsors the inclusion of Druids and Rangers into these settlements and guides her followers to hold faith with them. After all, Druids and Rangers are the stewards of Nature, and Nature has given us all the places to find and explore.

Because of her own ability to forge and tailor, the faithful of Alyssa are encouraged to dress in simple designs, but of high quality. She favors the noble colors of purple, gold, and red. For those who journey frequently, she prefers utility over form, but encourages having a small piece of quality clothing or accessory, preferably made by their own hands, like a belt buckle, bracelet, a scarf, or handkerchief.

History/Relationships

Alyssa is a newly ascended mortal, brought into divinity by need, to help in the fight against Shar. Her mortal life was not so unusual until she solved a Labyrinth made by Io as a test by her guild. Completing the Labyrinth granted her the inheritance of a portion of Io's power, elevating her to something with more potential than most mortals. After intense study, she was targeted by Shar and withdrew from her home plane of Arythma to gather allies and strike against her. Guided by Shaundakul, she made her new home on a demi-plane in the Gates of the Moon, where she came fully into divinity.

Shaundakul is her primary ally among the Gods, but she also has close ties to The Red Knight; one of her higher ranking servants, Jarem Aruwood, even serving as the Captain of her guards and armies for a time as they fought against Shar, and he himself gaining Divinity as they traveled and fought together. Combined with Emily Aryn, daughter of Seira Ayrn, as part of her closest advisors and friends, and Bastian who has newly found Divinity as well, Alyssa has an unusual number of ties to Gods for such a newly risen demigoddess.

Alyssa opposes oppression and the lack of freedom in all forms, and advocates in the freedom of choice; even if that choice might lead someone to evil. She opposes evil as a practical measure; most evil beings' ambitions tend to rob others of their freedoms and tend towards the destruction of knowledge and places. Alyssa holds freedom high and acknowledges that it includes the freedom to choose evil. However, once that choice comes into conflict with the spreading and discovery of places and knowledge, her tolerance for it ends.

Alyssa is in direct conflict with Shar, as Shar targeted her as a mortal. Now that Alyssa has ascended, that conflict has only grown in intensity. As Alyssa struck down Sharran cabals, her anger at the follower's of Shar's behavior expanded, and now she stands in conflict with anyone who encourages slavery or the razing of communities.

Dogma

Never stop reaching beyond the horizon. Always find the next place, the next story, the next bit of knowledge. Never forget to record and share where you've been and what you've seen to inspire others to find their own paths beyond the horizon. Teach all who thirst for knowledge, and respect the land and places you go. She encourages everyone who follows her to become a mentor or a student to another, even if only for a few hours to teach, or learn, a trick or two. While she encourages generosity to others, her belief in helping others is to educate them to help themselves, and to teach them how to have the right expectations of themselves.

Clergy and Temples

Clerics of Alyssa are tasked with providing inspiration, guidance, and education everywhere they go. They are called upon to protect the freedoms of those who call for aid. They are meant to help guide and give respite to the wanders, seekers, and settlers of the world. Alyssa's temples are meant to serve as places of learning, not only for knowledge and dogma, but for skill and ability. They often resemble school houses more than temples, and contain libraries that are open to all. For those who come and learn and hone skills, the clerics will always offer to guide them to the next step of learning and skill, maintaining a network of scholars and craftsmen in their regions. Many of them are scholars themselves, often serving as teachers or professors in their own right.

Alyssa holds close faith with Shaundakul, and venerates both him and the Red Knight as a mentors and allies. As such, she expects that when her clerics and followers meet those of Shaundakul's faith that they not compete with each other, or come into conflict. She expects them to work together to map out and spread the knowledge they each have discovered. Shaundakul's faithful, along with those of the Red Knight, are expected to be offered hearth and home when found in need. The same expectation is placed when her faithful meet a Druid or Ranger in need, as she holds a Divine Grove dedicated to a fallen Druid who was a dear friend to her. Druids and Rangers might even find themselves wandering into this Grove.

---

Bonus Material

Preferred Classes
Wizards and Factotums are the most common class for followers of Alyssa. Though scholars of any kind are easily found, to include Scholar-Monks who gather knowledge, and Bards who collect and record stories.

Common prestige classes for her followers are Horizon Walker, Mage of the Arcane Order, Loremaster, and Archmages.

Preferred Symbols

Alyssa prefers favorite books of any kind as a symbol, but does appreciate denoting these from others by wrapping in a good quality cloth cover of her favored colors. If one cannot pick a single favorite book, a cloth bookmark with her symbol embroidered on it is fully acceptable. Clerics of Alyssa pray for spells at Dusk.

Supplementary Material

Initiate of Alyssa
Prerequisite: Paladin or cleric level 5th, patron deity Alyssa
Benefit: You gain the Knowledge Devotion feat as a bonus feat. In addition, you add the following spells to your spell list.

1st: Locate City
3rd: Arcane Sight
4th: Dimension Door
7th: Legend Lore
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 14, 2020, 03:34:26 PM
There's a couple of ACFs up in homebrew, both for Latha. I worked those out while doing some development of the monks who follow her.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 14, 2020, 09:45:20 PM
Quote from: Nephrite on March 14, 2020, 11:23:58 AMTo that end, Moore encourages those of his faith to go out into the world and find people to help. For those who may not feel they can do much in the world, or who have more of an entrepreneurial spirit than one of adventure, he encourages them to bring hope to a community through support, with things like jobs or even donations to local charities. There are many ways to bring hope and inspiration, and it doesn't have to be through song and poetry alone.

That last sentence is new and I think it's a good addition. It gets into the Moore/NG mindset of doing good no matter how.

QuoteHistory first records his name as part of Aurora, a group of planar warriors that fight evil. He showed up rather unexpectedly one day, apparently sent by Celestia to offer aid to them. He quickly became a staunch defender of their values and was able to make quick friends and allies of their membership.

Time and time again he took to the battlefield in support of Aurora and their cause, singing and heralding their own victories against Hell, most notably in Benfal and Lifasa. He will be one of the saviors of Lifasa even long after that victory is a distant memory.

Okay, that does nicely help draw out what he did with Aurora. He doesn't have the sort of one on one duel to point to - his build just isn't the type for it - so that works rather well to place it in spite of that.

QuoteSome time after his victory in Lifasa, he established a small outpost known as Hope's Landing on Lunia. Over time, it has grown into a thriving community. It currently boasts as a rather booming trade nexus that is attracting attention from across Creation due to its investment things beyond profiting for the sake of profit.

Bolded part could use some revision, it reads like a sentence got mangled.

I do like the spirit of the addition there, gives it more depth and connection to the whole.

QuoteWhile he is extremely friendly to the powers of Celestia, he's also made several diplomatic efforts with the likes of Brightwater's powers and seems to have a good rapport with Crystalle of Mineral.
He stands firmly against the machinations of Hell, as well as those of Shar – it's said that his songs and words have the power to negate even Oblivion itself.

Minor spacing issue that's evident with the last sentence.

I like the change there, it gives a bit of a hook and suggests a possible reason for the two being in conflict.

QuoteHe is strongly tied to Celestia; he does not require that anyone follow the Holy Mountain's path. He believes that those who pursue a path of hope and inspiration in others are already fulfilling the greatest virtues of Chronias. So far, no one has taken exception to Moore not following the usual tenets of lawfulness that make up the Holy Mountain, though Moore himself has been seen traveling the Mountain from time to time.

That's a good addition, helps fill out the section well.

QuoteDogma

Moore believes in hope above all else. To offer others around you hope, inspiration and help when they need it; especially when they don't know they need it. Hope for a better tomorrow, hope to continue even in the face of hopelessness, the hope to never give up on anyone.

His writings support the idea that hope is a tangible thing, even though one cannot see it, they can feel it, just like any other emotion. He supports any endeavor to save others, be it through a financial or even spiritual means. These continued efforts to always be of inspiration to those around you are what his faith embodies.

The most important mindset Moore wants for his followers is one of devotion to themselves and people around them. It's impossible to support others if your support for yourself is lacking. The common saying of taking care of yourself first before taking care of others rings true in his faith.

I like the last part in particular - it isn't the most unusual problem for a holy crusader to put others before themselves, perhaps more than they should. To spend enough so that you yourself are well taken care of is certainly worth a reminder.

QuoteThe day of Moore's ascension is the only current holy day his followers have. That day is marked as one of true hopefulness, one which all followers are to go out and meet someone new and share their stories. The goal isn't to convert anyone to his faith, but simply to make Creation slightly better that day, so tomorrow can be brighter.

I'd suggest noting a time of season to this - he lives in a Heaven where the seasons are largely immaterial - even if it's just one chosen for symbolism. The seasons may not matter as much in Celestia, but they matter a lot on the Primes.

QuoteThe temples themselves are always rather sparse in terms of furnishings, but they are comfortable and welcoming to all. He ensures that any location of worship has what it needs, be it food, warm beds or otherwise. Those that take it upon themselves to be followers of his faith find that it is easier to supply themselves with what they need as well, so they can provide it to others.

Not all his places of worship are necessarily temples. Some of them may be local eateries, theatres, any place where people are free to gather and be unburdened for a time. Even some people's homes have his symbol on their doors, so that those in the neighborhood always know who they can rely on for help.

Hm. I'd suggest playing up comfort and a home-like atmosphere in his temples. If they don't go in for a lot of furnishings or decorations, then that could be another way to sell it without those. The sort of place someone likes to go to, that gives them a sense that things can be a bit better and that they're safe there.

QuoteHis followers don't necessarily wear any clothing that marks them as such, but there's something about all of them that simply attracts people. However, those that choose to wear his holy symbol always wear it proudly and openly, so that those in search of them can be easily found. [/spoiler]

Very much a faith that recruits Charisma first, I see. It certainly isn't the first one.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 14, 2020, 10:23:04 PM
Quote from: Iron Dragoon on March 14, 2020, 01:59:16 PM
2nd draft

Alyssa Songsteel
The Guiding Hand, Queen of the Horizon, The Scholar of the Forge

The second and third ones I like a lot. The first feels slightly extraneous, but it's workable with any sort of effort to justify it.

QuoteSymbol: A book behind a curved horizon.
Spoiler: ShowHide
(https://i.imgur.com/cylkfvE.jpg)

Nice image. Did you make it yourself?

QuoteCleric Alignments: CN, CG,

As CN, you're eligible for CG, N and CE clerics if you want them, on top of CN ones. Just a heads up.

QuoteLike her patron Shaundakul, Alyssa venerates the spreading of the hidden places and knowledge of the Planes. She views it as a personal mission for herself and her followers to spread knowledge and share these hidden places through education and guiding the settlers and wanderers of the Planes to make their homes. She views teaching others and nurturing growth with reverence, and looks favorably on the passing of knowledge and crafting to others.

I like the changes to this paragraph. It gives you a strong idea that teaching, growth and learning are all important aspaects of her portfolio (represented in knowledge and potential).

QuoteBecause of her own accomplishments as a mortal, Alyssa views the building of communities favorably. Any who wish to build a life and town with their own hands will find an ally in her. She encourages all settlers develop their homes and villages to include nature instead of pushing it aside. She sponsors the inclusion of Druids and Rangers into these settlements and guides her followers to hold faith with them. After all, Druids and Rangers are the stewards of Nature, and Nature has given us all the places to find and explore.

Because of her own ability to forge and tailor, the faithful of Alyssa are encouraged to dress in simple designs, but of high quality. She favors the noble colors of purple, gold, and red. For those who journey frequently, she prefers utility over form, but encourages having a small piece of quality clothing or accessory, preferably made by their own hands, like a belt buckle, bracelet, a scarf, or handkerchief.

That's all solid and I think helps fill it in, as well as establishes a connection of rangers and druids to the faith.

QuoteAlyssa is a newly ascended mortal, brought into divinity by need, to help in the fight against Shar. Her mortal life was not so unusual until she solved a Labyrinth made by Io as a test by her guild. Completing the Labyrinth granted her the inheritance of a portion of Io's power, elevating her to something with more potential than most mortals. After intense study, she was targeted by Shar and withdrew from her home plane of Arythma to gather allies and strike against her. Guided by Shaundakul, she made her new home on a demi-plane in the Gates of the Moon, where she came fully into divinity./quote]

That's a lot better spun there. Same idea and same underlying facts, but the presentation's stronger for her.

QuoteShaundakul is her primary ally among the Gods, but she also has close ties to The Red Knight; one of her higher ranking servants, Jarem Aruwood, even serving as the Captain of her guards and armies for a time as they fought against Shar, and he himself gaining Divinity as they traveled and fought together. Combined with Emily Aryn, daughter of Seira Ayrn, as part of her closest advisors and friends, and Bastian who has newly found Divinity as well, Alyssa has an unusual number of ties to Gods for such a newly risen demigoddess.

You typoed Aryn in Seira Aryn's name.

This works better now, regardless.

QuoteAlyssa is in direct conflict with Shar, as Shar targeted her as a mortal. Now that Alyssa has ascended, that conflict has only grown in intensity. As Alyssa struck down Sharran cabals, her anger at the follower's of Shar's behavior expanded, and now she stands in conflict with anyone who encourages slavery or the razing of communities.

That's expanded well, gives her faithful more things to do and work for.

QuoteDogma

Never stop reaching beyond the horizon. Always find the next place, the next story, the next bit of knowledge. Never forget to record and share where you've been and what you've seen to inspire others to find their own paths beyond the horizon. Teach all who thirst for knowledge, and respect the land and places you go. She encourages everyone who follows her to become a mentor or a student to another, even if only for a few hours to teach, or learn, a trick or two. While she encourages generosity to others, her belief in helping others is to educate them to help themselves, and to teach them how to have the right expectations of themselves.

Solid improvements there.

QuoteClergy and Temples

Clerics of Alyssa are tasked with providing inspiration, guidance, and education everywhere they go. They are called upon to protect the freedoms of those who call for aid. They are meant to help guide and give respite to the wanders, seekers, and settlers of the world. Alyssa's temples are meant to serve as places of learning, not only for knowledge and dogma, but for skill and ability. They often resemble school houses more than temples, and contain libraries that are open to all. For those who come and learn and hone skills, the clerics will always offer to guide them to the next step of learning and skill, maintaining a network of scholars and craftsmen in their regions. Many of them are scholars themselves, often serving as teachers or professors in their own right.

Alyssa holds close faith with Shaundakul, and venerates both him and the Red Knight as a mentors and allies. As such, she expects that when her clerics and followers meet those of Shaundakul's faith that they not compete with each other, or come into conflict. She expects them to work together to map out and spread the knowledge they each have discovered. Shaundakul's faithful, along with those of the Red Knight, are expected to be offered hearth and home when found in need. The same expectation is placed when her faithful meet a Druid or Ranger in need, as she holds a Divine Grove dedicated to a fallen Druid who was a dear friend to her. Druids and Rangers might even find themselves wandering into this Grove.

Solid, and I like the bit that explicitly alludes to Ianvasah as the reason why for druid favortism.

QuoteBonus Material

Preferred Classes
Wizards and Factotums are the most common class for followers of Alyssa. Though scholars of any kind are easily found, to include Scholar-Monks who gather knowledge, and Bards who collect and record stories.

Common prestige classes for her followers are Horizon Walker, Mage of the Arcane Order, Loremaster, and Archmages.

Makes sense.

QuotePreferred Symbols

Alyssa prefers favorite books of any kind as a symbol, but does appreciate denoting these from others by wrapping in a good quality cloth cover of her favored colors. If one cannot pick a single favorite book, a cloth bookmark with her symbol embroidered on it is fully acceptable. Clerics of Alyssa pray for spells at Dusk.

Also solid.

QuoteSupplementary Material

Initiate of Alyssa
Prerequisite: Paladin or cleric level 5th, patron deity Alyssa
Benefit: You gain the Knowledge Devotion feat as a bonus feat. In addition, you add the following spells to your spell list.

1st: Locate City
3rd: Arcane Sight
4th: Dimension Door
7th: Legend Lore

Seems good.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 14, 2020, 10:24:10 PM
I touched up the areas you mentioned. I have no idea what happened with that bolded part, I assume I just forgot to put some words in...

Spoiler: ShowHide
Moore's one goal in Creation is to rid the world of hopelessness. The idea of not having the power, courage or wisdom to overcome something is anathema to him. His teachings provide comfort to those who need it and make every effort to empower those followers with the knowledge and ability to go into the world and do good there.

His followers know they can rely on him to support them in times of need, but also know that sometimes he may be silent if they need to find their own path to hope without him. He trusts every one of them to be able to not lose themselves in their own struggles.

To that end, Moore encourages those of his faith to go out into the world and find people to help. For those who may not feel they can do much in the world, or who have more of an entrepreneurial spirit than one of adventure, he encourages them to bring hope to a community through support, with things like jobs or even donations to local charities. There are many ways to bring hope and inspiration, and it doesn't have to be through song and poetry alone.

The most important mindset Moore wants for his followers is one of devotion to themselves and people around them. It's impossible to support others if your support for yourself is lacking. The common saying of taking care of yourself first before taking care of others rings true in his faith.

There's no requirement of taking vows of poverty, people are free to choose their own ways of life, as long as their actions bring hope to others. While he would prefer people follow the law in their actions, he understands that sometimes people must take a difference stance. If their path is one that is not evil, he will generally approve of their lifestyle.


History/Relationships

Not much is known about Moore prior to his ascension. Some say that those who know the truth simply say they see a "sea of light" and nothing else. Regardless, on the scale of Creation, Moore is a young deity who has quickly become the friend and enemy of many.

History first records his name as part of Aurora, a group of planar warriors that fight evil. He showed up rather unexpectedly one day, apparently sent by Celestia to offer aid to them. He quickly became a staunch defender of their values and was able to make quick friends and allies of their membership.

Time and time again he took to the battlefield in support of Aurora and their cause, singing and heralding their own victories against Hell, most notably in Benfal and Lifasa. He will be one of the saviors of Lifasa even long after that victory is a distant memory.

Some time after his victory in Lifasa, he established a small outpost known as Hope's Landing on Lunia. Over time, it has grown into a thriving community. It currently boasts as a rather booming trade nexus that is attracting attention from across Creation due to its investment in its people, it exists to profit the people as well as for

While he is extremely friendly to the powers of Celestia, he's also made several diplomatic efforts with the likes of Brightwater's powers and seems to have a good rapport with Crystalle of Mineral. He stands firmly against the machinations of Hell, as well as those of Shar; it's said that his songs and words have the power to negate even Oblivion itself.

While he is strongly tied to Celestia, he does not require that anyone follow the Holy Mountain's path, believing that those who pursue a path of hope and inspiration in others are already fulfilling the greatest virtues of Chronias. So far, no one has taken exception to Moore not following the usual tenets of lawfulness that make up the Holy Mountain, though Moore himself has been seen traveling the Mountain from time to time.


Dogma

Moore believes in hope above all else. To offer others around you hope, inspiration and help when they need it; especially when they don't know they need it. Hope for a better tomorrow, hope to continue even in the face of hopelessness, the hope to never give up on anyone.

His writings support the idea that hope is a tangible thing, even though one cannot see it, they can feel it, just like any other emotion. He supports any endeavor to save others, be it through a financial or even spiritual means. These continued efforts to always be of inspiration to those around you are what his faith embodies.


Clergy and Temples

Moore believes that anyone can inspire hope in others and does not discriminate when there is interest in his faith. He believes that a single act of bringing hope and inspiration to another can have a cascading effect and encourages his followers to always be on the lookout for those in need.

The day of Moore's ascension is the only current holy day his followers have. That day is marked as one of true hopefulness, one which lands in the first week of Spring. All followers are to go out and meet someone new and share their stories. The goal isn't to convert anyone to his faith, but simply to make Creation slightly better that day, so tomorrow can be brighter.

The temples themselves are always rather sparse in terms of furnishings, but they are comfortable and welcoming to all. He ensures that any location of worship has what it needs, be it food, warm beds or otherwise. The goal of any of his holy sites is for anyone to feel like they've just come home, no matter whether it be a temple in their hometown or on a distant and different plane.

Those that take it upon themselves to be followers of his faith find that it is easier to supply themselves with what they need as well, so they can provide it to others.

Not all his places of worship are necessarily temples. Some of them may be local eateries, theaters, any place where people are free to gather and be unburdened for a time. Even some people's
homes have his symbol on their doors, so that those in the neighborhood always know who they can rely on for help.

His followers don't necessarily wear any clothing that marks them as such, but there's something about all of them that simply attracts people. However, those that choose to wear his holy symbol always wear it proudly and openly, so that those in search of them can be easily found.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 15, 2020, 12:44:52 PM
This is my bad, I forgot to go back and revise this when I did this last night, Iddy.

QuoteInitiate of Alyssa
Prerequisite: Paladin or cleric level 5th, patron deity Alyssa
Benefit: You gain the Knowledge Devotion feat as a bonus feat. In addition, you add the following spells to your spell list.

1st: Locate City
3rd: Arcane Sight
4th: Dimension Door
7th: Legend Lore

A few points here.

1. Why paladins? It's not a faith that's going to really attract them, unless you have variant paladins in mind.

2. Legend Lore should be noted to be cleric only if you keep paladins.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 15, 2020, 12:47:33 PM
Okay, so one point for Alicia and her node.

The Day of Ascension holiday has Antenora joining in on it in her writeup. That's one thing and honestly, Antenora doing that is pretty true to form for her. I wrote Latha and did the same, it's sort of morphing into my head to be the one big day to celebrate all of Sylica across the faiths. Do you have any objection with it going in that direction?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on March 15, 2020, 12:50:52 PM
Not at all. Marie will get in on that action too.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 15, 2020, 12:54:24 PM
Cool, I'll run with it then.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on March 15, 2020, 01:11:19 PM
Quote
Antenora Reynes
Opal Angel of Redemption, Redeemer, Hell's Bane
Demigoddess
Symbol: Two hands clasped together, one coming from above and the other below, the one below wrapped in chains
Home Plane: Sylica
Alignment: Lawful Exalted
Portfolio: Redemption, battle, order, risen fiends
Worshipers: Paladins, risen fiends, atoners
Cleric Alignments: LG, NG, CG
Domains: Glory, Good, Law, Planning, Purification, Redemption
Favored Weapon: Black Horn Spear (Longspear)

Hell's Bane feels kind of generic as a title. Dunno what if anything to swap it for, Risen Fiend? Risen Devil? Would she want to be called either even with the risen qualifier? Her worshipers list is pretty narrow which fits for a new demigod but she'll probably want to look at broadening that over time.

Quote
Antenora's servants, who call themselves the Risens, favor armor over robes or other priestly finery. Armor painted opal blue or gold (or as finances permit inlaid with enchanted opal and gold) is the most common day to day wear. Beyond that Antenora cares little so long as her Risens wear her holy symbol openly, be it worn from the neck or stitched onto their clothing. Like Alicia's clergy, Antenora's often eschew helmets, though she encourages them to procure magical items to provide suitable protection if they choose to do so. Practicality and survival is more important than imitation of Antenora in this particular matter.

Not like helmets actually do anything in D&D!

Quote
While Antenora's faith has just begun, there are still five holy days the Risens celebrate. They share and celebrate the Day of Ascension in mid-summer with Alicia's clergy, in which they celebrate both Antenora and Alicia's ascensions to divinity. This is a day of merriment, treated as a chance to refresh oneself from a long year of work. The day begins with a small religious service before a midday feast occupies them until late afternoon, at which point the faithful mingle amid themselves in private celebrations. While her faith is too new to properly incorporate it as of yet, Antenora wishes for the weddings of her Risens to be held on this holiday.

That makes me think of mass weddings like the Moonies did. As a practical consideration for the workload of priests/space in temples it's probably not workable even if I can see it appealing to the orderly mindset.

Quote
Antenora's early life is well known, as her legend ties into Alicia's legend well. The story of her escape from Hell, her service with Alicia, Alicia's reversal of Antenora's efforts to corrupt her and her ultimate redemption are no secret. In particular Alicia and Antenora's victories over Baator and the Spark Hunters are well known, as is their part in Romiel's crusade to Avernus that resulted in the death of Duke Agares. Her role as the Angel of the Opal Mountain and the guide for souls of the faithful to be reborn in Sylica is known as part of Alicia and Syala's faiths, as is more of her heroism across the planes.

Could probably mention her part in Androlynne and the friendship it earns from Morwel, plus some of her feelings on the whole law/chaos spectrum when applied to Good.

Quote
Beyond Hell, Antenora has enmities with Shar, Malcanthet and the Adversary. She does count all of evil as her foe, so this list should only grow larger in time, as she finds her footing amid the divine. 

Surprised the Adversary's in there considering she wanted to get his help when we went after Rosewater, unless she was that unhappy with the end result that he's now on her shit list.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 15, 2020, 01:23:03 PM
Quote from: Ebiris on March 15, 2020, 01:11:19 PMHell's Bane feels kind of generic as a title. Dunno what if anything to swap it for, Risen Fiend? Risen Devil? Would she want to be called either even with the risen qualifier? Her worshipers list is pretty narrow which fits for a new demigod but she'll probably want to look at broadening that over time.

She doesn't want to be called risen fiend or devil, no. It's not quite the slant she wants to put onto it, even if factually true. If anything I expect the title may change in time or morph on its own.

QuoteNot like helmets actually do anything in D&D!

I know, right? Antenora's practical enough that it felt on target to mention. A few things in her writeup here loop back to a certain practicality in how she expects her worshipers to do things.

QuoteThat makes me think of mass weddings like the Moonies did. As a practical consideration for the workload of priests/space in temples it's probably not workable even if I can see it appealing to the orderly mindset.

It may not work out in practice, or may be reserved for only a selection of weddings. It'll also depend on how her faith grows, but the idea's there at least. It appeals to her even if she agrees with the logistical challenges.

QuoteCould probably mention her part in Androlynne and the friendship it earns from Morwel, plus some of her feelings on the whole law/chaos spectrum when applied to Good.

First part is me divvying up the various mentions of B1 adventures between them all, but second part is on target. I'll add something about that.

QuoteSurprised the Adversary's in there considering she wanted to get his help when we went after Rosewater, unless she was that unhappy with the end result that he's now on her shit list.

She's a bit peeved with him over that. She may be willing to admit he's useful, but that doesn't mean she likes him.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 15, 2020, 01:41:51 PM
Latha's first draft. This one feels a little rougher than Antenora's.

Latha
Diamond Angel of Radiance, Glorious Dawn
Demigoddess
Symbol: A sun decorated with gold rays
Home Plane: Sylica
Alignment: Lawful Exalted
Portfolio: Sun, ascetics, healing, duty, creators
Worshipers: Crafters, monks, healers, paladins
Cleric Alignments: CG, LG, NG
Domains: Craft, Good, Glory, Healing, Law, Sun, Truth, Zeal
Favored Weapon: Glorious Duty (Heavy Mace)

Latha supports those who make the world better through creation and restoration. She draws those of vigor and energy of all ages, from a young healer to an old forgemaster, and all are united in one purpose: that like rays of the sun, that they will shine and brighten the world around them. They are great agents of the truth who forsake lies in favor of honesty, and no matter how grim that honesty is, they seek to improve it with their own two hands. A mere warrior is not hers, but the warrior who fights to improve the next day may be, while the builder who stays in a ruined town to help rebuild is likewise one of her servants.

Latha favors all of her Lathans equally, but she most often uses clerics and healers. Those with the ability to rebuild the body, mind and soul are a precious resource. While material possessions, homes and so forth are important, they pale compared to matters of the temporary body and the eternal mind and soul. They best represent her promise of better days, cloaked in the warmth of sunshine and with the clouds of pain banished.

To all of her Lathans, Latha aids them with truth and direct honesty. She is not one to speak in riddles nor in uncertain meanings. She expects this from her faithful in return, lies are something to be put aside as the soul-staining sin that they are. A Lathan should be quietly eager to tell good truths and firmly resolved to tell harsh ones, for the truth is the hammer that can temper souls away from sin and towards the glory of the Heavens above. The glory of the truth and its ability to bring a new dawn must never be forgotten, a lesson each Lathan is expected to reflect on as they continue their path towards Sylica.

A typical Lathan favors garb well suited to their profession. It may be the leather smock and sturdy clothes of a smith, the mud and blood stained armor of an adventurer or even noble finery for a prince. However, all of them wear the Sunmark, a minorly magical tattoo bestowed to any initiate into the faith, as well as the laity who are seriously devoted to the faith. This mark is routinely placed on the dominant hand of the Lathan and can shed candlelight on command. For ceremonial wears and services, Lathan clerics wear robes of white and gold, often similar to the robes of a Lathanderite.

Latha's newfound faith has a pair of holidays they observe. Lathans celebrate the Day of Ascension in mid-summer with Alicia's clergy, a general celebration of Sylica's rise and of the ascension of the goddesses of that realm. Lathans view it as a day to celebrate and set goals for the next year, as amid the celebrations many will declare goals. An adventurer may vow to return with enough money to fund the restoration of a burned down village, while a prince may decide to exempt a goodly project from taxes. Each vow is treated as a cause to celebrate, another ray of sunshine that will brighten the next year. Interfaith vows with the other faithful of Sylica happen during this time as well, as Lathans often volunteer to help them as well.

The other holiday is Summerdawn, the first day of summer. This is a day of celebrations marked by tending to the poor, sick and elderly. Healers mend wounds and cure sicknesses of all kinds for free this day, often going to an area with no Lathan presence and doing so there. It is a day of deeds and celebrations, where those who know a craft will provide services for free that day, and where those with money will make large donations towards the poor.

History/Relationships

Before her rise to divinity, Latha's life is not well known. It is known that she was a servant of Lathander, but for reasons unclear, she changed her allegiance to Mount Celestia. There seems to be no bad blood over the matter, or that any grudge over it has been settled. From there, her story is one woven into Alicia's story, for Alicia liberated her from the Hall of the Vanquished in Stygia, and in turn Latha was later sent to guide and support Alicia. Her role in various battles such as the Crimson Guard against the Dark Six or the Crimson Guard's liberation of the eladrin children of Androlynne are also immortalized in legend, as is her role as the sun that shines down on Sylica itself.

Latha's alliances reflect her life rather than any new initiatives as of yet, as befitting a newly risen deity. She is of course an integral part of Sylica and can count on all the deities there for aid. She has a strong relationship with Lathander, as Lathander is more than happy to aid his former servant. He teaches Latha secrets of the divine and offers her council when matters are difficult, and would likely rouse himself to defend Latha should a serious attempt to destroy her be made. Latha also has good relations with the Hebdomad of Mount Celestia, who she formerly served. Indeed, some of her holy writings reference Chronias with the reverential awe one would expect from an archon. While she does not go so far as to advocate for it, it is clear that she views the greatest mystery of Mount Celestia in the highest regard.

Latha's enemies are many and varied, for she is a crusader against evil. Hell is certainly one Latha's enemies, for she remembers her captivity well, as well as the battles against Hell's assassins at Alicia's side. She has a particular enmity with Lixer, the newly risen Lord of the First. She finds his methods offensive, the undead a blasphemy against life and his deeds worthy of a moment of endless sunshine then oblivion for all time. As Lord of the First, Lixer has many enemies and is occupied with them, another enemy hardly matters to his toil in the defense of Avernus.

Shar is also a force Latha wishes to check and destroy. Creation is the anathema of Shar, something not lost on either deity. Both have clashed before and will clash again, though as of yet the two deities have not yet met face to face. Latha knows well she is not ready to face Shar in battle yet, so she seeks to work against Shar without going so far as to provoke an avatar or Shar herself. As of now she has succeeded in this task, but it may only be a matter of time before they come to blows.

Dogma

To aid others is a laudable goal, because it makes tomorrow better. Look towards those who have not and give them what they  need, be it material, bodily, mental or spiritual. Shine today so that tomorrow is brighter. When you are given aid, always give aid to another so that more good deeds are spread. We are stronger together than apart, so build a church with many faithful united as one. Beware the darkness, for it is often as subtle as your own shadow.

Clergy and Temples

There are still few clerics and favored souls of Latha, but those who are tend to be devoted to her path. They are often Lathanderites who did not quite fit that faith or who were directed to Latha from Lathander. The remainder are often those who were already tied to Sylica and found Latha to be the best fit for them. Lathans are directed to build and restore, to craft a better tomorrow with whatever talents and resources they have. This includes temples and churches, though for now these are only begun and not yet finished.

The Lathan faith revolves around the Solar Tome, a book of stories and fables. Each story draws from Latha's adventures and heroism, and in turn uses those to teach lessons with essays after that explain and illustrate what is to be learned. This book is not finished, as on occasion a new chapter (called a Solar Ray) is distributed to the faith. Often these new chapters involve the faithful rather than Latha, and use the deeds of her own to teach the lessons of her doctrine. To be included in a chapter is seen as a high honor in the faith.

Preferred Classes

Healers, monks, clerics and paladins are the most common classes for Latha's faithful. There's a lesser contingent of other classes, particularly arcane spellcasters, who are drawn to Latha's creation aspects. Many of these are heroes who already have ties to Sylica, something that Latha encourages to further build the Sylican pantheon.

Prestige classes amid Lathans include wonderworker, anointed knight, combat medics and angelic champions.

Preferred Symbols

Latha prefers white and yellow diamonds, sunstones, hammers and marigolds. Oftentimes Latha will gift Lathan acolytes with a talent for the forge with a hammer that grants a +5 competence bonus to one to three Craft checks. These are always found outside, often as the sun shines after a storm. Diamonds are seen as a gift and a sign of Latha's highest favor, and a Lathan who comes on a white or yellow diamond unexpectedly is seen as blessed. The expectation is that this diamond will either be donated to pay temple expenses or incorporated into a new piece of equipment for the Lathan. To sell this diamond is seen as blasphemous and will result in formal censure if it is found out.

Supplementary Material

Alternate Class Feature: Sun Fist

Monks who revere Latha learn to bring the sun with their fists.

Class: Monk

Deity: Latha

Level: 2nd

Replaces: If you select this alternate class feature, you do not gain a bonus feat at 2nd level.

Benefit: At 2nd level, you gain the ability to concentrate a burst of sunlight into an unarmed attack. Whenever you make a stunning fist attempt and stun your target, they are also blinded for 1d4+1 rounds. If you do not possess the stunning fist feat, this ability does nothing. However, if you acquire stunning fist later, you gain the benefit of this ability then.

Alternate Class Feature: Diamond Blessing

Master monks of Latha forever brim with the life energy of the sun.

Class: Monk

Deity: Latha

Level: 15th

Replaces: If you select this alternate class feature, you do not gain quivering palm.

Benefit: You gain fast healing 2.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 15, 2020, 01:53:56 PM
Quote from: Anastasia on March 15, 2020, 12:44:52 PM
This is my bad, I forgot to go back and revise this when I did this last night, Iddy.

QuoteInitiate of Alyssa
Prerequisite: Paladin or cleric level 5th, patron deity Alyssa
Benefit: You gain the Knowledge Devotion feat as a bonus feat. In addition, you add the following spells to your spell list.

1st: Locate City
3rd: Arcane Sight
4th: Dimension Door
7th: Legend Lore

A few points here.

1. Why paladins? It's not a faith that's going to really attract them, unless you have variant paladins in mind.

2. Legend Lore should be noted to be cleric only if you keep paladins.

To be honest, I meant to delete it and missed it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 15, 2020, 02:36:41 PM
Cool. Just post a revised version then.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 15, 2020, 07:24:47 PM
There's a new PrC up in homebrew. It's one for Jessica's followers and focuses on sneak attack and shadow spell-like abilities.

It purposely avoids shadow walk, as it's one thing to use shadow powers and it's another to risk going into the Plane of Shadow. Shar's not the type to ignore easy kills that way.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 15, 2020, 07:25:07 PM
Quote from: Anastasia on March 15, 2020, 02:36:41 PM
Cool. Just post a revised version then.

Any ideas on how to make that first title better? Was meant to be something alluding to being a teacher/mentor.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 15, 2020, 07:25:39 PM
Quote from: Iron Dragoon on March 15, 2020, 07:25:07 PM
Quote from: Anastasia on March 15, 2020, 02:36:41 PM
Cool. Just post a revised version then.

Any ideas on how to make that first title better? Was meant to be something alluding to being a teacher/mentor.

Title? I meant the Initiate feat you posted and said it shouldn't have paladin in it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 15, 2020, 07:26:25 PM
Quote from: Anastasia on March 15, 2020, 07:25:39 PM
Quote from: Iron Dragoon on March 15, 2020, 07:25:07 PM
Quote from: Anastasia on March 15, 2020, 02:36:41 PM
Cool. Just post a revised version then.

Any ideas on how to make that first title better? Was meant to be something alluding to being a teacher/mentor.

Title? I meant the Initiate feat you posted and said it shouldn't have paladin in it.

I know, but we also talked about improving the first title. I'd rather get both fixed in one go instead of posting it multiple times.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 15, 2020, 07:30:39 PM
Crossed wires then, okay.

Maybe something with wisdom in it or insight. Something like that since you've covered the rest well. A 'brainy' title, if you will.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 15, 2020, 08:39:56 PM
I'm going to work on revising those two spells this week, along with seeing if I can help come up with some decent domain spells.

Scary!!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 15, 2020, 09:19:56 PM
Good luck, Neph.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 16, 2020, 04:44:51 PM
Ideally, my agenda looks like this:

Today: Finish up Jessica, do some background groundwork on the DvR0s in Moore's node.
Tuesday: Finish Sylvie, do background work on Alyssa's DvR0s.
Wednesday: Work on and update Amaryl, work on Sanzha.
Thursday: Finish Sanzha, work on Elle.
Friday: Finish Elle, work on and finish Kascha.
Saturday-Sunday: Rest and other DM work.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 17, 2020, 02:10:09 PM
Quote from: Anastasia on March 15, 2020, 09:19:56 PM
Good luck, Neph.

I have a question on domain spells - I am guessing they need to lean into the actual domain - so to use Fire as an example, it needs to be something that is neither "good" or "evil," and just "is fire" in some way, right? Is there any particular requirement beyond that?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 17, 2020, 02:23:12 PM
Quote from: Nephrite on March 17, 2020, 02:10:09 PM
Quote from: Anastasia on March 15, 2020, 09:19:56 PM
Good luck, Neph.

I have a question on domain spells - I am guessing they need to lean into the actual domain - so to use Fire as an example, it needs to be something that is neither "good" or "evil," and just "is fire" in some way, right? Is there any particular requirement beyond that?

Generally, for epic domain spells, check what sort of spells the base domain provides for 1-9. Work from there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 18, 2020, 02:07:45 AM
Ended up being below the weather today, tomorrow should be better.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 18, 2020, 12:48:43 PM
Jessica Reynes
The Shadowed Angel, The Night Guardian
Demigoddess
Symbol: An eye above an unlit lantern
Home Plane: Sylica
Alignment: Neutral Exalted
Portfolio: Shadows, night, protection, retribution, justice, night time travelers
Worshipers: Rogues, travelers, vengeance seekers, night avengers
Cleric Alignments: CG, LG, NG
Domains: Good, Retribution, Shadow, Travel
Favored Weapon: Gentle Serenity (Rapier)

Of all of the Sylican pantheon, Jessica is the one least seen. She is the shadowed angel, a figure only glimpsed and yet with an large impact. She is the patron of those who hide in the darkness not to prey on others, but to protect others from those that menace in the night. The shadows are not something to be feared, but to be championed and use to strike down the wicked that use them. Those who wish for a night free of nightmares and predators are Jessica's own, those who are drawn to the shadows but who maintain a pure heart. Anyone, from a warrior to a mage to even a monster, can find a patron in Jessica if they desire to protect those in the darkness.

Jessica lends her patronage to those who seek justice in particular, those who understand that a surgical strike can save many, that an assassination of an evil in the night is sometimes the only option to prevent tragedy. Those are the one she understands and supports, for they are a perfect example of what her faith can do. Each guardian in the night weakens the many menaces that infest it, from the undead to fiends to those who serve the Lady of Loss, Shar.

Priests and clerics of Jessica wear shadow gray robes with silver accents, always with the holy symbol of Jessica visible. These are only used for formal activities, otherwise, they wear day to day clothing suitable to the task at hand. Likewise, others in the faith do the same, as a faith such as this rarely openly has reason to advertise the faith in such a way. Indeed, clerics of Jessica rarely take out their holy symbols save to cast magic. They prefer word and deed to speak for Jessica, not for symbols and finery.

Jessites mainly celebrate the Day of Ascension in the mid-summer with the other members of the Sylican faith. This is a day of freedom where Jessica's faithful focus on the safety of others who celebrate that day. It is seen as a day of duty and celebration in mortal life, with true rest on that day reserved for the eternity after life. Indeed, they fear canny enemies will take that day to strike against Sylican interests while they celebrate, and as such, focus on vigilance to prevent that.

As of yet, there are no other holidays in this new religion.

History/Relationships

Jessica's history is one tied and often overshadowed by her sister. It is said she sacrificed her memories to save Alicia from the waters of the Styx, or perhaps from a Lord of the Nine, as the stories and legends disagree. In truth it was a Duke of Hell as well as the Styx, but nonetheless this information is not well known beyond the city of Balmuria and her faithful. From there, stories of her gentle heroism spread, as well as her stories and her romance with a simple mortal baker, and both blur together once she joins her sister in Sylica. Since then, stories and whispers of her strikes against evil are known, as a mortal made into an angel that ends the evils within the shadows.

It is only natural that Jessica's primary allies are the deities of Sylica and her sister in particular. She relies on them a great deal, as her alliances beyond Sylica are the least developed of any Sylican deity. Nonetheless she has a friendship with Mystra, which dates from the days Alicia served Mystra as a mere mortal paladin. She also has made the first overtures of friendship towards Domiel, as the two share similar techniques and talents. As of now the Lord of Eternal Rest and the Shadowed Angel have not yet met since Jessica's apotheosis, though early signs point to at least a strong level of mutual cooperation. Finally, Jessica is on good terms with Queen Morwel, which dates back to the Crimson Guard's victory in Androlynne and rescue of the lost eladrin children. Queen Morwel knows well that Sylica's bravery is a key reason as to why that injustice was at last put to rights, and in turn she honors them as friends and allies of the Court of Stars.

As of now, Jessica's enemies are limited. While to some degree she has the same enemies as other members of the Sylican pantheon, her role as a blade in the shadows somewhat insulates her from those. Yet this same protection is the reason for her one and greatest enemy: Shar.

Shar correctly sees Jessica's choice of domains and portfolio as an encroachment on her own domains. It is impossible that such an insult could be overlooked, and some observers believe Shar may assault Sylica itself to end Jessica before she can progress further. There are already reports of Sharran and Jessite battles and while it is possible this is merely the normal course of matters, some believe this is the beginning of an outright war. Jessica herself does not believe events will move that fast, but only time will tell.

Dogma

Protect those innocents who travel the night and who wander the shadows. A strike from the shadows can save a great harvest of lives, but only if done with great wisdom. Trust and pray, so that you may be guided to the menaces that lurk in the night. Do not be afraid of the light, but understand that the light is not for you in this life. Do not be afraid to conceal yourself, for evil is never afraid to plunge a knife into the back of a known hero. Glory in this life is not important, for the Shadowed Angel will reward you when you pass to her bosom.

Clergy and Temples

A temple to Jessica is a hidden place, one that lives on word of mouth and the guidance of the faithful. The good works that they do are seldom attributed to them for the public yet those they aid are fully aware of where the aid comes from. This helps conceal that as a new deity, Jessica as of yet has few temples. Her faithful come from many walks of life, most chosen by Jessica and given gentle divine messages to offer her guidance. A typical Jessite temple is a multistory building below ground or otherwise hidden, secured from outside intrusion and a safe hideaway for her flock.

The main article of faith for Jessica's faith is the Whispers of the Shadowed Angel. This tome is as much gorgeous illustration as it is words. Each provides the maxims and stories of the faith, with the illustrations provided by Syala. The stories are very simple, bedtime stories for children that have hidden layers of meaning to consider for the wise. As such, these stories are read several times each and clerics instruct the faithful in various lessons that can be drawn from them. This is only interrupted by the occasional repetition of the Five Points, which are five maxims that guide the faith as their most important points.

Preferred Classes

Rogues are by far the prevalent class amid Jessica's followers. However, there is a sprinkling of others, which includes clerics, fighters, monks, rangers, scouts and some paladins who have vows that do not prohibit stealthy tactics. Those who follow Jessica are almost invariably those well suited to stealth, those who see that a strike from the shadows can win the day without further bloodshed. Many, however, will dip into cleric or other classes that grant channel energy, as this is a perpetually popular option in her faith.

Amid the Jessites, the most common prestige classes are night avenger, skullclan hunter, shadowbane stalker and planar champion. The latter are favored due to the ability to survive planar travel, as one cannot be stealthy when the terrain itself is murderous to them.

Preferred Symbols

The symbols Jessica prefers are black dahlias, darklight lanterns and honeyed bread. Darklight lanterns are a magic item of the faith that shed light only righteous creatures can see, which lets them travel the night while evil creatures stay unaware. They are kept on the altar of Jessite temples and given for use on holy missions. Honeyed bread is a common meal for Jessites, as it is said to be a reminder from Jessica that there is more to life than battle; there is hearth and home, shared meals and family. One of the lesser but important aspects of Jessica's faith is that she is sometimes portrayed as a mere baker, and that even an unassuming appearance can hide a mighty warrior.

Supplementary Material

Night Avenger

Hit Die

d6

Requirements

Alignment

Any good

Feats

Blind-Fight, Darkstalker

Skills

Hide 9 ranks, Move Silently 9 ranks

Special

Must have Jessica Reynes as a patron deity.

Class Skills

The night avenger's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis) and Use Magic Device (Cha).

Skill Points at Each Level

6 + Intelligence modifier



   
   
   
   
   
   
   
   
   
   
   
LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecial
1+0+0+2+0Sneak attack+1d6
2+1+0+3+0Shadow blessing
3+2+1+3+1Sneak attack+2d6
4+3+1+4+1Shadow conjuration 1/day
5+3+1+4+1Shadow evocation 1/day, sneak attack+3d6
6+4+2+5+2Greater shadow blessing
7+5+2+5+2Shadow conjuration 2/day, sneak attack+4d6
8+6+2+6+2Shadow evocation 2/day
9+6+3+6+3Sneak attack+5d6
10+7+3+7+3Greater shadows, shadow conjuration 3/day

Sneak Attack (Ex)

This is identical to the rogue ability of the same name and stacks with that ability.

Shadow Blessing (Su)

Shadows hesitate to attack a night avenger, which protects you from their effects. You gain a +2 bonus to any saving throw against a spell or spell-like ability from the shadow subschool.

Shadow Conjuration (Sp)

At 4th level, the shadows obey your commands. You may use shadow conjuration once per day as a spell-like ability. At 7th and 10th level, you gain another daily use of shadow conjuration. Your caster level equals your hit dice.

Shadow Evocation (Sp)

At 5th level, you can twist the shadows into flames and cold, lightning and fury. You may use shadow evocation once per day as a spell-like ability. At 8th level you gain another daily use of shadow evocation.

Greater Shadow Blessing (Su)

A night avenger is shielded by the shadows, for they are your ally. Your bonus to saves against spells of the shadow subschool rises to +4.

Greater Shadows (Ex)

By 10th level, your control over shadows is far greater. You may now use greater shadow conjuration in place of shadow conjuration and greater shadow evocation in place of shadow evocation.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 18, 2020, 12:49:48 PM
Okay, that's all the DvR1s in Sylica. I do intend to quickly touch up Syala's block then it's onto Moore's node.

Commentary welcome on these, since I won't do final revisions on them until I'm done with everyone's.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 18, 2020, 01:25:14 PM
Syala mk 1.1. I've fixed up a few style issues and updated her domains. I'm going to revise this more heavily today, but I want a copy of it in this form for later reference. It's close but doesn't precisely match the format I've used here so far, which will be changed. Likewise, her new domains and aspects will be expanded in that second revision.

Syala
Angel of Love, Mother of the Pride
Demigoddess
Symbol: A stylized red heart embraced by a tree's branches.
Home Plane: Sylica
Alignment: Chaotic Good
Portfolio: Love, family, protection, nature
Worshipers: Mothers, defenders, druids, rangers
Cleric Alignments: LG, NG, CG
Domains: Animal, Chaos, Family, Good, Plant, Wrath
Favored Weapon: Blessing of the Twelve (Greathammer)

Syala oversees those that watch over love and family. She seeks out those who nurture life and prepare warm homes for all that strive in conflict.  She welcomes those who need strength to protect a family with one hand, while the other seeks out those who would foster love to create the bonds of family in the first place. Those receive her attention, love and support if they accept and embrace her lessons.

Syala believes that those who are encouraged to grow without being confined or force grow best. She plants the seeds for her followers to develop; she gives them just enough to realize their dreams with the proper effort.  Yet unlike her consort Alicia, she has no hesitation to make her actions known if she feels it is for the best good possible.

The acts of love, marriage, childbirth and family growth are highly valued by Syala. From the family comes growth and from growth comes a better life and new life. The only thing she values more is the holy wrath of those who defend love and family. Those who would violate the sacred tenets of the cycle of life must be stopped and punished to the utmost. To protect a family or love is the highest duty of any follower of Syala. Those who do so are guaranteed a place in Syala's realm after death, to reap the benefits of a life well lived.

Syalan clergy is loosely organized, with less structure and more encouragement of independent agents to work towards their own ends. Cooperation happens when it benefits all involved. Syalan favor simple clothes, albeit often flashy, exotic or that show off their bodies. Ysgardian armors that both protect and show off are highly valued in the clergy, believed to be favored by Syala. For those unable to obtain such armor, bracers of armor are combined with armor that reveals much and is ultimately worthless. This leads to no small derision outside of the faith, especially by hard headed warriors who prefer to live behind a wall of steel and adamantine.

History/Relationships

Syala was created as an angel in the service of Sharess.  It is said she took after Sharess's often forgotten martial side and had a flair for battle, this earned her a promotion to astral deva. Thereafter she was assigned to guard the Tree of Idun, a magical tree said to have apples that grant eternal life. At the end of this centuries long service she met Alicia Reynes. Between them love grew, which in time lead to the creation of the realm of Sylica. While she rules Sylica equally with Alicia in name, in reality she focuses on different matters and allows Alicia to freely take the forefront.

Beyond Sylica, Syala has good relations with Brightwater, especially Sharess, Empress Sulia and Sune. In particular Sharess has an interest in her former servant and supports her in her new role. They agree on almost everything, as both enjoy pleasure, love and celebration. However, Syala places a greater focus on protection and celebration of what those can bring, while Sharess is concerned entirely with the acts.

In this aspect Syala is closer to Sune, though they share the same split that Sharess and Sune do; Sune believes that Syala pursues pleasures too great and with too much abandon, which leads her into further excesses. Empress Sulia and Syala share a curious relationship. Empress Sulia represents martyrdom in the name of love, while Syala represents protective love and family. Syala would prefer for there to be no martyrs, Empress Sulia honors those who do so in the name of love. Despite this they respect each other, as they understand that protective love naturally leads to martyrs, and that martyrs of love are the natural end of many who serve Syala.

Good relations extend to the rest of Brightwater, though none of the other powers there are particularly close to Syala. She maintains friendly relations with Hanali Celanil and cultivates goodwill with Corellon Larethian. There have also been attempts to grow closer to powers of nature such as Lathander, Chauntea and Mielikki, though any results have not been immediately evident.

Syala does not have many foes as of yet, being a young Goddess. She shares many of Alicia's foes as is only natural. However, her church takes a strong stance against Shar at all times, preaching that the Lady of Loss must be stopped.

Dogma

Love of all stripes is the most beautiful thing in all Creation. Romantic love is a gift, be it between men and women, men and men, women and women, or any other variety.  Familial love is a gift to yourself, be it by bonds of blood or bonds of closeness. Nurture all these loves in yourself and in others, while being the shield to ensure that none of these loves are profaned. Blessed is he who falls in love, graced is she who gives life from within her. When love makes children impossible, take orphans into your home and make them your children and love them as your own. Expand your love as far as you can go.  Be especially wary of those who would subvert it, especially those of Shar.

Temples and Clergy

Syalan clergy strive to uphold the lessons of Syala and spread them in the world. Temples are often run by a married couple who share power while they raise a family. The loose nature of their worship makes the temples wide spread and often transitory, few permanent temples known of. Followers of Syala are known as Syalans. Syala sponsors an order of battle dancers known as the Band of Idun who adhere to her lessons. Moreover, she has a scattering of paladins of freedom and sorcerers who revere her.




Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 18, 2020, 03:30:11 PM
Syala mk 2. Not the final but most of the revisions are done. Any adjustments will be clarifications or typo fixes.

Syala intentionally lacks supplementary material. See her preferred classes as to why.

Syala
Angel of Love, Mother of the Pride
Demigoddess
Symbol: A stylized red heart embraced by a tree's branches.
Home Plane: Sylica
Alignment: Chaotic Good
Portfolio: Love, family, protection, nature
Worshipers: Mothers, defenders, druids, rangers
Cleric Alignments: LG, NG, CG
Domains: Animal, Chaos, Family, Good, Plant, Wrath
Favored Weapon: Blessing of the Twelve (Greathammer)

Syala oversees those who watch over love and family, as well as over the natural world. She seeks out those who nurture life and prepare warm homes for all that strive in conflict. She welcomes those who need strength to protect a family with one hand, while the other seeks out those who would foster love to create the bonds of family. Syala grants her attention, love and support if they accept her lessons. They are the lessons of the natural world, of a lion who protects his cubs while a lioness hunts for her cubs. Both roles are equally important and laudable, and a family must have both to survive. Be it lions, wolves or humans, such matters are essential and important.

While Syala supports the family, she also believes that those who are encouraged to grow without being confined or forced grow best. She plants the seeds for her followers to develop; she gives them just enough to realize their dreams with the proper effort. Yet unlike her consort Alicia, she has no hesitation to make her actions known if she feels it is for the best good possible. She is not idle, but instead merely prefers to let her faithful develop on their own.

The acts of love, marriage, childbirth and family growth are highly valued by Syala. From the family comes growth and from growth comes a better life and new life. The only thing she values more is the holy wrath of those who defend love and family. Those who would violate the sacred tenets of the cycle of life must be stopped and punished to the utmost. To protect a family or love is the highest duty of any follower of Syala. Those who do so are guaranteed a place in Syala's realm after death, to reap the benefits of a life well lived.

Syalans favor simple clothes, albeit often flashy, exotic or that show off their bodies. Ysgardian armors that both protect and show off are highly valued in the clergy, believed to be favored by Syala. For those unable to obtain such armor, bracers of armor are combined with armor that reveals much and is ultimately worthless. This leads to no small derision outside of the faith, especially by hard headed warriors who prefer to live behind a wall of steel and adamantine.

There are two holidays in the Syalan faith. The first is the mid-summer Day of Ascension, shared by all the deities of Sylica. They lead the celebrations along with Alicia's followers and enjoy them immensely. The second is Winter's Warmth, a holiday in early winter. A small gathering and feast is the main focus of the feast, but additionally, married couples are encouraged to attempt to conceive that day. It is said that Syala's blessings will aid those who try, even those who may be cursed to be barren.

History/Relationships

Syala was created as an angel in the service of Sharess.  It is said she took after Sharess's often forgotten martial side and had a flair for battle, this earned her a promotion to astral deva. Thereafter she was assigned to guard the Tree of Idun, a magical tree said to have apples that grant eternal life. At the end of this centuries long service she met Alicia Reynes. Between them love grew, which in time lead to the creation of the realm of Sylica. While she rules Sylica equally with Alicia in name, in reality she focuses on different matters and allows Alicia to freely take the forefront.

Beyond Sylica, Syala has good relations with Brightwater, especially Sharess, Empress Sulia and Sune. In particular Sharess has an interest in her former servant and supports her in her new role. They agree on almost everything, as both enjoy pleasure, love and celebration. However, Syala places a greater focus on protection and celebration of what those can bring, while Sharess is concerned entirely with the acts.

In this aspect Syala is closer to Sune, though they share the same split that Sharess and Sune do; Sune believes that Syala pursues pleasures too great and with too much abandon, which leads her into further excesses. Empress Sulia and Syala share a curious relationship. Empress Sulia represents martyrdom in the name of love, while Syala represents protective love and family. Syala would prefer for there to be no martyrs, Empress Sulia honors those who do so in the name of love. Despite this they respect each other, as they understand that protective love naturally leads to martyrs, and that martyrs of love are the natural end of many who serve Syala.

Good relations extend to the rest of Brightwater, though none of the other powers there are particularly close to Syala. She maintains friendly relations with Hanali Celanil and cultivates goodwill with Corellon Larethian. There have also been attempts to grow closer to powers of nature such as Lathander, Chauntea and Mielikki, though any results have not been immediately evident.

Syala does not have many foes as of yet, being a young deity. She shares many of Alicia's foes as is only natural. However, her church takes a strong stance against Shar at all times, preaching that the Lady of Loss must be stopped.

Dogma

Love of all stripes is the most beautiful thing in all Creation. Romantic love is a gift, be it between men and women, men and men, women and women, or any other variety.  Familial love is a gift to yourself, be it by bonds of blood or bonds of closeness. Nurture all these loves in yourself and in others, while being the shield to ensure that none of these loves are profaned. Blessed is he who falls in love, graced is she who gives life from within her. When love makes children impossible, take orphans into your home and make them your children and love them as your own. Expand your love as far as you can go.  Be especially wary of those who would subvert it, especially those of Shar.

Clergy and Temples

Syalan clergy strive to uphold the lessons of Syala and spread them in the world. Temples are often run by a married couple who share power while they raise a family. Syalan clergy is loosely organized, with less structure and more encouragement of independent agents and families to work towards their own ends. Cooperation happens when it benefits all involved. The loose nature of their worship makes the temples wide spread and often transitory, few permanent temples known of. Followers of Syala are known as Syalans.

Of all the holy books of Sylica, Syala's is the simplest. It is a slender tome and it focuses on the family and nature, as well as a personal relationship with Syala through prayer. It is known as the Sandarum. A single copy is a gift to each family that follows Syala, lavishly illustrated  and decorated. Every copy is a work of art and to produce them is seen as a sacred duty by Syalans.

Preferred Classes

Druids and rangers tend to pay Syala homage, particularly ones interested in a family of their own. Paladins of freedom and sorcerers are also drawn to her cause, and moreover, Syala sponders an order of battle dancers known as the Band of Idun. Syala has no preference for the talents of those who follow her, so long as they use them well, and prefers a large variety of worshipers. Most serious Syalans invest in at least a level of druid or ranger to better understand the natural part of her portfolio. Monks and battle dancers are drawn to her as well, as her faith largely eschews armor and favors mobility.

Syalans have no particularly common prestige classes, as they all tend to develop as individuals. This may change in the future, but for now Syala's faithful are a wild assortment of abilities.

Preferred Symbols

Syala favors apples, rubies, moonstones, hummingbirds and cats as symbols. It is not uncommon for a lost and hungry servant of Syala to chance on apples or an apple tree, even if it defies all odds. Such events are considered Syala's personal blessing (and cures any sort of allergy to apples as an incidental side effect). Beyond that Syala is capricious with her blessings and bestows them as she sees fit. Rubies and moonstones are seen as financial blessings to fund a family or the clergy, while hummingbirds are seen as omens of good fortune. Cats are seen as pets to be treated as part of the family, a beloved pet for all members to lavish with attention and love.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 18, 2020, 03:31:58 PM
That's Sylica done. Going to take a break then take a swing at Moore's 0s prep and then Sylvie. Sylvie will be a breeze since a lot of N/As are in play.

Expect Sylvie later this afternoon.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 18, 2020, 04:47:51 PM
Jessica:

18:20 <Seira> and yet with an large impact
18:20 <Seira> <-- a large impact

Syala:

and moreover, Syala sponders an order of battle dancers
<-- sponsors?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 18, 2020, 05:11:45 PM
Fixed and fixed, thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 18, 2020, 05:37:33 PM
Sylvie
Lady of Many Talents
Demigoddess
Symbol: A shelf full of books
Home Plane: Hope's Landing
Alignment: Neutral
Portfolio: Knowledge, learning, talent
Worshipers: N/A  (In theory factotums, chameleons, sages, learners)
Cleric Alignments: N/A (In theory CN, LN, N, NG)
Domains: Competition, Knowledge, Mentalism, Mind
Favored Weapon: Silver Studded Gloves (Unarmed Strike)

Sylvie is not a normal deity. She has declined to participate in the Competition and attract faithful. As such, this will not be a normal article. What is here is provided for reference as well as possibilities should she ever change that stance. As she became One through her own will in the Beyond, she has no need of the Competition, so long as she cares not if her divinity grows further.

Were Sylvie part of the Competition, her faithful would be those who treasure knowledge, learning and talent. Those who have a thirst to improve themselves and their mind would be drawn to her, as well as those blessed as natural polymaths. Sylvie understands them, for she was blessed with a great deal of natural talent.

History/Relationships

Sylvie's mortal life is of little notice until she came to Aurora with the lost artifact 21. This strange light was responsible for the death of the Child of Lifasa and ultimately the Duke of Destiny. That this light could so completely destroy such powerful figures raises many questions as to what it is, a subject Sylvie has not spoken of publicly. It is known that she vanished after the liberation of Lifasa, yet only to recently reappear as part of Hope's Landing. As of now few know of her divinity and she seems to have little interest in typical divine politics.

It is speculated that Hope's Landing are Sylvie's allies, for she has emerged there as a divinity. It is unknown if this extends to the Hebdomad or the Triad. It is further known that Sylvie was formerly a follower of Oghma. If this relationship continues and in what form is an open question as of now.

As a member of Aurora, it is safe to say Hell is Sylvie's enemy. Such an affront to diabolical power cannot be left unchallenged, and it is likely that should Sylvie seek to enter the Competition at a later date, that she will be opposed in every move by Baator.

Dogma

Sylvie does not have any dogma. If she did, it would revolve around the acquisition of knowledge and victory over others.

Clergy and Temples

Likewise, Sylvie has no clergy or temples. While the shape of a hypothetical clergy is not clear, it is likely that her temples would be as much library as temple.

Preferred Classes

In the event Sylvie gains worshipers, they would almost certainly favor factotums. Other classes, such as monk, wizards and socerers are also possible. Any class that has an investment in knowledge could find a home there.

Hypothetical common prestige classes could be chameleon, loremaster, and martial factotum.

Preferred Symbols

Sylvie has no favored symbols or omens at this time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 18, 2020, 07:02:39 PM
Can I get your opinion on the (hopefully) final draft for Moore when you have time?

http://www.soulriders.net/forum/index.php/topic,104100.msg1173120.html#msg1173120
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 18, 2020, 07:27:46 PM
Quote from: Nephrite on March 18, 2020, 07:02:39 PM
Can I get your opinion on the (hopefully) final draft for Moore when you have time?

http://www.soulriders.net/forum/index.php/topic,104100.msg1173120.html#msg1173120

Looks good to me.

On a related note since it's come up? I'll probably make a topic for these when they're all done. Just heads up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 19, 2020, 09:16:39 PM
Draft 1.

Side note, Sanzha's cunning is based on Padisha's Cunning, an ability Sanzha has. This is intentionally somewhat MAD for favored souls, it's a case of what the deity offers and the class not being in perfect harmony.

Lady Sanzha
The Lost Padisha, Lady of Waves and Wind, Outcast Queen
Demigoddess
Symbol: A crowned trident
Home Plane: The Cauldron
Alignment: Chaotic Neutral
Portfolio: Water, wind, oceans, elements, outcasts
Worshipers: Nobles, aquatic creatures, rogue marid, wind elementals, water elementals
Cleric Alignments: CG, CN, N, CE
Domains: Air, Chaos, Nobility, Ocean, Water
Favored Weapon: Padisha's Glory (Trident)

Lady Sanzha is the patron of an eclectic group on first glance: Elementals and nobles, aquatic creatures, stray marid who do not bow to the Coral Throne and many others. She provides a symbol to many, a symbol of nobility that can guide from afar like a benevolent queen. Sanzha's pay her homage without any great entanglements otherwise, for Sanzha does not demand them. She is a voice to the outcast, an ally to the noble, a guide to elementals who wish another path and a friend to marid who have no love for the current Padisha of the Marid. The only thing that binds these disparate groups together is Lady Sanzha herself.

Sanzha's faithful are known as the Zahsim, an archaic Aquan word which means many waves. It is safe to say that the Zahsim live up to this, as each worshiper usually only relates a single aspect of Sanzha's portfolio. There is no pressure to conform to any others, but instead to explore that one aspect and perfect it. Even then, that faith is as fluid as the waters and capricious as the winds, for as long as they pay homage to Sanzha and do not violate the few hard rules of the faith, the Lost Padisha tolerates a great deal of deviation.

The Zahsim find Sanzha, while distant, does respond to prayers and sometimes speaks directly to the faithful. She often answers with a question or with words that redirect the questions of the faithful in an entirely different, unconsidered direction. This is seen that the water and waves have chosen a different path, a hint that the current direction is not the right one. This most often happens to Sanzha's favored souls, which are common while traditional clerics are rare.

There's no unified dress code amid the Zahsim, as their disparate nature makes that impractical. Lady Sanzha requires no visible mark of devotion, as she prefers words and deeds that glorify her name rather than token symbols of allegiance. Her favored soul need only wear rich clothes in the blues and greens of the sea when they conduct official ceremonies, and high priests must wear crowns of gold and pearl to signify their status.

There is only one holiday in Lady Sanzha's faith. It is the Great Return, a day in mid spring that celebrate Sanzha's return to full divinity, this time free of the limitations of the Coral Throne. The Zahsim are to celebrate it however they please, as long as they celebrate it with all their heart. A quiet toast at dinner is just as well to Sanzha as a full day's fete and revel, so long as the particular faithful means it. However, many of the Zahsim who have exposure to other deities of the Cauldron sometimes celebrate holidays from that faith. This is something Sanzha allows and even encourages when it makes sense for a particular Zahsim.

History/Relationships

Lady Sanzha has a considerable history. As a former Padisha of the Marid, she ruled for some time until she ultimately sealed away as a result of intrigue that involved Imix and Eblis. She was lost and forgotten for ages until Seira Aryn freed her. Since that time she has been a companion and ally of Seira's, and in that, Sanzha has aided the Cauldron immeasurably. She has participated in the various adventures and deeds of the Cauldron, such as their aid to Aurora.

This makes Sanzha's allies simple to protect, for she calls all of the Cauldron allies. Beyond that she has few serious alliances as of yet, only casual contacts and shared allies through the Cauldron.

Fortunately for Sanzha, her enemies are likewise scant save for shared enemies. She may well have had an enemy in Eblis, but his recent disappearance from Fire has made that issue currently moot. Her relations with the current Padisha seem cool to chilly, but not openly hostile as of now. How this will develop is an open question, but as for now they are not enemies. It is possible Hell holds enmity against her for her aid to Aurora, but if so, they have not made actions against her any more than they have the rest of the Cauldron.

Dogma

Do as you will, so long as you represent yourself truly. Deception and guile has many uses, but never in regards to how you live your life. Be true to yourself and true to others, no matter what you are. Be as free as the wind and as unbound as the tides. Nobility is born in title and in spirit, and a title is merely a confirmation of a noble spirit. Look to the skies, for the winds come from them and there is freedom to be found amid the clouds.

Clergy and Temples

As of now, there are few temples to Lady Sanzha. Instead she favors small shrines where the Zahsim can offer prayers and gifts to her as they see fit. Most of her clergy are favored souls who tend to those shrines occasionally and otherwise do as they will, wanderers and adventurers primarily. Likewise, sermons and instruction are somewhat haphazard, with the primary lessons focused on along with the few solid rules of the faith.

The rules of the faith are outlined in the Sa'Zahsim, which is antiquated aquan for ruler of many waves, a slender booklet small enough to fit on a large scroll if needs must. These rules are simple: Do not harm other Zahsim or those of the Cauldron, respect the final word and authority of Lady Sanzha, give offerings when grateful and be true to who and what you are, for good or ill.

Preferred Classes

There is a great variety of classes amid the Zahsim, with many popular options such as fighter, sorcerer, favored soul, bard and noble. There are also scatterings of paladins of freedom and anarchs, barbarians, mariners and rogues. Clerics are rare, as Lady Sanzha prefers favored souls, but they are not unheard of. Almost any class can be found amid Lady Sanzha's faith if you look hard enough.

Common prestige classes are likewise varied, but sea witch, stormcaster and wavekeeper being the most common.

Preferred Symbols

Lady Sanzha prefers pearls when she gives out signs and omens of her favor. However, she uses virtually any sea creature to serve in this role. As Sanzha talks with her faithful unusually often, she has relatively little need of consistent symbols. Her trident likewise serves as one, as do all tridents, but this is more informal as it's already her holy symbol.

Supplementary Material

Alternate Class Feature: Elemental Favor

Followers of Lady Sanzha may call on the favors of a different kind of nobility to aid them.

Class: Noble

Deity: Lady Sanzha

Level: 1st

Replaces: If you select this alternate class feature, you do not gain favor.

Benefit: As a standard action, once per day you may summon a small water or air elemental. This elemental serves you for once hour or until slain. The elemental understands you regardless of language and will obey you to the best of its ability. This is a supernatural ability.

At 5th level and every 5 levels thereafter, you gain another daily use of elemental favor. Additionally, your selection of elementals expands. At 5th level, you may summon a medium or small water or air elemental. This pattern continues, as 10th level allows you to also choose a large elemental, 15th level a huge elemental and 20th level a greater elemental.

Notes: An epic level noble continues this progression. At 25th level, you may summon an elder elemental and at 30th level you may summon an elemental monolith.

Alternate Class Feature: Sanzha's Cunning

Lady Sanzha is a cunning old marid who has seen countless eons of politics in the marid court, and this grants her followers some of that.

Class: Favored Soul

Deity: Lady Sanzha

Level: 3rd

Replaces: If you select this alternate class feature, you do not gain energy resistance at 5th, 10th and 15th level.

Benefit: You may add your Intelligence modifier as a bonus to armor class. Additionally, choose from Bluff, Diplomacy and Sense Motive. You may now apply your Intelligence modifier to that skill as a bonus.

At 10th and 15th level, you may choose another one of those three skills to add your Intelligence modifier to.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 19, 2020, 09:21:48 PM
Postscript.

A lot of Sanzha's writeup - slightly smaller than the others due to her basic approach to organizing her faith - is about plumbing how she's going to do this and what domains feel right for her in the future. I think you can make a few guesses about expansion based on that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 20, 2020, 05:13:21 AM
Lady Sanzha has a considerable history. As a former Padisha of the Marid, she ruled for some time until she ultimately sealed away as a result of intrigue that involved Imix and Eblis.

> until she was ultimately sealed away


This makes Sanzha's allies simple to protect, for she calls all of the Cauldron allies.

> simple to predict?


Incidentally, wouldn't Imix be an overt enemy to Sanzha given their history?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 20, 2020, 10:42:43 AM
Adjusted for all three of those, Cor. Thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 21, 2020, 12:18:01 PM
Entirely just spitballing this, there are likely all sorts of mechanical errors here.

Zone of Primal Fire
Evocation/Transmutation (?)
Level: Fire 14, Sorc/Wiz 14 (?)
Components: V, S
Casting Time: 1 standard action
Range: 5 ft/level
Area: 5 ft/level radius burst, centered on a point in space
Duration: 1 round/level
Saving Throw: Fortitude Partial
Spell Resistance: No

This spell creates an area of flames and heat drawn from Fire itself. Any creatures caught in the are that fail their Fortitude save are Exhausted for as long as they stay in the area and for 2d4 rounds after leaving it. Creatures that succeed on the saving throw are treated as Fatigued as long as they stay in the area and for 1d3 rounds after leaving it. In addition to this, the area deals 20d10 fire damage every round to any creature not of the fire subtype.

(something about it melting mundane weapons and armor and other things too? not sure. Should it also do extra damage to things of the water subtype?)

(idea of the spell is to be very close-quarters zonal control, but maybe it should be expanded a bit since it's so high level?)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 21, 2020, 10:42:06 PM
I'd reorder it to make the damage front and center, then any secondary effect afterwards. Like if it does 20d10 damage? Great. Then you mention exhaustion or fatigue or weapon or armor melting and whatever else.

Work out how the save relates to the damage as well, since it doesn't address that, as written it's like the exhaustion is the main appeal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 22, 2020, 12:28:10 PM
Let's try again.

Zone of Primal Fire
Evocation/Transmutation (Fire)
Level: Fire 14, Sorc/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: 5 ft/level
Area: 5 ft/level radius burst, centered on a point in space
Duration: 1 round/level
Saving Throw: Fortitude Partial
Spell Resistance: No

This spell creates an area of flames and heat drawn from Fire itself. This spell does 20d10 fire damage, then continues to do this damage every round. A successful Fortitude save halves this damage. Creatures of the water subtype receive a -10 penalty to their saving throw.

Any creatures that fail their Fortitude save are Exhausted for as long as they stay in the area and for 2d4 rounds after leaving it. Creatures that succeed on the saving throw and are not of the Fire subtype are treated as Fatigued as long as they stay in the area and for 1d3 rounds after leaving it. Creatures that enter the zone while it persists must make a Fortitude save against the damage.

Creatures immune to fire are not protected from the secondary aspects of this spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 22, 2020, 05:33:44 PM
Okay, so I had a sleep on it and talked it over with someone to air my thoughts out. My thoughts on this spell come down to this.

1. I feel like there's a thematic incoherency here. You open up with a zone of fire damage, okay fine, well and good. Then you go to exhaustion and fatigue. That feels off brand here. I'd expect that out of say, heatstroke or similar. I wouldn't expect that out of something called primal fire. I'd expect horrible infernos and devastating fire damage. Then the last sentence really begs more questions: Creatures immune to fire are not immune to the secondary aspects of the spell. Why? It doesn't fit the title either, and I go away feeling there's a lot of moving parts but they don't link together properly.

2. I'd expect Reflex half for this sort of thing, though it's a bit dodgy on how the damage is done so it's hard to really comment there. I'd imagine a giant inferno fills the area or some such, but it isn't specified.

3. So, it has a range of 5ft level and a matching area. Doesn't that mean, technically, the caster has to be in the range of his own spell here?

4. To tie into the above, what exactly do you have in mind with primal fire? That begs a question unto itself.

5. I'd suggest expanding the last sentence (regardless of any other changes) to specify that what is and isn't protected from by fire immunity. One of those cases where a bit of redundant clarity helps, as there's a lot going on here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 22, 2020, 05:38:14 PM
Yeah, that's a lot of stuff I don't have the answer to. I'll revisit it some other time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 22, 2020, 05:40:47 PM
Fair enough.

Been there, done that with spells not quite lining up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 22, 2020, 07:59:21 PM
Amaryl has an ACF up.

I'm going to adjust the language on this one sometime later, once I get back to Amaryl. I'm going to work on Elle or Kascha instead I think, since I've stoppered super hard on Amaryl. I don't think it's her fault as much as she was the one up when I got waylaid with RL. Back of the line for her to have some cool down time since my brain just isn't interested in her right now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 23, 2020, 02:35:49 PM
Kascha
Merciful Phoenix, Mistress of the Healing Flames, The Wise Doctor
Demigoddess
Symbol: A red wing laid over a golden book
Home Plane: The Cauldron
Alignment: Chaotic Good
Portfolio: Healing, restoration, arcane knowledge, study, dragon lore
Worshipers: Healers, sages, phoenixes, paladins of freedom
Cleric Alignments: CG, CN, NG
Domains: Chaos, Good, Healing, Knowledge, Magic, Renewal
Favored Weapon: Resurgent Flames (Greatsword)

Kascha is the guardian of those who see knowledge as the tonic to cure the illnesses of Creation. This calls on those who are wise and learned to tend to the sicknesses of others, from the physical, to the mental and spiritual. They are bastions of knowledge, wisdom and kindness that improve the world around them. In particular they believe magic is Kascha's chosen tool to improve Creation, and as such, magic is held in the highest regard in the faith. Indeed, virtually anyone who honors Kascha knows at least a few cantrips.

Kaschans and Kascha herself hold dragons, and metallic dragons in particular, to be potential paragons of wisdom. From a dragon's mouth comes secrets and knowledge that can change the world for the better, if one can manage to hear them. Relations with friendly dragons are prioritized and seen as a noble mission for any Kaschan. It is said those who win the friendship of a dragon earn Kascha's favor, for the secrets a dragon can give are monumental.

As far as it goes, Kascha is not an overly communicative deity. She prefers to lay out her lessons and allow her faithful to work with a minimum of interruption. She has little use for direct messages except when necessary, she prefers an avatar or personal meeting should such matters be required. Independence to learn is vital in her eyes, and Kascha is said to be wary of interference with that mission. Instead she offers healing and succor when needed, so that her faithful can continue to learn and thus lead to the renewal of others through them. After all, should Kascha do too much, her faithful will not grow.

Clothing amid Kascha's faith varies but tends towards reds and golds, particularly vibrant shades of red. The color rather than the type of clothing is seen as important, as it mimics the red of Kascha's feathers in phoenix form, and the gold is said to be the color of her wise heart. In particular, suits of red and gold dragonscale armor are highly favored. Naturally, this means scales given freely from a dragon and not taken from the body of a slain wyrm, save for times a red dragon attacks the faith and leaves no other choice. Indeed, to attack a dragon without good cause is seen as a grave sin in the faith, and risks being cast out for heresy and the destruction of draconic knowledge.

Holidays in the Kaschan faith are still in flux. However, two emergent holidays stand out. The first is the Day of the Firewing, a ceremony held in late autumn. Often the winter is a brutal time for mortals in Creation, where the lands are asleep, cold numbs the body and darkness blackens the soul. It is a day of study and prayer, for wisdom learned to aid the Kaschans this winter so that they can help others through it. They pray for the fiery wings of Kascha to warm their hearts and bodies, so that their minds can work uninterrupted. Often on this day Kaschans commission or begin magical items that will aid them in this and future winters, for such efforts on this day are seen as blessed.

The second holiday is Dragonday, a holiday borrowed and translated from the faith of Io and most other draconic deities. Held in early summer, it is held this is the anniversary of the day Io created dragonkind. It is celebrated to honor the worthy dragons Kaschans look to for wisdom. Should a Kaschan have a friendship with a dragon, they aim to spend the day with them and aid the dragon should they need it.

History/Relationships

Kascha's mortal life is generally unknown, save that she returned from death and was reborn through the will of Seira Aryn. The details of it are hazy in legend and are said to be in the far past, in a land forgotten and abandoned due to disaster. Her deeds since that time are well known, both in the service of the Cauldron as well as part of the Aurora. Her heroism as a member is known well, one of the legendary figures that saw to the overthrow of Hell on Lifasa. In particular her skill as a mage is highly spoken of, one of the archmages integral to Aurora's triumph.

Since Kascha's apotheosis, her main allies have been the Cauldron's other deities, as is only natural. Beyond that pantheon, her main ally is Queen Morwel of the Court of Stars. It is said that Kascha knows the Queen well. The details of this are not clear, but the two share a strong relationship of respect and trust. Little else is known of it, though recent planar scholars suggest Kascha may have been a potential consort for Queen Morwel, or otherwise lost out to Lady Gwynharwyf. This is completely unsubstantiated by any facts, but the idea has gained some traction nonetheless. Others speculate that Kascha was created by Queen Morwel or is even her descendant, though again no evidence supports such claims. Perhaps this is merely a product of Queen Morwel's mystique and mysticism rather than any doing of Kascha's, as Kascha's own nature seems ill suited for such games.

Currently, Kascha has relatively few true enemies as a newly risen deity. Like any member of Aurora, she can count on Hell as an enemy, as well as any of the Cauldron's enemies. Of special note is that there have been a few signs of potential hostility between Graz'zt and Kascha. The reasons why aren't entirely clear, though most point to her participation in the destruction of Demon Lord Athux, a son of Graz'zt. It is unknown how serious this grudge is, or if it even is one at all. It is possible that it is nothing more than coincidence, as the ways of demons can be capricious.

Finally, while nothing has happened here as of yet, the Stoics of Mephistopheles are a natural opposite of Kascha's faithful. A few observers of planar events have already suggested difficulties here are inevitable, but as of yet nothing has occurred.

Dogma

Wisdom is the best medicine. Knowledge is the potion to which the world can be healed, one dose at a time. Renewal comes through learning and magic enables all learning to be mighty. Do not abandon your heart to knowledge, for a warm and compassionate heart heals yourself. Respect dragons and learn from them, save those that attack you without cause or that prey on others. Be quick to forgive and quicker to teach. Gentleness is not weakness, for a healer's hand should be as soft as a mother's. Strive to both help the world and learn something new each day.

Clergy and Temples

A typical Kaschan temple is not yet established, as Kascha's faith is new. However, early plans suggest large temples painted red and with repositories of lore within. The exact clergy and structure is also still in development, but as of now it looks to be an unusually strict hierarchy for a chaotic faith. The structure appears to be based around strong foundations in cities that spread out into the land beyond, with chapters and chapels in the countryside tended to by a cleric.

The Gospel of Life are Kascha's holy books - a collection of fourteen books, a comprehensive collection of lore and philosophy for the faith. It is not for the mentally feeble or incurious, and it is mostly intended for the clergy to read and preach in distilled form to the laity. The lessons within take a good deal of knowledge to fully appreciate and wisdom to properly interpret, it is not intended for beginners. Nonetheless, a person who is able and willing to devote themselves to it will eventually find what they need within the tome to understand it, as the breadth of material covered is comprehensive.

Preferred Classes

Common classes amid the Kaschans are wizards, sorcerers, bards (bardic sages in particular), factotums and clerics. Most any class that offers three or more knowledge skills has some representation amid the faith. A band of fighters known as the Wise Wings have also entered her service, who treasure lore as much as the oldest and wisest archmage there is. As of yet no barbarians or similar classes have found their way to Kascha's service, as they are largely incompatible with her lessons.

Prestige classes favored by Kaschans include loremaster, wyrm wizard and archmage.

Preferred Symbols

The most common symbols of Kascha are red feathers and red birds in particular, phoenixes, cardinals, red diamonds and red gold. Flames are often considered a symbol of Kascha as well, but not one she routinely favors. Cardinals are said to be seen when Kascha approves of a Kaschan's deeds, and to that end, an effort to domesticate and breed cardinals has begun in the faith. Ambitious plans suggest magically augmented cardinals being used as messengers and watchers in the faith, though as of yet such plans have not gone past the preliminaries. Coins of red gold and stamped with a phoenix on them are sometimes found in the coin bags of Kaschans, said to be a warning of financial sacrifice, loss or ruin. One is seen as noble and tow are seen as personal setbacks, so when this happens, as Kaschan devotes themselves to discern what may come.

Wise Wings

Fighters who have the soul of a scholar may find themselves in Kascha's service.

To take a wise wing substitution level, a character must worship Kascha and be about to take his 4th, 6th or 10th level of fighter.

Hit Die

d8

Class Skills

Wise wings have the same class skills as a standard fighter, plus Knowledge (all skills, taken individually).

Skill Points per Level

4 + Intelligence modifier.

4th: Lose Bonus Feat, gain Knowledge Devotion
6th: Lose Bonus Feat, gain Lore
10th: Lose Bonus Feat, gain Phoenix's Mercy

Knowledge Devotion

A 4th level a wise wing gains knowledge devotion as a bonus feat. If she already possesses this feat, she may choose another instead.

Lore (Ex)

A wise wing is a repository of knowledge and lore gained from hundreds of battles. She knows something about almost everything, something that lets her pull nuggets of knowledge out when needed most. This is identical to a bard's bardic knowledge ability, except that the wise wing uses her fighter level in place of her bard level.

Phoenix's Mercy (Sp)

All of the lore a wise wing learns teaches them many things, including Kascha's lessons of healing. Once per day at 10th level, the wise wing may bestow a vigor spell with a touch. The caster level equals the wise wing's hit dice.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 23, 2020, 02:36:41 PM
Okay, heads up. Tonight, once I get as much of these as I'm going to get done before we resume tomorrow, I'm going to start final edits on finished writeups. Any comments, corrections or suggestions should be posted by them. I do appreciate them, so by all means post away if you have anything.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 24, 2020, 12:12:12 AM
Okay, I'm not going to get Elle and Amaryl until the weekend or so, I need a bit of mental recharge time on these.

For now, could you link me to your finished drafts, Moore and Alyssa?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 24, 2020, 12:33:16 AM
Looking at the below, you probably meant the whole thing:

Moore
Duke of Songs, Song of Hope, He Who Brings Hope
Demigod
Symbol: An open hand palm up, holding a shining ball of light
Home Plane: Hope's Landing
Alignment: Neutral Good
Portfolio: Hope, inspiration, friendship, bonds, music
Worshipers: Clerics, bards, entertainers, poets, factotums
Cleric Alignments: LG, NG, CG
Domains: Good, Inspiration, Hope
Favored Weapon: Refrain (Rapier)

Spoiler: ShowHide
Moore's one goal in Creation is to rid the world of hopelessness. The idea of not having the power, courage or wisdom to overcome something is anathema to him. His teachings provide comfort to those who need it and make every effort to empower those followers with the knowledge and ability to go into the world and do good there.

His followers know they can rely on him to support them in times of need, but also know that sometimes he may be silent if they need to find their own path to hope without him. He trusts every one of them to be able to not lose themselves in their own struggles.

To that end, Moore encourages those of his faith to go out into the world and find people to help. For those who may not feel they can do much in the world, or who have more of an entrepreneurial spirit than one of adventure, he encourages them to bring hope to a community through support, with things like jobs or even donations to local charities. There are many ways to bring hope and inspiration, and it doesn't have to be through song and poetry alone.

The most important mindset Moore wants for his followers is one of devotion to themselves and people around them. It's impossible to support others if your support for yourself is lacking. The common saying of taking care of yourself first before taking care of others rings true in his faith.

There's no requirement of taking vows of poverty, people are free to choose their own ways of life, as long as their actions bring hope to others. While he would prefer people follow the law in their actions, he understands that sometimes people must take a difference stance. If their path is one that is not evil, he will generally approve of their lifestyle.


History/Relationships

Not much is known about Moore prior to his ascension. Some say that those who know the truth simply say they see a "sea of light" and nothing else. Regardless, on the scale of Creation, Moore is a young deity who has quickly become the friend and enemy of many.

History first records his name as part of Aurora, a group of planar warriors that fight evil. He showed up rather unexpectedly one day, apparently sent by Celestia to offer aid to them. He quickly became a staunch defender of their values and was able to make quick friends and allies of their membership.

Time and time again he took to the battlefield in support of Aurora and their cause, singing and heralding their own victories against Hell, most notably in Benfal and Lifasa. He will be one of the saviors of Lifasa even long after that victory is a distant memory.

Some time after his victory in Lifasa, he established a small outpost known as Hope's Landing on Lunia. Over time, it has grown into a thriving community. It currently boasts as a rather booming trade nexus that is attracting attention from across Creation due to its investment in its people, it exists to profit the people as well as for

While he is extremely friendly to the powers of Celestia, he's also made several diplomatic efforts with the likes of Brightwater's powers and seems to have a good rapport with Crystalle of Mineral. He stands firmly against the machinations of Hell, as well as those of Shar; it's said that his songs and words have the power to negate even Oblivion itself.

While he is strongly tied to Celestia, he does not require that anyone follow the Holy Mountain's path, believing that those who pursue a path of hope and inspiration in others are already fulfilling the greatest virtues of Chronias. So far, no one has taken exception to Moore not following the usual tenets of lawfulness that make up the Holy Mountain, though Moore himself has been seen traveling the Mountain from time to time.


Dogma

Moore believes in hope above all else. To offer others around you hope, inspiration and help when they need it; especially when they don't know they need it. Hope for a better tomorrow, hope to continue even in the face of hopelessness, the hope to never give up on anyone.

His writings support the idea that hope is a tangible thing, even though one cannot see it, they can feel it, just like any other emotion. He supports any endeavor to save others, be it through a financial or even spiritual means. These continued efforts to always be of inspiration to those around you are what his faith embodies.


Clergy and Temples

Moore believes that anyone can inspire hope in others and does not discriminate when there is interest in his faith. He believes that a single act of bringing hope and inspiration to another can have a cascading effect and encourages his followers to always be on the lookout for those in need.

The day of Moore's ascension is the only current holy day his followers have. That day is marked as one of true hopefulness, one which lands in the first week of Spring. All followers are to go out and meet someone new and share their stories. The goal isn't to convert anyone to his faith, but simply to make Creation slightly better that day, so tomorrow can be brighter.

The temples themselves are always rather sparse in terms of furnishings, but they are comfortable and welcoming to all. He ensures that any location of worship has what it needs, be it food, warm beds or otherwise. The goal of any of his holy sites is for anyone to feel like they've just come home, no matter whether it be a temple in their hometown or on a distant and different plane.

Those that take it upon themselves to be followers of his faith find that it is easier to supply themselves with what they need as well, so they can provide it to others.

Not all his places of worship are necessarily temples. Some of them may be local eateries, theaters, any place where people are free to gather and be unburdened for a time. Even some people's
homes have his symbol on their doors, so that those in the neighborhood always know who they can rely on for help.

His followers don't necessarily wear any clothing that marks them as such, but there's something about all of them that simply attracts people. However, those that choose to wear his holy symbol always wear it proudly and openly, so that those in search of them can be easily found.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 24, 2020, 01:06:12 AM
Alyssa Songsteel
Queen of the Horizon, The Scholar of the Forge
Demigoddess
Symbol: A book behind a curved horizon.
Spoiler: ShowHide
(https://i.imgur.com/cylkfvE.jpg)

Home Plane: Alyssum Royal Academy
Alignment: Chaotic Neutral
Portfolio: Knowledge, Exploration, Potential
Worshipers: Explorers, Wanderers, Students, Mentors, Settlers, Cartographers
Cleric Alignments: CN, CG,
Domains: Magic, Knowledge, Travel, Forge
Favored Weapon: Unarmed Strike

Alyssa Songsteel's faithful are those who hold wanderlust and a thirst for the unknown and yet to be discovered deep in their hearts. She encourages those that worship her to search out the hidden and forgotten gems of the world; whether those gems be beautiful vistas, lost stories and knowledge, or the simple joy of discovery. Those who hoard knowledge to themselves, however, will find no warmth from her - to have knowledge and discover things and not share it for the betterment for all is the antithesis of her nature.

Like her patron Shaundakul, Alyssa venerates the spreading of the hidden places and knowledge of the Planes. She views it as a personal mission for herself and her followers to spread knowledge and share these hidden places through education and guiding the settlers and wanderers of the Planes to make their homes. She views teaching others and nurturing growth with reverence, and looks favorably on the passing of knowledge and crafting to others.

Because of her own accomplishments as a mortal, Alyssa views the building of communities favorably. Any who wish to build a life and town with their own hands will find an ally in her. She encourages all settlers develop their homes and villages to include nature instead of pushing it aside. She sponsors the inclusion of Druids and Rangers into these settlements and guides her followers to hold faith with them. After all, Druids and Rangers are the stewards of Nature, and Nature has given us all the places to find and explore.

Because of her own ability to forge and tailor, the faithful of Alyssa are encouraged to dress in simple designs, but of high quality. She favors the noble colors of purple, gold, and red. For those who journey frequently, she prefers utility over form, but encourages having a small piece of quality clothing or accessory, preferably made by their own hands, like a belt buckle, bracelet, a scarf, or handkerchief.

History/Relationships

Alyssa is a newly ascended mortal, brought into divinity by need, to help in the fight against Shar. Her mortal life was not so unusual until she solved a Labyrinth made by Io as a test by her guild. Completing the Labyrinth granted her the inheritance of a portion of Io's power, elevating her to something with more potential than most mortals. After intense study, she was targeted by Shar and withdrew from her home plane of Arythma to gather allies and strike against her. Guided by Shaundakul, she made her new home on a demi-plane in the Gates of the Moon, where she came fully into divinity.

Shaundakul is her primary ally among the Gods, but she also has close ties to The Red Knight; one of her higher ranking servants, Jarem Aruwood, even serving as the Captain of her guards and armies for a time as they fought against Shar, and he himself gaining Divinity as they traveled and fought together. Combined with Emily Aryn, daughter of Seira Aryn, as part of her closest advisors and friends, and Bastian who has newly found Divinity as well, Alyssa has an unusual number of ties to Gods for such a newly risen demigoddess.

Alyssa opposes oppression and the lack of freedom in all forms, and advocates in the freedom of choice; even if that choice might lead someone to evil. She opposes evil as a practical measure; most evil beings' ambitions tend to rob others of their freedoms and tend towards the destruction of knowledge and places. Alyssa holds freedom high and acknowledges that it includes the freedom to choose evil. However, once that choice comes into conflict with the spreading and discovery of places and knowledge, her tolerance for it ends.

Alyssa is in direct conflict with Shar, as Shar targeted her as a mortal. Now that Alyssa has ascended, that conflict has only grown in intensity. As Alyssa struck down Sharran cabals, her anger at the follower's of Shar's behavior expanded, and now she stands in conflict with anyone who encourages slavery or the razing of communities.

Dogma

Never stop reaching beyond the horizon. Always find the next place, the next story, the next bit of knowledge. Never forget to record and share where you've been and what you've seen to inspire others to find their own paths beyond the horizon. Teach all who thirst for knowledge, and respect the land and places you go. She encourages everyone who follows her to become a mentor or a student to another, even if only for a few hours to teach, or learn, a trick or two. While she encourages generosity to others, her belief in helping others is to educate them to help themselves, and to teach them how to have the right expectations of themselves.

Clergy and Temples

Clerics of Alyssa are tasked with providing inspiration, guidance, and education everywhere they go. They are called upon to protect the freedoms of those who call for aid. They are meant to help guide and give respite to the wanders, seekers, and settlers of the world. Alyssa's temples are meant to serve as places of learning, not only for knowledge and dogma, but for skill and ability. They often resemble school houses more than temples, and contain libraries that are open to all. For those who come and learn and hone skills, the clerics will always offer to guide them to the next step of learning and skill, maintaining a network of scholars and craftsmen in their regions. Many of them are scholars themselves, often serving as teachers or professors in their own right.

Alyssa holds close faith with Shaundakul, and venerates both him and the Red Knight as a mentors and allies. As such, she expects that when her clerics and followers meet those of Shaundakul's faith that they not compete with each other, or come into conflict. She expects them to work together to map out and spread the knowledge they each have discovered. Shaundakul's faithful, along with those of the Red Knight, are expected to be offered hearth and home when found in need. The same expectation is placed when her faithful meet a Druid or Ranger in need, as she holds a Divine Grove dedicated to a fallen Druid who was a dear friend to her. Druids and Rangers might even find themselves wandering into this Grove.

---

Bonus Material

Preferred Classes
Wizards and Factotums are the most common class for followers of Alyssa. Though scholars of any kind are easily found, to include Scholar-Monks who gather knowledge, and Bards who collect and record stories.

Common prestige classes for her followers are Horizon Walker, Mage of the Arcane Order, Loremaster, and Archmages.

Preferred Symbols

Alyssa prefers favorite books of any kind as a symbol, but does appreciate denoting these from others by wrapping in a good quality cloth cover of her favored colors. If one cannot pick a single favorite book, a cloth bookmark with her symbol embroidered on it is fully acceptable. Clerics of Alyssa pray for spells at Dusk.

Supplementary Material

Initiate of Alyssa
Prerequisite: Paladin or cleric level 5th, patron deity Alyssa
Benefit: You gain the Knowledge Devotion feat as a bonus feat. In addition, you add the following spells to your spell list.

1st: Locate City
3rd: Arcane Sight
4th: Dimension Door
7th: Legend Lore
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 24, 2020, 11:30:36 AM
If I've missed any posts anywhere, now's the time to post and link me to them. Thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 24, 2020, 11:55:50 AM
Seira Aryn of House Aryn
The Dragon Princess, The Golden Flame, Mistress of the Cauldron, The Liberator
Lesser Deity
Symbol: A triangular shield with a golden dragon emblazoned upon it
Home Plane: The Cauldron (Cauldron Prime on Shurrock)
Alignment: Neutral Good
Portfolio: Good, abolitionism, countering death, elemental balance, magical research, investment, the future
Worshipers: Mages, knights, adventurers, unarmed fighters, dragons seeking enlightenment, nonevil elementals, idealists
Cleric Alignments: LG, NG, CG
Domains: Hope, Knowledge, War, Good, Fire, Time, Dragon
Favored Weapon: Dragon's Grace (short sword), monks following Seira may flurry with her favorite weapon

Seira is a young deity in any meaning of the term, as is her faith. First and foremost, she stands for change. Seira strongly believes that evil can not only be beaten back, but wiped out altogether as had happened in the final battle for Androlynne. It was not the only case where Seira had witnessed the world change for the better with the power of unity, friendship and effort, and she tries to share that hope for a better future with the rest of Creation. Among her other interests is the pursuit of knowledge, and Seira especially appreciates kindred souls that seek as complete a mastery of their knowledge as possible. After all, knowledge is power.

Seira supports all those who wish to build a better world with her, treating every person who chooses to follow her as a precious ally. She appeals to all mortals regardless of race or birth to forge a strong, exalted society by coming together in the world they live in. Seira doesn't require sacrifices or offerings, nor is she seeking out ritual prayer. Instead, she places high value on the pursuit of education, and on chasing down every bit of relevant information before making an informed choice as it is one she believes will always tilt towards Good. The balance between what is lawful and what is right, between the state and the individual, between free will and the potential to cause harm to others. These and many other dilemmas have no easy answer by definition, and they are the matters Seira wishes those following her path to consider. With education and guidance from her ministers, and the strength of will on the part of her knights, Seira wishes to be the light of hope leading towards an ideal, pure world for mortal-kind to live in.

For those beyond mortal-kind, Seira offers paths to enlightenment that emphasize cooperation. Elementals are guided towards a better understanding of other elements, and through that, of their own nature. They are encouraged to learn, and through this draw long-term goals for themselves. Dragons, on the other hand, are offered the prismatic path on their way to seeking perfection, in the course of which they are shown the superiority of Seira's teachings over Tiamat and Bahamut's way as they are helped further along the path bidden to all dragons by Io. Celestials drawn to her cause do so because they wish to see Creation free of slavery and when they wish for more action that changes Creation's status-quo for the better.

Typical worshipers would not offer prayers to Seira in the hope of her direct assistance; a true follower is none other than a fellow traveler of Seira's, sharing in her ideas and ideals. They are nomadic. The large cities are where yet another deity preaching openness, education and coexistence is hardly needed. The places where they can do the most good are smaller communities that don't have the luxury to build temples, the lengthy roads so often dangerous to travel without an armed escort, the hotspots desperately in need of salvation. Those who do choose the city life end up being very involved in the running of a transportation network on their world that boosts travel and trade while ensuring the swift delivery of aid and relief during difficult times, or in public works that seek to educate the populace through the creation of libraries and school, or eliminate hunger via magical advances.

Seira wishes to honor the days where change was brought into the world for the better. The laying of the cornerstone for the portal network, the erection of the Balmuria Spellpool, the day her project for the reclamaton of the Wastes was started on the ground, the establishment of a Mythal-guarded modern city on that land. In recent years, the days when Benfal and Lifasa were saved joined the holy occasions of her faith, along with the God-King's judgement, the day the Abolition War on the Inner Planes started and the restoration of the gnomish pantheon on Bytopia. Such days would be what Seira would suggest that her faithful honor, for they represent auspicious beginnings and reflect her hope for the future of the world.

History/Relationships:

Hailing from the elven empire of Pallanth, Seira made her way to the human world at a young age, eventually ending up in the barony of Balmuria. First training and then joining the ranks of the Crimson Guard, Seira protected her adoptive land, strived towards a lasting peace between the United Baronies and their neighbors and worked to spread Waukeen's faith. On her world of birth, her noted accomplishments in the diplomatic field included bringing Pallanth out of its self-imposed isolation and promoting peace and unity where once mistrust and war ruled. In the field of knowledge and magic, Seira has opened the first magical academy her world had seen in over two thousand years, working throughout the known world to allow those with the talent for magic or the wish to learn it to attend it without discrimination. Devoted to Waukeen's ideals, Seira had established and financed temples to Waukeen throughout the lands, and later connected them through a two-way portal network. Seira has also negotiated a treaty allowing Waukeen and herself to operate in elven lands, and has successfully discharged Waukeen's commandment to publish a new scripture realigning her closer to Good on the cosmic scale.

After the Golden Lady's paradigm shift, their destiny had been more entwined than ever, to a degree that Seira views Waukeen as a close and dear mentor. Waukeen had officiated Seira's marriage with Amaryl, and is a beloved aunt for Seira's daughters. Lliira and the rest of the powers of Brightwater form a natural fount of allies as well. Seira's greatest friend amongst the deities is Alicia Reynes. She and Demedais are considered close family to Seira. Their respective patrons, Mystra and Helm, are likewise seen in good regard. Sylica's pantheon are likewise so close they may well be family.

Other close allies are Queen Morwel and the Court of the Stars and the Seldarine, where Hanali Celanil is counted as a true friend. Seira also remains a natural ally to Celestia and its resident powers such as the House of the Triad, albeit due to an unforgiveable offense Bahamut is the sole exception to this. Lathander is another true friend, and Seira is very favorable to Selune and Empress Sulia. There is a great deal of mutual respect between Seira and Kossuth, which translates to favorable relations and Seira being free to act on Fire as a native would.

A close alliance exists between the princes and princesses of elemental good and Seira, embodied by their desire to see their mutual enemies destroyed. More recently, they worked together to abolish slavery across the Inner Planes, pushing the efreet, the dao and Imix back and cementing this alliance further with positive goals that push it beyond a mere mutual-defense pact between friendly powers. Seira has shared her divine powers over her realm of the Cauldron with Amaryl Gaial-Aryn upon their wedding day. Since then the Cauldron has become the divine realm of their pantheon, which consists of Sanzha, Kascha, Donald, Elle and Ranbar.

Chief amongst Seira's enemies from deities advancing Evil and suffering are Shar, Pale Night and Asmodeus, with Imix, Lixer and Bel trailing them quite a distance behind.

Dogma:

Seek to estabish a just utopia for all. A healthy mind in a healthy body, a happy society from a healthy economy. Earn money honestly and use some of that wealth to support the less fortunate to open new opportunities before them and raise the standard of living throughout the land. Encourage trade, as it leads to getting one's neighbors better and thus creates stronger ties between people, preventing xenophobia and isolation. Unity and cooperation are important, compromise should be sought out first and foremost. The only exception is when it means compromising one's principles, for one must be vigilant against Evil and its servants and seek to stop it where it is encountered. Mortals can still be saved by showing them a better path, so no mortal should be considered beyond reach. Never remain content with your understanding of Creation, and constantly seek knowledge to further educate yourself. Share it with others, as that will improve their lives and might even save them.

Clergy and Temples:

Seira has established the Order of the Golden Flame in the year 401 DK on her world of birth. Gradually being restricted from direct interference in mortal affairs due to her Ascension, Seira made a contract with her erstwhile comrade, Hellman Oberuth. In him, she entrusted the completion of her mission, and with him she shared her will, sponsoring him as her Knight in that confrontation she was now barred from affecting directly. Hellman was the first of her Order, a group of like-minded individuals who would rise up against injustice, seeking to purify the world and abolish evil from the universe even after Hellman has left the Prime Material behind. The Church of the Golden Flame adds ministers to assist the knights, and to spread their shared ideals across to the people of the world, to guide them and educate those they can, to bring about greater harmony amongst all people and help turn the world into the pure vision the knights fight so valiantly for.

In the year 420 DK, the clergy underwent a restructuring. From the sole temple explicitly dedicated to Seira, the Temple of the Golden Flame, found on the lower levels of the divine realm of the Cauldron, Seira bid her mortal servants to expand. Fresh temples are constructed in the population hubs, connected via a magical portal network and seeking to provide transportation services, boost trade and facilitate the spread of knowledge and information. Other servants construct libraries, where information gathered by Seira's apprentice Abagail about the Prime and its wonders is shared. Others still establish magical wonders in a plot to eliminate global hunger.

Much of the clergy, however, still operates the Order of the Golden Flame as it travels the countryside and aids the smaller communities where it can, regardless of how remote they are. Waukeen shares her temples with the Order of the Golden Flame due to the close link between Seira and Waukeen, just as the Order ensures the safety of the roads for Waukeen's caravans and any travelers besieged by banditry or monsters. This close cooperation remains even through the restructuring.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 24, 2020, 12:16:25 PM
Okay, topic is up and populated. ToC is by realm alphabetical order, deities themselves are in order of posting.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 24, 2020, 12:34:24 PM
Reminder:

http://www.soulriders.net/forum/index.php/topic,104100.msg1173072.html#msg1173072
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 25, 2020, 10:17:44 PM
Quote from: Iron Dragoon on March 13, 2020, 07:45:59 PM
Okay, looking for some advice. DvR 1 opened up a bunch of stuff for me and I'm not sure what would be the best route. Alyssa's doing a lot better combat-wise, so unless there's some really solid stuff for Monk or other unarmed routes, this is what I'm juggling:

Divine Monk is nice but you need 20 levels of monk, so you're not missing much there.

QuoteI took SDA Automatic Metamagic (Quicken Spell). This opened up a number of feats for me by getting rid of Easy Metamagic: Quicken Spell (Non-epic slot), and Specialized Metamagic: Quicken Spell (Epic slot). I also took Divine Factotum which gives me Improved Cunning Insight, which also opened up the Epic Feat slot that was using. So I have 1 non-epic slot and 2 epic slots open.

Now, one idea is to take Maximize Spell in the non-epic slot and SDA Automatic Metamagic (Maximize Spell), and then use the two epic slots for Great Ability: Dex and Int. This would bump my Dex up to 29, which opens up the higher Dex SDAs like Divine Celerity.

Another is to take Chain Spell in the non-epic feat and SDA Automatic Metamagic (Chain Spell), and the Dex/Int.

OR... I can use the non-epic feat for something else, take Great Dex/Int, and take Divine Celerity in place of a second Automatic Metamagic.

Or other suggestions?

What are your current feats?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 25, 2020, 10:22:06 PM
Feats:
Level 1: Toughness
Level 3: Insightful Reflexes
Level 6: Arcane Strike
Level 9: Font of Inspiration
Level 12: Knowledge Devotion
Level 15: Quicken Spell
Level 18: Maximize Spell

Epic Feats:
Level 21: Improved Spell Capacity
Level 24: Great Ability: Intelligence
Level 27: Epic Toughness
Level 30: Improved Cunning Insight
Level 33: Specialized Metamagic: Quicken Spell

Bonus Feats:
Human: Kung Fu Genius
Swashbuckler 1: Weapon Finesse
Monk 1: Improved Unarmed Strike
Monk 1: Improved Initiative
Monk 2: Weapon Focus: Rapier
Factotum 24: Epic Font of Inspiration
Factotum 28: Epic Font of Inspiration
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 25, 2020, 10:28:08 PM
Okay, and which feats are open right now?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 25, 2020, 10:38:59 PM
These for sure:
Level 30: Improved Cunning Insight
Level 33: Specialized Metamagic: Quicken Spell

I already retrained this one into what it currently is, but I can also retrain it into something else:
Level 18: Maximize Spell
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 25, 2020, 10:48:47 PM
I'd personally go for divine celerity for the haste and the bonuses that gives, but that's just me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on March 25, 2020, 10:50:17 PM
So that means one of the epics going to dex to meet the req. What about the second? More int?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 25, 2020, 11:04:36 PM
Brutal honesty, it ties into your spellcasting, factotum abilities and AC. Seems like a good idea to me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 27, 2020, 02:09:59 AM
Donald's mostly updated, domains are chosen but SDAs are halfway. I'll figure it out in the morning, he has options and he could also maybe do something like a divine duskblade.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on March 27, 2020, 07:48:47 AM
Quote from: Anastasia on March 24, 2020, 11:30:36 AM
If I've missed any posts anywhere, now's the time to post and link me to them. Thanks.

It's not nagging, but my question in loot (http://www.soulriders.net/forum/index.php/topic,104121.msg1173075.html#msg1173075) regarding Oberuth's gear and Elle's help wasn't answered.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 27, 2020, 03:18:32 PM
Divine Duskblade added to the divine rules.

It's mostly just a patch so divine duskblades don't have to spend a feat on quicken spell to get automatic metamagic (quicken) as an SDA.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 05, 2020, 11:03:29 AM
Cresiel reaches divine rank 1.

Domains: Destruction, Endurance, Good, Law, Protection, Renewal, War
Salient Divine Abilities: Divine Armor Mastery, Extra Domain(Destruction), Extra Domain(War), Increased Damage Reduction, Sunder and Disjoin

Nothing too interesting here yet.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 05, 2020, 10:17:07 PM
Xandra also reaches divine rank 1.

Domains: Celestial, Fate, Good, Humility, Law, Mysticism, Oracle
Salient Divine Abilities: Automatic Metamagic(Consecrate Spell), Divine Shield, Divine Spell Focus(Evocation), Extra Domain(Fate), Extra Domain(Mysticism)

She was able to retrain two feats thanks to automatic metamagic, so she picked up enough to get divine spell focus for evocation.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 05, 2020, 10:33:38 PM
Cresiel now has his domain powers.

Destruction: 1/day smite for +4 to attack and +17 damage.
Endurance: 1/day +17 enhancement to Con as free action, lasts 1 minute (net +6).
Good: +1 CL good spells.
Law: +1 CL lawful spells.
Protection: 1/day +17 enhancement bonus to next save as a standard action, lasts for 1 hour.
Renewal: 1/day if you fall below 0 hp heal 1d8+15 hip.
War: Free weapon focus for longswords.

Not bad at all. A few of these he already had, but destruction is a solid pickup for extra melee oomph when desired.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 05, 2020, 10:51:52 PM
Xandra's domain powers are here.

Celestial: 1/day smite evil with a +4 bonus to attack and +17 damage.
Fate: Gain uncanny dodge.
Good: +1 CL good spells.
Humility: +1 CL divinations.
Law: +1 CL good spells.
Mysticism: 1/day gain a +14 luck bonus to saves for 17 rounds, free action.
Oracle: +2 CL divinations.

Celestial and luck are the best, but none of those are bad for her at all. Note that I'm going to rule that she can't use the celestial smite evils as a second pool for glorious spellcasting. Pick a pool and stick with it. This is consistent with other rulings I've made to discourage using multiple pools of various types of turning to fuel divine feats.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 06, 2020, 01:02:29 AM
Donald's spells and SLAs are now fully updated.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 06, 2020, 01:16:18 AM
Kascha's spells are updated, as I continue to catch up on DM work.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 06, 2020, 02:15:23 AM
You mention Luck for Xandra in the writeup, but it's not among her list of domains ("Celestial and luck are the best").

Also, is Celestial one of those domains from Spell Compendium that are like 2 regular domains, with two spells per level and everything? Are those also eligible?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 06, 2020, 02:36:44 AM
Mysticism is the domain, it grants a luck bonus to saves. Brain confuzzled.

No, it isn't. It's an actual normal domain in BoED.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 06, 2020, 12:00:13 PM
Kascha's spells are now complaint with automatic metamagic: quicken.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 06, 2020, 09:40:10 PM
Kaja time. Being a little short on these for now since DM work plus writeups will impact things too.

Domains: Celerity, Courage, Good, Retribution, War, Wrath
Salient Divine Abilities: Divine Dodge, Divine Weapon Focus(Scimitar), Divine Weapon Mastery, Extra Domain(Courage), Extra Domain(Wrath)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 07, 2020, 10:54:55 AM
Jetina's done. That was a run.

Domains: Charity, Good, Healing, Law, Life, Nobility
Salient Divine Abilities: Divine Blast, Divine Healer, Extra Domain(Life), Gift of Life, Increased Spell Resistance

Nothing too surprising.

DIVINE HEALER
Prerequisite: Healer level 20th.
Benefit: The deity gains Absolute Healing and True Panacea as bonus feats. In addition, the deity may add their divine rank to the number of times per day they may use emergency healing. The healer's unicorn companion gains the celestial creature template.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 07, 2020, 11:55:53 AM
Kascha's SLAs are updated. Progress continues.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 07, 2020, 05:11:03 PM
Can the easy metamagic and specialized metamagic feats be used for epic metamagic feats?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 07, 2020, 09:11:14 PM
Donald's last SDA is chosen, divine weapon specialization. It sucks now, but 1. He wants it at some point so may as well and 2. As much as I want eldritch knowledge for him, the simple truth is that filling his new spell slots will take a lot of new spells. This is simply a terrible time to add that to the pile of DM work, so it's getting punted to DvR2.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 07, 2020, 09:49:58 PM
Elle's SLAs are done. I'm slowly whittling down the great heap o' DM work.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 07, 2020, 09:53:47 PM
Quote from: Corwin on April 07, 2020, 05:11:03 PM
Can the easy metamagic and specialized metamagic feats be used for epic metamagic feats?

Strictly RAW there's nothing written that prohibits it. So it's more a question of what you plan.

Getting intensify down to +0 adjustment will be rejected. Enhance I'm less concerned about. Barrage I don't care about since quicken's out there and it's really just a fancy way to quicken spells in a different way, plus the two feats don't stack anyway. Vivacious it depends but fairly neutral on that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 07, 2020, 10:08:27 PM
Elle's spells are all caught up now and polished up. Her spell choices may need a bit of revision, but that's optional and later.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 07, 2020, 10:22:05 PM
In DM work continues, I'm clearing out old todos. One is a reference list of ways to increase certain things. I don't think it's really needed at this point, but it's a project and I'll get to at least being semi finished. If anyone wants this continued say so, but for the moment I'm calling it done and moving on.

Lists of Ways to Increase Useful Abilities

Base Attack Bonus

1. Take good BAB progression classes on your BAB side of the gestalt, such as fighter.

Obvious but worth mentioning. Losing a point or two of BAB isn't critical most of the time, but be careful of losing too much if you want to make non touch attack rolls at all.

2. Divine Power

This 4th level cleric spell sets your BAB equal to your character level for the duration. In other words, it's like you always had good BAB growth under this. The value of this rises in proportion to how many points of BAB you've missed on your build. For +1 or +2 it isn't a big deal, but more than that and it quickly becomes more rewarding to cast.

Greater Divine Power is a powered up version as an epic spell. That also takes care of this.

3. If you must lose BAB, gain something else in that level that increases your attack rolls.

For example, if you dip a level of something that doesn't progress your BAB, get something in return that makes up for it. For example, dipping a level that gets you an ability that's +2 to attack rolls. This isn't strictly increasing your BAB, but it's worth keeping in mind. Tactically giving up one point of BAB to get +2 to an attack roll should be a no brainer barring edge cases.

Hit Points

1. Take classes with bigger hit dice.

While the dice can screw you even if you get d12s for hit dice, on average you'll have more HP from these than smaller dice. Getting bigger hit dice logically gets you a bigger hit point pool and should be kept in mind.

2. Improve your Constitution score.

This is the most obvious entry but still well worth mentioning. Get a good enhancement bonus to Constitution, invest points in it and otherwise get it higher.  Spells such as Bear's Endurance can be a good choice here, as well as Endurance of the Dragon Princess.

3. Toughness and Epic Toughness.

These are a steady and permanent increase to your hit points. Sure, 1 or 2 points a level doesn't seem like much, but it's retroactive and always applies. For example, someone with both feats at level 34 has 34+68=102 extra hit points. This rises by another 68 for each time you take epic toughness again. It does take a feat investment, but it pays out for each one.

Similar feats, such as psionic body and other things houseruled to work like toughness also apply here.

4. Stray Bonus Hit Points.

Occasionally, a class feature or feat grants hit points. For example, the dragontouched feat grants a bonus hit point. These are fairly rare and usually not a huge benefit, but it doesn't hurt to keep an eye open for them.

5. Temporary Hit Points.

Spells such as false life or greater heroism give you a supply of temporary hit points. While not usually large, these bonus hit points stack with your natural hit points. They aren't technically an increase, but listed here for the sake of completeness.

6. Maximum Hit Points Per Hit Die

A feature of divinity as well as a few other creatures, this gift treats all your hit point rolls (current and past) as having the maximum result. The benefit is obvious, though it's very hard to get short of being divinity. This combos especially well with 1, as bigger hit dice give you more per maximized hit dice.

Saves

1. Take classes with good save progressions.

Another obvious entry but it bears to be repeated. Higher base saves mean higher saves before bonuses come into play.

2. Reduce MAD.

This is difficult to do, but any method that lets you shift a save from a bad ability score to a good one can be worth its weight in gold. Steadfast Determination is the most common way to do this, as it allows you to use your Constitution modifier for Will saves in place of your Wisdom modifier. Other means exist as well.

3. Get a Cloak of Resistance.

A resistance bonus to saving throws is cheap and well worthwhile. This should be your first move to increase your saving throws outside of chargen, if at all possible.

4. Apply an ability modifier to your saves.

Also known as the Divine Grace approach. It's like 2, except you add it to the save instead of replacing the base ability score that increases it.

5. Feats.

Lightning Reflexes, Iron Will, Great Fortitude and the epic versions of those all boost a saving throw. These aren't great feats, but they can be useful at times.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 07, 2020, 10:36:54 PM
Alicia's build charts are updated for level 36 and on.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 07, 2020, 11:04:38 PM
Moore's charts are updated, as well as a brand new Sylvie chart.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 07, 2020, 11:35:07 PM
Alyssa charts are updated with new Bastian and Dolmaya charts.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 08, 2020, 12:01:16 AM
Seira's build charts are all nice and updated now. Yay.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 08, 2020, 12:55:49 AM
I continue to get things done, as epic focused hunter is now in homebrew.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 08, 2020, 05:54:56 AM
Quote from: Anastasia on April 07, 2020, 09:53:47 PM
Strictly RAW there's nothing written that prohibits it. So it's more a question of what you plan.

Getting intensify down to +0 adjustment will be rejected. Enhance I'm less concerned about. Barrage I don't care about since quicken's out there and it's really just a fancy way to quicken spells in a different way, plus the two feats don't stack anyway. Vivacious it depends but fairly neutral on that.

Since I have enhance but not the others that's the one I'm asking about, yes. Cool, thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 08, 2020, 12:19:17 PM
Quote from: Corwin on April 08, 2020, 05:54:56 AM
Quote from: Anastasia on April 07, 2020, 09:53:47 PM
Strictly RAW there's nothing written that prohibits it. So it's more a question of what you plan.

Getting intensify down to +0 adjustment will be rejected. Enhance I'm less concerned about. Barrage I don't care about since quicken's out there and it's really just a fancy way to quicken spells in a different way, plus the two feats don't stack anyway. Vivacious it depends but fairly neutral on that.

Since I have enhance but not the others that's the one I'm asking about, yes. Cool, thanks.

Cool, couldn't remember what you had.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 08, 2020, 12:20:10 PM
Moradin is posted. His SDAs are in deity specific SDAs now and I provided a homebrew spell with him. It's crossposted here for reference as well as in the spell collection.

Life of the Earth
Conjuration (Healing) [Earth]
Level: Clr 12, Drd 13
Components: V, S, DF
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Targets: One creature/level
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

All targets of this spell heal 10 hit points per caster level, to a maximum of 400 hit points. The strength of stones flows into targets at the same time, which grants them a +4 morale bonus to Constitution, so long as they're in contact with the ground.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 09, 2020, 08:09:10 AM
QuoteSpontaneous Casting: A deity of rank 1 or higher who has levels in a divine spellcasting class can spontaneously cast any spell she can grant, just as a cleric can spontaneously cast cure or inflict spells. This ability does not fully extend to epic spells; a deity must research or otherwise learn an epic spell normally before she can spontaneously cast it.

How would this work for Ranbar once she goes DvR1? Would it be like the at will SLAs all deities get for their domain spells at levels 1-9? Except with all cleric spells at levels 1-9?

Or does it only count for her domain slots, which become an open slot for any spell she could wish to cast? Similar to leaving a wizard's spell slot unmemorized, or using a Spellpool?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 09, 2020, 11:45:47 AM
Quote from: Corwin on April 09, 2020, 08:09:10 AM
QuoteSpontaneous Casting: A deity of rank 1 or higher who has levels in a divine spellcasting class can spontaneously cast any spell she can grant, just as a cleric can spontaneously cast cure or inflict spells. This ability does not fully extend to epic spells; a deity must research or otherwise learn an epic spell normally before she can spontaneously cast it.

How would this work for Ranbar once she goes DvR1? Would it be like the at will SLAs all deities get for their domain spells at levels 1-9? Except with all cleric spells at levels 1-9?

Or does it only count for her domain slots, which become an open slot for any spell she could wish to cast? Similar to leaving a wizard's spell slot unmemorized, or using a Spellpool?

This also piqued my curiosity: how does this interact with the Devout Factotum ACF, since the spell list is Cleric? It isn't technically a divine spellcasting class, is it?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 09, 2020, 12:49:58 PM
Quote from: Corwin on April 09, 2020, 08:09:10 AM
QuoteSpontaneous Casting: A deity of rank 1 or higher who has levels in a divine spellcasting class can spontaneously cast any spell she can grant, just as a cleric can spontaneously cast cure or inflict spells. This ability does not fully extend to epic spells; a deity must research or otherwise learn an epic spell normally before she can spontaneously cast it.

How would this work for Ranbar once she goes DvR1? Would it be like the at will SLAs all deities get for their domain spells at levels 1-9? Except with all cleric spells at levels 1-9?

Or does it only count for her domain slots, which become an open slot for any spell she could wish to cast? Similar to leaving a wizard's spell slot unmemorized, or using a Spellpool?

It basically means she casts spontaneously. This covers everything 1-9 and any epic spells they know. Her domain slots are still domain slots, but she can spontaneously cast domain spells from those domain slots. It grants no ability to treat domain spell slots as able to provide anything but domain spells.

You'll notice people like Antenora or Syala or Latha (Alicia's sort of the divine magic clearinghouse, in the same way you do that for arcane magic) usually have a note that they cast spontaneously but they favor the following spells. This is to give me structure to work with. they generally aren't memorized but instead a list so I can assess options and how the character tends to select and use their magic.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 09, 2020, 12:50:32 PM
Quote from: Iron Dragoon on April 09, 2020, 11:45:47 AM
Quote from: Corwin on April 09, 2020, 08:09:10 AM
QuoteSpontaneous Casting: A deity of rank 1 or higher who has levels in a divine spellcasting class can spontaneously cast any spell she can grant, just as a cleric can spontaneously cast cure or inflict spells. This ability does not fully extend to epic spells; a deity must research or otherwise learn an epic spell normally before she can spontaneously cast it.

How would this work for Ranbar once she goes DvR1? Would it be like the at will SLAs all deities get for their domain spells at levels 1-9? Except with all cleric spells at levels 1-9?

Or does it only count for her domain slots, which become an open slot for any spell she could wish to cast? Similar to leaving a wizard's spell slot unmemorized, or using a Spellpool?

This also piqued my curiosity: how does this interact with the Devout Factotum ACF, since the spell list is Cleric? It isn't technically a divine spellcasting class, is it?

Devout Factotum isn't true divine casting and isn't affected by it. Like AD, it's knowing just enough to cobble together some spells rather than true spellcasting.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 09, 2020, 06:43:25 PM
An analysis of 10th level damage dealing spells. The purpose of this is to get a grasp of what the average damage of a 10th level spell is and how things balance out. The ground rules here are simple: The spell's maximum amount of damage dice are assumed. So while you're get these spells at a base CL of 21, this is looking at effectiveness once you reach a high enough caster level to get everything you can out of it. Certain spells that deal a minor amount of damage as a secondary effect are omitted so that they don't skew the average.

Raw List

Spell Name/Damage, Max Damage and Average Damage/Targeting/Misc Effects/Save Type/Spell Resistance

Asgeroth's Groundbreaker/25d6, 150, 87.5/5ft line per level, reaches up to 100ft above the line/Creates difficult terrain that deals 5d6 going through/None due to ranged touch/Yes
Bone Burst/25d6, 150, 87.5/1 creature per level/slowed and sickened/Fortitude partial, reduces damage to 10d6 and negates slowed and sickened/Yes
Canderella's Sudden Thunderbolts/20d6, 120, 70/1 creature per level/None/Reflex Half/Yes
Cleansing Rain/20d6, 120, 70/80 by 80 cylinder/Damage per round for 1 round per CL, dissolves slain creatures/Reflex half at -4/Yes
Corruptor's Touch/20d6, 120, 70/Creature touched/Alignment change to evil/Will partial/Yes
Gae Assail/30d6, 180, 105 OR 30d12, 360, 195/Ray/Blinds/None due to ranged touch/Yes
Gathgorian's Fireball/25d6, 150, 87.5/40ft spread/Ignores fire resistance and immunity for chaotic or good/Reflex half/Yes
Greater Cone of Cold/30d6, 180, 105/60ft cone/None/Reflex half/Yes
Hellball/40d6, 240, 140/40ft radius spread/Damage is 10d6x4 for all elements but cold/Reflex half/Yes
Seira's Fireburst/40d10, 400, 220/5ft burst/Creatures slain reduced to ash/Reflex half, reduces base damage to 5d10/Yes
Sonic Shattering/30d6, 180, 105/80ft/Crystalline creatures only, otherwise damage is 15d6, defeans and dispels, complex/Fortitude partial/Yes
Star Explosion/25d6, 150, 87.5 OR 25d10, 250, 137.5/70ft radius spread/d10 damage is vs creatures vulnerable to bright light/Reflex half/Yes
Stone Skewers/35d6, 210, 122.5/1 creature/A bunch of effects, see the spell/Fortitude partial/Yes
Telay's Ice Horror/30d6, 180, 105/1 creature/Slain creature becomes an ice golem/Fortitude partial/Yes
True Meteor Swarm/30d6, 180, 105/60ft impact crater/Secondary damage from secondary meteorites/Reflex half/Yes
Unseen Needle/25d6, 150, 87.5/1 creature/Invisible needle is hard to detect/None due to ranged touch/No
Vitrification Bomb/20d6, 120, 70/10ft cube per 5 levels/Various effects, see spell/Reflex half/No

So what do I take away from this?

1. Average damage is roughly around 25d6. So scoring about 90 damage on an average casting of a 10th level spell is about right, though this can swing higher on certain single targeted spells.
2. Most spells of this level have some effect beyond raw damage, or otherwise have an unusual way of adjudicating the damage they deal. There's very few 'x damage, done' spells, even if it's merely more damage against a certain type of creature.
3. A good 10th level spell should be both interesting and not just a glob of damage. I think this fits fairly well. You have spells like Asgeroth's Groundbreaker, that causes a visceral effect on the battlefield as well as hitting enemies, or Telay's Ice Horror, that creates a golem from a slain foe. There's very much a feeling of pushing the boundaries, of doing magic more interesting beyond merely a bigger fireball. This produces a sense of doing something, of being active on the game world in more of a way than just dealing damage.
4. Ranged touch spells with no save are extremely uncommon and that's as designed. SR ignoring spells are likewise rare, though Vitrification Bomb is also an old spell that needs revamping. Otherwise that's just Unseen Needle.

Specific Spell Notes

1. Stone Skewers and Vitrification Bomb are old spells and it shows. They could use sprucing up.
2. Seira's Fireburst is a strange spell and this was known when I approved it. By the way, it it supposed to be a flat 5d10 on a save or 5d10 halved, Seira? The text is a little unclear, I think that's an editing snarl somewhere along the line. Anyway, I don't think it has a lot of analysis value due to how the save completely guts the damage.
3. Gae Assail may be better as an 11th level spell. It's enough of an outlier that it feels like it may well be underpriced by a spell level.
4. Hellball is balanced for what it is despite the out of line damage, due to how the elemental damage works and stacks up.

11th level spells.

Raw List

Spell Name/Damage, Max Damage and Average Damage/Targeting/Misc Effects/Save Type/Spell Resistance

Dragon's Burst/30d6, 180, 105/Adjacent creatures/Grants breath weapon equal to 1d6 per CL/Reflex/Yes
Elle's Deceptive Bolt/30d6, 180, 105/1 creature/Hard to detect, -10 penalty to save if not detected/Reflex/Yes
Faerinaal's Internal Revolt/18d12, 216, 117/1 creature/Ongoing damage, also 2 str/dex/con each round/Fortitude/Yes
Heresy's Reward/30d8, 240, 135/40ft radius burst/Branding/Will/Yes
Queen's Displeasure/30d8, 240, 135/1 creature/Strikes ethereal, expanded crit range/None due to ranged touch/No
Solar Convex Focal/25d6, 150, 87.5/1 creature/Ongoing damage, enables SA round 1/None due to ranged touch/Yes
Stigma/30d10, 300, 165/40ft radius burst/Branding/Will/Yes
Sunlance/30d6, 180, 105/1 creature/Double damage vs light weak, follow up sunburst/Reflex/Yes
Waters of Lunia/20d6, 120, 70/10ft per level radius spread/Destroys spell slots/Fortitude/Yes

So what do I take away from this?

1. 30d6 is roughly average damage at this level. That's up from 25d6 last level. 105 is the average damage on an average spell. There's not a single plain damage spell with nothing else at this level, though admittedly this level's pool of options is a bit smaller than 10th.
2. The trend of damage + effect is in full force here. Queen's Displeasure is the closest one to one and even that has a few add ons.
3. The power of spells that do damage each round should be noted.

Specific Spell Notes

1. Faerinaal's Internal Revolt may be a level too low. High damage plus on going damage plus the ability damage is a potent mix. On the other hand Fortitude negates is a thing, but it still may be underpriced.
2. Gae Assail would fit a lot better in this level than 10, as I thought.
3. Sunlance is very good for what it is, but we all know that. It's a borderline 12th level spell because of the followup sunburst.
4. Waters of Lunia is an oddball spell. It's not really about the damage, though it does enough to be counted here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 09, 2020, 07:20:59 PM
Continuing this project at last and trying to get it done.

12th level spells.

Raw List

Spell Name/Damage, Max Damage and Average Damage/Targeting/Misc Effects/Save Type/Spell Resistance

Boneyard's Embrace/20d12, 240, 130/1 creature/1d4 negative levels/Fortitude partial/Yes
Burst of Glory/30d12, 360, 195/Ray/Targets all creatures in range/None/Yes
Disintegrating Blast/60d6, 360, 210/100ft radius burst/Also targets unattended objects/Fortitude partial to 8d6/Yes
Greater Fire Storm/35d6, 210, 122.5/2 10ft cubes per level/None/Reflex half/Yes
Lightbound/25d6, 150, 87.5/1 creature/Dimensional anchor on nongood/None due to ranged touch/Yes
Moonfire Tear/30d8, 240, 135/180ft radius spread/Adds silver-white glow/Reflex half/Yes
Nerve Overload/30d8, 240, 135/1 creature/Stuns 4 rounds/Fortitude partial/Yes
Rain of Desolation/50d6, 300, 175/Cylinder 40ft radius and 80ft tall/Dispels/Fortitude partial/No
Sekmid's Trap/20d4+20, 100, 50/Cyilnder 30ft radius and 60ft tall/Traps targets within walls of force/None/Yes
Wrath of the Elder Treant/35d10, 350, 192.5/1 creature/Knocks target back like a fucking baseball/None since melee attack/No
Wrath of the Heavens/20d10, 200, 110/1 creature/Swift action/Fortitude partial/Yes

So what do I take away from this?

1. Average damage is probably somewhere around 35d6 to 30d8. So around 120-140 damage is the expected damage from a single, unaugmented spell. If it wasn't clear already, it's abundantly clear that base, average damage isn't terribly important here.
2. Seeing how the gaming environment has maximize spell as piss cheap'n'common, as well as with how strongly d12s perform with that, I should probably be more severe with spells that use d12s and enforce lower caps there. Maybe some cases of d10s, but this feels less needed as of now.
3. In general this wasn't a big level for damage escalation. It's more about horizontal movement and fine tuning. I suspect 13th will see more of a damage increase.
4. Yes, Syala is fond of Wrath of the Elder Treant, why do you ask?
5. In general, at this point you can see how spell damage is a careful balancing act between raw damage, secondary effects and how the spell executes its damage. There's a lot of moving pieces to this so a lot of judgment needs to be used.

Specific Spell Notes

1. Burst of Glory could stand to lose a few d12s. Everything else being equal, the downsides just aren't that meaningful to it for when it's relevant.
2. Lightbound could use a damage boost, doubly so since it's a sanctified spell with a sacrifice cost. That's just not cutting at 12th level.
3. Rain of Desolation's damage output is theoretical. It's not nearly as strong in most situations.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 09, 2020, 07:40:14 PM
These are very helpful for cods like me who have no idea how to properly balance spells.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 09, 2020, 07:57:30 PM
Glad it helps. I hope to have 13th and 14th level up tonight before or after session.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 10, 2020, 10:33:16 AM
Finally knocked this out, helps figure out Marie's place in the pantheon. Helps that she's an interesting contrast from Alicia since the latter is very much an 'adventurer's deity' while Marie despite her focus on things like specialist mages ultimately comes across much more as a deity for regular people.

If Alicia most opposes 'corruption' as her evil concept, Marie would probably most oppose 'sloth'. Except there aren't really any good examples of that? Even the deity of entropy and loss is the most dynamic and hard-working of them all!

Marielle
Heaven's Helper, The Forceful Fairy
Demigoddess
Symbol: Three purple orbs with trailing streams, the middle and largest adorned with butterfly wings
Home Plane: Sylica
Alignment: Chaotic Good
Portfolio: Magic, playfulness, ambition, the heavens
Worshippers: Specialist mages, aasimar, warlocks, supporters
Cleric Alignments: LG, NG, CG
Domains: Chaos, Good, Magic, Trickery, Luck, Force, Illusion, Celestial
Favored Weapon: Sword of light (longsword)

Marielle is a celebrant of the heavens and the ideal of making everywhere akin to heaven by the compounding nature of little kindnesses. She tirelessly espouses the virtue of working to the benefit of the common good and uplifting others through cheerfulness and consideration. When all are acting to benefit those around them, burdens are trivialised and everyone prospers by showing their best self to the community.

As a goddess of magic following in Mystra's footsteps she encourages the development of such talents and the use of magic to overcome difficulties - indeed where Mystra might caution against relying on it too much, Marielle forswears such caution and instead pushes for its use even for mundane things simply for the thrill of pushing its capabilities in unexpected directions and developing new insights. Specialising in spells, or even non-magical talents, is beloved by her. An illusionist compensating for his school's weakness at direct damage with quasi-real attacks, a dancer using her grace to evade harm in battle, a sculpter creating a garden of carved stone flowers to brighten his home, these are all examples of pushing an ability over a problem rather than adopting a more conventional route and creating something just as worthwhile or even arguably superior.

Attitude is what matters most to her. Revel in your discoveries, celebrate the achievements of those around you, give everything of yourself to the tasks you deem worthwhile. There's no greater insult than a half-hearted effort, and if you can't bring yourself to give what you're doing your best effort? Find something that does excite you and focus on that, and give all appreciation to those who do care and work at the things you can't. Carry this attitude to your personal relationships, strive to make everyone you know feel that their presence is appreciated and matters to you, declare your love passionately, wear your heart on your sleeve and realise that the only thing capable of holding you back is yourself.

Followers of Marielle tend to wear brightly coloured or flashy clothing to better stand out, but the clerical vestments and ceremonial garb is contrastingly staid. Simple cut and uniform colours tending towards dark blue or purple with white trim or accents give an almost hidebound look to working clergy. This is to emphasise their position as servants and correspondingly makes a cleric stand out amidst a group of brightly attired lay worshippers at a temple so that their position can be easily spotted by any visitor.

The Day of Ascension is celebrated along with worshippers of the rest of the Syliciad, and Marielle also adds her own holidays on the solstices each year. The Shortest Day is an excuse for merriment and the telling of tall tales, to uplift everyone's spirits in the dead of Winter. The Summer Exposition is effectively talent show where followers of Marielle show off their skills in creative and exciting ways to astound and amaze the members of their community, though the timing of this holiday is flexible and often adjusted to fit alongside other festivals dominant in the area.

History/Relationships

A recently ascended deity and a young celestial at that, Marielle nonetheless has a number of friends to call upon across the heavens both from her work as a humble servant of Mystra up to her more prominent role in establishing Sylica. Getting her start as a messenger for Dweomerheart attached to the Keeper of Names, she developed a strong work ethic even in her afterlife which has obviously coloured her dogma as a nascant deity. This saw her frequently travelling to other heavens, exposing her to their virtues and instilling a profound respect for the whole of the upper planes and not just Elysium - though she often couches her praise for the more lawful planes in more playful terms, it's not unheard of for her to chide the chaotic ones for being insufficiently serious to her mind.

Leaving the heavens to act as Alicia's familiar on the prime exposed her to further influences, including the penitent fiend Antenora who would later become her wife. Though her role in those adventures wasn't as storied as Alicia or Antenora, she contributed to many significant events and often took it upon herself to alleviate their burdens both by taking over minor duties and lightening the mood in dark times with cheerful enthusiasm or the odd witty distraction.

Naturally her greatest allies as a nascant deity are the other members of the Syliciad, as well as Mystra and the deities of Dweomerheart. She also has some closeness to the Court of Stars, both as an eladrin and for her role in rescuing the children of Androlynne. However most of her old contacts not shared with Sylica are at a considerably lower level than deific, and so she has little in the way of unique relationships not shared with the rest of her pantheon.

Though she fights just as hard alongside her fellows she is not a crusading deity like Alicia and Antenora, and so she similarly has little in the way of unique enemies not shared by the rest of Sylica. It is known that despite being a deity of Chaos Marielle has a particular disdain for slaad, though she has had no real dealings with the slaad lords.

Dogma

Work hard, play hard. Give your all so that everyone can see the shine of your effort and enthusiasm towards your goals, and respect that shine in everyone else. Even if a job is humble it can be a stepping stone to greatness, so treat that first step as seriously as you would the last. Keep in mind the reason that drives you forward, whatever it may be, and you'll never lose yourself to tedium no matter how hard it gets. Never forget that the appreciation and rewards you desire are desired by everyone else on their own journeys forward, so always be generous in sharing them.

Clergy and Temples

While it's nascant, the idea of Marielle's church is surprisingly hierarchical for a goddess of chaos. Ranks, titles, rewards, and responsibilities are divided up to encourage the growth of its clergy and to provide a reason to celebrate whenever one ascends to a new position. Churches tend to be most common in cities or developed areas - the necessities of rural life tend towards a more jack of all trades mentality than the sort of specialisation Marielle encourages. Having to start up in an already crowded environment necessitates smaller temples out of the way, though Marielle dreams of having grand cathedrals and community centrepieces consecrated in her name.

For as nascant as they are, clergy of Marielle are expected to interpose themselves into civil life wherever they live - wearing clerical vestments while shopping or gossiping simply to 'fly the flag' and take any opportunity to talk about their faith while uplifting those around them. While this can be considered overbearing by some, it's seen as important for establishing their presence in an area and drawing out interest for the word of a neophyte deity.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 10, 2020, 11:46:33 AM
Quote from: Ebiris on April 10, 2020, 10:33:16 AM
Finally knocked this out, helps figure out Marie's place in the pantheon. Helps that she's an interesting contrast from Alicia since the latter is very much an 'adventurer's deity' while Marie despite her focus on things like specialist mages ultimately comes across much more as a deity for regular people.

If Alicia most opposes 'corruption' as her evil concept, Marie would probably most oppose 'sloth'. Except there aren't really any good examples of that? Even the deity of entropy and loss is the most dynamic and hard-working of them all!

This is very true. It's worth noting that the one deity that I've wrote who has that is Mammon. Note that the theme of his block is the represents what he is too well and falls apart because of that. It's ultimately the same root reason why Eldath is also relegated to a background role. While what she represents is commendable, pacifism simply isn't viable in many parts of Creation. Likewise, for anyone who wants to advance at all in a cosmic sense, sloth works directly against the grain of the premise.

I'd say blame the Incarnations, but this is more of unintended blow back than anything else. They wanted a Creation that would find an Answer. That involves effort and that involves conflict between the sides. Both sloth and pacifism run counter to the way Creation's set up as a result.

QuoteMarielle
Heaven's Helper, The Forceful Fairy
Demigoddess
Symbol: Three purple orbs with trailing streams, the middle and largest adorned with butterfly wings
Home Plane: Sylica
Alignment: Chaotic Good
Portfolio: Magic, playfulness, ambition, the heavens
Worshippers: Specialist mages, aasimar, warlocks, supporters
Cleric Alignments: LG, NG, CG
Domains: Chaos, Good, Magic, Trickery, Luck, Force, Illusion, Celestial
Favored Weapon: Sword of light (longsword)

Marielle is a celebrant of the heavens and the ideal of making everywhere akin to heaven by the compounding nature of little kindnesses. She tirelessly espouses the virtue of working to the benefit of the common good and uplifting others through cheerfulness and consideration. When all are acting to benefit those around them, burdens are trivialised and everyone prospers by showing their best self to the community.

So she's a cosmic cheerleader is what you're saying? Sounds about right.

QuoteAs a goddess of magic following in Mystra's footsteps she encourages the development of such talents and the use of magic to overcome difficulties - indeed where Mystra might caution against relying on it too much, Marielle forswears such caution and instead pushes for its use even for mundane things simply for the thrill of pushing its capabilities in unexpected directions and developing new insights. Specialising in spells, or even non-magical talents, is beloved by her. An illusionist compensating for his school's weakness at direct damage with quasi-real attacks, a dancer using her grace to evade harm in battle, a sculpter creating a garden of carved stone flowers to brighten his home, these are all examples of pushing an ability over a problem rather than adopting a more conventional route and creating something just as worthwhile or even arguably superior.

There's a feeling that doing something is almost as important as what is done, that creation and growth and important to her. It feels consistent with the previous comment about being the anti sloth.

QuoteAttitude is what matters most to her. Revel in your discoveries, celebrate the achievements of those around you, give everything of yourself to the tasks you deem worthwhile. There's no greater insult than a half-hearted effort, and if you can't bring yourself to give what you're doing your best effort? Find something that does excite you and focus on that, and give all appreciation to those who do care and work at the things you can't. Carry this attitude to your personal relationships, strive to make everyone you know feel that their presence is appreciated and matters to you, declare your love passionately, wear your heart on your sleeve and realise that the only thing capable of holding you back is yourself.

Along with a big dose of enthusiasm and self improvement. It almost feels a bit shonen the way it emphasizes that.

QuoteFollowers of Marielle tend to wear brightly coloured or flashy clothing to better stand out, but the clerical vestments and ceremonial garb is contrastingly staid. Simple cut and uniform colours tending towards dark blue or purple with white trim or accents give an almost hidebound look to working clergy. This is to emphasise their position as servants and correspondingly makes a cleric stand out amidst a group of brightly attired lay worshippers at a temple so that their position can be easily spotted by any visitor.

Nice touch with the worshipers, standing out by not standing out.

QuoteThe Day of Ascension is celebrated along with worshippers of the rest of the Syliciad, and Marielle also adds her own holidays on the solstices each year. The Shortest Day is an excuse for merriment and the telling of tall tales, to uplift everyone's spirits in the dead of Winter. The Summer Exposition is effectively talent show where followers of Marielle show off their skills in creative and exciting ways to astound and amaze the members of their community, though the timing of this holiday is flexible and often adjusted to fit alongside other festivals dominant in the area.

Sylicad, huh? Interesting term, a good a name as any for the pantheon.

To pick a nit, isn't the shortest day of the year the first day of winter, so it would be at the start of winter instead?

QuoteHistory/Relationships

A recently ascended deity and a young celestial at that, Marielle nonetheless has a number of friends to call upon across the heavens both from her work as a humble servant of Mystra up to her more prominent role in establishing Sylica. Getting her start as a messenger for Dweomerheart attached to the Keeper of Names, she developed a strong work ethic even in her afterlife which has obviously coloured her dogma as a nascant deity. This saw her frequently travelling to other heavens, exposing her to their virtues and instilling a profound respect for the whole of the upper planes and not just Elysium - though she often couches her praise for the more lawful planes in more playful terms, it's not unheard of for her to chide the chaotic ones for being insufficiently serious to her mind.

Leaving the heavens to act as Alicia's familiar on the prime exposed her to further influences, including the penitent fiend Antenora who would later become her wife. Though her role in those adventures wasn't as storied as Alicia or Antenora, she contributed to many significant events and often took it upon herself to alleviate their burdens both by taking over minor duties and lightening the mood in dark times with cheerful enthusiasm or the odd witty distraction.

Naturally her greatest allies as a nascant deity are the other members of the Syliciad, as well as Mystra and the deities of Dweomerheart. She also has some closeness to the Court of Stars, both as an eladrin and for her role in rescuing the children of Androlynne. However most of her old contacts not shared with Sylica are at a considerably lower level than deific, and so she has little in the way of unique relationships not shared with the rest of her pantheon.

Though she fights just as hard alongside her fellows she is not a crusading deity like Alicia and Antenora, and so she similarly has little in the way of unique enemies not shared by the rest of Sylica. It is known that despite being a deity of Chaos Marielle has a particular disdain for slaad, though she has had no real dealings with the slaad lords.

All of that sounds about right, it's mostly a restatement of things we knew already and quietly plays up her supporter role.

QuoteDogma

Work hard, play hard. Give your all so that everyone can see the shine of your effort and enthusiasm towards your goals, and respect that shine in everyone else. Even if a job is humble it can be a stepping stone to greatness, so treat that first step as seriously as you would the last. Keep in mind the reason that drives you forward, whatever it may be, and you'll never lose yourself to tedium no matter how hard it gets. Never forget that the appreciation and rewards you desire are desired by everyone else on their own journeys forward, so always be generous in sharing them.

Marie feels like the type who would write stories and then go around and drop reviews and comments on other stories relentlessly. I have to say I approve of the attitude, it feels much like her.

QuoteClergy and Temples

While it's nascant, the idea of Marielle's church is surprisingly hierarchical for a goddess of chaos. Ranks, titles, rewards, and responsibilities are divided up to encourage the growth of its clergy and to provide a reason to celebrate whenever one ascends to a new position. Churches tend to be most common in cities or developed areas - the necessities of rural life tend towards a more jack of all trades mentality than the sort of specialisation Marielle encourages. Having to start up in an already crowded environment necessitates smaller temples out of the way, though Marielle dreams of having grand cathedrals and community centrepieces consecrated in her name.

For as nascant as they are, clergy of Marielle are expected to interpose themselves into civil life wherever they live - wearing clerical vestments while shopping or gossiping simply to 'fly the flag' and take any opportunity to talk about their faith while uplifting those around them. While this can be considered overbearing by some, it's seen as important for establishing their presence in an area and drawing out interest for the word of a neophyte deity.

All of that makes sense for a newly risen deity.

---

On a side note, I can see those of Antenora's flock who seek redemption getting along well with the attitudes of Marie's faithful. After all, they'd agree wholeheartedly about seeking and giving your utmost to what you do. They merely have a far more important reason than most, since their eternal souls are on the line. There feels like there's a certain synergy there between them that would suit them well to understanding one another.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 10, 2020, 12:01:05 PM
Quote
Nice touch with the worshipers, standing out by not standing out.

In a way it's a statement of tradition, that a cleric should look like how you'd expect a cleric to look. Also Marie's worn enough maid uniforms while serving Alicia that that kind of classic but understated design appeals to her.

Quote
Sylicad, huh? Interesting term, a good a name as any for the pantheon.

To pick a nit, isn't the shortest day of the year the first day of winter, so it would be at the start of winter instead?

Yeah, it's a word that means itself basically. Like Seldarine or whatever, even if it looks weird on its face, association with the concept lends it meaning over time.

And it might be the official start of the season but it's still a cold day with the least sunlight so deserves a holiday to brighten things up. Just as it does with so many real world religions!

Quote
Marie feels like the type who would write stories and then go around and drop reviews and comments on other stories relentlessly. I have to say I approve of the attitude, it feels much like her.

---

On a side note, I can see those of Antenora's flock who seek redemption getting along well with the attitudes of Marie's faithful. After all, they'd agree wholeheartedly about seeking and giving your utmost to what you do. They merely have a far more important reason than most, since their eternal souls are on the line. There feels like there's a certain synergy there between them that would suit them well to understanding one another.

Antenora's 'performance reviews' aren't so dissimilar from Marie's focus on feedback and promotions so yeah they kind of fit together easily.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 11, 2020, 02:41:21 PM
Antenora and Marie have clearly rubbed off on each other in their ways, yes.

I'll post this in a bit once I give it a pass over for typos. I see some but I think it's mostly just British variations on words which isn't a big deal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2020, 11:11:05 AM
13th level spells.

Raw List

Spell Name/Damage, Max Damage and Average Damage/Targeting/Misc Effects/Save Type/Spell Resistance

Black Glass Splash/40d6+40, 280, 180/100ft radius burst/Destroys objects and corpses/Reflex half/Yes
Blazing Radiance/40d12, 480, 260/Ray/Undead take double damage/None due to ranged touch/Yes
Darkfire Impalement/35d6, 210, 122.5/50ft cube/Negates evasion unless you can see darkfire/Reflex half/Yes
Greater Polar Ray/50d8, 400, 225/Ray/None/None due to ranged touch/Yes
Imix's Touch/35d12, 420, 227.5/1 creature/Ongoing damage and ignores resistance and immunity/None due to touch/Yes
Magic Missile Massacre/80d4+80, 400, 280/1 creature/Force surrounds creature and allows ghostly/ethereal to be hit/None/Yes

So what do I take away from this?

1. This is a hard level to judge for average damage, since there's not a ton of damage spells here. I'm going to tentatively day 40d6 with the understanding that I think this level suffers from spell damage bloat. I'll pass on deeper comment for now and see how 14 shakes out for damage then comment on both levels.

Specific Spell Notes

1. Blazing Radiance breaks hard with d12s and double damage versus undead.
2. Greater Polar Ray isn't broken, but it's at least a level too low.
3. Really, this entire level's hard to quantify due to lack of examples and some of them being on the surface misplaced.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 12, 2020, 11:47:27 AM
Have a 15th level spell, as a treat.

Cursed Crystal Prison
Conjuration/Necromancy (Earth, Force)
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (20-ft. radius, 60 ft. high)
Duration: 1 min/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes (see text)

A great eruption of dark blue crystal threaded with strands of force appears at the conclusion of this spell, trapping those nearby within its cruel confines. If a creature succeeds on their reflex save they are flung clear to the nearest unoccupied square at the edge of its area and suffer no further effect. If spell resistance blocks the effect, a creature must still make a reflex save to avoid being physically trapped by the crystal itself where they risk suffocation but suffer no further effect from the spell and can attempt to escape as outlined below.

A creature that fails its save is trapped within the crystal and suffers 1d6 damage per caster level (maximum 50d6) each round. The crystal feeds on the life force of its victims - or the unlife force in the case of undead, for it doesn't discriminate and the force aspect makes it particularly effective against spirits. Any creature that dies from the spell's damage causes its radius to increase by 5 feet and its reflex DC to increase by 1, their bodies reduced to crystalline husks that linger even after the spell ends (this crystal is brittle, cloudy, and of little practical use). Any creature that touches the exterior of the crystal whether from being forced into it or having its radius expand to encompass them must make a reflex saving throw or be drawn inside and suffer its effect.

A trapped creature can escape with teleportation as normal, otherwise they must succeed on both a DC 35 strength check and DC 70 escape artist as a full round action to move 5 feet by breaking the crystal and traversing the force fields within. Abilities such as earth glide negate the need for the strength check. The crystal is subject to disintegration effects as normal.

Focus

A small geode stained with blood.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 12, 2020, 12:19:25 PM
What about Flux Grasp for lvl12, just to name one? Is there some criteria by which you're excluding spells of a given level?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2020, 02:44:31 PM
Quote from: Corwin on April 12, 2020, 12:19:25 PM
What about Flux Grasp for lvl12, just to name one? Is there some criteria by which you're excluding spells of a given level?

No, I just missed it. Let me go edit it in. If I missed any other spells of note for damage, say so now. Not counting 10th level, as that was done awhile ago and I know it's out of date.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2020, 02:49:53 PM
12th level spells.

Raw List

Spell Name/Damage, Max Damage and Average Damage/Targeting/Misc Effects/Save Type/Spell Resistance

Boneyard's Embrace/20d12, 240, 130/1 creature/1d4 negative levels/Fortitude partial/Yes
Burst of Glory/30d12, 360, 195/Ray/Targets all creatures in range/None/Yes
Disintegrating Blast/60d6, 360, 210/100ft radius burst/Also targets unattended objects/Fortitude partial to 8d6/Yes
Flux Grasp/40d12, 480, 260/1 creature/Damages armor and natural armor/Fortitude partial/No
Greater Fire Storm/35d6, 210, 122.5/2 10ft cubes per level/None/Reflex half/Yes
Lightbound/25d6, 150, 87.5/1 creature/Dimensional anchor on nongood/None due to ranged touch/Yes
Moonfire Tear/30d8, 240, 135/180ft radius spread/Adds silver-white glow/Reflex half/Yes
Nerve Overload/30d8, 240, 135/1 creature/Stuns 4 rounds/Fortitude partial/Yes
Rain of Desolation/50d6, 300, 175/Cylinder 40ft radius and 80ft tall/Dispels/Fortitude partial/No
Sekmid's Trap/20d4+20, 100, 50/Cyilnder 30ft radius and 60ft tall/Traps targets within walls of force/None/Yes
Wrath of the Elder Treant/35d10, 350, 192.5/1 creature/Knocks target back like a fucking baseball/None since melee attack/No
Wrath of the Heavens/20d10, 200, 110/1 creature/Swift action/Fortitude partial/Yes

So what do I take away from this?

1. Average damage is probably somewhere around 35d6 to 30d8. So around 120-140 damage is the expected damage from a single, unaugmented spell. If it wasn't clear already, it's abundantly clear that base, average damage isn't terribly important here.
2. Seeing how the gaming environment has maximize spell as piss cheap'n'common, as well as with how strongly d12s perform with that, I should probably be more severe with spells that use d12s and enforce lower caps there. Maybe some cases of d10s, but this feels less needed as of now.
3. In general this wasn't a big level for damage escalation. It's more about horizontal movement and fine tuning. I suspect 13th will see more of a damage increase.
4. Yes, Syala is fond of Wrath of the Elder Treant, why do you ask?
5. In general, at this point you can see how spell damage is a careful balancing act between raw damage, secondary effects and how the spell executes its damage. There's a lot of moving pieces to this so a lot of judgment needs to be used.

Specific Spell Notes

1. Burst of Glory could stand to lose a few d12s. Everything else being equal, the downsides just aren't that meaningful to it for when it's relevant.
2. Flux Grasp's damage is another case of d12s getting out of control.
3. Lightbound could use a damage boost, doubly so since it's a sanctified spell with a sacrifice cost. That's just not cutting at 12th level.
4. Rain of Desolation's damage output is theoretical. It's not nearly as strong in most situations.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2020, 03:11:01 PM
14th level spells.

Raw List

Spell Name/Damage, Max Damage and Average Damage/Targeting/Misc Effects/Save Type/Spell Resistance

All-Devouring Hunger/40d8, 320, 180/Cylinder 10ft wide and 5ft tall per level/Inflicts dire hunger/Reflex half and will negates/Yes
Dolmaya's Scathing Rejection/25d6, 150, 87.5/10ft per level radius burst/Moves creatures/Fortitude partial/Yes
Elle's Triple Boom/50d6, 300, 175/Rays/Stuns and deafens, breaks glass/Fortitude partial/Yes
Emily's Forceful Strike/45d6, 270, 157.5/Cylinder 30ft 2ide and 100ft tall/Stuns 1d6 rounds/Reflex half/Yes
Lightning's Rise/50d10, 500, 275/Special, see spell/See spell, it's complicated/Fortitude partial/No
Lunatic's Storm/40d6, 240, 140/Multiple 20ft bursts/Suppresses illusions/Will partial/Yes
Mortal Bonfire/35d10, 350, 192.5/10ft square per level/Difficult terrain/Reflex half/No
Polar Howl/50d6, 300, 175/Multiple 40ft radius bursts/Slows and confuses/Fortitude partial/Yes
Purr of Sharess/40d6, 240, 140/100ft radius emanation/Deafens, sublime revelry on good creatures/Fortitude partial/Yes
Radiant Storm/40d6, 240, 140/Multiple 20ft bursts/Dazes/Will partial/Yes
Soul Reave/45d4, 180, 112.5/1 creature/Resurrection penalties/Will partial/Yes
Sunstorm/40d8, 320, 180/200ft radius burst/Leaves behind sunlight/Reflex half/Yes
Voidcall/40d10, 400, 220/1 creature per level/Inflicts song of ending/Fortitude partial/Yes


So what do I take away from this?

1. Average damage feels around 40d6 or so, probably a smidge higher. That's hovering around 150+ for a typical unmodified spell, which seems fine.
2. This level feels a lot more stable than 13, which feels like an anomaly in comparison.
3. That being said, some of the spells are somewhat misleading or situational.
4. I don't count Voidcall for much since Shar.

Specific Spell Notes

1. Dolmaya's Scathing Rejection deals a base of 25d6. The practical damage varies wildly depending on terrain. It can do lots of damage when used wisely.
2. Lightning's Rise is complicated enough that it's included mostly for the sake of completion. I may revise that spell in the future to try and streamline it.
3. Sunstorm is very good and I knew it was very good. It's druid and sun domain only, which puts it in an odd spot.
4. As I noted, Voidcall is a Sharran spell. For various reasons I'm not worrying about it. It's posted but no PC is going to use it, so consider it more of a glimpse into some of Shar's nastiness rather than something I want serious feedback on here.

---

Conclusions

1. In theory, a rise of 5d6 damage per spell level is about right. This is 25d6 at level 10, 30d6 at level 11 and so on. This isn't perfect and there's a lot that goes into the calculus of a spell beyond damage, but that's a good rule of thumb that's mostly borne itself out until level 12. 13 I'm writing off as an anomaly for the moment and 14's a bit dicier, but is closer to that than 13.
2. Any spell has to be taken holistically rather than just its damage, unless damage is the only thing it does. That being said, it also needs to reasonably conform to the damage level for the level it's at.
3. As expected, d12s get out of control when things are optimized/maximized. Some of these aren't really that broken in casual play - Cresiel's used Burst of Glory several times without it feeling out of line for example, but he also doesn't metamagic. There's no easy answer here beyond reassessing d12 usages, as well as discouraging it in some cases.
4. Level 13 damage spells feel like an anomaly that clustered together and needs some revision.
5. Some ways to get more damage in exchange for other things work well. Some don't. This is very much a case by case thing.

Changes

These are the changes this analysis suggests. I'm not making any changes right this second, but bear these in mind. I want to adjust as few spells in level as possible, with that being a last resort. Anyway, any changes will require a review of the entire spell and not just this data, but it's a good place to start from.

1. Some older spells could use a new coat of polish. This is a todo one of those days.
2. Gae Assail should be moved to 11th level. This one will cause minimal disruption since I think only Emily has it? I tend not to grab Jaela's spells since they feel like her unique thing.
3. Sunlance is a borderline 11th/12th level spell. I'll have a think about it and do some math. I'm inclined to give a spell the benefit of the doubt if it's borderline, just to reduce the needed tweaks for any changes.
4. Burst of Glory's fine where it is, it just needs a bit of trimming.
5. Flux Grasp needs a look at its damage too, same thing for a lot of d12 spells.
6. Lightbound needs a boost or to be lowered in level. Probably the former.
7. 13 in general is a mess and I need to spend some serious time thinking about it.
8. Lightning's Rise needs a good, hard look at itself. Nothing may change, though, depending on how it holds up to a deep reread.

Thoughts, y'all?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 12, 2020, 03:25:39 PM
Moore has Gae Assail too for lack of any other good offensive options at that level, but he can just pick something else and it won't really do any harm nowadays since he has Divine Blast.

For whatever it's worth, based on this, here's a revisited one from earlier. I simplified it a lot since I think it's easier to create something simple and just add to it later than try and make something complicated and work backwards.


Raging Inferno
Evocation (Fire)
Level: Fire 14, Sorc/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Area: 5 ft/level radius burst, centered on a point in space
Duration: 1 round/level
Saving Throw: Fortitude Partial
Spell Resistance: Yes

This spell causes an area to immediately fill with flames from all angles. It does 1d6 fire damage per level (max 35d6) and then continues to do this damage every round in the area.  A successful Fortitude save halves this damage. A save must be made every round a creature begins their turn in the area.

Creatures immune to fire or protected via magical means still take half damage from this spell.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2020, 05:41:06 PM
Quote from: Ebiris on April 12, 2020, 11:47:27 AM
Have a 15th level spell, as a treat.

Cursed Crystal Prison
Conjuration/Necromancy (Earth, Force)

Okay, what subschool of conjuration is it meant to have?

QuoteLevel: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (20-ft. radius, 60 ft. high)
Duration: 1 min/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes (see text)[

A great eruption of dark blue crystal threaded with strands of force appears at the conclusion of this spell, trapping those nearby within its cruel confines. If a creature succeeds on their reflex save they are flung clear to the nearest unoccupied square at the edge of its area and suffer no further effect. If spell resistance blocks the effect, a creature must still make a reflex save to avoid being physically trapped by the crystal itself where they risk suffocation but suffer no further effect from the spell and can attempt to escape as outlined below.

I'd have SR and Reflex saves work the same here, if only for the sake of simplicity.

QuoteA creature that fails its save is trapped within the crystal and suffers 1d6 damage per caster level (maximum 50d6) each round. The crystal feeds on the life force of its victims - or the unlife force in the case of undead, for it doesn't discriminate and the force aspect makes it particularly effective against spirits. Any creature that dies from the spell's damage causes its radius to increase by 5 feet and its reflex DC to increase by 1, their bodies reduced to crystalline husks that linger even after the spell ends (this crystal is brittle, cloudy, and of little practical use). Any creature that touches the exterior of the crystal whether from being forced into it or having its radius expand to encompass them must make a reflex saving throw or be drawn inside and suffer its effect.

Okay, do you mean for just the 20ft radius to expand, or also the height? Because otherwise it won't keep it's shape as a cylinder. That aside, I'm wary of anything that raises the save DC like that, let alone without a limit.

QuoteA trapped creature can escape with teleportation as normal, otherwise they must succeed on both a DC 35 strength check and DC 70 escape artist as a full round action to move 5 feet by breaking the crystal and traversing the force fields within. Abilities such as earth glide negate the need for the strength check. The crystal is subject to disintegration effects as normal.

Focus

A small geode stained with blood.

Basic idea seems fine and we also chatted some tweaks in PM, so go ahead and adjust and see where it's at then?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 12, 2020, 06:07:34 PM
Changelog:
-Changed it to Evocation/Necromancy instead. It works just as well with that and Evocation needs more goodies anyway. Xandra can thank me later.
-Made spell resistance ignore it entirely. Reflex saves still do funky things with movement though, which I don't really like but I don't see a way around it. It being an evocation makes it easier to justify SR no-selling the whole thing at least.
-Changed the damage to a flat amount more in line with persistent hazard spells like incendiary cloud.
-Added language about how trapped creatures can't move or breathe just for clarity.
-Height now increases along with radius.
-Got rid of the scaling DC and replaced it with a damage increase.
-Changed how it works in terms of creatures touching its surface/partially inside the radius.
-Reduced the strength and escape artist DCs a bit. Chances are anything good at one isn't so good at the other so it's still really harsh to be caught inside.
-Added clarification that it doesn't harm constructs or objects.

Cursed Crystal Prison
Evocation/Necromancy (Earth, Force)
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (20-ft. radius, 60 ft. high)
Duration: 1 min/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

A great eruption of dark blue crystal threaded with strands of force appears at the conclusion of this spell, trapping those nearby within its cruel confines. If a creature succeeds on their reflex save they are flung clear to the nearest unoccupied square at the edge of its area and suffer no further effect. If spell resistance blocks the effect, a creature can move through the crystal as if it weren't there

A creature that fails its save is trapped within the crystal and suffers 20d6 damage each round as well as being unable to move or breathe. The crystal feeds on the life force of its victims - or the unlife force in the case of undead, for it doesn't discriminate and the force aspect makes it particularly effective against spirits. Any creature that dies from the spell's damage causes its radius and height to both increase by 5 feet and the damage dealth by the spell to increase by 1d6 (up to a maximum of 50d6), their bodies reduced to crystalline husks that linger even after the spell ends (this crystal is brittle, cloudy, and of little practical use).

Any creature standing in space the spell's radius expands to encompass must make a reflex saving throw or be entombed inside and suffer its effect. A creature forced to touch its surface via a bull rush or similar attacks suffers half of the spell's damage with no save (spell resistance applies normally) and is not trapped, though if this damage slays them the spell will expand as detailed above. For large creatures which only have some of their squares within the spell's effects, they suffer full damage and lose their dexterity bonus to AC, but but can still breathe and take other actions.

A trapped creature can escape with teleportation as normal, otherwise they must succeed on both a DC 30 strength check and DC 50 escape artist as a full round action to move 5 feet by breaking the crystal and traversing the force fields within. Abilities such as earth glide or incorporealness negate the need for the strength check. The crystal is subject to disintegration effects as normal.

This spell does not deal damage to constructs and objects, although they can still be trapped within.

Focus

A small geode stained with blood.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 12, 2020, 10:08:11 PM
Quote from: Nephrite on April 12, 2020, 03:25:39 PM
Moore has Gae Assail too for lack of any other good offensive options at that level, but he can just pick something else and it won't really do any harm nowadays since he has Divine Blast.

For whatever it's worth, based on this, here's a revisited one from earlier. I simplified it a lot since I think it's easier to create something simple and just add to it later than try and make something complicated and work backwards.


Raging Inferno
Evocation (Fire)
Level: Fire 14, Sorc/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Area: 5 ft/level radius burst, centered on a point in space
Duration: 1 round/level
Saving Throw: Fortitude Partial
Spell Resistance: Yes

This spell causes an area to immediately fill with flames from all angles. It does 1d6 fire damage per level (max 35d6) and then continues to do this damage every round in the area.  A successful Fortitude save halves this damage. A save must be made every round a creature begins their turn in the area.

Creatures immune to fire or protected via magical means still take half damage from this spell.



Looks decent enough, pending checking a few similar spells. Is it meant to just bypass immunity and resistance like it's searing? If so I'd rewrite the last bit and look at a similar spell that does the same, Imix's Touch.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 12, 2020, 10:26:47 PM
Well, it doesn't have to bypass immunity, but maybe it should do half divine and half fire? I'd be curious about your thoughts on that... It feels like at that level some sort of searing / half to fire immune should come on spells. I'd be curious if you have a strong opinion either way. I think for a Fire domain spell it probably makes sense to be searing?

I figured slightly lower damage compared to other level 14 spells made it interesting for a persistent damage over time effect, and it should be large enough that you could catch quite a few things in it, especially if it's dropped at a doorway or something. I added an extra line about creatures who have to pass through the area (although of course someone using teleportation can just get around it).

Raging Inferno
Evocation (Fire)
Level: Fire 14, Sorc/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Area: 5 ft/level radius burst, centered on a point in space
Duration: 1 round/level
Saving Throw: Fortitude Partial
Spell Resistance: Yes

This spell causes an area to immediately fill with flames from all angles. It does 1d6 fire damage per level (max 35d6) and then continues to do this damage every round in the area.  A successful Fortitude save halves this damage. A save must be made every round a creature begins their turn in the area affected. Any creature attempting to enter this area must also make a Fortitude save upon entering.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2020, 12:12:04 AM
Spells are a todo now, I'm going to do them int he morning or tomorrow night.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 13, 2020, 08:45:12 AM
It's a shame mind-affecting is so trivial to get immunity to, but it's a fun spell anyway.

Endless Swamp
Illusion (Pattern, Shadow, Mind-Affecting)
Level: Sor/Wiz 15
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 10 ft./level radius spread
Duration: 1 hour/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes

This spell creates a gigantic fetid bog filled with deadly biting insects. Any creature that fails its saving throw feels itself immersed up to the waist in a thick choking swamp and surrounded by thick jagged branches and tangling vines. This leaves them both entangled and sickened, and grants total concealment to any creature more than 5 feet away. Regardless of which direction an affected creature intends to move in, their actual movement is always directly towards the centre of the spell's radius.

Every round on the caster's turn, vicious insects made of shadow-stuff attack all creatures within the spell's radius. Because they are only quasi-real a creature which has saved against the spell's effect or is immune to pattern or mind-affecting effects still suffers from their attacks but only receives 50% damage. A melee touch attack of caster level + intelligence or charisma (whichever ability the caster uses for their spellcasting) + 2 is made against all creatures within the radius, which inflicts 10d6 damage and 1d4 constitution damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2020, 11:57:01 AM
Queen's posted.

Note that she does have ranger and bard casting, but neither are included in her block. Both involve custom spells that's going to take some work to go from notes to fully written spells, and I have enough DM work that I can make that a medium term todo rather than spend a few hours on that. I'll do those once things are quieter.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2020, 12:28:14 PM
If anyone else has comments about that spell analysis and proposed changes, now's the time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 13, 2020, 12:35:18 PM
As far as spell analysis goes I have trouble figuring out acceptable damage ranges for epic spells so that's a handy resource to have and if something like flux grasp needs to be nerfed I'll cop to it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 13, 2020, 12:37:56 PM
I have to say that metamagic and class features are finite resources we paid for in order to focus on our desired aspects better. Saying that a spell is better for someone who uses it with more metamagic than Cresiel who doesn't ignores that basic fact, such as Cresiel using those same resources to be better at other things.

Is metamagic always better than any other alternative? Maybe, it's hard to say so automatically. But spells do suffer from your NPCs having high saves, not to mention how worthy opponents (being pretty much any midlevel and higher boss) have various additional defenses such as evasion, mettle and not failing saves on a 1. That always turned me off on using spells with interesting effects and drove me to focus more on damaging spells. Nerfing the damaging spells will be fun in light of that, but I suppose the usual default of 'stab it a lot' always exists, in lieu of magic. Just a shame majoring in magic and carrying the day just on that is hard.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 13, 2020, 12:40:32 PM
Quote from: Ebiris on April 13, 2020, 12:35:18 PM
As far as spell analysis goes I have trouble figuring out acceptable damage ranges for epic spells so that's a handy resource to have and if something like flux grasp needs to be nerfed I'll cop to it.

I'm of two minds on this. It does feel like a very useful aspect. But I also remember looking at Lunatic Storm and Radiant Storm. They are exactly the same, you know? Like, I went for the one I liked more via flavor but they're literally the same spell. Normalize things even more, and it'd go in this direction further.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 13, 2020, 12:40:34 PM
Agreement with Cor's post. Like the two spells I just made up and posted in the past couple of days are really cool and fun, but will never ever be useful against a peer level threat, they're just expensive mook-busters. Flux grasp was and will be useful against peers because it's just a ton of dice worth of damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 13, 2020, 12:42:48 PM
Mmm. And I built off it to replace that melee aspect with one that targetted undead, kept the damage the same and bumped it up a level. It felt like a reasonable spell, given I worked off an existing model. So seeing it used as one of a very few examples of now-bad spells felt... bad.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2020, 12:44:19 PM
Quote from: Ebiris on April 13, 2020, 12:35:18 PM
As far as spell analysis goes I have trouble figuring out acceptable damage ranges for epic spells so that's a handy resource to have and if something like flux grasp needs to be nerfed I'll cop to it.

Total honesty, this exercise helped me as well. I had a good grasp of it, but laying it all out in words helps solidify that grasp.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 13, 2020, 12:44:39 PM
Quote from: Corwin on April 13, 2020, 12:40:32 PM
Quote from: Ebiris on April 13, 2020, 12:35:18 PM
As far as spell analysis goes I have trouble figuring out acceptable damage ranges for epic spells so that's a handy resource to have and if something like flux grasp needs to be nerfed I'll cop to it.

I'm of two minds on this. It does feel like a very useful aspect. But I also remember looking at Lunatic Storm and Radiant Storm. They are exactly the same, you know? Like, I went for the one I liked more via flavor but they're literally the same spell. Normalize things even more, and it'd go in this direction further.

My inclination is that there's some justification for it performing better in that there's a greater risk to the spell. Instead of standing at some hilariously far away range as safe as you can reasonably be, you gotta be in their face.

To a point, it's a matter of right tool -> right job, but it seems reasonable to me that increased risk of melee bashing to the face of the squishy mage would make said squishy mage engineer whatever spell they're using to perform the best it can in return for that danger.

Whether that shakes out to d12 or not, I'm not sure, but it's something I think should be kept in mind.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2020, 01:22:43 PM
Okay, the issue about save DCs and non damaging spells is one thing, but I also view it as someone tangential to this discussion. It's interesting and worth discussing in its own rights, but I'm going to focus on damage spells since that's what this is about. I don't want to get lost in the weeds around a tangential subject, that can wait until this aspect of the conversation is done.

Quote from: Corwin on April 13, 2020, 12:40:32 PM
Quote from: Ebiris on April 13, 2020, 12:35:18 PM
As far as spell analysis goes I have trouble figuring out acceptable damage ranges for epic spells so that's a handy resource to have and if something like flux grasp needs to be nerfed I'll cop to it.

I'm of two minds on this. It does feel like a very useful aspect. But I also remember looking at Lunatic Storm and Radiant Storm. They are exactly the same, you know? Like, I went for the one I liked more via flavor but they're literally the same spell. Normalize things even more, and it'd go in this direction further.

Lunatic Storm exists purely because Selunites made a variant of Radiant Assault in the first place. I don't normally make spells that hew that closely together, it's just a nod to the fact that this particular case exists in setting.

Quote from: Corwin on April 13, 2020, 12:42:48 PM
Mmm. And I built off it to replace that melee aspect with one that targetted undead, kept the damage the same and bumped it up a level. It felt like a reasonable spell, given I worked off an existing model. So seeing it used as one of a very few examples of now-bad spells felt... bad.

Things happen and spells don't work out sometimes. I feel you on that, I really do since I have a lot of spells that go nowhere or get torn apart in development because it turns out they won't work out. I go through that a lot on DM side prep as I polish and prepare content. Sometimes I've taken something reasonable and worked off previous content, and it turns out that particular instance doesn't work out despite that.

It sucks but I've also learned you can't let that feeling of irritation get to you. It's simply part of the process. You have to stiff upper lip it, accept it for what it is and adjust as needed. If that means something gets toned down, then so be it. If it means the trash can gets a new occupant, you do what you need to do. It's not a personal failing or anything but the vagaries of content creation. For all the pretty content I put out on the rules board, there's a lot more that never sees the light of day because it doesn't work for whatever reason.

I don't want to trash the spell, but it does look like it needs some adjusting like most of the noted d12 spells.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2020, 02:41:21 PM
Jarem gets DvR1.

Okay, first of all now that he's his own deity, he can retrain his deific foes to his own choices. These won't change yet, but more of a heads up once he develops his own rivalries.

Domains: Army, Knowledge, Law, Planning, War
Salient Divine Abilities: Battlesense, Divine Armor Mastery, Divine Knight, Extra Domain(Planning), Know Secrets

Pretty straightforward here mechanically. Nothing you wouldn't expect.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 13, 2020, 04:17:40 PM
Not speaking to any specific spell or damage number of them, but I do think spells that are more narrowly focused (only do damage to good creatures, etc) should have some sort of bonus or boost to them for being that narrow.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2020, 05:34:50 PM
Emily hits DvR1.

Domains: Glory, Good, Law, Liberation, Magic
Salient Divine Abilities: Alter Size, Automatic Metamagic(Maximize), Divine Radiance, Eldritch Knowledge, See Magic

Emily saw Aunt Alicia use this one a few too many times to ignore it. Otherwise it's all very straightforward.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2020, 09:33:33 PM
Finally, Bastian has reached DvR1.

Domains: Celerity, Strength, Travel
Salient Divine Abilities: Alter Size, Divine Blast, Divine Monk, Indomitable Strength, Stride

He kept it pretty basic. He's in a weird spot, since he wants all the travel domain goodies, but a high dex is required. Even with the divine bonuses to ability scores, his dex is only 22. He'll have to work on it in the coming levels.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 13, 2020, 09:54:26 PM
I am not sure if this mentioned thing happened yet or not, but I am reminding of it in case it didn't:

http://www.soulriders.net/forum/index.php/topic,104228.msg1172394.html#msg1172394

Also, two things:

Melia would be working as Moore's proxy, unless she doesn't want it in case too many divine eyes would be watching if she were to go somewhere

Moore is still waiting to hear back on the Syllen pieces from the guy in Dis, who he was working with Celestia to obtain. You may have this on your list, but in case you did not, here is a reminder.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2020, 10:04:37 PM
Legion's Gate is now the army 12 domain spell, just FYI for y'all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 13, 2020, 11:36:33 PM
Okay, my focus is pretty much shot about halfway into Emily's new spells, so that's a tomorrow project to finish. Everything else for Alyssa's node spells is complete.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 14, 2020, 08:19:41 AM
Neph's question made me think. Is my realm changing accordingly?

And a related question. I have 7 leaders listed under the realm thread, and 3 other chars underthe minor allies thread. What do they think of becoming proxies?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2020, 12:03:28 PM
Nagging replies postponed until I feel less drained. Slept 6+ hours and I feel like I never slept.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2020, 08:51:39 PM
Quote from: Ebiris on April 12, 2020, 06:07:34 PM
Changelog:
-Changed it to Evocation/Necromancy instead. It works just as well with that and Evocation needs more goodies anyway. Xandra can thank me later.
-Made spell resistance ignore it entirely. Reflex saves still do funky things with movement though, which I don't really like but I don't see a way around it. It being an evocation makes it easier to justify SR no-selling the whole thing at least.
-Changed the damage to a flat amount more in line with persistent hazard spells like incendiary cloud.
-Added language about how trapped creatures can't move or breathe just for clarity.
-Height now increases along with radius.
-Got rid of the scaling DC and replaced it with a damage increase.
-Changed how it works in terms of creatures touching its surface/partially inside the radius.
-Reduced the strength and escape artist DCs a bit. Chances are anything good at one isn't so good at the other so it's still really harsh to be caught inside.
-Added clarification that it doesn't harm constructs or objects.

Cursed Crystal Prison
Evocation/Necromancy (Earth, Force)
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cylinder (20-ft. radius, 60 ft. high)
Duration: 1 min/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

A great eruption of dark blue crystal threaded with strands of force appears at the conclusion of this spell, trapping those nearby within its cruel confines. If a creature succeeds on their reflex save they are flung clear to the nearest unoccupied square at the edge of its area and suffer no further effect. If spell resistance blocks the effect, a creature can move through the crystal as if it weren't there

A creature that fails its save is trapped within the crystal and suffers 20d6 damage each round as well as being unable to move or breathe. The crystal feeds on the life force of its victims - or the unlife force in the case of undead, for it doesn't discriminate and the force aspect makes it particularly effective against spirits. Any creature that dies from the spell's damage causes its radius and height to both increase by 5 feet and the damage dealth by the spell to increase by 1d6 (up to a maximum of 50d6), their bodies reduced to crystalline husks that linger even after the spell ends (this crystal is brittle, cloudy, and of little practical use).

Any creature standing in space the spell's radius expands to encompass must make a reflex saving throw or be entombed inside and suffer its effect. A creature forced to touch its surface via a bull rush or similar attacks suffers half of the spell's damage with no save (spell resistance applies normally) and is not trapped, though if this damage slays them the spell will expand as detailed above. For large creatures which only have some of their squares within the spell's effects, they suffer full damage and lose their dexterity bonus to AC, but but can still breathe and take other actions.

A trapped creature can escape with teleportation as normal, otherwise they must succeed on both a DC 30 strength check and DC 50 escape artist as a full round action to move 5 feet by breaking the crystal and traversing the force fields within. Abilities such as earth glide or incorporealness negate the need for the strength check. The crystal is subject to disintegration effects as normal.

This spell does not deal damage to constructs and objects, although they can still be trapped within.

Focus

A small geode stained with blood.

Okay, let's give this a try and see how it works out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2020, 09:00:33 PM
Quote from: Nephrite on April 12, 2020, 10:26:47 PM
Well, it doesn't have to bypass immunity, but maybe it should do half divine and half fire? I'd be curious about your thoughts on that... It feels like at that level some sort of searing / half to fire immune should come on spells. I'd be curious if you have a strong opinion either way. I think for a Fire domain spell it probably makes sense to be searing?

I figured slightly lower damage compared to other level 14 spells made it interesting for a persistent damage over time effect, and it should be large enough that you could catch quite a few things in it, especially if it's dropped at a doorway or something. I added an extra line about creatures who have to pass through the area (although of course someone using teleportation can just get around it).

Raging Inferno
Evocation (Fire)
Level: Fire 14, Sorc/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Area: 5 ft/level radius burst, centered on a point in space
Duration: 1 round/level
Saving Throw: Fortitude Partial
Spell Resistance: Yes

This spell causes an area to immediately fill with flames from all angles. It does 1d6 fire damage per level (max 35d6) and then continues to do this damage every round in the area.  A successful Fortitude save halves this damage. A save must be made every round a creature begins their turn in the area affected. Any creature attempting to enter this area must also make a Fortitude save upon entering.

Okay, I think I have homework for you. Can you look up any 13 to 15th level spell that deal ongoing damage lik this and check the area of effect/targeting and ongoing damage per round for me? Let's check where this spell's at for this before we commit.

Incidentally, you can ignore Alicia's 15th level spell for this. That spell is a bit of a question mark for me for now with how it'll work out in play, so I have it in it's own little corner pending playtesting.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2020, 09:05:39 PM
Quote from: Ebiris on April 13, 2020, 08:45:12 AM
It's a shame mind-affecting is so trivial to get immunity to, but it's a fun spell anyway.

Endless Swamp
Illusion (Pattern, Shadow, Mind-Affecting)
Level: Sor/Wiz 15
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 10 ft./level radius spread
Duration: 1 hour/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes

This spell creates a gigantic fetid bog filled with deadly biting insects. Any creature that fails its saving throw feels itself immersed up to the waist in a thick choking swamp and surrounded by thick jagged branches and tangling vines. This leaves them both entangled and sickened, and grants total concealment to any creature more than 5 feet away. Regardless of which direction an affected creature intends to move in, their actual movement is always directly towards the centre of the spell's radius.

Every round on the caster's turn, vicious insects made of shadow-stuff attack all creatures within the spell's radius. Because they are only quasi-real a creature which has saved against the spell's effect or is immune to pattern or mind-affecting effects still suffers from their attacks but only receives 50% damage. A melee touch attack of caster level + intelligence or charisma (whichever ability the caster uses for their spellcasting) + 2 is made against all creatures within the radius, which inflicts 10d6 damage and 1d4 constitution damage.

Swamps aren't Shar's particular thematics, but she approves of the intent of this spell. It's not far removed from one of her personal spells, at least in what it does, if not the thematics of it.

The main draw is the duration, which is super good for this sort of thing. It seems...well, it is a 15th level and total honesty, we all need more content there so we can feel it out. I'm going to say yes to this, with the proviso that we'll understand 15th level magic more as we get into it in the next two or three character levels. If it needs changes then, so be it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2020, 09:24:40 PM
Quote from: Nephrite on April 13, 2020, 04:17:40 PM
Not speaking to any specific spell or damage number of them, but I do think spells that are more narrowly focused (only do damage to good creatures, etc) should have some sort of bonus or boost to them for being that narrow.

That's reasonable, but as always it's about finding the right ground for reasonable and not over or undershooting, or in a case where it's done but it ends up being out of balance or otherwise undesirable.

In other words, spells are tricky.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2020, 09:27:27 PM
Quote from: Nephrite on April 13, 2020, 09:54:26 PM
I am not sure if this mentioned thing happened yet or not, but I am reminding of it in case it didn't:

http://www.soulriders.net/forum/index.php/topic,104228.msg1172394.html#msg1172394

It is, it's going to be rolled into a general change and update once this arc ends. Basically everyone's up for one after this arc, and the next arc will be about establishing your pantheons and the Competition. After all, you still need to gather strength for the coming apocalyptic showdown with Shar.

QuoteAlso, two things:

Melia would be working as Moore's proxy, unless she doesn't want it in case too many divine eyes would be watching if she were to go somewhere

That's fine and should be touche don at the start of the next arc.

QuoteMoore is still waiting to hear back on the Syllen pieces from the guy in Dis, who he was working with Celestia to obtain. You may have this on your list, but in case you did not, here is a reminder.

Intentionally backburnered until the end of the arc, purely to keep us on target. Bring it up at the start of the next arc as a reminder IC and we'll knock it out. It is on my list, but right now the end of the arc is nigh and it's best if we finish this one out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2020, 09:28:34 PM
Quote from: Corwin on April 14, 2020, 08:19:41 AM
Neph's question made me think. Is my realm changing accordingly?

Yes, something that will be gone into at the start of the next arc for you.

QuoteAnd a related question. I have 7 leaders listed under the realm thread, and 3 other chars underthe minor allies thread. What do they think of becoming proxies?

Depends on the person in question and how you approach it, but I imagine it would generally go over well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 14, 2020, 09:52:34 PM
Quote from: Anastasia on April 14, 2020, 09:00:33 PM
Okay, I think I have homework for you. Can you look up any 13 to 15th level spell that deal ongoing damage lik this and check the area of effect/targeting and ongoing damage per round for me? Let's check where this spell's at for this before we commit.

Incidentally, you can ignore Alicia's 15th level spell for this. That spell is a bit of a question mark for me for now with how it'll work out in play, so I have it in it's own little corner pending playtesting.

Here's what I found. Some of these are secondary effects (Firescape in particular)

Imix's Touch, 13 -  35d12 points of fire damage each round, single

Kassim's Sky Flower, 13, 15d6 in 100ft per round

Lightning's Rise (sort of), 14, 50d10 if you choose to stay as electricity, single

Mortal Bonfire, 14, 35d10 each round in the field, only affects mortals, 10ft square per level

Purr of Sharess, 14, 40d6 each round, 100 ft

Firescape, 15, 25d6 per round, area up to 200 square feet/level
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 14, 2020, 10:22:17 PM
Okay, we can work with that and see how it balances out. Go ahead and do any revisions for it and post it once more time?

Also, it's sor/wiz, not sorc/wiz. At least for the notation used in the spell collection. [/nitpick]
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 14, 2020, 10:35:57 PM
Raging Inferno
Evocation (Fire)
Level: Fire 14, Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Area: 5 ft/level radius burst, centered on a point in space
Duration: 1 round/level
Saving Throw: Fortitude Partial
Spell Resistance: Yes

This spell causes an area to immediately fill with flames from all angles. It does 1d6 fire damage per level (max 30d6) and then continues to do this damage every round in the area.  A successful Fortitude save halves this damage. A save must be made every round a creature begins their turn in the area affected. Any creature attempting to enter this area must also make a Fortitude save upon entering. This fire damage also ignores fire resistance and immunity.


I lowered the damage to compensate for the ongoing effect as well as searing nature of it. If you think it should be lower that's fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2020, 10:58:53 AM
Okay, any decision to change spells won't come until at least this weekend. Just heads up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 15, 2020, 06:41:19 PM
Does the See Magic SDA ignore divination spoofing stuff like nondetection or misdirection?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2020, 07:08:20 PM
Wouldn't be unreasonable for it to, the ability is a little weak.

Any opinion, y'all? Since I think at least Alyssa has See Magic?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 15, 2020, 07:12:10 PM
I think it would make sense that a divine ability would get past those spells, but not epic versions of those same spells, if that makes sense.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 15, 2020, 07:18:51 PM
I mean personally I think it should auto-defeat spells. Same as stuff like Clearsight. The trend is that divine stuff doesn't get stopped by non-divine means, but I'd rather not make an expensive assumption.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 15, 2020, 07:28:18 PM
I don't think it's a problem for it to see past stuff, but then See Magic needs something else.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2020, 09:14:49 PM
There's a very minor new houserule about earrings in misc rulings.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 15, 2020, 09:17:10 PM
Quote from: Nephrite on April 14, 2020, 10:35:57 PM
Raging Inferno
Evocation (Fire)
Level: Fire 14, Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Area: 5 ft/level radius burst, centered on a point in space
Duration: 1 round/level
Saving Throw: Fortitude Partial
Spell Resistance: Yes

This spell causes an area to immediately fill with flames from all angles. It does 1d6 fire damage per level (max 30d6) and then continues to do this damage every round in the area.  A successful Fortitude save halves this damage. A save must be made every round a creature begins their turn in the area affected. Any creature attempting to enter this area must also make a Fortitude save upon entering. This fire damage also ignores fire resistance and immunity.


I lowered the damage to compensate for the ongoing effect as well as searing nature of it. If you think it should be lower that's fine.

Sure, we'll try it.

As a side note, I gave Imix one such spell that partially bypasses fire resistance and immunity. Mostly fluff for him since he has elemental lord. I don't mind this occasionally, but if it becomes de rigueur for fire or elemental damage spells I'll take action. It's there, don't overuse it and abuse it, y'all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 15, 2020, 09:46:26 PM
RE: See Magic, I guess my concern would be that it feels like it trivializes any sort of invisibility or other type of spell. So say you have it, and you can see that two miles (or whatever) away is some sort of free-floating magical effect.

I don't know, I guess it just feels like it's too much of a hard counter, but then again is it that big a deal? Probably not.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 16, 2020, 02:13:15 AM
I feel a good deal of SDAs are weak since they require a save that anyone but unnamed mooks will fail from us, like Know Secrets for example which is cool but impractical.

As it happens, it's also a good example of what happens with SDA blockage, since it just says it plain doesn't work on anyone with DvR but everyone else is fair game. I don't think epic spells should block SDAs because you just flat out can't block divine abilities that way. It'd be like saying epic spells get past divine shield or guard against divine blast.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2020, 02:30:14 AM
I suggest playing your dramatic, looming music of choice while you this flavor piece. Think of it like a movie trailer.

---

Next time, in the upcoming arc of Balmuria 6: The Answer.

An armored man, ragged and unshaven, looks up at the old hermit, his voice strident and desperate. His armor is dented and bloodstained in several places.

"Sylica and the Cauldron, and now a new realm in the the Gates of the Moon and another in Celestia. They call it the Godsrush. New gods walk with the old, and it is said even in Baator new gods claim dominion. Master, what does it mean?"

An elegant warrior holds her own against half a dozen skeletons, as magic missiles pepper her from beyond. She holds the line, bloodied and beaten, but upright. Her armor is damaged to the point of destruction, but she has not fallen yet.

"Saint Alicia defeated Death, and I will defeat the dead!"

A city of shadows, where a hundred dark eyes all lay their gaze on the towering orc that stands amid them, his armor painted opal blue. He shows no fear as he stands amid them.

"Repent! Repent! There is still time to make amends! The Opal Angel's love can break any chains!"

A knight captain kneels before his king in the throne room, as great windows let in the dying light of sunset. Around him the court is solemn, shaken. The knight captain's face is drawn, pale.

"This is the ninth sacrifice that we've found, Your Majesty. Each warrior was torn apart, as if by a rabid animal. The Royal Eyes of Savras divined, and yet all they heard were screams and howling winds."

A young man in noble finery ducks down a row of bookshelves in a dark, dusty place. The thump of footsteps pass, heavy and with the jangle of metal. He holds a book to his chest, breathing heavily.

"Come on, this book has to see the light of day and be spread. Queen of the Horizon, bless me!"

An armored cleric, clad in dragonscale armor, holds a shining bright holy symbol high as golden flames erupt through the zombies and ghouls before him. He stands in the dark, a single light amid the night.

"Restless dead, I deny you! I deny you in the name of the Daughter of the Dragon and the Lady of Light! Return to oblivion!"

A broken, bloodied battlefield. Countless humans and elves lie slain, as barbazu march onward over the carnage. One elf stirs, bloodied and broken, and looks on. After a moment he whispers.

"Elf...Core...why...why has this...?"

A line of warriors stands firm against an onslaught of sahuagin, the beaches manned as the aquatic monsters push ahead. With them is a well dressed bard who wears the symbol of an open palm with a ball of light above it.

"Hold yet! There is still hope!"

A muscled, tall warrior stands in a castle doorway. The castle shakes and smoke fills the room from beyond the doorway. The warrior holds the door, a great shield readied.

"Go! I'll hold them. None will press past me, not until my life is spent! Hear me, Great Protector!"

A broken hero is lifted by the neck, armored sundered and spell pouches burnt to ruin. Her sword slips out of her hand as she is lifted by the neck by a pit fiend, one that wears armor and a simple circlet.

"You think they can help you, worm?"

A brave warrior with blade and shield stands firm, as he desperately blocks a torrent of dragonfire from a looming red dragon above him. He is scorched but intact.

"The Mistress of the Cauldron won't be stopped by you, wyrm!"

An elf dives into the bushes, bow held. A moment later half a dozen mounted knights clad in black thunder past. After that moment the elf emerges and aims at their backs, arrow nocked.

"Guide my shot, Princess of the Cauldron!"

Amid the profane chanting of thousands, a woman clad in all black kneels before a sphere of utter nothingness. A thin band of purple shimmers around the Eye of Shar, as from beyond a voice soothes.

"Fear not the Godsrush. Welcome it. It is nothing to fear."

A blink, as the Eye of Shar glows with a malevolent darkness.

"It is the beginning of the end."

In the dark sits a Queen, a Goddess untouched and wrapped in the shadows as if they were part of her. She is beautiful, yet her gaze is cold as she whispers but one word to herself.

"Soon."
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 16, 2020, 09:27:04 AM
Updated Alicia for DvR 5. Numeric boosts aplenty since she had lots of uneven stats. Increased int means a new skill so I took craft (landscaping) so she can make Sylica prettier. She likes gardens and things. Took Create Object for her SDA. It... kinda sucks? She can make more in one go than she can with her true creation SLA if she's making cheap crap but the monetary limit really crimps things, plus we see enough stuff being created out of nothing just with basic alter reality that I'm not sure it has any real utility. But it's flavourful and works as a prereq for the significantly better Divine Creation assuming we ever make it that high in divine rank so there we go.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 16, 2020, 09:56:59 AM
That's a fair point about Divine Shield or Divine Blast, since those beat other things.

I rescind further objection about See Magic beating any form of magical nondetection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2020, 08:47:18 PM
Dolmaya is proxied.

Since it's not mission critical to have this sorted today, I'll make a ruling on See Magic this weekend sometime. Will let it mull a few days.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2020, 11:17:33 AM
Sulia's up to DvR4.

Her main gain is a divine noble SDA, reprinted here and bound for divine rules after.

DIVINE NOBLE
Prerequisite: Noble level 20th
Benefit: The deity gains Group Aid, Improved Favor, Inspire Nobility, Lasting Aid and Noble's Ego as bonus feats. The deity's may affect ten times the normal amount of creatures with coordinate, inspire confidence, inspire greatness and inspire nobility.

The ten times part might be broken on other things, but it's the noble class on a deity so whatever. This let her retrain a few feats, which became great ability (charisma) x2 and fast healing. She's do a level up sometime soon, it's a todo so I'll adjust her spells per day to reflect this change then.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2020, 11:27:35 AM
Queen's up to DvR2.

The main thing is divine shield, it's a very incremental, basic increase for her. This fits her as she's brand new still.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 17, 2020, 08:50:08 PM
Sulia hits level 35. Quick version since NPC notekeeping here.

- Noble 35 and Favored Soul 35.
- Maximum hit points per hit die, for a total of 22 hit points and a grand total of 770 hit points.
- BAB rises to 26.
- Inspire greatness how affects up to 9 allies.
- Gains level 35 favored soul spellcasting. Grabbed a bunch of 14th level spells to get that part of her spell debt settled.
- +1 all saves.
- Skills go up normally.
- Sacred Spell(Holy Word) as her FS35 feat.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2020, 12:25:43 AM
Hi, just a friendly DM reminder.

Level 36 IS NOT a level for epic save bonus to progress. (29, 32, 35, 38, 41)
Level 36 IS a level for a feat. (30, 33, 36, 39, 42)
Level 36 IS a level for a stat point. (28, 32, 36, 40, 44)
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 18, 2020, 12:10:00 PM
Rather unsurprisingly, there aren't a lot of Bard 11 spells, or 12, or 13, for that matter... so I have some work cut out for me in the next few weeks and months.

anyway, here's a spell.

Celestia's Inspiration
Enchantment/Transmutation (Compulsion) [Good, Mind-Affecting, Sonic]
Brd 11
Components: V
Casting Time: 1 standard action
Range: 200 ft
Targets: All allies within 200ft
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

When you cast this spell, you channel the barest fragment of the inspiration one can find within Mount Celestia into yourself and your allies. Anyone affected by this spell is treated as being affected by Haste and Freedom of Movement, has fast healing 7, and they also gain a +7 bonus to attack and weapon damage rolls. Their weapons also count as Good for the purposes of overcoming Damage Reduction.


For whatever it's worth, I could also see this as a sanctified spell but would probably need to be changed a little. I also may have overshot it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2020, 11:14:39 PM
Okay, so once we finish Seira's scene and Alicia's we're in level up time.

I'm going to take at least a week off. There's a ton of DM work that needs to get done and a week is a highly optimistic timetable. Two weeks is a lot more realistic but I'd prefer not to spend two weeks off if I can help it, so I'm going to try and make good progress.

To help facilitate this, once I do pause us and enter downtime, I have the following requests.

1. Do not PM me on IRC about Balmuria stuff. That's what we have nagging and related topics for. This tends to tank my productivity via distractions. Likewise, if I don't respond to non Balmuria IRC PMs, it's not that I'm ignoring you. Well, I am, but it's for a good cause since I want to get a ton of DM work done.
2. If you need DM work done, post about it in nagging as soon as you're aware of it.
3. Make sure to post level up summaries.
4. If you see some spot of DM work that you can do yourself - most likely spell creation - and you want to do it yourself, by all means. I wouldn't mind seeing new spells since that's one less thing I have to create. Just try and not to overshoot the power level on them.
5. By far the biggest timesink will be deific writeups. I'm going to try and finish Seira's node first, then do any outstanding ones. When I post on these, comment even if it's just a throwaway comment that it looks fine. It lets me know I can move on in the process.

Additionally, as I do level ups, I'm also going to do divine tabs as needed. Expect each level up to take longer on account of this. I'll be doing those in order probably, moreso since Alicia's node needs the least divine tabs so getting those done first makes sense, so bear with me as I go through those.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 19, 2020, 12:16:18 AM
Divine tabs?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2020, 12:32:15 AM
These. It's mostly filling in variables so it's not the end of the world, but it requires some time and effort to get right. Antenora's as an example, since she beat the herd to get DvR and I did it back then.

Divine powers:
Spoiler: ShowHide


Spell-Like Abilities

At will-aid, atonement, augury, blade barrier, bless weapon, bolt of glory, castigate, clairaudience/clairvoyance, crown of glory, dance of the unicorn, deathwatch, deific vengeance, detect scrying, dispel evil, disrupt undead, fires of purity, gate, greater scrying, greater visage of the deity, heart's ease, heroes' feast, holy aura, holy smite, holy sword, holy word, magic circle against evil, miracle, nimbus of light, protection from evil, recitation, righteous wrath of the faithful, searing light, status, summon monster 9 (lawful good only), sunbeam, sunburst, sword of conscience, time stop, vision, vision of heaven, wages of sin, yoke of mercy. Caster level 33rd. The save DCs are 35 + spell level.

Alter Reality (Su)

Antenora exerts a considerable measure of control over reality itself, and her presence can command the very essence of the world around her. This warping of reality manifests in a number of ways. Antenora can use limited wish when doing so can help her promote the redemption, purification and righteousness. Note that in the situation where Antenora 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.

Domain Powers

Glory: +2 to the DC of channel energy and +1d6 to the energy channeled.
Good: +1 caster level for good spells.
Law: +1 caster level for lawful spells.
Planning: Extend Spell as a bonus feat.
Purification: +1 caster level for abjurations.
Redemption: Immunity to forced alignment changes.

Divine Aura (Ex)

The save DC against Antenora's divine aura is 24 and the radius is 10ft.

Immunities (Ex)

Antenora is immune to polymorphing, petrification, or any other attack that alters her form. Any shape-altering powers she might have function normally on herself. She 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). She are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. An opposed rank check may bypass any of these immunities; each attempt to do so requires a separate check.

Checks: Antenora gains a divine bonus equal to her divine rank on all skill checks, ability checks and caster level checks.

Antenora does not automatically fail on a natural attack roll or saving throw roll of 1.

Communication: Antenora can understand, speak, and read any language, including nonverbal languages. She can speak directly to any beings within one mile.

Remote Communication: As a standard action, Antenora can speak to any of her own worshipers, and to anyone within one mile from a site dedicated to her, or within one mile from a statue or other likeness of her. The creature being contacted can receive a telepathic message that only it can hear. Alternately, her voice can be heard as a strong, clear declaration. In this case, anyone within earshot of the sound can hear it.

Create Items: Antenora can create any wondrous item with power related to good, purification or redemption; the maximum is 4,500 gold.

Portfolio Sense: Amaryl is aware of any act of good, redemption or planning that involves 1,000 or more people.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2020, 12:23:48 PM
Okay, this is how I'm going to handle the work flow for the coming downtime. These are all from my todo topic.

1. A post about divine advancement rates in the upcoming arc and a refresher of how I plan to handle this, since the next arc is going to focus on that.
2. Level ups.
A. The actual level up. This includes any spell topic updates as well as any custom spells needed.
B. Spoiler block update after.
C. Divine block, if needed.
3. Deific writeups, both the basic stat block and the longer writeup of the faith. This is the most time and effort intensive part by a lot, so expect the basic stat blocks first, probably soon, and then the full on writeups as I get them done. Seira's have priority here since I said I'd do Seira's first.
4. Alyssa prestige class. Came up in discussions, will probably morph into an outright PrC. I'll do this one whenever inspiration hits, or last if it doesn't.
5. Routine nagging and loot replies as required. These will be sprinkled in as I work.

Note that I may end up putting out unrelated content. Sometimes inspiration rebels by inspiring me to do something completely different than what I should be doing.

I'm hoping for only a week of downtime. Two weeks is more realistic but we'll see.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2020, 02:50:54 PM
I'm going to segment this into multiple posts since this post is getting big.

For the new realms, I think a full realm writeup could be a good exercise. This is how Alicia and Seira did it in B1 and it ended up being a wonderful resource and way to develop things. It lets you directly set things up and smooth over the transition lightly, as well as give both yourself and the DM a lot of material to work with. Examples are as follows, though they may be a bit out of date compared to current game events.

http://www.soulriders.net/forum/index.php/topic,104124.msg1109329.html#msg1109329
http://www.soulriders.net/forum/index.php/topic,104118.msg1109277.html#msg1109277

The trait section I'll need to talk both of you through, but most of this is straightforward enough. It's a direct way to shape your realms, so read those and let me know what questions y'all have.

I do understand this is a fair shot of work to do. I think the effort is well rewarded, as these writeups have been invaluable for me over the years.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 19, 2020, 03:13:28 PM
Quote from: Anastasia on April 19, 2020, 02:50:54 PM
I'm going to segment this into multiple posts since this post is getting big.

For the new realms, I think a full realm writeup could be a good exercise. This is how Alicia and Seira did it in B1 and it ended up being a wonderful resource and way to develop things. It lets you directly set things up and smooth over the transition lightly, as well as give both yourself and the DM a lot of material to work with. Examples are as follows, though they may be a bit out of date compared to current game events.

http://www.soulriders.net/forum/index.php/topic,104124.msg1109329.html#msg1109329
http://www.soulriders.net/forum/index.php/topic,104118.msg1109277.html#msg1109277

The trait section I'll need to talk both of you through, but most of this is straightforward enough. It's a direct way to shape your realms, so read those and let me know what questions y'all have.

I do understand this is a fair shot of work to do. I think the effort is well rewarded, as these writeups have been invaluable for me over the years.

Did this for a quick template thingy:

New Demiplane: <<Name>>

<<Description of plane. Feel/atmosphere.>>

<<Plane>> Traits

- <<Gravity level>>

- <<Time flow>>

- <<Size and description of borders>>

- <<Divinely morphic description>>

- <<Elemental traits>>

- <<Planar trait>>

- <<Planar trait>>

- <<Planar trait>>

- <<Planar trait>>

<<Plane>> Links

<<Descirption of what other planes it links to>>

<<Plane>> Inhabitants

<<Description of inhabitents, flora, and fauna>>

Movement and Combat

<<Movement/combat modifiers>>

Features of <<Plane>>

<<Desciription of notable places/features. Can be cities, towns, special venues, special terrain features, ect.>>

Notable People of <<Plane>>

<<Notable people: PCs, NPCs, Leaders, legendary crafters, ect.>>

<<Plane>> Encounters

Use this tables to determine random encounters within <<Plane>>.

<<Poduce encounter table. D100% table>>

<<Encounter notes>>
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2020, 04:19:43 PM
That looks about right.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2020, 04:53:43 PM
Okay, so when we resume the next arc is aimed to be focused on divine growth and the Competition. This is something I've touched on regularly without going into depth about it, set examples and shown it without getting into the nuts and bolts. This arc will be going into that, as the aim of it is to set all of you up into it and get directly, hands on into it. The aim is going to be spending time here, showing divine growth and ideally, seeing the parties prosper in the Competition and advance in divine rank.

First and foremost, I'd to see the following from each of you: 3 or more divine goals to accomplish as well as 3 or more notable, non epic worshipers who serve your will on the Prime. I don't need a lot, just a 1-2 sentences to set them up. This is meant to give me material to work, as well as a chance for you define your goals and what your worshipers are like.

Here's an example of what Antenora's may look like. These aren't final, they're just examples and her actual work here may vary.

Goals

1. I'm going to focus on Balmuria. I'm known there and I can establish a base of faithful there, ones who can spread far and wide. Every faith needs support and this will be my support.
2. I'd like to make some inroads in Lifasa. I'm known there from my aid with Aurora and there's sure to be some penitents there who would welcome a patron.
3. I want to save souls from Baator, and right now my faithful are going to focus on that.

In general, aim for developmental goals like this. Don't aim for things like, "I'm going to kill X rival deity" or other events of a plane shaking scale for this.

Worshipers

1. Danoth, a half elf paladin 4//rogue 4. He was raised in a Bane worshiping family and escaped, and now seeks to save others from evil. He hails from the Prime Material of Arythma.
2. Meridian, a tiefling from dwarven heritage knight 8//cleric 5/knight of sylica 3. A former executioner of Cyric, he turned to Sylica and then me when he realized her life was a dead end. He hails from the Prime Material of Massas.
3. Val, a dragontouched arctic elf cleric 3//noble 3. A sadist and potential Aurilite badly shaken by a vision of heaven spell. I'm answering her prayers and helping her overcome her darkness. She hails from the Prime Material of Hamar.

A worshiper should have a name, their classes, a bit about them and why they're one of yours and a note of what Prime they're on. Feel free to make up names of new Primes for one if you want, this is just to give me a rack to hang my hat on. Likewise, don't be afraid to have them low level. You don't get any bonus points if they're all level 20 epic heroes, and I will scale them down if I feel they're overshot. This is about what they represent and offer for you to work with, not how big their numbers and reach are.

Feel free to be creative with what they are, as long as it's within reasonable bounds.

Expect things to move fairly briskly with little vignette adventures of your faithful as you watch and occasionally act, as well as offer guidance at key times. Often these will weave in with others that you know and may be a fine opportunity for politics and interactions.

----

As far as divine advancement goes, expect to see the newer faiths advance faster in divine rank than the established ones. The reasons for this are multifold. First of all, I've said before that each divine rank (seeds aside obviously) takes more effort to get than the last. Compared to DvR1 to 2 for Alicia and Seira or 0 to 1 for Amaryl, these 1 to 2s and other low gains will progress faster. There's story reasons why you're being pushed of course, but even beyond that a lot of that is chalked up to Alicia and Seira being NPCs at the time, as well as not having Zaphkiel personally offering advice. All of you are fortunate to be in a situation that is the essence of exceptional times and measures.

Additionally, as an out of character motivation, it would be nice to give everyone a chance to help even it up a bit. I knew going into this game there would come this point where the playing field has leveled some, so let's see how that works out.

---
One aspect of this will be about allies, bonds and other deific politics. This goes in the other direction, as enemies may well be made and rivalries began. You've seen some of this in the various nodes before now, so expect this to continue apace.

Generally, Zaphkiel's been very quiet this past arc. That's on purpose since you all had a purpose and needed time to grow as well as digest your task. He'sgoing to be more talkative now that you're all settling in, so expect that to come up as well. Some of this will be to set things up and other preparatory matters and others will be to move the plot along, as you might expect.

Each of you, who do you feel your divine allies are and why? Not necessarily ones you have compacts with to aid you, but in a more general sense. Who is close to you and willing to throw down for you if needs must?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2020, 05:29:00 PM
Antenora reaches level 36.

- Hellreaver 26 and Paladin 36.
- Maximum hit points per hit die, for a total of 25 hit points and a grand total of 900 hit points. Ominous.
- BAB goes up by 1 to 36.
- +1 spell resistance.
- Divine succor's healing rises by 10 to 110 total. Nice, she wants to constantly improve this aspect of her routine.
- Holy fury points rise by 1 to 41. Never hurts to have more endurance.
- Lay on hands rises to 540 hit points. Nice to have that big healing bomb.
- Channel energy's damage rises by 1d6 to 18d6.
- In completely irrelevant news, another weekly use of remove disease is here.
- CL of SLAs rises by 1.
- Gains 36th level paladin spellcasting. This is purely another 8th level spell, which goes into an opal protection since she's spontaneous. She could use a new custom spell, but it's hardly essential so she'll wait until I have the downtime to do it.
- No change to saves.
- +1 charisma. That puts her at 41, so this is building for the future.
- Skills go up as normal.
- Great Ability(Strength)(36) as her new feat.
- Spoiler block updated.

Solid level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2020, 10:24:23 PM
Latha reaches level 36.

- Astral Deva 36 and Angelic Champion 15.
- Maximum hit points per hit die, for a total of 22 hit points and a grand total of 800 hit points. Ribbit.
- BAB goes up by 1 to 36.
- DC of glorious stun rises by 1 to 48.
- +1 spell resistance.
- Regeneration rises by 1 to 15.
- Sense motive's bonus from the truth domain rises by to 18.
- CL of SLAs rises by 1.
- Gains 36th level cleric spellcasting. That's another 14th level spell per day and two 15th level spells per day, as well as a 15th level domain spell. For the 14th level spell she'll select another sunstorm. For the 15th level domain spell, she'll go with an empowered sunstorm for the moment. She'd like domain spells there, but that's a todo rather than immediate since she can fill that with a metmagiced sunstorm, which is something she wants to do anyway. The others are call primal elemental and solar pulse, both which offer her options and fit well. She's spontaneous so she can sub in as needed any which way. Others need custom spells, but I think Latha's okay for now.
- No change to saves.
- Latha's wisdom rises by 1 to 41. Yay.
- Skills go up as normal.
- Improved Metamagic(36) as her new feat.
- Spoiler block updated.

Spoiler block in the next post.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 19, 2020, 10:28:11 PM
This is an extremely rough first draft for Hope's Landing. Once this is done, I'll start work on the other bits and pieces.

Spoiler: ShowHide
New Demiplane: Hope's Landing

It is a light in a sea of lights.

It is where any can find hope.

It is where those who are in need can find a way ahead.

Hope's Landing is a finite demiplane tucked against the first layer of Mount Celestia. It is approximately 50 miles from one end to another, though it continues to steadily grow to accomodate more inhabitants. As it is in Lunia, one can easily find it when they arrive in Celestia, as it is relatively close to the waters of the Silver Sea.


Hope's Landing Traits

- Normal gravity

- Normal time

- Finite size: Hope's Landing is currently rather small by demiplane standards. It borders the Silver Sea as well as has a path nearby for those wishing to explore the rest of Celestia, or to try and climb higher.

- Divinely Morphic: Certain powerful creatures (Moore, Sylvie, Cresiel, Xandra, Kaja, Jetina) can alter Hope's Landing with a thought. This also extends to the other deities of Mount Celestia. It is alterable in the normal manner for more ordinary creatures, though Moore will likely help them accomplish what they desire.

- No elemental or energy traits.

- Mildly good aligned: Evil creatures in Hope's Landing suffer a -2 penalty to all Charisma based checks.

- Normal Magic

Hope's Landing Links

Hope's Landing resides in Lunia, and as such can be accessed by any traveler coming and going through there. It can also be accessed via the Silver Sea.

Hope's Landing Inhabitants

Hope's Landing is primarily filled with those who have recently heard about it as a mercantile hub, where merchants are welcomed to sell their wares and better themselves while being exposed to the virtues of Mount Celestia.

Hope's Landing has more and more travelers and those that decide to settle there every day, which includes inhabitants from all across Creation, even including mortals.

As it is in Lunia, many of the grasses, trees and other wondrous things that can be found there exist inside of its walls as well.

Movement and Combat

The same as on the Prime Material.

Features of Hope's Landing

Currently, its biggest feature is 'Merchant's Walk,' a sprawling alley where all are welcomed to come and set up shop. The name of the game is to invest in yourself, which allows you invest in others, and spread hope and inspiration by doing so.

Slowly but surely, there are more and more people arriving every day, which necessitates new domiciles and additions, but those are added as easily as they are asked for.

Notable People of Hope's Landing

Moore: Leader

Moore is the leader of the pantheon of divinities that call Hope's Landing their home. He has an active role in everything to do with it and can be seen every day wandering the streets.

The Others When I have their cool demigod names

Hope's Landing Encounters

Unless otherwise stated, these encounters are with a singular entity, but more may be part of it at DM discretion.



   
   
   
   
   
   
   
   
   

   [th]d%[/th]
   [th]Encounter[/th]
1-40Waukeenite Merchant
41-60Non-Waukeenite Merchant
61-70Mortal Pilgrim
71-76Passerby onto Celestia
77A Unique Celestian Encounter*
78-85Lantern Archons
86-93Sea Elves
94-99Hound Archons
100Unique Encounter**

*A Unique Celestian Encounter can be any being that calls Celestia home. It may also be the interdiction of the will of Mount Celestia itself.
**A Unique Encounter can be any named PC within Hope's Landing.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 19, 2020, 10:43:45 PM
Rough draft below. Still thinking on encounters.

Spoiler: ShowHide
New Divine Plane: Alyssum

Alyssum is a place of open fields and mountains. The fields are host to villages and farms, while the mountain ranges form a massive natural labyrinth, riddled with valleys and cave systems.

The largest city of the plane is built around the Alyssum Royal Academy.

Alyssum Traits

- Normal Gravity

- Normal time

- Finite size: 300,000 sq mi. Alyssum is bordered on all sides by mountains.

- Divinely Morphic: Certain powerful creatures (Alyssa and Dolmaya for now) can alter Alyssum with a thought. Normal creatures find Alyssum as easy to alter as the Prime Material Plane.

- No elemental traits.

- Normal magic

Alyssum Links

Alyssum links to the Gates of the Moon.

Alyssum Inhabitants

Alyssum is home to wanderers and settlers of all races, as long as they pursue knowledge in good faith (and not to hide or hoard it).

The fauna is of all types; Alyssum actively welcomes druids of all types, and with them come animals of all kinds.

The flora is similar; Alssyum supports the flora of all kinds.

Movement and Combat

Movement on Alyssum is the same as on the Prime Material Plane, as is combat.

Features of Alyssum

Alyssum Royal Academy

A sprawling campus, focused not only on magical learning, but education and trade skill of all types, centered around a massive library. The library is a massive spire, with the higher levels dedicated to the discovery of knowledge and revelation of secrets. Alyssa's personal quarters sit at the top the of the spire.

Labyrinth Mountains

The mountains are especially eye-catching as many of the ridges and spires are angled, or outright bent, to create a sort of natural canopy, making surveying from the air extremely difficult. Exploration of this labyrinth can only be done by foot in many places. Many of the hidden valleys are idyllic: wide and deep bowls, flowing rivers and natural springs, soil rich with nutrients, and oftentimes with large sections of evergreen trees. In an odd trait of the plane, once such a valley is found and settled, to include a school, the ridges and peaks that hid it from above are often found to bend away, opening them being seen and approached from the air.

Notable People of Alyssum

Alyssa Songsteel: Queen

Alyssa is the unopposed ruler of Alyssum. Her touch on the daily lives of those who call Alyssum home is light, as long none tread over her tenets. She favors a hands-off approach to ruling and imposes few laws or rules, but those that exist are iron-clad and enforced with her full might. She is new to divinity and her realm is likewise new. She encourages the exploration and settlement of it as a means to expand it.

Dolmaya Augurson

An immortal Empress in her own right, Dolmaya is the known Proxy of Alyssa. She often takes personal interest and control over the larger and more critical events of the plane. As Proxy, she holds full authority to settle any matter that might cross her path.

Delaize

Delaize is a mentor, friend, and adviser to Alyssa. He is often found overseeing the administrative side of Alyssum and is known to be wise and fair. And to have Alyssa's full backing, should any seek to subvert him.

Walt Songsteel

Father of Alyssa Songsteel and master blacksmith. He runs a smithy in Alyssum. While he has no official authority or placing in the administration of the plane, he is respected and Alyssa can often be found working in his forge alongside him on projects.

Alilynn Songsteel

Mother of Alyssa Songsteel and master seamstress. She runs her own tailoring shop in Alyssum. While she has no official authority or placing in the administration of the plane, she is respected and Alyssa can often be found taking tea with her. She makes the majority of Alyssa's formal wear, in an odd quirk, as Alyssa prefers to involve her in such events.

Alihana Songsteel

Sister of Alyssa Songsteel and student at the Royal Academy. Though not blessed with odd turns of fate that lead Alyssa to her current power, Alihana is now blossoming into what she should have been. While her current goals are still undecided, she is exploring her potential and talents. Though not having always seen eye to eye with Alyssa, she can often be found conspiring with her sister over things some might consider mundane. She is currently apprenticed to Dolmaya and being evaluated by her for potential.

Alyssum Encounters

Use this tables to determine random encounters within <<Plane>>.

<<Produce encounter table. D100% table>>

<<Encounter notes>>
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2020, 11:14:29 PM
Quote from: Nephrite on April 19, 2020, 10:28:11 PM
This is an extremely rough first draft for Hope's Landing. Once this is done, I'll start work on the other bits and pieces.

Spoiler: ShowHide
New Demiplane: Hope's Landing

It is a light in a sea of lights.

It is where any can find hope.

It is where those who are in need can find a way ahead.

Hope's Landing is a finite demiplane tucked against the first layer of Mount Celestia. It is approximately 50 miles from one end to another, though it continues to steadily grow to accomodate more inhabitants. As it is in Lunia, one can easily find it when they arrive in Celestia, as it is relatively close to the waters of the Silver Sea. [/quote]

Accommodate is misspelled in pedantic typo corrections. It's fine otherwise.

QuoteHope's Landing Traits

- Normal gravity

- Normal time

- Finite size: Hope's Landing is currently rather small by demiplane standards. It borders the Silver Sea as well as has a path nearby for those wishing to explore the rest of Celestia, or to try and climb higher.

For the sake of consistency, go ahead and move the note of how big it is over to here, or just mention it a second time. Also, do you mean the seas around Lunia by Silver Sea, or the Astral Plane? It's used for both in campaign, mostly the latter since y'all deal with that more.

Quote- Divinely Morphic: Certain powerful creatures (Moore, Sylvie, Cresiel, Xandra, Kaja, Jetina) can alter Hope's Landing with a thought. This also extends to the other deities of Mount Celestia. It is alterable in the normal manner for more ordinary creatures, though Moore will likely help them accomplish what they desire.

It's probably not worth mentioning that other deities can affect it. That's a matter of politics - as a courtesy the Hebdomad don't resist you altering reality in Celestia beyond it and in return you don't object to them doing it in Hope's Landing.

While I do like adding details, I do think the last bit about Moore helping others accomplish things is misplaced. This section is a mechanical rundown and should stay more focused on covering what it needs to.

Quote- No elemental or energy traits.

- Mildly good aligned: Evil creatures in Hope's Landing suffer a -2 penalty to all Charisma based checks.

- Normal Magic

Seems about right.

QuoteHope's Landing Links

Hope's Landing resides in Lunia, and as such can be accessed by any traveler coming and going through there. It can also be accessed via the Silver Sea.

See above about the Silver Sea.

QuoteHope's Landing Inhabitants

Hope's Landing is primarily filled with those who have recently heard about it as a mercantile hub, where merchants are welcomed to sell their wares and better themselves while being exposed to the virtues of Mount Celestia.

Hope's Landing has more and more travelers and those that decide to settle there every day, which includes inhabitants from all across Creation, even including mortals.

As it is in Lunia, many of the grasses, trees and other wondrous things that can be found there exist inside of its walls as well.

It's worth noting that Lunia is mostly shoreland and paths up the mountain.

QuoteMovement and Combat

The same as on the Prime Material.

Seems good.

QuoteFeatures of Hope's Landing

Currently, its biggest feature is 'Merchant's Walk,' a sprawling alley where all are welcomed to come and set up shop. The name of the game is to invest in yourself, which allows you invest in others, and spread hope and inspiration by doing so.

Slowly but surely, there are more and more people arriving every day, which necessitates new domiciles and additions, but those are added as easily as they are asked for.

This part definitely needs more meat. So for now, lemme start with a few questions.

1. Where is Merchant's Walk, exactly?

2. Relative to the rest of Hope's Landing, where is the original fortress that became Hope's Landing? The one all of you tend to live in. Has it changed at all?

QuoteNotable People of Hope's Landing

Moore: Leader

Moore is the leader of the pantheon of divinities that call Hope's Landing their home. He has an active role in everything to do with it and can be seen every day wandering the streets.

The Others When I have their cool demigod names

Fair enough. Sylvie has one posted but isn't one to care about the titles, she's mostly sitting out this divinity thing.

QuoteHope's Landing Encounters

Unless otherwise stated, these encounters are with a singular entity, but more may be part of it at DM discretion.



   
   
   
   
   
   
   
   
   

   [th]d%[/th]
   [th]Encounter[/th]
1-40Waukeenite Merchant
41-60Non-Waukeenite Merchant
61-70Mortal Pilgrim
71-76Passerby onto Celestia
77A Unique Celestian Encounter*
78-85Lantern Archons
86-93Sea Elves
94-99Hound Archons
100Unique Encounter**

*A Unique Celestian Encounter can be any being that calls Celestia home. It may also be the interdiction of the will of Mount Celestia itself.
**A Unique Encounter can be any named PC within Hope's Landing.


Basically decent here. Needs a bit more meat but you're on the right track. It also needs number encountered for each category.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2020, 01:40:18 AM
Latha's divine block is up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 20, 2020, 09:19:15 AM
Alicia reaches level 36
Sorcerer 36//Duskblade 19
Stat point goes into strength, now 40.
+21 hp, +1 bab, skills go up as normal, +1 SR
Silver Fire DC goes up 1.
Retrained Celestial Familiar feat for Combat Reflexes feat. She can now make 13 AoOs a round!
Took Spellcasting Harrier as her epic feat.
+1 Sorcerer/Duskblade/SLA CL.
+1 14th level sorc spell per day, +3 15th level sorc spells per day (+1 more from high charisma). +1 15th level sorc spell known. She takes Greater Foresight.
+1 6th level duskblade spell per day, +1 6th level duskblade spell known. She takes greater dispel magic because as said previously there is no proper list for duskblade spells past 5th level so she's just copying Imix and Donald.

--

Marie reaches level 36
Outsider 36//Master of Missiles 5
Any racial goodies for continuing to progress the outsider hit dice?
Stat point goes into con, now 34.
+20 hp, +1 bab, skills go up as normal, +1 SR.
Gaze DC goes up 1.
Retreained blade of force feat for darkstalker. Lose a bonus to melee damage as a swift action and +1 to CL of force spells but can now hide through special sense methods.
Retrains chain missile spell for sonorous hum.
Took epic inspiration as her epic feat.
Gets a bonus feat from master of missiles. She takes extra missile.
Gains magic missile mastery (another missile per casting) and superior thesis (-2 metamagic adjustment on magic missile, not currently needed). Her magic missile spell now produces 11 missiles per casting.
+1 Sorcerer/SLA CL.
+1 13th level sorc spell per day, +1 14th level sorc spell known. She takes purr of sharess.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 20, 2020, 10:20:17 AM
I took another stab at this.

Spoiler: ShowHide
New Demiplane: Hope's Landing

It is a light in a sea of lights.

It is where any can find hope.

It is where those who are in need can find a way ahead.


Hope's Landing Traits

- Normal gravity

- Normal time

- Finite size: Hope's Landing is currently rather small by demiplane standards. It borders the Silver Sea of Lunia, as has a path nearby for those wishing to explore the rest of Celestia, or to try and climb higher.

Hope's Landing is a finite demiplane tucked against the first layer of Mount Celestia. It is approximately 50 miles from one end to another, though it continues to steadily grow to fit more inhabitants. As it is in Lunia, one can easily find it when they arrive in Celestia, as it is relatively close to the waters of the Silver Sea.

- Divinely Morphic: Certain powerful creatures (Moore, Sylvie, Cresiel, Xandra, Kaja, Jetina) can alter Hope's Landing with a thought. It is alterable in the normal manner for more ordinary creatures.

- No elemental or energy traits.

- Mildly good aligned: Evil creatures in Hope's Landing suffer a -2 penalty to all Charisma based checks.

- Normal Magic

Hope's Landing Links

Hope's Landing resides in Lunia, and as such can be accessed by any traveler coming and going through there. It can also be accessed via the Silver Sea of Lunia.

Hope's Landing Inhabitants

Hope's Landing is primarily filled with those who have recently heard about it as a mercantile hub, where merchants are welcomed to sell their wares and better themselves while being exposed to the virtues of Mount Celestia.

Hope's Landing has more and more travelers and those that decide to settle there every day, which includes inhabitants from all across Creation, even including mortals.


Movement and Combat

The same as on the Prime Material.

Features of Hope's Landing

Currently, its biggest feature is 'Merchant's Walk,' a sprawling alley where all are welcomed to come and set up shop. Visitors to Hope's Landing find their way there from the front and main entrance to Hope's Landing, but it also travels the length around the front-most section of the demiplane. The name of the game is to invest in yourself, which allows you invest in others, and spread hope and inspiration by doing so.

Past that are several more houses and dwellings of various make, as well as a large and relaxing park filled with a variety of trees that, according to some locals, "showed up one day outside of Hope's Landing" and apparently got moved into it later. The park also has some flowers that have been borrowed from the Authority of Life's garden.

In the very center of Hope's Landing is a large white building with several windows all across it. On the building are seven banners which depict the different layers of Celestia. The front door to this building seems to always be open - as the building is primarily used for diplomatic business. Further up and inside the building is where Moore and the other deities spend their time.

Slowly but surely, there are more and more people arriving every day, which necessitates new domiciles and additions, but those are added as easily as they are asked for.

Notable People of Hope's Landing

Moore: Leader

Moore is the leader of the pantheon of divinities that call Hope's Landing their home. He has an active role in everything to do with it and can be seen every day wandering the streets.

The Others When I have their cool demigod names

Hope's Landing Encounters

Unless otherwise stated, these encounters are with a singular entity, but more may be part of it at DM discretion.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
d%EncounterNumber
1-20Waukeenite Merchant1d3
21-30Non-Waukeenite Merchant1d2
31-40Mortal Pilgrim1
41-50Lantern Archons1d4
51-60Sea Elves1d4
61-70Hound Archons1d3
71-76Passerby onto Celestia1d2
77Unique Celestian Encounter*
78-85Dwarves1d3
86-90Astral Devas1d2
91-94Platinum Dragon1
95-97Gold Dragon1
98-99Solar1
100Unique Encounter*


*A Unique Celestian Encounter can be any being that calls Celestia home. It may also be the interdiction of the will of Mount Celestia itself.
**A Unique Encounter can be any named PC within Hope's Landing.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 20, 2020, 10:35:15 AM
I'd also like to make sure, for my own sake, I understand how Epic Inspire Spellpower works:

Epic Inspire Spellpowet

When you use Inspire Spellpower, the effected allies' caster level increases by 2 and the DCs of their spells also rise by 2.


This would effectively increase the DC of spells by 4, right?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2020, 07:20:24 PM
Quote from: Iron Dragoon on April 19, 2020, 10:43:45 PM
Rough draft below. Still thinking on encounters.

Spoiler: ShowHide
New Divine Plane: Alyssum

Alyssum is a place of open fields and mountains. The fields are host to villages and farms, while the mountain ranges form a massive natural labyrinth, riddled with valleys and cave systems.

The largest city of the plane is built around the Alyssum Royal Academy.[/quote]

Pure curiosity here, but what inspired what's basically a giant ringed valley? I like the design.

QuoteAlyssum Traits

- Normal Gravity

- Normal time

- Finite size: 300,000 sq mi. Alyssum is bordered on all sides by mountains.

For everyone's reference, that's a bit bigger than Texas. It's 10 times the size of Scotland in square miles and 37 and a half times the size of Israel in square miles. I might express the size using a different unit of measurement, but that sets what you laid out here.

Quote- Divinely Morphic: Certain powerful creatures (Alyssa and Dolmaya for now) can alter Alyssum with a thought. Normal creatures find Alyssum as easy to alter as the Prime Material Plane.

Assuming any of the others settle here and set up shop, and as they're part of your node the answer's going to be most likely yes to that, they should be included here. Also checking, a proxy can't RAW affect a divinely morphic plane.

Quote- No elemental traits.

- Normal magic

Alyssum Links

Alyssum links to the Gates of the Moon.

More than that, it should either be part of the Gates of the Moon or an independent divine realm within Arborea, as that's where the Gates of the Moon reside.

QuoteAlyssum Inhabitants

Alyssum is home to wanderers and settlers of all races, as long as they pursue knowledge in good faith (and not to hide or hoard it).

The fauna is of all types; Alyssum actively welcomes druids of all types, and with them come animals of all kinds.

The flora is similar; Alssyum supports the flora of all kinds.

I'd suggest a proviso of 'flora and fauna that fits the terrain', or note the plant and animal life is unusual relative to that. Likely this should be condensed and blended into one coherent paragraph.

QuoteMovement and Combat

Movement on Alyssum is the same as on the Prime Material Plane, as is combat.

Okay, seems on the level. I might tweak the phrasing for consistency but nothing's wrong here.

QuoteFeatures of Alyssum

Alyssum Royal Academy

A sprawling campus, focused not only on magical learning, but education and trade skill of all types, centered around a massive library. The library is a massive spire, with the higher levels dedicated to the discovery of knowledge and revelation of secrets. Alyssa's personal quarters sit at the top the of the spire.

Labyrinth Mountains

The mountains are especially eye-catching as many of the ridges and spires are angled, or outright bent, to create a sort of natural canopy, making surveying from the air extremely difficult. Exploration of this labyrinth can only be done by foot in many places. Many of the hidden valleys are idyllic: wide and deep bowls, flowing rivers and natural springs, soil rich with nutrients, and oftentimes with large sections of evergreen trees. In an odd trait of the plane, once such a valley is found and settled, to include a school, the ridges and peaks that hid it from above are often found to bend away, opening them being seen and approached from the air.

The Academy's good and we've established that IC before, so not going to linger here.

I like the mountains. I'd imagine there's some caves as well as mountain passes, not to mention the bit about the rocks moving aside once a place is settled is a nice, fantastical touch that doesn't undercut or dominate the rest of it.

Also Ianvasah's Grove is easy bait for a location.

QuoteNotable People of Alyssum

Alyssa Songsteel: Queen

Alyssa is the unopposed ruler of Alyssum. Her touch on the daily lives of those who call Alyssum home is light, as long none tread over her tenets. She favors a hands-off approach to ruling and imposes few laws or rules, but those that exist are iron-clad and enforced with her full might. She is new to divinity and her realm is likewise new. She encourages the exploration and settlement of it as a means to expand it.

Sounds about right for her. Out of curiosity, what are those few laws and rules she imposes?

QuoteDolmaya Augurson

An immortal Empress in her own right, Dolmaya is the known Proxy of Alyssa. She often takes personal interest and control over the larger and more critical events of the plane. As Proxy, she holds full authority to settle any matter that might cross her path.

Delaize

Delaize is a mentor, friend, and adviser to Alyssa. He is often found overseeing the administrative side of Alyssum and is known to be wise and fair. And to have Alyssa's full backing, should any seek to subvert him.

Walt Songsteel

Father of Alyssa Songsteel and master blacksmith. He runs a smithy in Alyssum. While he has no official authority or placing in the administration of the plane, he is respected and Alyssa can often be found working in his forge alongside him on projects.

Alilynn Songsteel

Mother of Alyssa Songsteel and master seamstress. She runs her own tailoring shop in Alyssum. While she has no official authority or placing in the administration of the plane, she is respected and Alyssa can often be found taking tea with her. She makes the majority of Alyssa's formal wear, in an odd quirk, as Alyssa prefers to involve her in such events.

Alihana Songsteel

Sister of Alyssa Songsteel and student at the Royal Academy. Though not blessed with odd turns of fate that lead Alyssa to her current power, Alihana is now blossoming into what she should have been. While her current goals are still undecided, she is exploring her potential and talents. Though not having always seen eye to eye with Alyssa, she can often be found conspiring with her sister over things some might consider mundane. She is currently apprenticed to Dolmaya and being evaluated by her for potential.

These are all basically fine, though I'd think the rest of your node would merit mentioning.

QuoteAlyssum Encounters

Use this tables to determine random encounters within <<Plane>>.

<<Produce encounter table. D100% table>>

<<Encounter notes>>


Okay, unfinished so skipping.

The main thing is that I feel you need more meat - but first drafts usually come into that. You're on the right track, both you and Neph are.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2020, 07:30:14 PM
Okay, duskblade epic spell list. That should be enough keywords for a search in case I need to find this again. This is current as of April 20th, 2020. I'll see about integrating this into the Spell Collection.

6th: Black Ice Touch, Chasing Perfection, Greater Dispel Magic, Greater Ghoul Touch, Mass Animalistic Power, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Swift Etherealness, Waves of Exhaustion.
7th: Crushing Hand, Dispelling Slap, Greater Shout, Horrid Wilting, Meteor Swarm, Prismatic Spray.
8th: Blazing Radiance, Chain Dispel, Energy Drain, Magic Disjunction, Mass Hold Monster, Sonic Handshake, Wrath of the Heavens.
9th: Asgeroth's Groundbreaker, Disintegrating Burst, Donald's Crash, Visage of the Tarrasque
10th: Energy Immunity, Hellball, Titan's Surge
11th: Imix's Wreath, Queen's Displeasure, Superb Dispelling
12th: Disintegrating Burst, Greater Polar Ray, Imix's Burning Scream, Mass Energy Immunity, Mass Titan's Surge
13th: Imix's Touch

If anyone has spells that fit the duskblade list and think should be added, speak up please.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 20, 2020, 07:31:06 PM
Just add it to the epic duskblade page on homebrew?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 20, 2020, 07:33:06 PM
Quote from: Anastasia on April 20, 2020, 07:20:24 PM
Pure curiosity here, but what inspired what's basically a giant ringed valley? I like the design.

Nothing, specifically. I wanted the mountain range for exploration/dungeon stuff and didn't want to just limit it to 'the north' or something. There was mentions of borders and stuff, so instead of defining something for each direction, screw it and just have it go all the way around.

So I guess lazy is the real answer?

Quote from: Anastasia on April 20, 2020, 07:20:24 PM
Assuming any of the others settle here and set up shop, and as they're part of your node the answer's going to be most likely yes to that, they should be included here. Also checking, a proxy can't RAW affect a divinely morphic plane.

I sorta assumed they would, but there's been no actual discussion of it, so I held off on the assumption. I mean, I can see Jarem making a fort-thingy-place to house a personal legion/army or something and just bopping on over whenever, and Bastian's a loner too, so him having his own wouldn't be unusual. I didn't know what you had planned, so I just left it out for now.

Quote from: Anastasia on April 20, 2020, 07:20:24 PM
More than that, it should either be part of the Gates of the Moon or an independent divine realm within Arborea, as that's where the Gates of the Moon reside.

Okay. Wasn't entirely understanding how that all worked, so I'll make it a part of the Gates of the Moon as a nod to Selune's hospitality.

Quote from: Anastasia on April 20, 2020, 07:20:24 PM
I'd suggest a proviso of 'flora and fauna that fits the terrain', or note the plant and animal life is unusual relative to that. Likely this should be condensed and blended into one coherent paragraph.

Gotcha. Update will be made.

Quote from: Anastasia on April 20, 2020, 07:20:24 PM
Also Ianvasah's Grove is easy bait for a location.

Yup, can't believe I forgot that one.

Quote from: Anastasia on April 20, 2020, 07:20:24 PM
Sounds about right for her. Out of curiosity, what are those few laws and rules she imposes?

Excellent question. Do you want that as a separate thing, or a write up inside this? There won't be a whole lot of them.

Quote from: Anastasia on April 20, 2020, 07:20:24 PM
These are all basically fine, though I'd think the rest of your node would merit mentioning.

Yeah, I figured, but again, I wasn't sure who was sticking around to make this a permanent home since we hadn't talked about it at all.

Quote from: Anastasia on April 20, 2020, 07:20:24 PM
Okay, unfinished so skipping.

Yeah, I'm gonna have to talk this over with you a bit whenever your workload allows.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2020, 07:34:44 PM
Quote from: Ebiris on April 20, 2020, 09:19:15 AMTook Spellcasting Harrier as her epic feat.

Feel free to be aggressive about asking for those AoOs. It's less likely one gets missed that way.

Quote+1 6th level duskblade spell per day, +1 6th level duskblade spell known. She takes greater dispel magic because as said previously there is no proper list for duskblade spells past 5th level so she's just copying Imix and Donald.

See previous post.

[quoteAny racial goodies for continuing to progress the outsider hit dice?[/quote]

I usually give them some thing every level or two, depending. It may just be something like regeneration going up a point, a bit more energy resistance or a bonus to something. Let me check Marie's sheet.

Damage reduction goes up to by 5 to 25.

QuoteGains magic missile mastery (another missile per casting) and superior thesis (-2 metamagic adjustment on magic missile, not currently needed). Her magic missile spell now produces 11 missiles per casting.

I feel like I should be scared.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2020, 07:35:14 PM
Quote from: Ebiris on April 20, 2020, 07:31:06 PM
Just add it to the epic duskblade page on homebrew?

It's the SC for now. I'm hesitant to add it to homebrew, since it's not usually where I update things and it's going to get forgotten.

I'll add a note in epic duskblade about it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2020, 07:36:36 PM
Quote from: Anastasia on April 20, 2020, 07:35:14 PM
Quote from: Ebiris on April 20, 2020, 07:31:06 PM
Just add it to the epic duskblade page on homebrew?

It's the SC for now. I'm hesitant to add it to homebrew, since it's not usually where I update things and it's going to get forgotten.

I'll add a note in epic duskblade about it.

Done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2020, 07:44:02 PM
Quote from: Nephrite on April 20, 2020, 10:20:17 AM
I took another stab at this.

Spoiler: ShowHide
New Demiplane: Hope's Landing

It is a light in a sea of lights.

It is where any can find hope.

It is where those who are in need can find a way ahead.


Hope's Landing Traits

- Normal gravity

- Normal time

- Finite size: Hope's Landing is currently rather small by demiplane standards. It borders the Silver Sea of Lunia, as has a path nearby for those wishing to explore the rest of Celestia, or to try and climb higher.

Hope's Landing is a finite demiplane tucked against the first layer of Mount Celestia. It is approximately 50 miles from one end to another, though it continues to steadily grow to fit more inhabitants. As it is in Lunia, one can easily find it when they arrive in Celestia, as it is relatively close to the waters of the Silver Sea. [/quote]

Okay, seems solid there.

Quote- Divinely Morphic: Certain powerful creatures (Moore, Sylvie, Cresiel, Xandra, Kaja, Jetina) can alter Hope's Landing with a thought. It is alterable in the normal manner for more ordinary creatures.

- No elemental or energy traits.

- Mildly good aligned: Evil creatures in Hope's Landing suffer a -2 penalty to all Charisma based checks.

- Normal Magic

Okay, everything's fine there as it was before.

QuoteHope's Landing Links

Hope's Landing resides in Lunia, and as such can be accessed by any traveler coming and going through there. It can also be accessed via the Silver Sea of Lunia.

Hope's Landing Inhabitants

Hope's Landing is primarily filled with those who have recently heard about it as a mercantile hub, where merchants are welcomed to sell their wares and better themselves while being exposed to the virtues of Mount Celestia.

Hope's Landing has more and more travelers and those that decide to settle there every day, which includes inhabitants from all across Creation, even including mortals.

Movement and Combat

The same as on the Prime Material.

This all seems good., just nodding along to it since I did the same last time.

QuoteFeatures of Hope's Landing

Currently, its biggest feature is 'Merchant's Walk,' a sprawling alley where all are welcomed to come and set up shop. Visitors to Hope's Landing find their way there from the front and main entrance to Hope's Landing, but it also travels the length around the front-most section of the demiplane. The name of the game is to invest in yourself, which allows you invest in others, and spread hope and inspiration by doing so.

Past that are several more houses and dwellings of various make, as well as a large and relaxing park filled with a variety of trees that, according to some locals, "showed up one day outside of Hope's Landing" and apparently got moved into it later. The park also has some flowers that have been borrowed from the Authority of Life's garden.

In the very center of Hope's Landing is a large white building with several windows all across it. On the building are seven banners which depict the different layers of Celestia. The front door to this building seems to always be open - as the building is primarily used for diplomatic business. Further up and inside the building is where Moore and the other deities spend their time.

Slowly but surely, there are more and more people arriving every day, which necessitates new domiciles and additions, but those are added as easily as they are asked for.

This is all good and a solid expansion to the detail of your realm. Helps it come alive nicely.

QuoteNotable People of Hope's Landing

Moore: Leader

Moore is the leader of the pantheon of divinities that call Hope's Landing their home. He has an active role in everything to do with it and can be seen every day wandering the streets.

The Others When I have their cool demigod names

Yes, well you do have Sylvie's at least, check topic. For all she mostly stays out of the divine business.

QuoteHope's Landing Encounters

Unless otherwise stated, these encounters are with a singular entity, but more may be part of it at DM discretion.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
d%EncounterNumber
1-20Waukeenite Merchant1d3
21-30Non-Waukeenite Merchant1d2
31-40Mortal Pilgrim1
41-50Lantern Archons1d4
51-60Sea Elves1d4
61-70Hound Archons1d3
71-76Passerby onto Celestia1d2
77Unique Celestian Encounter*
78-85Dwarves1d3
86-90Astral Devas1d2
91-94Platinum Dragon1
95-97Gold Dragon1
98-99Solar1
100Unique Encounter*


*A Unique Celestian Encounter can be any being that calls Celestia home. It may also be the interdiction of the will of Mount Celestia itself.
**A Unique Encounter can be any named PC within Hope's Landing.


While Bahamut isn't the only possible platinum dragon, do note they aren't really a thing since it's the same as a chromatic dragon and Baleruk's entire questline. It's the sort of thing you're going to randomly stumble across one like that. I'd suggest substituting that with another metallic dragon, such as silver or bronze or brass. Copper's cool too.

Solid work and progress here overall. Definitely a step up from last time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2020, 07:46:05 PM
Iddy: The laws are just my curiosity. A writeup of those could be a nice bonus article, but it's not essential to this divine realm writeup.

Rest looks fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2020, 07:47:28 PM
There's also been over 100k views of nagging.

Whimper.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2020, 08:43:05 PM
Jessica reaches level 36.

- Rogue 36 and Perfect Wight 15.
- Maximum hit points per hit die for a total of 18 hit points and a grand total of 689 hit points.
- BAB+1 for a total of 29.
- +1 spell resistance.
- Gains another daily round of the travel domain granted power.
- +1 CL of SLAs.
- No change to saves.
- +1 dex for a total of 45.
- Skills go up as normal.
- New feats are Toughness(36), Improved Sneak Attack(PW15), Improved Sneak Attack(R36).
- Spoiler block updated.

Pretty routine level for her. Divine block next.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2020, 09:43:24 PM
Jessica's divine block is done. Whew.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2020, 10:56:24 PM
Syala reaches level 36.

- Astral Deva 36 and Druid 36.
- Maximum hit points per hit die for a total of 20 hit points and a grand total of 720 hit points.
- Fixed Syala's natural armor bonus for divinity, which was one too low.
- +1 BAB for a total of 36.
- Stun DC rises by 1 to 52.
- +1 spell resistance.
- Gains another daily use of rage.
- Movement speed bonus rises by 10ft.
- +1 CL of SLAs.
- 36th level druid casting. This is mainly 2 15th level spells per day. She's going to go homebrew here, so I'll come back to this after the rest of this is done. Expect it in the next post. If tomorrow I've posted but haven't posted those, feel free to nag me about it.
- No change to saves.
- Audible called: +1 strength for a total of 40. SYALA SMASH.
- Skills go up as normal.
- Syala's neat feats are Pulverize(36) and Improved Favored Enemy(D36). Syala continues to smash.
- Spoiler block updated.

Solid level. Spells in the next post.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 21, 2020, 12:15:17 PM
This is first drafty, not sure if I'll go through with it. Any comments?

Syala's Radiant Restoration
Conjuration (Healing) [Light]
Level: Drd 15
Components: V, S, DF
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Effect: Aura of light
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell creates an aura of pure white light that sheds light in a 10ft radius. This aura surrounds a living creature that you choose within range. Each round at the end of your turn, the living creature surrounded heals 10 hit points per caster level (maximum 400 hit points). You may have the light move to a different living creature in range as a free action on your turn.

The aura of light is impervious to most forms of damage, but it may be dispelled. Negative energy damage equal or higher to the amount this spell heals per round dispels it automatically. The aura of light may be targeted by such attacks as if it were a living creature and has an armor class of 10 + your caster level.

This light does not impair the vision of the creature surrounded by it, nor does it hinder them in any way. The aura's size matches whatever creature it surrounds.

As of now, this spell is only known to Syala.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 21, 2020, 01:23:12 PM
Reposting.

Celestia's Inspiration
Enchantment/Transmutation (Compulsion) [Good, Mind-Affecting, Sonic]
Brd 11
Components: V
Casting Time: 1 standard action
Range: 200 ft
Targets: All allies within 200ft
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

When you cast this spell, you channel the barest fragment of the inspiration one can find within Mount Celestia into yourself and your allies. Anyone affected by this spell is treated as being affected by Haste and Freedom of Movement, has fast healing 7, and they also gain a +7 bonus to attack and weapon damage rolls. Their weapons also count as Good for the purposes of overcoming Damage Reduction.


For whatever it's worth, I could also see this as a sanctified spell but would probably need to be changed a little. I also may have overshot it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 21, 2020, 04:35:30 PM
Quote from: Anastasia on April 21, 2020, 12:15:17 PM
This is first drafty, not sure if I'll go through with it. Any comments?

Syala's Radiant Restoration
Conjuration (Healing) [Light]
Level: Drd 15
Components: V, S, DF
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Effect: Aura of light
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell creates an aura of pure white light that sheds light in a 10ft radius. This aura surrounds a living creature that you choose within range. Each round at the end of your turn, the living creature surrounded heals 10 hit points per caster level (maximum 400 hit points). You may have the light move to a different living creature in range as a free action on your turn.

The aura of light is impervious to most forms of damage, but it may be dispelled. Negative energy damage equal or higher to the amount this spell heals per round dispels it automatically. The aura of light may be targeted by such attacks as if it were a living creature and has an armor class of 10 + your caster level.

This light does not impair the vision of the creature surrounded by it, nor does it hinder them in any way. The aura's size matches whatever creature it surrounds.

As of now, this spell is only known to Syala.

I had actually been thinking about how D&D doesn't really have many strong turn-by-turn heals. This is pretty cool, though I feel like it might be a little high on the actual level requirement is? I mean, if you want to keep it at 15 I think that's fine, but maybe give it some sort of armor effect while it's active too, or something, in that case.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 21, 2020, 11:44:05 PM
TAKE 2, ACTION:

New Demiplane: Alyssum

Spoiler: ShowHide
Alyssum is a place of open fields and mountains. The fields are host to villages and farms, while the mountain ranges form a massive natural labyrinth, riddled with valleys and cave systems.

The largest city of the plane is built around the Alyssum Royal Academy.

Alyssum Traits

- Normal gravity

- Normal time

- Finite size. Alyssum is bordered on all sides by mountains.

- Divinely Morphic: Certain powerful creatures (Alyssa and node Deities for now) can alter Alyssum with a thought. Normal creatures find Alyssum as easy to alter as the Prime Material Plane.

- No elemental traits.

- Normal magic

Alyssum Links

Alyssum exists within the Gates of the Moon and is linked to it.

Alyssum Inhabitants

Alyssum is home to wanderers and settlers of all races, as long as they pursue knowledge in good faith (and not to hide or hoard it). The flora and fauna of all types that fit the terrain exist in Alyssum. Alyssum openly welcomes Druids of all kinds and with them come a variety of life.

Movement and Combat

Movement on Alyssum is the same as on the Prime Material Plane, as is combat.

Features of Alyssum

Alyssum Royal Academy

A sprawling campus, focused not only on magical learning, but education and trade skill of all types, centered around a massive library. The library is a massive spire, with the higher levels dedicated to the discovery of knowledge and revelation of secrets. Alyssa's personal quarters sit at the top the of the spire.

Labyrinth Mountains

The mountains are especially eye-catching as many of the ridges and spires are angled, or outright bent, to create a sort of natural canopy, making surveying from the air extremely difficult. Exploration of this labyrinth can only be done by foot in many places. Many of the hidden valleys are idyllic: wide and deep bowls, flowing rivers and natural springs, soil rich with nutrients, and oftentimes with large sections of evergreen trees. In an odd trait of the plane, once such a valley is found and settled, to include a school, the ridges and peaks that hid it from above are often found to bend away, opening them being seen and approached from the air.

Ianvasah's Grove

Ianvasah's Grove is both a memorial and refuge for all Druids, established to honor a fallen friend and blessed by Selune and Alyssa. It's a place of pure nature and a gathering place for Druids to establish connections between each other and exchange knowledge and ideas. It's open to any who wish to visit and are willing to respect the rules of the Druids who reside there.

Notable People of Alyssum

Alyssa Songsteel: Queen

Alyssa is the unopposed ruler of Alyssum. Her touch on the daily lives of those who call Alyssum home is light, as long none tread over her tenets. She favors a hands-off approach to rulership and imposes few laws or rules, but those that exist are iron-clad and enforced with her full might. She is new to divinity and her realm is likewise new. She encourages the exploration and settlement of it as a means to expand it.

Jarem Aruwood

A newly ascended deity, Jarem currently leads the combined armies of Alyssum. A worshiper of The Red Knight before his ascension, Jarem was assigned by The Red Knight to assist Alyssa and protect her once it was revealed that she was being targeted by Shar.

Emily Aryn

Another newly ascended deity, Emily is the daughter of two Goddesses. She is the righteous wrath of Alyssum, often the driving force behind missions to free slaves and strike at Sharran outposts. She embodies passion for liberation and freedom, and brings energy and a sense of purpose to many missions.

Bastian

A orc follower of Shaundakul before ascension, Bastian is the quiet and steadfast anchor of the Alyssum Gods. He often hunts the shadows, and is given the task of finding and protecting the realm against dangers unseen.

Dolmaya Augurson

An immortal Empress in her own right, Dolmaya is the known Proxy of Alyssa. She often takes personal interest and control over the larger and more critical events of the plane. As Proxy, she holds full authority to settle any matter that might cross her path.


Delaize

Delaize is a mentor, friend, and adviser to Alyssa. He is often found overseeing the administrative side of Alyssum and is known to be wise and fair. And to have Alyssa's full backing, should any seek to subvert him.

Walt Songsteel

Father of Alyssa Songsteel and master blacksmith. He runs a smithy in Alyssum. While he has no official authority or placing in the administration of the plane, he is respected and Alyssa can often be found working in his forge alongside him on projects.

Alilynn Songsteel

Mother of Alyssa Songsteel and master seamstress. She runs her own tailoring shop in Alyssum. While she has no official authority or placing in the administration of the plane, she is respected and Alyssa can often be found taking tea with her. She makes the majority of Alyssa's formal wear, in an odd quirk, as Alyssa prefers to involve her in such events.

Alihana Songsteel

Sister of Alyssa Songsteel and student at the Royal Academy. Though not blessed with odd turns of fate that lead Alyssa to her current power, Alihana is now blossoming into what she should have been. While her current goals are still undecided, she is exploring her potential and talents. Though not having always seen eye to eye with Alyssa, she can often be found conspiring with her sister over things some might consider mundane. She is currently apprenticed to Dolmaya and being evaluated by her for potential.

Alyssum Encounters

Use this tables to determine random encounters within Alyssum.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
d%EncounterNumber
1-20Faithful of Shaundakul1d2
21-30Faithful of Selune1d3
31-40Faithful of the Red Kngiht1d6
41-50Faithful of Jarem1d6
51-60Faithful of Emily1d4
61-70Faithful of Bastian1d2
71-75Druid1
76-80Hermit-Sage1
81-85Bralani1d2
86-90Ghaele1d2
91-95Lillend1
95-98Celestial Charger1d8
99Arcane Dragon1
100Unique Encounter*

*A Unique Encounter can be any named PC in Alyssum.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 22, 2020, 05:44:19 AM
What would grabbing the Prismatic Dragon template mean for me...
-level-wise? Do I need to retrain three levels aside from lvl36 and use it, or would it be 'in trust' like with Donald?
-BAB-wise? It would be on the side that covers BAB and saves rather than my caster side, and while the saves don't really matter in epic the BAB does.
-DR-wise? I'm not 100% sure how all the different DR interacts. My divine DR is 20/epic and adamantine, will it become DR 20/epic, adamantine weapons that are colorless?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2020, 10:05:47 AM
Quote from: Anastasia on April 21, 2020, 12:15:17 PM
This is first drafty, not sure if I'll go through with it. Any comments?

Syala's Radiant Restoration
Conjuration (Healing) [Light]
Level: Drd 15
Components: V, S, DF
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Effect: Aura of light
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell creates an aura of pure white light that sheds light in a 10ft radius. This aura surrounds a living creature that you choose within range. Each round at the end of your turn, the living creature surrounded heals 10 hit points per caster level (maximum 400 hit points). You may have the light move to a different living creature in range as a free action on your turn.

The aura of light is impervious to most forms of damage, but it may be dispelled. Negative energy damage equal or higher to the amount this spell heals per round dispels it automatically. The aura of light may be targeted by such attacks as if it were a living creature and has an armor class of 10 + your caster level.

This light does not impair the vision of the creature surrounded by it, nor does it hinder them in any way. The aura's size matches whatever creature it surrounds.

As of now, this spell is only known to Syala.

Okay, I'm going to give this a try, keep it as a spell Syala keeps close to vest for now. It could certainly be a cleric spell not to mention a healer spell, but for now let's see how it works in use before letting it into the wild.

Does close to vest work as a saying if all you wear is light?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2020, 10:11:49 AM
Quote from: Nephrite on April 21, 2020, 01:23:12 PM
Reposting.

Celestia's Inspiration
Enchantment/Transmutation (Compulsion) [Good, Mind-Affecting, Sonic]
Brd 11
Components: V
Casting Time: 1 standard action
Range: 200 ft
Targets: All allies within 200ft
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

When you cast this spell, you channel the barest fragment of the inspiration one can find within Mount Celestia into yourself and your allies. Anyone affected by this spell is treated as being affected by Haste and Freedom of Movement, has fast healing 7, and they also gain a +7 bonus to attack and weapon damage rolls. Their weapons also count as Good for the purposes of overcoming Damage Reduction.


For whatever it's worth, I could also see this as a sanctified spell but would probably need to be changed a little. I also may have overshot it.

If nothing else, it being an untyped +7 bonus to attack is a thing. I'd imagine it would be morale or sacred considering the source of it.

Oh no, it's homework time! Gasp! Are there any other boosting bard spells of about 10th to 12th level that roughly compare to this?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2020, 10:13:21 AM
Quote from: Nephrite on April 21, 2020, 04:35:30 PM
Quote from: Anastasia on April 21, 2020, 12:15:17 PM
This is first drafty, not sure if I'll go through with it. Any comments?

Syala's Radiant Restoration
Conjuration (Healing) [Light]
Level: Drd 15
Components: V, S, DF
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Effect: Aura of light
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell creates an aura of pure white light that sheds light in a 10ft radius. This aura surrounds a living creature that you choose within range. Each round at the end of your turn, the living creature surrounded heals 10 hit points per caster level (maximum 400 hit points). You may have the light move to a different living creature in range as a free action on your turn.

The aura of light is impervious to most forms of damage, but it may be dispelled. Negative energy damage equal or higher to the amount this spell heals per round dispels it automatically. The aura of light may be targeted by such attacks as if it were a living creature and has an armor class of 10 + your caster level.

This light does not impair the vision of the creature surrounded by it, nor does it hinder them in any way. The aura's size matches whatever creature it surrounds.

As of now, this spell is only known to Syala.

I had actually been thinking about how D&D doesn't really have many strong turn-by-turn heals. This is pretty cool, though I feel like it might be a little high on the actual level requirement is? I mean, if you want to keep it at 15 I think that's fine, but maybe give it some sort of armor effect while it's active too, or something, in that case.

I'm really not sure where this should settle level wise. The real draw of it is that it lets you heal without spending an action, which is very difficult to adjudicate balance wise. I'm being cautious with it on account of that, and pricing it high to see how it plays out.

Sure, there's things like the vigor line of spells, but that's a bit of fast healing. Useful but it's not powerful, combat relevant healing each round.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2020, 10:15:12 AM
Iddy: I'm going to let your post settle in my head for a day or so, mull it over. Most of the changes I see there are style issues or tweaks, so the meat of it looks like it's coming along well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2020, 10:19:18 AM
Quote from: Corwin on April 22, 2020, 05:44:19 AM
What would grabbing the Prismatic Dragon template mean for me...
-level-wise? Do I need to retrain three levels aside from lvl36 and use it, or would it be 'in trust' like with Donald?

Same as Donald.

Quote-BAB-wise? It would be on the side that covers BAB and saves rather than my caster side, and while the saves don't really matter in epic the BAB does.

I'd treat them as dragon racial hit dice, as I've done level adjustment for this game. I think this also came up for Moore at game start.

Quote-DR-wise? I'm not 100% sure how all the different DR interacts. My divine DR is 20/epic and adamantine, will it become DR 20/epic, adamantine weapons that are colorless?

http://www.soulriders.net/forum/index.php?topic=103074.msg1052960#msg1052960

It combines is the short version. I don't have the template's DR in front of me this moment, but assuming it's 20/epic and colorless, you're correct on how it would merge.

That being said, unique DR requires some consideration so I'd want to eye scan it before signing off on it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 22, 2020, 11:30:07 AM
Eh, let's do it. It's been a while since I took a class in dragon.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2020, 01:43:21 PM
Cresiel reaches level 36.

- Solar 36 and Hellreaver 25.
- Maximum hit points per hit die for a total of 27 hit points and a grand total of 990 hit points.
- +1 BAB up to 36 total.
- Smite damage rises by 1.
- Enhancement bonus to Constitution from endurance domain rises by 1.
- Protection domain's resistance bonus to a single save rises by 1.
- Regeneration rises by 1 to 21.
- +1 spell resistance.
- +1 holy fury points for 40 total.
- Furious strike's bonus to hit rises by 2 and damage rises by 1d6.
- Updated Cresiel with divine SLAs as well as spontaneous casting, plus adjusted for his new domains. He misses Valiant Fury but changes and all that.
- +1 CL SLAs.
- Gains 33rd level cleric spellcasting. This a greater divien power and two raziel's zeals. He's happy with what he has so no homebrew here, and I can't fault Cresiel for taking a Raziel spell all things considered.
- No change to saves.
- +1 Constitution. This is technically an audible since the build chart says Charisma, but he doesn't have much need of that so I think that's a typo.
- Skills go up as normal.
- Cresiel's new feats are Divine Shield(36) and Multiaction(H25). The latter lets 33 be retrained away from Multiaction. Further, his level 18 feat is Improved Flight, which is simply no longer needed. As such he has two more feats to assign. Heavy Armor Optimization(18) is the first, which is basically +1 AC and an irrelevant other benefit since he has divine armor mastery. Mildly worthwhile now and opens up deflective armor if he ever picks up the ability to fulfill the prereqs there. The other is epic divine shield, the homebrew noted below.
- Spoiler block updated.

Solidly good level for him.

Epic Divine Shield [Epic]
Prerequisite: Blinding Speed, Divine Shield, cha 23
Benefit: You may use divine shield as a swift action.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2020, 01:44:36 PM
Also let's get post 3000 in nagging.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2020, 02:04:05 PM
Cresiel's divine tab is online.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 22, 2020, 02:35:07 PM
Quote from: Anastasia on April 22, 2020, 10:11:49 AM
If nothing else, it being an untyped +7 bonus to attack is a thing. I'd imagine it would be morale or sacred considering the source of it.

Oh no, it's homework time! Gasp! Are there any other boosting bard spells of about 10th to 12th level that roughly compare to this?

Greater Snowsong, Brd 10, +8 morale to Charisma, attack rolls and +8 insight to AC

Song of the Sea, Brd 10, +6 insight bonus to attack, saving throws and AC, but only to aquatic or water subtypes

Glorious Rally, Brd 12, +6 morale bonus to attack, weapon damage, saving throws, AC, as well as 2x CL temporary HP

I did actually forget to give it a typed bonus, I'd actually almost say it makes sense to be insight, since that's sort of the point of the spell. The problem with the bard line of spells having morale bonuses is they don't play nice with, you know, what bards actually do when it comes to their songs.

Honestly, I don't  see any bard ever casting Glorious Rally. It's fine because other people can cast it that don't get morale bonuses, but that's entirely an aside.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 22, 2020, 02:38:07 PM
Bonus, secondary nagging.

Epic Inspire Courage [Epic]
Prequisite: Inspire Courage +5
Benefit: The morale bonus provided by your Inspire Courage increases by 2. In addition, those that hear it are immune to charm and fear effects for the duration of the ability.


On the surface, this is... fine? I don't know. +2 to IC is good, and goes up to +4 with Words of Creation. It's balanced (in my opinion) since Epic Inspiration gives a bonus to all different songs, whereas this is just Courage. I feel like it's lacking some punch, though, and I don't want to just "make numbers bigger." Maybe give Inspire Courage a movement speed bonus too?


Small edit, I realized Inspire Courage +8 is actually way too high. +6 would be level 32, which is also fine I guess. YMMV if that matters.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2020, 03:35:18 PM
Xandra reaches level 36.

- Trumpet Archon 36 and Mage of the Illuminated Temple 24.
- Maximum hit points per hit die, for a total of 20 hit points and a grand total of 720 hit points.
- +1 BAB for a total of 36.
- +1 spell resistance.
- Another glorious spell, which I'll resolve with her new spellcasting level.
- Smite evil (domain)'s damage rises by 1.
- The duration of mysticism's granted power rises by 1 round.
- Got Xandra's SLAs in order.
- +1 CL for SLAs.
- 34th level warmage casting. This gets her two more spells known, which are radiant storm and raging inferno. For the sake of stress testing it, I'll grab raging inferno as her new glorious spell. Moore, let me know if you have any changes you'd like here. You run her in battle a lot, so feel free to have a say.
- No change to saves.
- +1 Constitution for 35 total. Her HP need has fallen a bit, but I'll follow through with that just to help secure it for the future.
- Skills go up as normal.
- Going to audible for Toughness(36) as her new feat. Her hit point issues have been mostly put to bed, but this will ensure any further ones are easily treated.
- Spoiler block updated.

Whew.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2020, 05:48:48 PM
Xandra's divine tab is up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2020, 06:16:54 PM
Kaja reaches level 36.

- Fighter 36 and Dervish 26.
- Maximum hit points per hit die, for a total of 25 hit points and a grand total of 900 hit points. Oh no.
- +1 BAB for a total of 36 and DM nightmares.
- +1 spell resistance.
- +5ft fast movement speed increase. Note to self, fly speed looks 10ft too low because of Celerity's granted power, which is explicitly land movement speed.
- Kaja's SLAs added.
- No change to saves.
- +1 con for a total of 31.
- Epic Skill Focus(Perception)(36), Epic Dodge(D26) and Penetrate Damage Reduction(Silver)(F36) are his new feats.
- Spoiler block updated.

Pretty routine for Kaja, but his levels usually are.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2020, 07:37:03 PM
Kaja's divine block is up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2020, 09:40:06 PM
Jetina reaches level 36.

- Pious Templar 26 and Healer 36.
- Maximum hit points per hit die for a total of 24 hit points and a grand total of 864 hit points.
- +1 BAB for a total of 36.
- +1 spell resistance.
- Another daily templar smite.
- SLAs added. Lots of mass healing. Mass heals for everyone!
- 26th level pious templar casting. She selects two star explosions from the sanctified spell list.
- 36th level healer casting. Not much to say since it's all automatic there. She needs a bunch of 14th and 15th level spells, but this isn't something I need to do this second as there's a few in the Spell Collection.
- No change to saves.
- +1 Wisdom for 39 total.
- Skills go up as normal.
- Audible called to take Blinding Speed(36) as her feat. This is mostly because Cresiel took Epic Divine Shield and it looks very alluring for her. Being able to set that up without losing other actions is big for her, plus she qualifies for it now so she'll take the prereq.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2020, 11:09:59 PM
Jetina's divine tab is up. Almost there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2020, 12:55:53 AM
Sylvie reaches level 36.

- Factotum 36 and Chameleon 26.
- Maximum hit points per hit die for a total of 22 hit points and a grand total of 798 hit points.
- +1 BAB for a total of 28.
- +1 spell resistance.
- +1 to CL of SLAs.
- Gains 26th level chameleon spellcasting. This is one more 10th level arcane and divine spell. She goes with Greater Cone of Cold and Energy Immunity.
- No change to saves.
- +1 intelligence.
- Skills go up as normal.
- Feats are Master of Knowledge(36), Epic Font of Inspiration(F36) and Epic Master of Knowledge(C26).

Spoiler topic update and divine tab in the next post.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2020, 10:34:29 AM
Sylvie's spoiler block is done, as is her divine tab.

Whew.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2020, 10:37:51 AM
Quote from: Nephrite on April 22, 2020, 02:35:07 PM
Quote from: Anastasia on April 22, 2020, 10:11:49 AM
If nothing else, it being an untyped +7 bonus to attack is a thing. I'd imagine it would be morale or sacred considering the source of it.

Oh no, it's homework time! Gasp! Are there any other boosting bard spells of about 10th to 12th level that roughly compare to this?

Greater Snowsong, Brd 10, +8 morale to Charisma, attack rolls and +8 insight to AC

Song of the Sea, Brd 10, +6 insight bonus to attack, saving throws and AC, but only to aquatic or water subtypes

Glorious Rally, Brd 12, +6 morale bonus to attack, weapon damage, saving throws, AC, as well as 2x CL temporary HP

I did actually forget to give it a typed bonus, I'd actually almost say it makes sense to be insight, since that's sort of the point of the spell. The problem with the bard line of spells having morale bonuses is they don't play nice with, you know, what bards actually do when it comes to their songs.

Honestly, I don't  see any bard ever casting Glorious Rally. It's fine because other people can cast it that don't get morale bonuses, but that's entirely an aside.

Okay, go ahead and tweak and then repost then and I'll take a gander.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2020, 10:41:13 AM
Quote from: Nephrite on April 22, 2020, 02:38:07 PM
Bonus, secondary nagging.

Epic Inspire Courage [Epic]
Prequisite: Inspire Courage +5
Benefit: The morale bonus provided by your Inspire Courage increases by 2. In addition, those that hear it are immune to charm and fear effects for the duration of the ability.


On the surface, this is... fine? I don't know. +2 to IC is good, and goes up to +4 with Words of Creation. It's balanced (in my opinion) since Epic Inspiration gives a bonus to all different songs, whereas this is just Courage. I feel like it's lacking some punch, though, and I don't want to just "make numbers bigger." Maybe give Inspire Courage a movement speed bonus too?


Small edit, I realized Inspire Courage +8 is actually way too high. +6 would be level 32, which is also fine I guess. YMMV if that matters.

I'd put it at +3 or +4, somewhere in the teens for levels. That said, I don't think it's in theory broken, but I think it's a bad idea based on facts on the ground. There's already a very good feat that improves bardic music already, but is slower and more general. With how between divine bard and WoC bardic music is expected to be very strong, I don't think a feat that's stronger and focused on the money ability of bard is a great idea for balance. The ability to peak IC even higher isn't desirable because epic bards are already extremely good at this.

I'm fine with how it adds to the ability of Inspire Courage by allowing immunity to charm and fear, that's fine and an angle worth exploration.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 23, 2020, 11:10:35 AM
Celestia's Inspiration
Enchantment/Transmutation (Compulsion) [Good, Mind-Affecting, Sonic]
Brd 11
Components: V
Casting Time: 1 standard action
Range: 200 ft
Targets: All allies within 200ft
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

When you cast this spell, you channel the barest fragment of the inspiration one can find within Mount Celestia into yourself and your allies. Anyone affected by this spell is treated as being affected by Haste and Freedom of Movement, and they also gain a +7 insight bonus to attack and weapon damage rolls. Their weapons also count as Good for the purposes of overcoming Damage Reduction.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 23, 2020, 11:17:16 AM
How does Arcane Strike interact with Aerial Assembly? Since AAA is supposed to benefit/copy abilities?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2020, 11:18:15 AM
I enjoy weekly feedback in B6. Unfortunately workload concerns means it usually doesn't happen. It's regrettable so let's do some feedback. I'll do this one at a time so expect multiple posts as I work. The order (diced out so it's random) is Alicia, Seira, Moore, Alyssa.

Alicia

I feel that the past arc was one of solidification and development. That's largely true of everyone in this race for the divine seeds, but Alicia did a strong job in her representation of Sylica's interests. This is meant to be inclusive of both the divine seeds as well as a handful of diplomatic moves. Alicia's established a strong relationship with Mystra, as well as strong bonds with both Empress Sulia and Queen. The last adventure was productive to strengthen those bonds, as the shared hunt for a seed helped firm up both friendships and alliances. After all, to invite them on a quest for something so precious is a favor that will not be easily forgotten.

The question of it it was worth two charges overall is a fair question. It certainly strengthened Sylica's position, but if the sacrifice will ultimately be worthwhile is a fair question to ask as well. It ties both Brightwater and the Queendom closer to Sylica, something that will surely bear further dividends in the future. Fortunately for PC initiative, Zaphkiel's attitude can largely be distilled down the establishment of a plan and allowances for the chosen heroes to change the non core parts of it. Only time will tell if this was a wise choice or not.

I think that the strongest message I can take away beyond that is that Sylica is a strong and vibrant realm. This is the strongest advantage you imported from B1, as you came with a well defined realm. Alicia, Syala, Marie, Antenora, Latha and Jessica all fulfill rolls there and there's a clear structure in place. With the seed hunt mostly wound down and the next arc focused on the Competition, I'd like to explore those aspects of Sylica as well. Further, comparisons between Brightwater and Sylica are evident and relevant, as both are exclusively female ruled realms. While the difference between male and female is somewhat less when all are superhuman reality warpers, there's still worthwhile spaces to explore there.

Mechanically, I feel that the realm's in a good place. Alicia's a beast like all of the PCs and covers any serious melee needs as well as magic. Marie's a more niche mage but provides an extra punch there, as well as some tricks with magic missile that aren't to be neglected. Antenora's a giant wrecking ball with plenty of healing to keep her and allies going, something that shines through whenever she's there and damage gets to her. She's competitive with Latha on it, who is both a healer and a sun magic monster. Syala's something of a generalist like Alicai, but also provides a druid twist. Finally, Jessica takes care of stealth and does it very well, as well as simple burst damage when she can sneak attack. I can't think of any serious weaknesses here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 23, 2020, 11:23:53 AM
Quote from: Anastasia on April 23, 2020, 10:41:13 AM
Quote from: Nephrite on April 22, 2020, 02:38:07 PM
Bonus, secondary nagging.

Epic Inspire Courage [Epic]
Prequisite: Inspire Courage +5
Benefit: The morale bonus provided by your Inspire Courage increases by 2. In addition, those that hear it are immune to charm and fear effects for the duration of the ability.


On the surface, this is... fine? I don't know. +2 to IC is good, and goes up to +4 with Words of Creation. It's balanced (in my opinion) since Epic Inspiration gives a bonus to all different songs, whereas this is just Courage. I feel like it's lacking some punch, though, and I don't want to just "make numbers bigger." Maybe give Inspire Courage a movement speed bonus too?


Small edit, I realized Inspire Courage +8 is actually way too high. +6 would be level 32, which is also fine I guess. YMMV if that matters.

I'd put it at +3 or +4, somewhere in the teens for levels. That said, I don't think it's in theory broken, but I think it's a bad idea based on facts on the ground. There's already a very good feat that improves bardic music already, but is slower and more general. With how between divine bard and WoC bardic music is expected to be very strong, I don't think a feat that's stronger and focused on the money ability of bard is a great idea for balance. The ability to peak IC even higher isn't desirable because epic bards are already extremely good at this.

I'm fine with how it adds to the ability of Inspire Courage by allowing immunity to charm and fear, that's fine and an angle worth exploration.

I don't necessarily disagree with your thoughts here, but if it doesn't increase the ability numerically, it should do something interesting... hm.


Epic Inspire Courage [Epic]
Prequisite: Inspire Courage +4
Benefit: Your inspire courage now causes those who are affected by it to be immune to charm and fear effects, as well as gives them a movement speed bonus of +40.

I'm not sold on a movement speed bonus, but I'm having trouble thinking of something else that fits "being courageous." I don't want to just say 'gives immunity to mind affecting' here, so any thoughts on something unique would be fine.

I think the issue, at least to me, is "just" giving immunity to charm and fear effects doesn't seem that great for an epic feat. I'll keep thinking about it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 23, 2020, 11:31:18 AM
It's not just a case of 'give friends seed so friends do good' but also it prevents jealousy and bad feelings that Shar or someone else could potentially exploit. I mean Sulia's a sweetheart but it was obvious she was feeling left out when the topic of seeds came up and even for a saintly person like her that splinter could work its way deeper and eventually cause us deeper problems later. Being too focused on our secret conspiracy to save the world that our natural allies feel excluded/offended and eventually cause us trouble is pretty much a classic literary trope so it just makes sense to head that off at the pass, that's why Alicia's been a bit more open about the seeds with Mystra as well, while still keeping quiet about her sources.

Plus Sulia was right there when we attacked Shar last time, she's clearly in the right place even if she's not part of the conspiracy.

As far as Sylica and the team, yeah we're doing good. About our only problem is probably skill checks. Alter reality can cover buffing for knowledge checks done at leisure but we're lacking a marshal or skill boosting items so our checks tend to be a lot lower than what Seira or Moore do. I'd kind of like to get some epic skill boosting items but it's awkward to manage since even if we should have functionally unlimited money it still feels wrong to buy items without a budget.

edit: I just did the math, if Alicia sat somewhere on Sylica creating a 200gp value ingot/gem every round with her Create Object SDA, she could make a million gp in 8 hours. So maybe I should just say fuckit and have Latha make me all the epic stuff I want.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2020, 03:45:14 PM
Seira

Seira's last arc feels like one of general successes.  It's safe to say she accomplished her goals both with the divine seeds and for the Cauldron in particular. There's a lot to unpack there, though I feel her successes with the seeds stands on its own merits. What really grabs my attention is the Bytopia arc. While this arc began with Alicia's adventure there, the two nodes came together to address a mystery from back in B1 onward. The resolution of this was well reasoned, as Oberuth had the one thing in Creation that could make this right and lead to a good resolution.

This entire arc feels like it ended on triumph for Seira because of that. While there's a lot more to go here, without a doubt it was a good ending to one of the biggest questions and left over threads from B1. I think the possible returns on this are obvious and while I'll miss the Cauldron being in the Astral, this is too good an opportunity to pass up. Of course, the question is what do you do with it now that you have it?

While your realm is strong and defined, but the nature of current events it is also being expanded and redefined. I'm curious as to how that will work out, but early signs are good. If I'm going to be honest, all four of you have done good jobs with realm definition over this game and previous games. I'm not worried at all, merely curious as to how it will resolve in the future. This, your political situation and the gnomish situation is definitely something to explore in the next arc, and there should be ample opportunities to do so.

To touch on mechanics since I opened that door with Alicia's feedback? Seira covers a ton by herself and the entire node has arcane magic down. There's not really many gaps here, there's melee, there's archery, there's magic. Ranbar even covers epic level cleric stuff. The only real weak spot is a druid, but the Cauldron's never gone in that direction so I don't feel this is a huge loss.

Bonus content.

The one thought that dominates my mind is how much I enjoyed Sanzha's recent trip out. This just happened IC so this is naturally fresh in my mind, but it really was a lot of fun to explore her past and past relationships. Despite her vast age, this is something that only seldom happens and it felt long overdue. She does have strong feelings as you see, but she usually holds them well beneath the surface. What's the saying about still waters that run deep?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2020, 03:46:31 PM
Quick question for Moore, just so I can price the spell properly: Do bards normally get haste and freedom of movement?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2020, 03:50:12 PM
Quote from: Iron Dragoon on April 23, 2020, 11:17:16 AM
How does Arcane Strike interact with Aerial Assembly? Since AAA is supposed to benefit/copy abilities?

It would depend on how liberally I read the part of AAA that reads 'Additionally, the original weapon and all copies become animated as the Dancing Blade spell, with the additional ability to gain the benefits of feats and abilities the caster might have.' Have I ruled on this before, it feels like I did? If you check and I haven't I'll make a ruling, but I swear this came up.

Better yet, show me your damage output and benefit if it does apply to all. That'll be more productive so I can see how crazy it would be.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2020, 03:51:33 PM
Quote from: Nephrite on April 23, 2020, 11:23:53 AM
Quote from: Anastasia on April 23, 2020, 10:41:13 AM
Quote from: Nephrite on April 22, 2020, 02:38:07 PM
Bonus, secondary nagging.

Epic Inspire Courage [Epic]
Prequisite: Inspire Courage +5
Benefit: The morale bonus provided by your Inspire Courage increases by 2. In addition, those that hear it are immune to charm and fear effects for the duration of the ability.


On the surface, this is... fine? I don't know. +2 to IC is good, and goes up to +4 with Words of Creation. It's balanced (in my opinion) since Epic Inspiration gives a bonus to all different songs, whereas this is just Courage. I feel like it's lacking some punch, though, and I don't want to just "make numbers bigger." Maybe give Inspire Courage a movement speed bonus too?


Small edit, I realized Inspire Courage +8 is actually way too high. +6 would be level 32, which is also fine I guess. YMMV if that matters.

I'd put it at +3 or +4, somewhere in the teens for levels. That said, I don't think it's in theory broken, but I think it's a bad idea based on facts on the ground. There's already a very good feat that improves bardic music already, but is slower and more general. With how between divine bard and WoC bardic music is expected to be very strong, I don't think a feat that's stronger and focused on the money ability of bard is a great idea for balance. The ability to peak IC even higher isn't desirable because epic bards are already extremely good at this.

I'm fine with how it adds to the ability of Inspire Courage by allowing immunity to charm and fear, that's fine and an angle worth exploration.

I don't necessarily disagree with your thoughts here, but if it doesn't increase the ability numerically, it should do something interesting... hm.


Epic Inspire Courage [Epic]
Prequisite: Inspire Courage +4
Benefit: Your inspire courage now causes those who are affected by it to be immune to charm and fear effects, as well as gives them a movement speed bonus of +40.

I'm not sold on a movement speed bonus, but I'm having trouble thinking of something else that fits "being courageous." I don't want to just say 'gives immunity to mind affecting' here, so any thoughts on something unique would be fine.

I think the issue, at least to me, is "just" giving immunity to charm and fear effects doesn't seem that great for an epic feat. I'll keep thinking about it.

I feel like the speed bonus doesn't fit. It's just that yes, it's hard to pin something worthwhile down.

If you can come up with a good feat here I'll likely approve it, it's just going to be tough now that I think about it. Ideas welcome if you come up with one.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2020, 03:57:55 PM
Quote from: Ebiris on April 23, 2020, 11:31:18 AMIt's not just a case of 'give friends seed so friends do good' but also it prevents jealousy and bad feelings that Shar or someone else could potentially exploit. I mean Sulia's a sweetheart but it was obvious she was feeling left out when the topic of seeds came up and even for a saintly person like her that splinter could work its way deeper and eventually cause us deeper problems later.

This was on my list as a possibility later down the line, I eliminated it when you made this choice. Sulia's a wonderful person but she's not perfect, and even she has limitations.

Queen wasn't, but that's because she's so grateful to you that she'd do almost anything for you.

QuoteBeing too focused on our secret conspiracy to save the world that our natural allies feel excluded/offended and eventually cause us trouble is pretty much a classic literary trope so it just makes sense to head that off at the pass, that's why Alicia's been a bit more open about the seeds with Mystra as well, while still keeping quiet about her sources.

Fair enough.

QuoteAs far as Sylica and the team, yeah we're doing good. About our only problem is probably skill checks. Alter reality can cover buffing for knowledge checks done at leisure but we're lacking a marshal or skill boosting items so our checks tend to be a lot lower than what Seira or Moore do. I'd kind of like to get some epic skill boosting items but it's awkward to manage since even if we should have functionally unlimited money it still feels wrong to buy items without a budget.

edit: I just did the math, if Alicia sat somewhere on Sylica creating a 200gp value ingot/gem every round with her Create Object SDA, she could make a million gp in 8 hours. So maybe I should just say fuckit and have Latha make me all the epic stuff I want.

Within reason, yeah. I did extend that offer to you and Seira for a reason. If either of you ever really get into it, you can make enough money for almost any need and you have the in house epic crafting to do it. Do bear in mind that I will enforce caster level limits as needed, mostly to prevent shooting the moon. Right now only weapon/armor/shield limits are in the epic level topic, but I'll add those if needed or requested.

You all have literal afterlives producing resources for you, which if nothing else produces plenty. The reason I don't go into much beyond signature gear for the various deities I write up is that. if one actually tried, they can make a whole lot.

Besides, you're literally at the point where you can make portfolio relevant magical items through divine will.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 23, 2020, 04:19:59 PM
Quote from: Anastasia on April 23, 2020, 03:50:12 PM
Quote from: Iron Dragoon on April 23, 2020, 11:17:16 AM
How does Arcane Strike interact with Aerial Assembly? Since AAA is supposed to benefit/copy abilities?

It would depend on how liberally I read the part of AAA that reads 'Additionally, the original weapon and all copies become animated as the Dancing Blade spell, with the additional ability to gain the benefits of feats and abilities the caster might have.' Have I ruled on this before, it feels like I did? If you check and I haven't I'll make a ruling, but I swear this came up.

Better yet, show me your damage output and benefit if it does apply to all. That'll be more productive so I can see how crazy it would be.

It's come up before, but I don't recall you definitively deciding. You've been doing it case-by-case, I think. You've allowed it to copy spells I cast on my weapon before AAA was cast.

Here's a recent attack string:

Spoiler: ShowHide
ATK 1:
Rolled 2d12+57 : 3, 4 + 57, total 64

Rolled 1d8 : 2, total 2


ATK 2:
Rolled 2d12+57 : 4, 1 + 57, total 62

Rolled 1d8 : 1, total 1


ATK 3:
Rolled 2d12+57 : 6, 3 + 57, total 66

Rolled 1d8 : 2, total 2


ATK 4:
Rolled 2d12+57 : 6, 9 + 57, total 72

Rolled 1d8 : 1, total 1


ATK 5:
Rolled 2d12+57 : 11, 6 + 57, total 74

Rolled 1d8 : 4, total 4


ATK 6:
Rolled 2d12+57 : 5, 11 + 57, total 73

Rolled 1d8 : 2, total 2


ATK 7:
Rolled 2d12+57 : 12, 1 + 57, total 70

Rolled 1d8 : 1, total 1
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 23, 2020, 04:22:52 PM
Quote from: Anastasia on April 23, 2020, 03:46:31 PM
Quick question for Moore, just so I can price the spell properly: Do bards normally get haste and freedom of movement?

Haste is Brd 3, Freedom of Movement is Brd 4.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 23, 2020, 04:53:31 PM
I think just being basic may be the best idea. I looked over the Courage domain and none of that fits either.

Epic Inspire Courage [Epic]
Prequisite: Inspire Courage +4
Benefit: Your inspire courage can now be used as a swift action, and now causes those who are affected by it to be immune to charm and fear effects.

I'm still not 100% sold that this is "good enough" as an epic feat, but it feels like it's at least something to consider.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2020, 06:10:09 PM
Moore

It has to be said that the start of this arc was a high point for Moore. He'd accomplished his game long goal and was in position to strengthen his node further. This has largely come through this arc - a possible delayed result in Elysium aside - and I feel he's done well for himself. A strong and now fully functional node is well worth praise and I'll discuss that more below. Besides that, this feels like the arc to where the beginning of something more was founded. In particular Hope's Landing has been established earlier and now has a chance to come into its own.

What strikes me as I type this as how it doesn't feel like something new, but only a continuation of what Moore's done for some time. So this can really been seen as the realization of the node's efforts thus far, which feels properly organic. How they'll all treat divinity is an open question and one that will be explored in the coming arc. Still, I feel like the biggest step has been taken and the rest should sort itself out in the days to come.

Beyond that, what comes to me is that the node has a certain resilience. Some of it's Jetina of course, since she provides the ability to recover from almost anything. More of it is attitude. Cresiel survived captivity by Lixer, Moore's survived a lot, Kaja survived a long recovery from injury and Sylvie's come back from something unthinkable. It feels like to me that the node's seen a lot and won't give up easily. Something about that translates to them directly, from Cresiel's relentless attitude to Sylvie's hard won fearlessness.

Mechanically speaking, it's Moore doing Moore things so everyone can excel. Kaja alone covers melee but Sylvie and Cresiel are both excellent there as well. Xandra covers offensive magic while Sylvie chips in, Jetina manages healing but most everyone can heal and finally Sylvie can do stealth if needed. Really, Moore makes everyone so much better at things that it blows certain people way over the top. Kaja's the most obvious offender here, but Sylvie gains a ton too. It's hard to do wrong in this node because of it, and that is by far Moore's greatest mechanical strength.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2020, 06:22:37 PM
Alyssa

This arc was both more difficult and more rewarding for Alyssa than the others. To address the corpse in the room, Ianvasah's demise had a serious impact on the node. It's unfortunate that she perished in such a way, as it's safe to say that if Shar takes you that you probably aren't coming back short of divine rank. As such, this arc felt like an answer to that - an answer to step forward in spite of it and keep going. While it was rough, by the end of it Alyssa and friends had lived up to exactly that.

At the same time, the nature of this means a lot more will resolve next arc. None of your node members besides arguably Emily are the type to seek divinity of their own. The nature of this being a responsibility of need rather than a quest for power felt the most stark in your node. There were some private discussions you missed out on and opinions changed a few times as a result of it. Ultimately it came down to the fact that Jarem rather likes Creation being intact, Emily's not willing to abandon everyone she cares about and Bastian saw enough in Chronias, even blindfolded, to understand that this was necessary. It was Dolmaya who chose to step back and rather unexpectedly. For all her power she ultimately chose not to advance further in that way, that perhaps to stay as she was would be a service to herself and to her allies.

The next arc will go a long way to show if Dolmaya is right or wrong. For my money, I don't have a strong opinion here since it's an impossibly difficult task laid before the party. There will probably never be a harder quest in Creation assuming the heroes succeed and save Creation, save perhaps the formulation of an Answer. How each person reacts to it and chooses to cope in face of this impossible situation will vary, and perhaps Dolmaya simply got a bit chaotic and chose a different path altogether.

Mechanically, Dolmaya, Alyssa and Emily play the kill all the monsters with spells game. Beyond that Bastian and Jarem handle melee and almost everyone handles utility, so it's a fairly balanced node there. Most everyone's reasonably talented as it is, and frankly Emily and Dolmaya are both strong enough to carry if needs must. Alyssa's come to her own for numbers now as well, so we'll see how that stacks up in a few more levels.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2020, 06:54:27 PM
The epic level rules thread now has a noted CL cap for how high you can boost skill enhancement items, such as a cloak of elvenkind. This table is reprinted below for reference.



   
   
   
   
   
   
Caster LevelMaximum Competence Bonus
21-25+20
26-30+25
31-35+30
36-40+35
41-45+40

This pattern continues infinitely.

If you have an item that's too strong according to this, it's grandfathered in. Congratulations.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 23, 2020, 09:39:23 PM
Jarem reaches level 36.

- Cleric (Crusader variant) 36 and Knight 36.
- Maximum hit points per hit dice for a total of 25 hit points and a total of 900 hit points.
- +1 BAB for a total of 36.
- Gains a new deific foe. Malcanthet is chosen, understanding it's purely a placeholder until he has his own choices sorted out as he's a deity now.
- Gains another daily knight's challenge.
- +1 CL for SLAs.
- Gains level 36 cleric spellcasting. This is a new 14th and a 15th level spell. Jarem selects antimagic zone and call primal elemental. He needs homebrew but I'll do that a bit later so I get through level ups faster.
- No change to saves.
- +1 wisdom.
- Skills go up as normal.
- Epic Agile Shield Fighter(36) is his new feat.

Spoiler block and divine tab in the next post.

SLAs and spells.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 24, 2020, 02:01:00 AM
From the bureau of doing things as a break from level ups, I:'m auditing skill ranks to make sure everyone has the right number. With divine rank and permanent intelligence boosts being a factor, odds are at least some of these are off.

Antenora checks out.

Latha's short 5 skills. She's due 22 maxed out and she only has 17 maxed out. She has racial hit dice as well, so she can go for most anything that's reasonably relevant for her. She selects Appraise, Swim, Craft(Stonemasonry), Acrobatics and finally Use Magic Device. Appraise and Craft are obvious, as one is her niche and Appraise is closely tied to item creation. It's natural she'd pick it up being deep in those matters. Use Magic Device is also an outgrowth of that, simply by dint of all the magical items she's worked with. Acrobatics and Swim is Latha improving her general athletics, which is something worthwhile for her.

Jessica's short 6 skills. She's due 21 maxed out and she only has 15 maxed out. She goes with Appraise, Disguise, Intimidate, Perform(Act), Craft(Trapmaking) and Perform(Song). These are all rogue options, she's going to run the table there since it makes sense for her. Perform(Song) is purely when you get down to it, it couldn't hurt to be able to try and outsing Shar. Perhaps utterly futile, but you never know.

Syala checks out.

Cresiel is short 6 skills. He's due 27 maxed out and he only has 21 maxed out. He'll spend four to get the last four Knowledge skills and consolidate into Knowledge(All), then spend the other two on Craft(Weaponsmithing) and Perform(Oratory). The first fits a war deity (he'd normally go for armorsmithing with his personality and focus, but this is an intentional choice to expand his horizons) and the second is very similar to Perform(Song), which he already has, and it also fits a war deity. FYI, you should get Cresiel to sing sometime, Moore.

Xandra is short 5 skills. She's due 22 maxed out and she only has 17 maxed out. She spend the 5 points to upgrade to Knowledge(All). Fits both her and Cresiel, since they're old celestials that have ascended and have a large knowledge base to begin with. The fact that it's quick and tidy is just a side benefit. At worst, blame Sylvie. You probably pick up all sorts of random crap being around her.

Kaja is short 5 skills. He's due 17 maxed out and he only has 12 maxed out. He goes with Handle Animal, Ride, Craft(Armorsmithing), Craft(Weaponsmithing) and Knowledge(Arcana). The first four are purely fighter skills and the craft choices are obvious for a war deity. The last is from his half dragon side, he has reason to be up on dragons and dragon-kin.

Jetina is short 5 skills. She's due 16 maxed out and she has 11 maxed out. She goes with Knowledge(Nature), Survival, Swim and Perform(Song). These are all assorted class skills, clearing those out.

Sylvie is short 10 skills. She's 34 skills maxed out and she has 24 maxed out. Whimper for me. She goes with Climb, Escape Artist, Intimidate, Perform(Wind Instruments), Ride, Sleight of Hand, Survival, Swim, Craft(Bookbinding) and finally Profession(Sage). She has factotum which means everything's class skills, so she'll probably master skills and skills and skills and there's no escape.

Jarem is short 3 skills. He's due 14 maxed out and he only has 11 maxed out. He goes with Swim, Knowledge(N&R) and Handle Animal. Just knocking out class skills.

I'll do the rest in level ups since they're a tomorrow todo.

Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 24, 2020, 09:05:26 AM
Seira's lvl36 level-up

PRISMATIC DRAGON 1//Arcane Trickster26
+1 SR
HP: +d12+Con+Epic Toughness
Con +1
BAB +1
SA: +1d6
+1 CL
15th level spells
New skills: Craft/Writing (30), Profession/Merchant (30), Perform/String Instruments (10)
Epic Feats: Epic Toughness (lvl36), Specialized Metamagic/Widen Spell (B, at26/lvl36)
Prismatic Dragon: Wis +4, Int +4, Cha +4
Prismatic Immunities (Ex): Prismatic dragons cannot be harmed by any light, including spells with the light descriptor, searing light, and the various prismatic (sphere, spray, wall) spells. In addition, they are immune to any spell or effect that causes blindness. Prismatic dragons are immune to sleep and paralysis effects.
Damage Reduction (Ex): A prismatic dragon's damage reduction changes from the base creature's. It can now only be bypassed by epic, adamantine weapons that are colorless. If the base creature did not have damage reduction, it gains damage reduction 10/epic, adamantine weapons that are colorless. If the base creature's damage reduction was below 10, it becomes 10.
Regeneration (Ex): A prismatic dragon gains regeneration equal to its hit dice divided by three. A prismatic dragon takes lethal damage from weapons that successfully defeat its damage reduction.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 24, 2020, 10:17:28 AM
Yeah, even though we've been chasing the seeds some nice things were accomplished as well, including Bytopia. I'm actually pretty happy it was a collaboration with Alicia, since it feels like a continuation of the duties we accepted in B1.

The Cauldron's not letting go of Astral that easily, but given that people I didn't want to fight kept opposing the expansion of my interests there we can preserve what sphere of influence we had and expand in Bytopia! Also, fuck Shar, I just knew she'd try something there and good thing I moved over so quickly. Once Garl recovers it'd be another thing, but for now it's nice to have his back.

Curious how our expansion will go, myself! Still need to come up with nice names for everything, so if anyone has an idea it's a good time for it. Sanzha doesn't lack for names, at least. Donald's not allowed to name any landmarks, though.

Mechanics-wise, I'm finally going to do something I've been intending to for ages and dedicate roles to my avatars. A rogue, a paladin, a cleric and any other emulations. I don't know how often the opportunity will come to go incognito on Prime and have fun, but Marie's escapades suggest it happens a lot more often than I feared. So maybe a cute dual-wielding favored soul will make an appearance, or a traveling bard that stabs enemies with a fiddle's bow!

It'd be nice to see more of this with Sanzha, and for Kascha and Ranbar.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 24, 2020, 10:21:40 AM
Jarem's spoiler block and divine tab are done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 24, 2020, 10:58:36 AM
Emily reaches level 36.

- Sorcerer 36 and Dragonfire Knight 26.
- Maximum hit points per hit die for a total of 24 hit points and a grand total of 845 hit points.
- +1 BAB for a total of 34.
- +1 spell resistance.
- +1 temp HP per day.
- +1 CL for SLAs.
- Gains 36th level sorcerer casting.The upshot is 2 new 15th level spells, which are Call Primal Elemental and Greater Foresight. She wants both of these so this works nicely.
- Gains 32nd favored soul casting. This is more 13th level spells which I'll punt for now, as I forgot to add her eldritch knowledge spells for favored soul. I'll be in the trenches there soon enough, so it can wait until I do.
- No change to saves.
- +1 charisma.
- Skills redone. She had a lot of split skills so I dropped a few minor knowledge skills (geography, history, N&R) and consolidated the rest. She'll get those back as intelligence increases permit.
- Superior Initiative(36) is her new feat.
- Spoiler block updated.
- Divine tab updated.

Whew.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 24, 2020, 11:49:49 AM
Bastian reaches level 36.

- Monk 36 and Horizon Walker 26.
- Maximum hit points per hit die for a total of 21 hit points and a grand total of 776 hit points.
- +1 BAB for a total of 36.
- +1 spell resistance.
- +2 wholeness of body.
- +10ft movement speed from monk, effectively 20ft after Stride doubles.
- Strength domain's enhancement bonus rises by 1.
- Travel domain's daily duration rises by 1 round.
- +1 CL for SLAs.
- No change to saves.
- Audible: +1 dex. He needs more for travel domain related SDAs.
- Skills go up as normal. He's also due 5 more skills, so he chooses Ride, Survival, Handle Animal, Knowledge(N&R) and Use Magic Device.
- Audible: Great Ability(Dexterity) for his level 36 feat. See above as for why. He's still short too.
- Spoiler tab updated.

Divine tab in the next post.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 24, 2020, 12:34:48 PM
Bastian's divine tab is done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 24, 2020, 02:03:00 PM
Dolmaya reaches level 36.

- Fatemaker 25 and Sorcerer 36.
- Maximum hit points per hit die for a total of 18 hit points and a grand total of 652 hit points.
- +1 BAB for a total of 27.
- Charisma rises by 1 from Take Charge Appeal.
- 36th level sorcerer spellcasting. She grabs Greater Foresight as her new spell for now, she'll likely retrain that shortly.
- 25th level fatemaker spellcasting. She grabs Sympathy as her new spell.
- No change to saves.
- +1 Charisma for a total of 43.
- Skills go up as normal.
- Her new feats are Epic Toughness(36) and Improved Aura of Confidence(F25)
- Spoiler block updated.

Progress!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 24, 2020, 03:42:03 PM
Amaryl reaches level 36.

- Dragonbreath Archer 15 and Sorcerer 21.
- Maximum hit points her hit die for a total of 18 hit points and a grand total of 648 hit points.
- +1 BAB for a total of 30.
- +1 spell resistance.
- +1 DC to explosive flames.
- +1 CL for SLAs.
- Gets 23rd level sorcerer spellcasting. She'll grab Unseen Needle as her new spell.
- No change to saves.
- Audible: +1 Constitution. Her HP feels a little low so let's set up another gain there with DvR2.
- Skills go up as normal, those are in order.
- Her new feats are Epic Skill Focus(Stealth)(36) and Widen Explosive Flames(DBA15)
- Spoiler block updated.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 24, 2020, 04:13:26 PM
Sanzha reaches level 36.

- Marid 36 and Madalani 12.
- Maximum hit points per hit die for a total of 21 hit points and a grand total of 756 hit points.
- +1 BAB for a total of 36.
- +1 spell resistance.
- +1 CL of SLAs.
- Gains 34th level bard casting. That's another 11th level spell per day and two more known. Sanzha selects Faerinaal's Revolt and I'll homebrew her a new spell after this.
- No change to saves.
- Audible: +1 Constitution, rather than spending a feat on great ability this level. She's at an odd number Con so it makes sense.
- She's 6 skills short, so she'll spend 4 to get Knowledge (All) and consolidate and then also grab Intimidate and Craft(Elements).
- Skills go up as normal otherwise.
- Audible:  Flood(36) and Epic Inspiration(M12). I forgot she still wanted that when I did her build chart, so fixed. +4 to all stats when in melody of water's a solid boost. '
- Spoiler block updated.

Decent level. Next after a break is a custom spell or two for her as well as her divine tab.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 24, 2020, 06:43:46 PM
Lyrical Waters
Conjuration (Healing) [Sonic, Water]
Level: Brd 11
Components: V, S
Casting Time: 1 standard action
Range: 10ft/level
Targets: Any water source larger than one ounce; see text
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

When cast, this spell makes all water sources equal or larger to one ounce vibrate and faintly glow. This vibration emits a beautiful, ghostly song in Aquan that can be heard up to 30ft from a water source. Every creature who hears this song gains fast healing 10. Additionally, the song is disruptive towards spells that channel negative energy. Any spell or spell-like ability that inflicts negative levels, channels negative energy to injure creatures (such as an inflict light wounds spell) or raises the undead requires a Concentration check equal to the caster level of this spell + 20 to cast.

New Sanzha spell, I'll leave it up a bit for anyone to comment who wants to.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 24, 2020, 06:57:27 PM
Sanzha's divine block is up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 24, 2020, 07:15:55 PM
Hmm, I wonder how difficult it would be the meet the Concentration check on that spell? It'd be, what, 55ish or so?

I'd say you could probably put it at +30 instead of +20, since you do need the water to actually use it, and that may take some doing to begin with.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 24, 2020, 07:25:49 PM
Kascha reaches level 36.

- Ghaele 36 and Wyrm Wizard 26.
- Maximum hit points her hit die for at total of 19 hit points and a grand total of 687 hit points.
- +1 BAB for a total of 36.
- +1 spell resistance.
- Kascha may now use phoenix cry no matter the form she is in.
- Gains another spell from spell research. Kascha chooses Final Penance.
- +1 CL for SLAs.
- Gets 36th level wizard casting. This is 2 15th level spells, she goes for Final Penance and a Maximized Empowered Twinned Queen's Displeasure.
- No change to saves.
- +1 Intelligence.
- Kascha is 8 skills short. 3 are spend on Knowledge(All) since she's a knowledge deity so duh. Disguise, Craft(Pottery), Craft(Woodworking), Climb and Craft(Gemcutting). She essentially grabbed what looked good to her.
- Epic Toughness(36) is her new feat.

Solid enough level, spoiler block update and divine tab shortly.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 24, 2020, 09:48:46 PM
Note that I accidentally edited the post I quoted the first time. I've done my best to reconstruct it but if something's odd that's why. Sorry, just clicked the wrong button and didn't realize.

QuoteYeah, even though we've been chasing the seeds some nice things were accomplished as well, including Bytopia. I'm actually pretty happy it was a collaboration with Alicia, since it feels like a continuation of the duties we accepted in B1.

Pretty much. It's a nice ribbon on top of that storyline.

QuoteThe Cauldron's not letting go of Astral that easily, but given that people I didn't want to fight kept opposing the expansion of my interests there we can preserve what sphere of influence we had and expand in Bytopia! Also, fuck Shar, I just knew she'd try something there and good thing I moved over so quickly. Once Garl recovers it'd be another thing, but for now it's nice to have his back.

Politics are politics, and no one really wants an apocalyptic war over a transitive plane. Moreso in a situation that may get certain unpleasant actors to hold their noses and grudgingly cooperate or at least not hinder each other in the prosecution of a power struggle there. For what it's worth, Queen may run into the same problem as her situation expands, but it's still new and just starting to come to light so that's more of a future concern. It's honestly not really about Seira, Amaryl or the Cauldron per se.

Also yes, Shar is Shar which translates into being Shar.

QuoteCurious how our expansion will go, myself! Still need to come up with nice names for everything, so if anyone has an idea it's a good time for it. Sanzha doesn't lack for names, at least. Donald's not allowed to name any landmarks, though.

Don't you want more names like the Amaryl Ranges? I mean, he did such a good job at naming those huge tracts of lan- okay okay, I see your point.

This will be discussed early in the next arc for sure. Once things are more together I need to sit down with you and hammer something out about this.

QuoteMechanics-wise, I'm finally going to do something I've been intending to for ages and dedicate roles to my avatars. A rogue, a paladin, a cleric and any other emulations. I don't know how often the opportunity will come to go incognito on Prime and have fun, but Marie's escapades suggest it happens a lot more often than I feared. So maybe a cute dual-wielding favored soul will make an appearance, or a traveling bard that stabs enemies with a fiddle's bow!

It'd be nice to see more of this with Sanzha, and for Kascha and Ranbar.

Sure, feel free to adjust avatars within the rules and settings there. I'd like to do the same thing with NPCs but the realities of time will likely limit me at least partially. We'll see how it goes.

I need a few avatars of my own to do DM work.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 24, 2020, 10:04:13 PM
Kascha's up to code now. Yay.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 24, 2020, 10:27:54 PM
Elle reaches level 36.

- Wizards 36 and Dragon Disciple 26.
- Maximum hit points per hit die for a total of 25 and a grand total of 901.
- +1 BAB for a total of 26.
- +1 spell resistance.
- School mastery's bonus damage rises by 1 to 36.
- +1 CL for SLAs.
- Gains 36 level wizard spellcasting. She'll go with two Starbeams and one Silverfrost Mist as new spells.
- No change to saves.
- +1 Intelligence.
- Elle's short 6 skills. Her new skills are Diplomacy, Perception, Profession(Shopkeeper), Craft(Flying Shops), Sense Motive and finally Intimidate.
- Audible: Epic Skill Focus(Spellcraft)(36) and Armor Skin(DD26). The build chart had a feat she already had and it hadn't been corrected, so she takes that instead.
- Spoiler block updated.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 24, 2020, 11:12:33 PM
Elle's divine tab is done. Almost there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 25, 2020, 07:46:06 AM
Seira named the Amaryl mountain range so as you can see Donald isn't needed for it.

Incidentally, how about cleaning up my thread? There are a bunch of posts for 'old' versions of the chars and such.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 25, 2020, 10:27:06 AM
Already did one and will do the rest when I'm done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 25, 2020, 11:05:15 AM
Sorry for the delay, the internet went down last night.

Donald reaches level 36.

- Duskblade 36 and Prismatic Dragon 2.
- Maximum hit points per hit die for a total of 24 hit points and a grand total of 890 hit points.
- +1 BAB for a total of 36.
- +1 spell resistance.
- Spell power rises by 1 to +9.
- 36th level duskblade spellcasting. His new spell is Visage of the Tarrasque.
- No change to saves.
- +1 strength.
- Donald's 8 skills short. 6 of those go into Knowledge(All). The other two are Perception and Appraise, since dragon.
- Audible because the build chart's out of date with Donald's divine adjustments: Pulverize(36) and Multiaction(D36)

Spoiler block and divine tab shortly.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 25, 2020, 12:43:09 PM
Donald's tab and block are done. One more.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 25, 2020, 01:43:08 PM
Quote from: Anastasia on April 23, 2020, 06:10:09 PM
Moore

It has to be said that the start of this arc was a high point for Moore. He'd accomplished his game long goal and was in position to strengthen his node further. This has largely come through this arc - a possible delayed result in Elysium aside - and I feel he's done well for himself. A strong and now fully functional node is well worth praise and I'll discuss that more below. Besides that, this feels like the arc to where the beginning of something more was founded. In particular Hope's Landing has been established earlier and now has a chance to come into its own.

What strikes me as I type this as how it doesn't feel like something new, but only a continuation of what Moore's done for some time. So this can really been seen as the realization of the node's efforts thus far, which feels properly organic. How they'll all treat divinity is an open question and one that will be explored in the coming arc. Still, I feel like the biggest step has been taken and the rest should sort itself out in the days to come.

Beyond that, what comes to me is that the node has a certain resilience. Some of it's Jetina of course, since she provides the ability to recover from almost anything. More of it is attitude. Cresiel survived captivity by Lixer, Moore's survived a lot, Kaja survived a long recovery from injury and Sylvie's come back from something unthinkable. It feels like to me that the node's seen a lot and won't give up easily. Something about that translates to them directly, from Cresiel's relentless attitude to Sylvie's hard won fearlessness.

Mechanically speaking, it's Moore doing Moore things so everyone can excel. Kaja alone covers melee but Sylvie and Cresiel are both excellent there as well. Xandra covers offensive magic while Sylvie chips in, Jetina manages healing but most everyone can heal and finally Sylvie can do stealth if needed. Really, Moore makes everyone so much better at things that it blows certain people way over the top. Kaja's the most obvious offender here, but Sylvie gains a ton too. It's hard to do wrong in this node because of it, and that is by far Moore's greatest mechanical strength.

While his node obviously doesn't have the roots of things that started back in B1, I'm glad to see the ripple effect of things he did back in B3 come to fruition here. I think you're also right about the "resiliency" of the group, something that helps bind all of them together under Moore's banner of hopefulness.

It will be very exciting to see how things continue to develop for them in game, as I think there are a lot of ways things can be brought together, even if they're theoretically very dissimilar values that get presented.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 25, 2020, 06:27:24 PM
Ranbar reaches level 36.

- Cloistered Cleric 36 and Perfectus 26.
- Maximum hit points per hit die for a total of 21 hit points and a grand total of 746 hit points.
- No change to BAB.
- +1 spell resistance.
- +1 lore.
- 36th level cleric casting. This is purely a placeholder since I intend to redo her spells a bit later since she needs barrage spell again. I'll do it once I refreshed from levels, so it's a todo. Don't want to shortchange her because she's at the end of the line.
- No change to saves.
- Skills go up as normal.
- Audible: Epic Toughness(36) as her feat. She's going to get tweaks once she gets DvR1 anyway, so I'll save it for then. She's in a weird spot but I knew that going in.
- Spoiler block updated.

It's done.

It's done.

Whew. Whimper.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 25, 2020, 08:56:17 PM
Quote from: Nephrite on April 23, 2020, 04:53:31 PM
I think just being basic may be the best idea. I looked over the Courage domain and none of that fits either.

Epic Inspire Courage [Epic]
Prequisite: Inspire Courage +4
Benefit: Your inspire courage can now be used as a swift action, and now causes those who are affected by it to be immune to charm and fear effects.

I'm still not 100% sold that this is "good enough" as an epic feat, but it feels like it's at least something to consider.

How do you feel about this?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 25, 2020, 08:57:50 PM
Quote from: Nephrite on April 23, 2020, 11:10:35 AM
Celestia's Inspiration
Enchantment/Transmutation (Compulsion) [Good, Mind-Affecting, Sonic]
Brd 11
Components: V
Casting Time: 1 standard action
Range: 200 ft
Targets: All allies within 200ft
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

When you cast this spell, you channel the barest fragment of the inspiration one can find within Mount Celestia into yourself and your allies. Anyone affected by this spell is treated as being affected by Haste and Freedom of Movement, and they also gain a +7 insight bonus to attack and weapon damage rolls. Their weapons also count as Good for the purposes of overcoming Damage Reduction.

Reposting. I am certain that you could make this a Cleric spell too without a lot of trouble. Maybe 12? Maybe Pal 10 too? Unsure.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 25, 2020, 10:02:30 PM
Quote from: Nephrite on April 25, 2020, 08:56:17 PM
Quote from: Nephrite on April 23, 2020, 04:53:31 PM
I think just being basic may be the best idea. I looked over the Courage domain and none of that fits either.

Epic Inspire Courage [Epic]
Prequisite: Inspire Courage +4
Benefit: Your inspire courage can now be used as a swift action, and now causes those who are affected by it to be immune to charm and fear effects.

I'm still not 100% sold that this is "good enough" as an epic feat, but it feels like it's at least something to consider.

How do you feel about this?

How does that affect your general outlay of bardic music, Moore?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 25, 2020, 10:03:49 PM
Quote from: Nephrite on April 25, 2020, 08:57:50 PM
Quote from: Nephrite on April 23, 2020, 11:10:35 AM
Celestia's Inspiration
Enchantment/Transmutation (Compulsion) [Good, Mind-Affecting, Sonic]
Brd 11
Components: V
Casting Time: 1 standard action
Range: 200 ft
Targets: All allies within 200ft
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

When you cast this spell, you channel the barest fragment of the inspiration one can find within Mount Celestia into yourself and your allies. Anyone affected by this spell is treated as being affected by Haste and Freedom of Movement, and they also gain a +7 insight bonus to attack and weapon damage rolls. Their weapons also count as Good for the purposes of overcoming Damage Reduction.

Reposting. I am certain that you could make this a Cleric spell too without a lot of trouble. Maybe 12? Maybe Pal 10 too? Unsure.

It's a bit of a combo platter but we'll see how it goes, sure.

Lemme try it as purely a bard spell first, see how far it goes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 25, 2020, 10:18:57 PM
Quote from: Nephrite on April 25, 2020, 01:43:08 PM
Quote from: Anastasia on April 23, 2020, 06:10:09 PM
Moore

It has to be said that the start of this arc was a high point for Moore. He'd accomplished his game long goal and was in position to strengthen his node further. This has largely come through this arc - a possible delayed result in Elysium aside - and I feel he's done well for himself. A strong and now fully functional node is well worth praise and I'll discuss that more below. Besides that, this feels like the arc to where the beginning of something more was founded. In particular Hope's Landing has been established earlier and now has a chance to come into its own.

What strikes me as I type this as how it doesn't feel like something new, but only a continuation of what Moore's done for some time. So this can really been seen as the realization of the node's efforts thus far, which feels properly organic. How they'll all treat divinity is an open question and one that will be explored in the coming arc. Still, I feel like the biggest step has been taken and the rest should sort itself out in the days to come.

Beyond that, what comes to me is that the node has a certain resilience. Some of it's Jetina of course, since she provides the ability to recover from almost anything. More of it is attitude. Cresiel survived captivity by Lixer, Moore's survived a lot, Kaja survived a long recovery from injury and Sylvie's come back from something unthinkable. It feels like to me that the node's seen a lot and won't give up easily. Something about that translates to them directly, from Cresiel's relentless attitude to Sylvie's hard won fearlessness.

Mechanically speaking, it's Moore doing Moore things so everyone can excel. Kaja alone covers melee but Sylvie and Cresiel are both excellent there as well. Xandra covers offensive magic while Sylvie chips in, Jetina manages healing but most everyone can heal and finally Sylvie can do stealth if needed. Really, Moore makes everyone so much better at things that it blows certain people way over the top. Kaja's the most obvious offender here, but Sylvie gains a ton too. It's hard to do wrong in this node because of it, and that is by far Moore's greatest mechanical strength.

While his node obviously doesn't have the roots of things that started back in B1, I'm glad to see the ripple effect of things he did back in B3 come to fruition here. I think you're also right about the "resiliency" of the group, something that helps bind all of them together under Moore's banner of hopefulness.

It will be very exciting to see how things continue to develop for them in game, as I think there are a lot of ways things can be brought together, even if they're theoretically very dissimilar values that get presented.

Sounds about right. In particular the various payoffs like that are quite nice.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 25, 2020, 10:19:29 PM
Quote from: Anastasia on April 24, 2020, 06:43:46 PM
Lyrical Waters
Conjuration (Healing) [Sonic, Water]
Level: Brd 11
Components: V, S
Casting Time: 1 standard action
Range: 10ft/level
Targets: Any water source larger than one ounce; see text
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

When cast, this spell makes all water sources equal or larger to one ounce vibrate and faintly glow. This vibration emits a beautiful, ghostly song in Aquan that can be heard up to 30ft from a water source. Every creature who hears this song gains fast healing 10. Additionally, the song is disruptive towards spells that channel negative energy. Any spell or spell-like ability that inflicts negative levels, channels negative energy to injure creatures (such as an inflict light wounds spell) or raises the undead requires a Concentration check equal to the caster level of this spell + 20 to cast.

New Sanzha spell, I'll leave it up a bit for anyone to comment who wants to.

Okay, I'm going to try it as is and see how it works out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 25, 2020, 10:31:18 PM
Quote from: Anastasia on April 25, 2020, 10:02:30 PM

How does that affect your general outlay of bardic music, Moore?

It would let him get three bardic musics going in one turn (swift, movement (via Harmonize) and then standard) but other than that it wouldn't change anything else.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 25, 2020, 10:32:44 PM
Quote from: Iron Dragoon on April 23, 2020, 04:19:59 PM
Quote from: Anastasia on April 23, 2020, 03:50:12 PM
Quote from: Iron Dragoon on April 23, 2020, 11:17:16 AM
How does Arcane Strike interact with Aerial Assembly? Since AAA is supposed to benefit/copy abilities?

It would depend on how liberally I read the part of AAA that reads 'Additionally, the original weapon and all copies become animated as the Dancing Blade spell, with the additional ability to gain the benefits of feats and abilities the caster might have.' Have I ruled on this before, it feels like I did? If you check and I haven't I'll make a ruling, but I swear this came up.

Better yet, show me your damage output and benefit if it does apply to all. That'll be more productive so I can see how crazy it would be.

It's come up before, but I don't recall you definitively deciding. You've been doing it case-by-case, I think. You've allowed it to copy spells I cast on my weapon before AAA was cast.

Here's a recent attack string:

Spoiler: ShowHide
ATK 1:
Rolled 2d12+57 : 3, 4 + 57, total 64

Rolled 1d8 : 2, total 2


ATK 2:
Rolled 2d12+57 : 4, 1 + 57, total 62

Rolled 1d8 : 1, total 1


ATK 3:
Rolled 2d12+57 : 6, 3 + 57, total 66

Rolled 1d8 : 2, total 2


ATK 4:
Rolled 2d12+57 : 6, 9 + 57, total 72

Rolled 1d8 : 1, total 1


ATK 5:
Rolled 2d12+57 : 11, 6 + 57, total 74

Rolled 1d8 : 4, total 4


ATK 6:
Rolled 2d12+57 : 5, 11 + 57, total 73

Rolled 1d8 : 2, total 2


ATK 7:
Rolled 2d12+57 : 12, 1 + 57, total 70

Rolled 1d8 : 1, total 1


Let's go ahead and say no for now and not open that can of worms.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 25, 2020, 10:33:06 PM
Quote from: Nephrite on April 25, 2020, 10:31:18 PM
Quote from: Anastasia on April 25, 2020, 10:02:30 PM

How does that affect your general outlay of bardic music, Moore?

It would let him get three bardic musics going in one turn (swift, movement (via Harmonize) and then standard) but other than that it wouldn't change anything else.

Okay, and how much would that speed up the pixie death march? As in, what is a normal first turn of bardic music?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 25, 2020, 10:40:54 PM
Quote from: Anastasia on April 22, 2020, 10:15:12 AM
Iddy: I'm going to let your post settle in my head for a day or so, mull it over. Most of the changes I see there are style issues or tweaks, so the meat of it looks like it's coming along well.

Okay, did you have any more realm tweaks, Iddy?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 25, 2020, 10:42:46 PM
Assuming we were caught unaware and had to get going, he'd do something like:

Standard: Harmonize
Swift: Inspire Courage
Movement: Inspire Heroics

Then round two would be:

Standard: Inspire Greatness
Movement: Destined Strike


Without that, he'd have to move the Inspire Courage to round two if he wanted to use it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 25, 2020, 10:58:14 PM
Quote from: Anastasia on April 25, 2020, 10:40:54 PM
Quote from: Anastasia on April 22, 2020, 10:15:12 AM
Iddy: I'm going to let your post settle in my head for a day or so, mull it over. Most of the changes I see there are style issues or tweaks, so the meat of it looks like it's coming along well.

Okay, did you have any more realm tweaks, Iddy?

Not so far. Pending your feedback.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 25, 2020, 11:06:42 PM
I'd say add another location and you're pretty close to good, Iddy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 25, 2020, 11:38:41 PM
Quote from: Anastasia on April 25, 2020, 11:06:42 PM
I'd say add another location and you're pretty close to good, Iddy.

To save another super long post:

The Great Library of the Royal Academy

The Great Library is one of the largest and most in-depth libraries in the planes. The Librarians, often Clerics of Alyssa, come and go freely, and even have a small sub-sect of themselves who travel on expeditions to find any all books they can to add to the library. The library itself is the spire which Alyssa resides in, on the top floor. Each higher level of the spire holds more advanced, and dangerous, knowledge. At the top levels of the spire, there's an entire floor dedicated to delving into the most dangerous knowledge in the planes, to include trying to peer into the knowledge of the Far Realm. Alyssa herself often works on this level, doing research and trying to uncover the most secret of knowledges to add to her library.

The Guildhall of Alyssum

Sitting opposite of the entrance to the Royal Academy, across a great public square and market of many fountains, sits the Guild-house of Alyssum. This is the single largest hall for tradesmen and trade apprenticeship in the planes. It's a place of open collaboration and project planning. Many skilled tradesmen gather here to find others who can teach them more, or to build a company to garner work and reputation.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 26, 2020, 10:09:56 AM
I didn't forget this!

Alicia's goals

1. Expose corruption wherever my followers are based. When vile deeds are done under a cloak of respectability, they must be dragged into the light and those under my banner must be at the forefront doing so.
2. Create safe refuges in places like Lifasa and Balmuria where faithful can regroup if threatened by too great opposition, and neophytes can more safely train and improve themselves.
3. Put together information on wicked plots and conspiracies so that subtly guided adventuring groups can end them before they blow up into nation defining affairs or world-ending threats.

Alicia's worshippers

1. Clara Eiontir, a half elf paladin 7//swashbucker 5/knight of Sylica 2. A graceful wandering heroine and adventurer, she sometimes looks before leaping and relies on her party to cover her own shortcomings, but she's not always wise enough to see where she needs help. She travels far and wide but is currently in Pallanth.
2. Nial Cobb, a half-fiend duskblade 8//warlock 4. Actually the result of unpleasant infernal experiments during the occupation of Lifasa rather than anything in his bloodline, his camp was liberated near the end allowing him to fight in the final battles. Embittered by the experiences he nonetheless seeks to master his hellish taint and prove himself an exemplar of good. For now he fights with Aurora.
3. Ayane, a human bard 8/swiftblade 6//paladin 4/fighter 2/scout 7. A runaway princess who forswore her family name, yes I know. But since the royal family gained its power through sacrifices to the Abyss I can respect the choice. She's high up in a rebel movement on her prime of Kadur, fighting to overthrow the corrupt empire of Calradia.

Marie's goals

1. Get my name out there. Use Alicia and Mystra's existing faiths and reach to spread the word about what I offer to anyone that might be interested.
2. Make inroads on the elemental planes, do my bit to shift their balance towards Good.
3. Develop some kind of centre for my church somewhere to serve as a focal point and exemplar for future growth elsewhere.

Marie's worshippers

1. Cecily Morris, a human cleric 4//rogue 4. My first real cleric! She's a bit of a troublemaker who just pretends to be a pious holy woman but she wants to make lots of converts and build up a fantastic church for me in Evrai. She likes that she can just make it up as she goes along because she's starting my faith on the ground floor, but her ambition is commendable!
2. Lysanderoth Pike, a water genasi battle dancer 6//sorcerer 6. A martial artist developing his own style and spells based around direct damage water magic, he's not very religious and just started praying to me in hopes of getting some extra inspiration, right now he's enduring harsh training on the para-elemental plane of ice.
3. Anne Meadowvale, a human commoner 2//expert 2. She wants to take over her father's noodle stand and make meals people will come from far and wide for, but he wants her to set her sights higher and have a better life than he did. Her ambitions are humble but heartfelt... she really liked some unauthorised stories about me she heard growing up so that's how she ended up praying to me. She lives in Balmuria.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 26, 2020, 02:19:12 PM
Quote from: Iron Dragoon on April 25, 2020, 11:38:41 PM
Quote from: Anastasia on April 25, 2020, 11:06:42 PM
I'd say add another location and you're pretty close to good, Iddy.

To save another super long post:

The Great Library of the Royal Academy

The Great Library is one of the largest and most in-depth libraries in the planes. The Librarians, often Clerics of Alyssa, come and go freely, and even have a small sub-sect of themselves who travel on expeditions to find any all books they can to add to the library. The library itself is the spire which Alyssa resides in, on the top floor. Each higher level of the spire holds more advanced, and dangerous, knowledge. At the top levels of the spire, there's an entire floor dedicated to delving into the most dangerous knowledge in the planes, to include trying to peer into the knowledge of the Far Realm. Alyssa herself often works on this level, doing research and trying to uncover the most secret of knowledges to add to her library.

The Guildhall of Alyssum

Sitting opposite of the entrance to the Royal Academy, across a great public square and market of many fountains, sits the Guild-house of Alyssum. This is the single largest hall for tradesmen and trade apprenticeship in the planes. It's a place of open collaboration and project planning. Many skilled tradesmen gather here to find others who can teach them more, or to build a company to garner work and reputation.

Who would be trying to peer into the Far Realm?

Beyond that it's fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 26, 2020, 02:21:44 PM
Those all look good, Eb. I was going to nag everyone else about those today. So consider this a nag.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 26, 2020, 04:02:17 PM
I still need a list of planar names we've used, but other than that here's what I have.

1. I need to focus on building a strong foundation for my clergy. Lifasa seems like a good place to start.

2. I should continue to unravel the mysteries around the Hecatoncheries.

3. I need to continue to work on spreading the word of my faith in general.


Lune, A human Paladin 2//Sorcerer 2 from the plane of Malana, who was told about Moore by a seer there. She is trying to hold out hope and better the places around her.

Genlar, A elven Bard 2//Marshal 2 from the plane of [insert], who happened to pray to Moore for some inspiration one day after a long series of being unable to find the right tune.

Nalrar, An aasimar knight 2//favored soul 2 from the plane of <something or other> who had been rather depressed and forlorn, and found Moore after having a book of scripture given to him.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 26, 2020, 05:07:10 PM
First draft is up.

Yeah, this one's off tone compared to the others. That's merely a reflection of Donald, his style leaked in.

Donald Smurth
The Lucky Fool, Dragon's Bodyguard, Foebreaker
Demigod
Symbol: An inverted green triangle with a white, six sided die with the one visible
Home Plane: The Cauldron
Alignment: Chaotic Good
Portfolio: Fortune, warriors, protection, martial strength, magical strength
Worshipers: Duskblades, gishes, fighters, gamblers, bodyguards
Cleric Alignments: CG, CN, NG
Domains: Chaos, Good, Luck, Protection, Strength
Favored Weapon: Guardianil (Bastard Sword)

Donald is a guardian, guide and example for warriors who seek power. Not those who merely desire power, but those who want it for a good cause. Donald aids virtually anyone who falls within that and comes to him, for he believes that enough moves and enough gambles will bring victory. Each soul aided is a bet and Donald is lucky with his gambles. It is an open faith, one that accepts any who come and demands little, only that those who seek his aid be worthy of it.

Those of Donald, who have taken the name Noachians from a draconic word for wealth, seek to live up to this. They strive to be strong, to be protectors and to combine that to win on the gambles any warrior takes on the battlefield. To protect someone is always a gamble, one with great prizes but a loss can often mean your life. Noachians focus on victory rather than defeat, they are a fairly upbeat lot by doctrine. Indeed, a good laugh is said to be worth a bag of gold and a smile worth a pouch of silver. After all, the ideal gambler is a happy man who throws his coins about with abandon and trusts in luck.

Unlike most deities, Donald is very communicative with his flock. While he rarely provides direct intervention, he's more than willing to spare a few good words or hand out advice to his faithful. He refrains from full on conversations, but he'll drop a few words with ease. Most of his faithful have heard his voice several times, and those clerics who are favored by him may talk to him each noontime when they pray for new spells. These talks shock those not initiated in the faith, as Donald is informal to his faithful, as if they are old friends. He likewise uses little tact and will speak with blunt honesty, even if such a choice may perturb his faithful. It is said that few of thin skin last long amid the Noachians.

The typical garb of Noachians varies. Anything will do, even outright nudity, so long as the holy symbol of the faith is seen. This extends to priests, but an ornate and open faced helmet is required. This helmet is decorated as an angelhelm is, or is an actual angelhelm for those fortunate enough to have one. As long as that's done any sort of clothing is acceptable.

Donald copied the holidays of the rest of the Cauldron and told them to celebrate them as well. He only has one personal holiday for himself: The Day of Protectors. This day in late summer is dedicated to defenders of all kinds and serves as a day of celebration, with feasts and drink common. Games and gambles are common, with larger groups with the service of an actual gaming hall if possible. It's a festival and feast, a day for everyone to celebrate and be free of a year's worries.

History/Relationships

In his mortal life, Donald was a rejected paladin hopeful who took to the ways of the sword. In time his path crossed with Seira Aryn's, and he learned arcane magic at her side. Legends of these time are known in the city of Balmuria, and over time have spread to the planes beyond that world. His bravery is well known, as is his role as Seira's friend, ally and guard.  In time he helped defeat hostile empires, cabals of liches, Sharrans, demons and devils. When Seira arose as the new demigoddess of the Cauldron, Donald went with her and has served since that time.

Donald has one main ally besides the Cauldron and his friends there: Lathander, the Morninglord. In his mortal life Donald revered Lathander. He sought to be a paladin in his name but failed, as he was not called to service and proved wholly unsuitable for the duties of a paladin. Nonetheless Donald kept his faith and in divinity has forged a friendship with Lathander. The extent of the alliance is unclear, but most believe Lathander would intervene if Donald was gravely threatened.

Thus far Donald has not made any strong enemies the rest of the Cauldron do not share. Those who know him marvel at this fact and it is unlikely to stay this way long.

Dogma

Trust in your strength and your luck. A good gamble can open the way for your abilities to triumph. Don't be afraid to be struck as long as you can strike them back harder. Magic and blades are a natural combination, use them them together well. Keep an eye on what's important but don't worry too much. When in doubt go for it and don't look back. A strong body and strong mind support everything you need to do.

Clergy and Temples

Noachian temples are thus far a hodgepodge of locations and are at times rented game halls, warrior guilds or even mage guilds. As long as the holy symbol of the faith is displayed prominently, anything is considered acceptable for now. Time and effort will build grand churches in the fullness of time. The clergy follow a loose structure, with strong individual clerics, paladins and other religious figures in charge of a small flock. Communication between groups varies and an overriding central church has not yet developed.

Unlike many faiths, there is no holy book at all. Instead Donald teaches the clergy the basic dogma and guides them along. Those who do well and build on it correctly are rewarded. As a result of this there is a wealth of variations between churches and gatherings of the Noachians. Often traditions from other faiths carry over, particularly those from local Lathanderites and other members of the Cauldron. Donald's communicative nature generally prevents things from going too far astray, but he is tolerant of variations.

Preferred Classes

Typical classes for Noachians are duskblade, fighter, wizard, sorcerer and paladins of freedom. There is a great deal of variety due to the nature of the faith to welcome any who seek aid, with virtually any non evil class represented. As of now, the loose structure of the faith has prevented the formation of any religious orders.

Prestige classes for Noachians include eldritch knight, abjurant champion, dragon devotee and dragon disciple.

Preferred Symbols

The symbols of Donald are dogs, open faced helmets, white feathers, dice, sunrises and citrines. Donald's favored symbol is an open faced helmet styled like an angelhelm, one that often bears minor enchantments to ensure it protects as well as a closed face helmet. Those who greatly please him will quickly stumble on an angelhelm with only one on its abilities active, though research will uncover ways that the rest of the powers can be added. In comparison, dogs are seen as warnings of ill fortune and guides away from it. To see a dog flee from something is a warning to a Noachian, one they can obey or gamble and ignore at their own peril.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 26, 2020, 05:23:55 PM
Not saying which side of the die is up on Donald's symbol feels like an oversight.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 26, 2020, 09:52:04 PM
Quote from: Ebiris on April 26, 2020, 05:23:55 PM
Not saying which side of the die is up on Donald's symbol feels like an oversight.

Edited.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 26, 2020, 09:58:48 PM
Quote from: Nephrite on April 26, 2020, 04:02:17 PM
I still need a list of planar names we've used, but other than that here's what I have.

1. I need to focus on building a strong foundation for my clergy. Lifasa seems like a good place to start.

2. I should continue to unravel the mysteries around the Hecatoncheries.

3. I need to continue to work on spreading the word of my faith in general.


Lune, A human Paladin 2//Sorcerer 2 from the plane of Malana, who was told about Moore by a seer there. She is trying to hold out hope and better the places around her.

Genlar, A elven Bard 2//Marshal 2 from the plane of [insert], who happened to pray to Moore for some inspiration one day after a long series of being unable to find the right tune.

Nalrar, An aasimar knight 2//favored soul 2 from the plane of <something or other> who had been rather depressed and forlorn, and found Moore after having a book of scripture given to him.


Looks good. I'll whip up some pre generated primes at some point this week, fill in the blanks then and repost it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 26, 2020, 10:00:11 PM
Quote from: Nephrite on April 25, 2020, 10:42:46 PM
Assuming we were caught unaware and had to get going, he'd do something like:

Standard: Harmonize
Swift: Inspire Courage
Movement: Inspire Heroics

Then round two would be:

Standard: Inspire Greatness
Movement: Destined Strike


Without that, he'd have to move the Inspire Courage to round two if he wanted to use it.

Mmmm.

We'll try it and see how it balances out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 26, 2020, 10:22:00 PM
Now that Epic Inspire Courage is at least tentatively approved, I can go ahead with the official level. :)

Moore reaches level 36!

Singer of the Celestial Choir 6 and Favored Soul 6. You know, I wonder if he should rebuild out of Favored Soul at some point, since it doesn't really make a lot of sense for a deity to be one. Oh well, that's for another time. 

+9 + 4 + 6 = 19 HP for 742.

I am replacing Negotiator for Improved Initiative to set up for Supreme Initiative, as I think it's good to have and I don't really need the +2 from Diplomacy and Sense Motive checks.

I also don't really see much of a point to Ranged Inspiration. With Divine Bard, all his songs go up to a mile at present anyway, so there's not really a need to have two miles, at least in my view. Maybe that'll change, but it's never come up. I am going to be boring and replace this with Epic Inspiration. If worse comes to worst, I can always grab Ranged Inspiration down the line.

Also, I'm retraining Epic Skill focus: Oratory. At this point, that was 10 levels ago, and Moore's grown into the skill that he used there anyway, so I think he's fulfilled the promise to Lliira from way back. This gets replaced with Epic Inspire Courage.

As for the feat at this level... I think I'll just get another Epic Inspiration. Honestly, it's just that good for what Moore does. I could take Great Ability (Charisma) but I don't think that's really necessary. Maybe I'll regret this later, but I'm happy with this regardless.

Charisma goes up by 1 to 42, hooray. This increases a variety of his bonuses, which is nice.

Skills all go up by 1.


CL 34 for Bard, CL 24 for Favored Soul.

+1 Known spell for Bard 11, Celestia's Inspiration.
+1 Sanctified spell, He will pick Shardread Weapon, because Fuck Shar.


+1 known spell for 10, Discern Curse
+3 known spells for favored soul, 11, Hanna's Charge, Mass Regenerate, Moonlight Revelation

There aren't a lot of great level 11 Cleric spells, honestly. If Gae Assail gets bumped up to 11 then he'll drop one of these.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 27, 2020, 09:26:05 AM
Quote from: Anastasia on April 12, 2020, 03:11:01 PMChanges

These are the changes this analysis suggests. I'm not making any changes right this second, but bear these in mind. I want to adjust as few spells in level as possible, with that being a last resort. Anyway, any changes will require a review of the entire spell and not just this data, but it's a good place to start from.

For the sake of ease, I'm going to make as few changes as possible, and I'll favor ones that require a minimum of adjustments to PCs and NPCs. I'll favor knocking down the damage or effect of a spell a bit rather than a spell level change in most cases.

Quote1. Some older spells could use a new coat of polish. This is a todo one of those days.

Will do one of these days. It isn't mission critical.

Quote2. Gae Assail should be moved to 11th level. This one will cause minimal disruption since I think only Emily has it? I tend not to grab Jaela's spells since they feel like her unique thing.

Done. The spell's fine, just underpriced.

Quote3. Sunlance is a borderline 11th/12th level spell. I'll have a think about it and do some math. I'm inclined to give a spell the benefit of the doubt if it's borderline, just to reduce the needed tweaks for any changes.

The base part of the spell is fine. It has a damage doubler but that's pretty niche unless you're fighting a lot of vampires (hi Aurora). The question is if the follow up sunburst puts it over the hump to 12th? If the base spell's damage was anything but the average here I'd say yes, but it's dead average for the level so it'll stay where it is for now.

Quote4. Burst of Glory's fine where it is, it just needs a bit of trimming.

The damage vs fiends/undead/negative energy creatures is reduced from 30d12 to 25d12. We'll try a minimal change first and see how that works. If the spell ends up being difficult past that, a more expansive adjustment will be required.

Quote5. Flux Grasp needs a look at its damage too, same thing for a lot of d12 spells.

Thwacked Flux Grasp's damage down from 40d12 to 35d10. I'll handle other d12 spells below.

Quote6. Lightbound needs a boost or to be lowered in level. Probably the former.

Boosted the damage up to 35d6 from 25d6.

Quote7. 13 in general is a mess and I need to spend some serious time thinking about it.

Blazing Radiance is down from 40d12 to 35d10, see how that works for it. Greater Polar Ray is down to 40d8. Imix's Touch down to 35d10 and the ongoing damage is reduced to 1d10 for the sake of consistency. Magic Missile Massacre reduced to 70 missiles.

Black Glass Splash is borderline but I'll leave it there for the moment.

I may make a few other changes in the future, but that nailed the worst d12 spells that I saw.

Quote8. Lightning's Rise needs a good, hard look at itself. Nothing may change, though, depending on how it holds up to a deep reread.

Will do that a little later since that spell's a thing.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 27, 2020, 10:22:25 AM
Had this in my notes but forgot to post it:

Ability point: +1 Int
HP: +19 (d8+8Con+1Toughness+2E.Toughness)
BaB: +1
Skillpoints: +27 (+1 UMD, +2 Survival, +1 Stealth, +1 Spellcraft, +1 Sense Motive, +1 Perception, +10 K:All, +1 Intimidate, +1 Disable Device, +1 Diplo, +1 Tailoring, +1 Weaponsmithing, +1 Mapmaking, +1 Caligraphy, +1 Blacksmithing, +1 Armorsmithing, +1 Bluff)
Feat: Multiaction
No class feature advancement, no Outsider new advancement
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 27, 2020, 02:20:47 PM
Amaryl's first draft is up.

Amaryl Gaial
Princess of the Cauldron, Heavenly Archer
Demigoddess
Symbol: A white star above a green forest
Home Plane: The Cauldron
Alignment: Neutral Exalted
Portfolio: Good, support, protection, hard work
Worshipers: Scouts, rangers, elves, good elementals, hard workers
Cleric Alignments: CG, LG, NG
Domains: Celerity, Community, Elf, Good
Favored Weapon: Heaven's Joy (Longbow)

Of those who serve the Cauldron, Amaryl is the patron of those who work hard but work in the background. From the loyal blacksmith who supports the heroes, the wizard who weaves his magic to strengthen his friends and the brave warrior who scouts ahead so that his allies will know what they face; all who serve Amaryl are those who work hard and support their allies but do not take center stage. She is the one who watches over those who are so easily forgotten in tales and legend, those who reality neglects in favor of dynamic, impressive heroes.

The Amaryllis are generally the quieter ones in life, the ones who serve but do not attract attention. This is not to disparage their skills or deadliness, as anyone who has faced Amaryl's arrows can testify to. Moreover, Amaryl mixes this with elven culture and traits. Oftentimes the Amaryllis compare themselves to ancient oaks. These great trees are tall and vast, the backbone of the forest, yet easily blend in as yet another tree. Each of the Amaryllis can be thought of as a great oak amid the community, a supporter that shades all overs with its branches.

The most common values of the Amaryllis are community, family, faith and hard work. Meekness and passivity are not values. While supporters may be in the background, they are not wallflowers that are ignored. They understand that their talents lead them to tasks no less important than anyone else's, even if it is less visible.

Amaryllis wear traditionally elven cloaks of brown and green, often with chain armor or leathers as well. While the exact outfits vary on location, the cloak is constant and encouraged, and Amaryllis with money or opportunity invest in cloaks of elvenkind. Her priests, a mix of clerics and favored souls, wear the same except tailored well and with Amaryl's holy symbol on the center. Several sects also favor matching crowns and bracelets of darkwood and vibrant green leaves.

There are currently four holidays that the Amaryllis celebrate: The summer and winter solstices and the spring and fall equinoxes. Each one is celebrated as as a holiday. Nairo is elven for summer oak and is a festival of life, warmth and fertility. Ilen is elven for autumn mist, is an autumn celebration of Lady Amaryl and her protections, as well as a day of repentance and renewed vows in the face of summer's passing. Nyern, which means diamond winter, is a day of support and vigilance, where the faithful perform their services for free to any who need it. Verari, which translates to spring peace, celebrates Amaryl's ascension.

Additionally, many of the other holidays of the Cauldron are formally and informally celebrated.

History/Relationships

Amaryl Gaial was born to the Gaial clan, one of the six leading familes of the elven nation Pallanth. By all legends and stories she was quiet and withdrawn in her role, at least until she met Seira Aryn. In time Seira convinced Amaryl to leave behind her unhappy life and come with her. She has risen far and now rules the Cauldron at Seira's side.

For allies, Amaryl is on good terms with the Seldarine. She values them highly and her elven nature resonates with them, and in turn they have forged good relations to her. It it said they view her as a sister who has merely moved away, part of the family that has joined another family. Likewise, Amaryl has good relations with the other members of the Cauldron as well as the deities of Sylica.

As far as enemies go, it is said that Amaryl so far only has the enemies of the rest of the Cauldron. However, there have been signs of a possible emphasis on the minions of Imix, Prince of Elemental Evil. This may be merely fallout from the Abolition War or a deeper battle, but as of now this is unclear to planar observers. Amaryl has not seen fit to comment on it, nor has Imix.

Dogma

Be fast to aid others, as fast as the wind. Do not be afraid to let another have the glory, so long as you do what is right. Treasure the ways of the forest, for in a forest every tree supports the rest of the forest. Kindness can soothe the greatest harm, but do not mistake kindness for weakness. It takes a steady and wise hand to guide and support others, and do to that you must cultivate your own abilities. Mothers, healers and artisans are not to be underestimated, for without their support civilization would collapse. Never be afraid to speak up for what is right, nor be afraid to be silent when it is wise.

Clergy and Temples

Amaryllis favor comfortable, open air temples with eleven influences. The use of woods and lighter stone is noteworthy in them, often in an elven style. They are often on the outskirts of a city or settlement rather than within it, preferably on the border of woodlands. These temples are noted for small elementals that serve within them, both are guardians and aids for the Amaryllis. A typical temple is managed by a pair. They need not be romantically entangled, but one must be a cleric and the other must be a favored soul.

The holy lessons of Amaryl's faith are called the Twelve Leaves. This book has lessons geared to every day life along and how they relate to greater matters beyond the material world. The fate of the eternal soul is a matter of some discussion, as well as the perils that can ensnare it. As such, any copy of the Twelve Leaves grants a +2 competence bonus to any Knowledge check regarding souls if it is referenced.

Preferred Classes

The common classes for Amaryllis are rangers, scouts, sorcerers, cleric and favored soul. Masters, experts and artificers also gravitate towards this faith. Several small sects of rangers, paladins and healers who serve her have sprung up, but as of yet none have fully solidified into a full order. This is likely only a matter of time until it happens.

Prestige classes favored by the Amaryllis include dragonfire knights, exemplars and dragon devotees.

Preferred Symbols

The favored symbols of Amaryl are oak trees, pine trees, emeralds, elven cats, gentle snow fall and wheat. It is said that wheat is the backbone of any civilization, and like Amaryl is supports an entire civilization each harvest. The Amaryllis are quick to draw a comparison between them and what provides everyone's daily bread. For those who have pleased Amaryl greatly in the past year, they will find the first snow flurries of the year come with a handful of emeralds. These emeralds are seen as holy and used by the faith in the creation of cloaks and boots of elvenkind, to which they serve excellently.

Supplementary Material

Alternate Class Feature: Blazing Shot

Rangers who follow the ways of the Princess of the Cauldron can light their arrows with the embers of the Cauldron's fires.

Class: Ranger

Deity: Amaryl Gaial

Level: 1st

Replaces: If you select this alternate class feature, you do not gain favored enemy.

Benefit: You can light your arrows with fires that burn bright and true. As a free action when you make a ranged attack, you may ignite your ranged attacks with fire, which deals an extra 1d6 points of fire damage per attack. The fire from these arrows never sets the terrain around them on fire.

At 5th level and every 5 levels thereafter, the extra damage rises by 1d6 (2d6 at level 5, 3d6 at level 10 and so forth).

At 20th level, any time you deal damage with this ability to a creature, the creature takes extra damage equal to your extra fire damage from this ability at the start of their next turn.

Alternate Class Feature: Ray Shot

Sorcerers and wizards who train in Amaryl's ways deliver devastating damage with their rays.

Class: Sorcerer or Wizard

Deity: Amaryl Gaial

Level: 1st

Replaces: If you select this alternate class feature, you do not gain bonus feats.

Benefit: Whenever you cast a ray spell that deals damage, you deal an extra 1d6 points of damage with that spell. You must be within 30ft of a target to deal this extra damage. In the case of a spell with more than one ray (or a spell modified with the split ray metamagic), the bonus damage only applies to the first ray. Additionally, you gain a +1 bonus to the caster level of any spell that produces a ray.

At 5th level and every 5 levels thereafter, the extra damage rises by 1d6.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 27, 2020, 02:43:01 PM
Okay, I have Elle, Jarem, Bastian, Emily, Cresiel, Xandra, Jetina and Kaja left for writeups, I think?

That's 8 more. Ideally with two a day I finish around Friday. I'll do Elle's this evening to be done with the Cauldron's side of things.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 28, 2020, 09:56:45 AM
Quote from: Anastasia on April 27, 2020, 02:43:01 PM
Okay, I have Elle, Jarem, Bastian, Emily, Cresiel, Xandra, Jetina and Kaja left for writeups, I think?

That's 8 more. Ideally with two a day I finish around Friday. I'll do Elle's this evening to be done with the Cauldron's side of things.

Just a reminder about the portfolio stuff for that blurb stuff you wanted help with.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 28, 2020, 01:10:15 PM
Elle Stronger
Lady of the Shops, Countess
Demigod
Symbol: A sphere of red surrounded by a field of gold
Home Plane: The Cauldron
Alignment: Neutral Good
Portfolio: Creation, passion, effort, spells, shops
Worshipers: Merchants, wizards, sorcerers, artisans, artists
Cleric Alignments: CG, LG, NG
Domains: Artifice, Craft, Creation, Good, Passion, Spell
Favored Weapon: Mythical Cast (Longsword)

Elle Stronger is deity who supports those who create with magic. She is a friend to those who feel their passions, who use them to rise higher and create more than they would otherwise. Elle aids those who desire magic, who desire it to mold the world in the shape they choose. It is a faith that accepts only those who care, only those who are passionate and involved. It is not a religion for the weak or those who lack the will and charisma to take life with both hands.

Ellans, the chosen name for this faith, are people of strong convictions and stronger passions. They are those who strive to the utmost to achieve, those who will not settle for anything less than the best. They are the artists who lose themselves in their craft, and many who forge items from a simple horseshoe to the greatest magical achievements find support in her faith. This includes those who forge new spells, and the faith greatly rewards and encourages those who use the Weave in innovative ways.

Creation of all kinds finds Elle's support. It may be as simple as a potion, an iron nail or even a simple meal, but those who create are nurtured by this faith. It is an article of the faith that passion drives creation. Together, passion and creation form the spine of civilization and ensures it always moves forward. Without those, any civilization is paralyzed and feeble, unable to advance. Likewise, those who sell goods are likewise vital, for they are the arteries which spread the lifeblood of creation.

Any color or garb is considered acceptable amid the Ellans, so long as it is made well and catches the eye. Drab clothes are considered an affront to Elle, as such things rarely have any heart and energy put into their creation. Vibrant shades of red, blues, greens, oranges, yellows and other bright colors dominate. Anyone who sees an Ellan should know immediately they look on someone who will not be pushed aside, not a mere piece of the scenery. The clergy wears robes of passion red with metallic highlights, usually golden. Their hair is always kept long and colored brightly.

For now, the Ellan faith only celebrates one unique holiday apart from the general holidays of the Cauldron. This is Gold Day in mid autumn, a day dedicated to the evaluation and praise of what the faith has built in that year. Many of the best items are offered up to Elle, who rewards her faithful with magical items of her own creation in return. These items are always useful for those who offer items to Elle, so long as they are made well and with passion.

History/Relationships

As a former mortal, Elle's deeds are that of a supporter. She ran a magical shop named Luna del Stronger, one that served the heroes of the Crimson Guard. In time she joined the Cauldron and continued to create magical items and wondrous things, many of which were used by Seira in her many adventures. At times she used her own magic to aid Seira as well, though her passion has never been combat magic, though she is highly capable.

Elle's current allies extend to all of the Cauldron's deities. She has a cordial relationship with Mystra, who she revered as a mortal. While they are not close, they are on friendly terms. It is held that Elle could expect aid from Mystra if she was ever severely pressed, though the extend of Mystra's aid is an unanswered question. She additionally has worked with Savras, Azuth and Velsharoon as well, though the extent of any alliances or friendships there is likewise unclear.

For now, Elle's enemies are rather minimal, but like any new deity, this is likely to change as she begins to enact her will on Creation.

Dogma

Create! Throw all your heart into everything you make and hold nothing back. Art and creation are one, let them be woven together instead of apart. You may fail even if you try to your utmost, but that only means you should try again. Never let your enthusiasm wane, and if it does, find another passion to rejuvenate yourself. Magic is beautiful, every spell is a work of art that should be appreciated. It is right and proper to profit from your creations and work, but do so fairly.

Clergy and Temples

Most Ellan temples are well built or custom built and focus on bright colors on the outside. They are in prime locations whenever possible, particularly in larger cities. They often stand out with unusual designs that catch the eye, and the ones that don't are planned to once the Ellans get done with them. Many have integrated shops for the faithful, particularly for the purchase of magical items of all kinds.

The holy book of the Ellans is called Vibrancy. These books are rare and only the priests see them, due to each one being a powerful magical item that lets the reader feel the desired emotions each passage is meant to invoke. Most of the faithful do not read this and instead rely on clergy to learn the lessons of the faith orally.

Preferred Classes

The normal classes for Ellans are wizards, sorcerers, bards, artificers and experts. Almost any class that practices arcane magic or item creation can find a home amid her faithful. Additionally, a handful of barbarians are drawn to Elle's service, as her focus on passion resonates with their own unbound natures.

Common prestige classes for Ellans are exemplars, maesters and archmage.

Preferred Symbols

Elle's preferred symbols are robins, red roses, stylized hearts made of red gemstones, strawberries and spellscrolls. Elle's most common gift is said to be robins that awaken the faithful with birdsong. This song is said to bring inspiration that day and is welcomed warmly. Likewise, a meal of strawberries is often consumed before serious work, as the red berries are believed to be favored by her for their color.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 28, 2020, 07:09:27 PM
I think I have all of this done now.

Spoiler: ShowHide
New Demiplane: Hope's Landing

It is a light in a sea of lights.

It is where any can find hope.

It is where those who are in need can find a way ahead.


Hope's Landing Traits

- Normal gravity

- Normal time

- Finite size: Hope's Landing is currently rather small by demiplane standards. It borders the Silver Sea of Lunia, as has a path nearby for those wishing to explore the rest of Celestia, or to try and climb higher.

Hope's Landing is a finite demiplane tucked against the first layer of Mount Celestia. It is approximately 50 miles from one end to another, though it continues to steadily grow to fit more inhabitants. As it is in Lunia, one can easily find it when they arrive in Celestia, as it is relatively close to the waters of the Silver Sea.

- Divinely Morphic: Certain powerful creatures (Moore, Sylvie, Cresiel, Xandra, Kaja, Jetina) can alter Hope's Landing with a thought. It is alterable in the normal manner for more ordinary creatures.

- No elemental or energy traits.

- Mildly good aligned: Evil creatures in Hope's Landing suffer a -2 penalty to all Charisma based checks.

- Normal Magic

Hope's Landing Links

Hope's Landing resides in Lunia, and as such can be accessed by any traveler coming and going through there. It can also be accessed via the Silver Sea of Lunia.

Hope's Landing Inhabitants

Hope's Landing is primarily filled with those who have recently heard about it as a mercantile hub, where merchants are welcomed to sell their wares and better themselves while being exposed to the virtues of Mount Celestia.

Hope's Landing has more and more travelers and those that decide to settle there every day, which includes inhabitants from all across Creation, even including mortals.


Movement and Combat

The same as on the Prime Material.

Features of Hope's Landing

Currently, its biggest feature is 'Merchant's Walk,' a sprawling alley where all are welcomed to come and set up shop. Visitors to Hope's Landing find their way there from the front and main entrance to Hope's Landing, but it also travels the length around the front-most section of the demiplane. The name of the game is to invest in yourself, which allows you invest in others, and spread hope and inspiration by doing so.

Past that are several more houses and dwellings of various make, as well as a large and relaxing park filled with a variety of trees that, according to some locals, "showed up one day outside of Hope's Landing" and apparently got moved into it later. The park also has some flowers that have been borrowed from the Authority of Life's garden.

In the very center of Hope's Landing is a large white building with several windows all across it. On the building are seven banners which depict the different layers of Celestia. The front door to this building seems to always be open - as the building is primarily used for diplomatic business. Further up and inside the building is where Moore and the other deities spend their time.

Slowly but surely, there are more and more people arriving every day, which necessitates new domiciles and additions, but those are added as easily as they are asked for.

Notable People of Hope's Landing

Moore: Leader

Moore is the leader of the pantheon of divinities that call Hope's Landing their home. He has an active role in everything to do with it and can be seen every day wandering the streets. Any who seek him out find themselves brimming with hope, inspiration, and determination afterwards.


Cresiel: The Steadfast Defense

Cresiel spends much of his time in Hope's Landing seeing that it grows with the same steadfast determination that he embodies. He also oversees many of the combat exercises that take place there that focus on its defenses.


Xandra: The Trumpet of Truth

The trumpet archon spends much of her time unwraveling the mysteries of Creation from her home in Hope's Landing. She delves deeper into the truth of all things than many people realize is possible, and helps and aids Hope's Landing by providing insight and guidance on the future.


Jetina: The Lady of Health

Those who come to Hope's Landing with any injuries find them almost immediately healed in Jetina's presence. She provides all who come there nourishment, both physical and spiritual, and provides them guidance and aid to any matter regarding healing.


Kaja: The Battlefield Tornado

In contrast to Cresiel, Kaja focuses on how Hope's Landing's burgeoning armies will fight evil. If it comes to combat, Kaja has an answer - usually the death of whatever evil is in question. He spends much of his time focusing on the 'how' of Hope's Landing fighting back against evil across Creation.


Sylvie: The Found

Sylvie keeps mostly to herself within Hope's Landing, but those who are able to find her are usually awarded some piece of advice on whatever it is that ails them. She seems to be a font of knowledge to Hope's Landing and regularly aids them with insight that is said to come from beyond.

Hope's Landing Encounters




   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
d%EncounterNumber
1-20Waukeenite Merchant1d3
21-30Non-Waukeenite Merchant1d2
31-40Mortal Pilgrim1
41-50Lantern Archons1d4
51-60Sea Elves1d4
61-70Hound Archons1d3
71-76Passerby onto Celestia1d2
77Unique Celestian Encounter*
78-85Dwarves1d3
86-90Astral Devas1d2
91-94Copper Dragon1
95-97Gold Dragon1
98-99Solar1
100Unique Encounter*


*A Unique Celestian Encounter can be any being that calls Celestia home. It may also be the interdiction of the will of Mount Celestia itself.
**A Unique Encounter can be any named PC within Hope's Landing.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 28, 2020, 10:15:59 PM
First draft.

Jarem Aruwood
The Strategist, Savior of the Nations
Demigod
Symbol: A quill and longsword clashed together
Home Plane: Alyssum Royal Academy
Alignment: Lawful Neutral
Portfolio: Armies, strategy, advice, war
Worshipers: Strategists, fighters, marshals, soldiers
Cleric Alignments: LE, LG, LN
Domains: Army, Knowledge, Law, Planning, War
Favored Weapon: Dellos (Longsword)

Jarem Aruwood is said to be the picture of a seasoned soldier. A commander who has seen a hundred battles and a seasoned sergeant that has served in many campaigns are both typical followers of Jarem. Those that make quick and quiet suggestions that save lives, that guide battles and those who always seem to hold the keys to victory are ones who learned his lessons well and the ones who pray to him on the eve of battle.

The Order of the Red Sword, the chosen title for this faith and often shortened to Red Swords, are often wise and smart warriors. They may not be flashy but they are effective. A sudden and keen assault on a weak flank, the canny use of a sudden storm or even those who break a siege by the use of tunnels to destroy the enemy supplies are all ones who invoke Jarem's name. It is said that while victory does not come from him, the tools to do so are sharpened by his hand.

What is known amid the Red Swords is that Jarem never wanted to rise. He does not advertise this fact, but nor does he hide it from his faithful. He instead uses it as a lesson, that the world sometimes takes your plans and ruins them, and all you can do is make the best of it. The Red Swords are taught this, taught to be able to plan and more importantly, amend plans through improvisation. He has told it to several through divine visions, in a straightforward way. Unlike many deities, Jarem fosters no great mystique. Those who wish to follow him are welcome, but he will not lie nor will he court them. Those that serve him serve him of their own free will.

Like the faithful of the Red Knight, the Red Swords favor the color red. This has lead to some confusion between the two, but as Jarem encourages cooperation between the groups, so far matters have resolved themselves peacefully. Likewise, the clerical vestments of the Red Swords are similar to those of the Red Knight.

There are three holidays in Jarem's faith. Triumphant Morning is the first, a celebration in late fall of the victories of the Red Swords. Churches gather together for a day of rest and stories, where food and drink flow freely and the troubles of the year are remembered. The second is Strategy Meet, a week long tournament in mid winter. It is a chance for games of skill to be played, and often the adherents of the Red Knight and Tempus are invited to participate. Each church puts forth substantial prizes for the winner and two runner ups, and each evening ends with a prayer of thanks for the wisdom of Jarem. The last is the Day of Eternal Rest. On this day every Red Sword that is able is charged to find military graveyards and other burial sites and consecrate them if they are not dedicated to another faith. It is to honor those who died in battle and ensure they rest in peace.

History/Relationships

Jarem's origins come from a Prime Material world. The details of it are not clear, but it is known he saved an entire kingdom and overthrew a corrupt system of government. Hailed as a legendary hero, he ultimately ended up in the direct service of the Red Knight before being assigned to aid Alyssa Songsteel and aid in anti-Sharran activities. These heroics by all reports have lead to his apotheosis, though the details are not known.

As one may expect, Jarem is on good terms with Alyssa, Emily and Bastian. They are close allies who work together and can count on one another against all threats. Beyond them, he has a strong relationship with the Red Knight. It seems to be a close relationship and the exact details of it are subject to a considerable amount of speculation. These speculations range from a relationship like Tempus and the Red Knight have, to a romantic relationship to even a rivalry and that Jarem stole divine power from the Red Knight somehow, and that their friendship is a ruse to hide a great enmity. Jarem's relationship with Tempus is said to be polite if a little distant, but so far Tempus has taken no action to smite Jarem.

There are a few enemies that the Savior of Nations currently deals with. He has a dislike of Shar and has opposed her before. This shows no signs that it will cool down and it is expected to continue. Likewise, Jarem has no love for Pazuzu, just as the Red Knight does. While it is not an active grudge, it is one neither are likely to shy away from. There are rumbles of possible discord with Garagos and Malcanthet as well, but as of so far neither has come to fruition.

Dogma

Think. A mind used and sharpened is deadlier than any sword. What you don't see and the enemy does leads to your defeat, so be vigilant. War is blood, sweat and knowledge; knowledge is the most important of all of those. Don't be afraid to listen to a good idea and never let a good idea stay silent. If another has the idea that saves the day, let them enjoy the fruit of their wisdom, as surely as you should enjoy your own when you triumph. Respect the chain of command and know when you must work around it instead of with it.

Clergy and Temples

A typical temple of Jarem is often a shrine or small building with a focus on utility. They are built to last and withstand attack if need be, though not to the extent of being a fortress. More than a few share spare with a temple to Alyssa or the other deities of that pantheon. The clergy prefers armor of various kinds, often battle armor rather than ceremonial armor. Again, this is similar to some tenets of the Red Knight's faith, something canny observers note.

The holy book of the faith is titled Gambits and Strategies. It is largely a book of battle analysis mixed with doctrine. It engages the reader, and one with the skill to follow can learn a great deal from it. It serves as an advanced primer on military strategy and tactics, as well as how to command soldiers. Even if one does not desire to follow Jarem, a copy has use to teach strategic mastery.

Preferred Classes

The Red Swords favor fighter, knight, cleric, paladin and marshal. The handful of arcane spellcasters who are interested in the faith are welcome, as any strategist knows they are an important part of any army. Often the faith has to hire such help, and every faithful who can fulfill that role lessens the blow to the newfound faith's coffers. Additionally, Jarem has begun an official Order of the Red Sword, a special set of lessons that will allow a soldier to rise above and beyond what they can do otherwise.

Common prestige classes include order of the red sword, cavalier, tactical soldier and warmage.

Preferred Symbols

Jarem's preferred symbols are a quill, red quartz, night lilies and books. Unlike many deities, Jarem has little use for symbols and prefers more direct measures rather than symbolic guesswork. Nonetheless, magical quills are often given for those with skill at strategy, so that they may do so easier. They are seen as a tacit measure of praise.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 29, 2020, 08:29:24 AM
Quote
The common classes for Amaryllis are rangers, scouts, sorcerers, cleric and favored soul. Masters, experts and artificers also gravitate towards this faith. Several small sects of rangers, paladins and healers who serve her have sprung up, but as of yet none have fully solidified into a full order.

I think the third sentence shouldn't have rangers, given the first one does and they are fairly key to her concept.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 29, 2020, 10:51:10 AM
Seira's Goals

1, Shifting the planar status quo towards good. The first step: rescuing Yemimah. The second... the redemption of Torm? Drawing Dispater away from Baator's ways? Her record has been spottier with the latter efforts over the years, but that is only more reason to work harder. And, naturally, helping Oraga and Zariel feel welcome is an ongoing effort.
2. Restoring Bytopia to its former glory and then surpassing it. Ruling this restored heaven with a revitalized gnomish pantheon and rehabilitating the gnomish public image across the planes. Drawing any gnomes who managed to squirrel themselves away across the planes towards Bytopia, while calling back those who are willing to help from the afterlife.
3. Achieving dominance for Good in Balmuria. With Shar barred from that Prime, and Seira's public works shifting in gear, now run purely by her mortal followers, she wishes to see hunger eradicated for all mortalkind, to spread literacy on a global scale, to restore the land scarred by past divine conflicts over it and to bring the people from all corners of that Prime closer together.
4. Exporting the successes in Balmurian public works to Lifasa to ensure those people who gave and suffered so much will be provided for. Unlike Balmuria, aside from plans to connect the major population centers together with a transportation network, the majority of Seira's efforts are local rather than global. She seeks to support a prosperous university town her efforts with Amaryl had established on that Prime.
5. Turning the tide on the Prime of Malana beyond the kingdom where she had secured a foothold. While Auril is not the only objectionable force on that Prime, Seira's focus is on her and on any fiendish or Sharran outreaches. While her work there is still through mortal agents, they truly push the definition's upper limits to the point that this Prime holds more power in the hands of her followers than Balmuria and Lifasa combined. For the eponymous nation of Malana, Seira wishes to have her mortal followers raise a generation of mages who would then seek to further improve the lives of their countrymen, with the establishment of a Mythal as the end goal once Auril's influence had been removed from the nation.
6. Checking the efforts of Gathgorian and Bel across the Primes. As per the Celestia/Baator ban on open conflict and intervention, the only means available to that pair on any Prime are of of subtle influence. To ensure that her cooperation hasn't done more harm than good, Seira will seek to work subtly against them here, with the threat of more open opposition not limited to the Prime Material in reserve to keep this conflict low key.
7. Advancing the quality of life for the Cauldron's subjects, be they elementals, dragons or other faithful. Helping them along the way to enlightenment, even as the Cauldron researches fresh ways for self-improvement once those it had already discovered had been implemented.

An unofficial goal is opposing Shar everywhre, but that's the game goal too!

Seira's Worshippers

1. Richard, a human paladin 1//favored soul 1. Having stood alone against Galarolousos the Black to give time for the rest of his village to escape, he drew Seira's eye with his bravery. After she resolved that situation, Seira charged him to gain both knowledge and skill with his weapon, so that he would be strong enough to protect everyone himself in the future. In order to aid Richard in achieving that goal, Seira had taken a more direct route than normally, providing him monthly lessons and guidance. Richard hails from the Prime of Tamriel.
2. Crumbly, an earth elemental cleric 5. Unusually curious for an earth elemental, always considering and sometimes asking questions, he was recruited by by Kascha on Magma and wished to understand the other elements better, in particular fascinated by fire and water. Crumbly got his wish by undergoing the process of elemental harmony, although his wishes for self-improvement do not stop there. At present, he is attempting to understand the secrets of dragons living at the Cauldron.
3. Fooze, a magma elemental warlock 3. Like Crumbly, Fooze was recruited by Kascha on Magma. He too wishes to undergo the elemental harmony ritual to learn about mixing elements like fire and earth together and gain further understanding of the possibilities, but that desire is tempered with one to make a name for himself and to hone his skills at creating and flinging balls of magma. To have him hone his raw potential into skill, Seira sent him with her blessings to the Prime of Arythma where her daughter had taken residence at the time. Even though Emily is no longer there, Fooze has found a place for himself in the Mageocracy, where he prepares for the time it is for him expand his elemental horizons.
4. Laurenal Smythe, a half elf favored soul 12//ranger 12. A native to Pallanth, she became intrigued with Seira's legends as word of the Crimson Guard spread. Laurenal got entangled in dealing with a Malarite cult she generally succeeded in rooting out, though some fragments did manage to flee beyond her reach. She is strong, gregarious and a natural people person, yet the most important lesson she had learned in Seira's service was through her atonement for going too far against a hated enemy. It was that growth of character that lead Seira to make Laurenal her high priestess on the Prime of Balmuria.
5. Dugarth Winsam, an azer dwarf fighter 9//cleric 10. A refugee from a destroyed clan, overrun by Sharrans, he values Seira's strength and the hope she represents. As a smith, his magical talents lay more in crafting rather than the metamagic more common amidst Seira's worshippers. Strong and competent, he was the obvious choice for Seira for position of high priest on the Prime of Lifasa, as Durgath is able to understand their plight and struggles better than most outsiders.
6. Annerose Malana, a yuki onna paladin 1/cryokineticist 5//sorcerer 10. Once the heir to the Dynasty of Malana, she fled the court for the frozen mountains of Arenel on the nation's border rather than hurt all around her with the touch of golden ice. There, on the verge of death from the elements, Annerose shed her human nature and secluded herself for the following century. She was happy to live and help the nearby villagers, even striking a friendship with some, but that existence changed as she saw the effect Auril's harsh winters had on the population. With Seira's support, she decided to take a stand against Auril, banding with others who also wished to secure a better life for all.
7. Jannel, a janni sorcerer 15//paladin 5/ordained champion 5. A former paladin of Gond, Jannel's focus on charity and public works caused a schism in the church while he rose to prominence on the Prime of Galaran. The schism required the direct intervention of Gond's avatar, and in its aftermath, the Lord of All Smiths suggested that Jannel would be happier serving someone closer aligned to his ideals. Recruited by Kascha on her planar tour of good will, Jannel volunteered to be sent to the Prime of Malana as Seira's high priest on it and organize the offworld resistence against Auril.
8. Abagail Aryn, a human Monk 20//Wizard 5/Paragnostic Apostle 2/Thaumaturgist 4/Mechanusconvoker 9. She's known as a powerful archmage and a disciple of Seira Aryn. Besides her own participation in the Pines War, it's known that she confronted the pit fiend Baalbal, banishing it back to Baator in a dawnbreak battle over Victoria. Stories tell a tale of corruption, a vile monster trying to corrupt and destroy the government of the Baronies before being exposed and ultimately defeated. Beyond that she keeps a presence in the city, having a few students and often teaching lawful magic to those with the potential to learn. Indeed, it's known she has ties to Mechanus and stories say she can summon and command Inevitables, the clockwork soldiers of Mechanus. Her passion outside magic is producing delicious wine and cheese, while other pastimes include mapping out the Prime of Balmuria and establishing libraries around the world in Seira's name to share that knowledge and educate the populace.
9. Marianne, a human Duskblade 20//Sorcerer 6/Frost Mage 10/Elemental Savant 4. Marianne was born in the Border City of Balmuria, alongside a new golden age, where she had chosen the life of a mercenary with her friend Lyris. Later, she fell in with Whimsical Sweets, a problem solving group who provided the two with friends and family, until finally she was recruited by Seira, alongside Hellman Oberuth and Lyris, to take on the judgement of the Gnomish God-King. Upon her success, Marianne was greatly rewarded, and tasked with pushing back against Auril's efforts on the Prime of Malana, a task she had accepted along with Lyris.
10. Lyris, a human Scout 20//Fighter 15/Master Thrower 5. Having followed Marianne in this life as loyally as in the previous one, Lyris managed to save her heart and soul. A quiet presence, she could always be counted on as a reliable partner. Upon the victory over the Gnomish God-King, she and Marianne parted ways from Hellman Oberuth. Rewarded richly alongside Marianne, the pair of them accepted Seira's quest of holding the line against Auril's interests on the Prime of Malana. They divide their time between that plane, and the Prime of their birth, Balmuria, where their friends in Whimsical Sweets reside.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 30, 2020, 10:33:08 AM
For Donald:

Quote
Each soul aided is an bet and Donald is lucky with his gambles.

a bet

Quote
The extend of the alliance is unclear, but most believe Lathander would intervene if Donald was gravely threatened.

extent

---

Amusingly, a dog fits Donald very well.

Also, Seira does talk to her faithful and even intervenes directly. I think she's more active overall, but Donald is certainly more talkative. Nice going!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 30, 2020, 01:52:49 PM
Quote from: Corwin on April 29, 2020, 08:29:24 AM
Quote
The common classes for Amaryllis are rangers, scouts, sorcerers, cleric and favored soul. Masters, experts and artificers also gravitate towards this faith. Several small sects of rangers, paladins and healers who serve her have sprung up, but as of yet none have fully solidified into a full order.

I think the third sentence shouldn't have rangers, given the first one does and they are fairly key to her concept.

It's intentional in that case, as it's meant to signify that those types are forming orders but as of yet none have quite coalesced fully.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 30, 2020, 02:00:42 PM
Quote from: Corwin on April 30, 2020, 10:33:08 AM
For Donald:

Quote
Each soul aided is an bet and Donald is lucky with his gambles.

a bet

Quote
The extend of the alliance is unclear, but most believe Lathander would intervene if Donald was gravely threatened.

extent

---

Amusingly, a dog fits Donald very well.

Also, Seira does talk to her faithful and even intervenes directly. I think she's more active overall, but Donald is certainly more talkative. Nice going!

Typo corrections made.

Dogs do fit Donald pretty well. I like his writeup a lot, it feels about right for him.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 30, 2020, 02:01:39 PM
Okay, I've gotten and copied all Alicia, Seira and Moore's goals and worshiper writeups. Alyssa, have you done yours and I missed it in the press of posts?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 30, 2020, 02:42:29 PM
1. I plan to focus on Arythma. I'm obviously known there, the goals I set up inside the Order before I left still line up for the most part, and it'll be great to slap down that adjudicator woman that showed up to evaluate Alyssa.
2. I'd like to set up a more solid exchange of trade and travel with the Gates of the Moon, Shaundakul's realm (if he even has one), The Red Knight, The Cauldron, and Moore's place. I figure I've already got good relations going in most of these places, so why not capitalize on them.
3. I want to start finding weaknesses of Shar to exploit, and information that will help us. I plan to build a library "device" that will help with figuring these things out, and my followers are going to start gathering lore and items that might help.
4. I want to find a way to turn that info into an actual defining weapon. I'm thinking of trying to do so via the Words since that focuses on, basically, conceptualizing will and knowledge into a physical medium. So maybe some sort of link up between the library device and a personal forge where I make weapons or something.

Worshipers

1. Araseis, a tiefling wizard 5//rogue 5. Having begun as a slave to a wizard, she studied, learned, and escaped from her master then began gathering other escaped slaves and teaching them practical life skills and making manuscripts to help them by hand in order to help them survive. As whispers of her spread, one of the manuscripts she had written fell into the hands of a librarian, who was impressed by the conciseness and depth of it, which drew Alyssa's attention. Alyssa then charged her with travelling and gathering knowledge and lost or escaped people, those who wished for freedom and to find their own lives and guide them to safety. Her prime is Arythma.

2. Lasri, dwarf Paladin 5//Expert 5. Lasri was a little odd to her fellow dwarves; she was as fanatical about recording knowledge and techniques as she was about dedicating herself to her crafting. Though she specialized in armor smithing, she spent a nearly equal time in the library researching and recording the actual process of crafting. This often got her in trouble with her own family and other dwarves, as the techniques and processes are typically held as family only knowledge. She often defended her point of view by pointing out other fallen dwarven strongholds and their lost knowledge and riches... Or by simply beating them into silence. She was also fascinated by the ingenuity of humans and how quickly they advanced in their lifetimes. Alyssa, having noticed this oddity of a dwarf building a library of her own, sent her inspiration and guidance. In return, Alyssa got nearly fanatical dedication. Her prime is Lemdor.

3. Croneasco, a human Cleric 5//Artificer 5. Croneasco was a scholar and tinkerer from the moment he could read and hold tools. Having spent most of his time in libraries and in workshops as a child, he did not have much time for religion. That was until he heard some of the librarians talking about a new great library. After investigating, he came to learn about Alyssa and found in her a kindred spirit and calling, dedicating himself to the dual purpose of crafting and learning. His prime is Arythma.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 30, 2020, 11:41:21 PM
Seira realm reply in the morning.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 01, 2020, 12:17:48 AM
Remaining public todos:

1. Seira reply in realm and a reply to Iddy PM about that library.
2. More divine writeups. Moore's next for one, I want at least one more of his done before we resume, preferably two.
3. Actually doing other things on the todo list, maybe, possibly.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 02, 2020, 12:08:37 AM
Alicia's post is up.

The reason I do it early is because in prep, these posts are running long. As such I'm going to stagger them rather than try to write all of them at once. Replies won't be until Monday.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 04, 2020, 12:05:26 PM
I'll be updating and making Moore/Alyssa accessory topics as needed tonight. Could you two link to the most current form of your writeups?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 04, 2020, 12:09:32 PM
Not sure which one you mean, so here's both:

http://www.soulriders.net/forum/index.php/topic,104100.msg1173185.html#msg1173185 Divine Writeup

http://www.soulriders.net/forum/index.php/topic,104100.msg1175538.html#msg1175538 Hope's Landing Writeup

Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 04, 2020, 12:19:57 PM
Divine Write-up:
Spoiler: ShowHide
Alyssa Songsteel
The Guiding Hand, Queen of the Horizon, The Scholar of the Forge
Demigoddess
Symbol: A book behind a curved horizon. [spoiler](https://i.imgur.com/cylkfvE.jpg)

Home Plane: Alyssum Royal Academy
Alignment: Chaotic Neutral
Portfolio: Knowledge, Exploration, Potential
Worshipers: Explorers, Wanderers, Students, Mentors, Settlers, Cartographers
Cleric Alignments: CN, CG,
Domains: Magic, Knowledge, Travel, Forge
Favored Weapon: Unarmed Strike

Alyssa Songsteel's faithful are those who hold wanderlust and a thirst for the unknown and yet to be discovered deep in their hearts. She encourages those that worship her to search out the hidden and forgotten gems of the world; whether those gems be beautiful vistas, lost stories and knowledge, or the simple joy of discovery. Those who hoard knowledge to themselves, however, will find no warmth from her - to have knowledge and discover things and not share it for the betterment for all is the antithesis of her nature.

Like her patron Shaundakul, Alyssa venerates the spreading of the hidden places and knowledge of the Planes. She views it as a personal mission for herself and her followers to spread knowledge and share these hidden places through education and guiding the settlers and wanderers of the Planes to make their homes. She views teaching others and nurturing growth with reverence, and looks favorably on the passing of knowledge and crafting to others.

Because of her own accomplishments as a mortal, Alyssa views the building of communities favorably. Any who wish to build a life and town with their own hands will find an ally in her. She encourages all settlers develop their homes and villages to include nature instead of pushing it aside. She sponsors the inclusion of Druids and Rangers into these settlements and guides her followers to hold faith with them. After all, Druids and Rangers are the stewards of Nature, and Nature has given us all the places to find and explore.

Because of her own ability to forge and tailor, the faithful of Alyssa are encouraged to dress in simple designs, but of high quality. She favors the noble colors of purple, gold, and red. For those who journey frequently, she prefers utility over form, but encourages having a small piece of quality clothing or accessory, preferably made by their own hands, like a belt buckle, bracelet, a scarf, or handkerchief.

History/Relationships

Alyssa is a newly ascended mortal, brought into divinity by need, to help in the fight against Shar. Her mortal life was not so unusual until she solved a Labyrinth made by Io as a test by her guild. Completing the Labyrinth granted her the inheritance of a portion of Io's power, elevating her to something with more potential than most mortals. After intense study, she was targeted by Shar and withdrew from her home plane of Arythma to gather allies and strike against her. Guided by Shaundakul, she made her new home on a demi-plane in the Gates of the Moon, where she came fully into divinity.

Shaundakul is her primary ally among the Gods, but she also has close ties to The Red Knight; one of her higher ranking servants, Jarem Aruwood, even serving as the Captain of her guards and armies for a time as they fought against Shar, and he himself gaining Divinity as they traveled and fought together. Combined with Emily Aryn, daughter of Seira Aryn, as part of her closest advisors and friends, and Bastian who has newly found Divinity as well, Alyssa has an unusual number of ties to Gods for such a newly risen demigoddess.

Alyssa opposes oppression and the lack of freedom in all forms, and advocates in the freedom of choice; even if that choice might lead someone to evil. She opposes evil as a practical measure; most evil beings' ambitions tend to rob others of their freedoms and tend towards the destruction of knowledge and places. Alyssa holds freedom high and acknowledges that it includes the freedom to choose evil. However, once that choice comes into conflict with the spreading and discovery of places and knowledge, her tolerance for it ends.

Alyssa is in direct conflict with Shar, as Shar targeted her as a mortal. Now that Alyssa has ascended, that conflict has only grown in intensity. As Alyssa struck down Sharran cabals, her anger at the follower's of Shar's behavior expanded, and now she stands in conflict with anyone who encourages slavery or the razing of communities.

Dogma

Never stop reaching beyond the horizon. Always find the next place, the next story, the next bit of knowledge. Never forget to record and share where you've been and what you've seen to inspire others to find their own paths beyond the horizon. Teach all who thirst for knowledge, and respect the land and places you go. She encourages everyone who follows her to become a mentor or a student to another, even if only for a few hours to teach, or learn, a trick or two. While she encourages generosity to others, her belief in helping others is to educate them to help themselves, and to teach them how to have the right expectations of themselves.

Clergy and Temples

Clerics of Alyssa are tasked with providing inspiration, guidance, and education everywhere they go. They are called upon to protect the freedoms of those who call for aid. They are meant to help guide and give respite to the wanders, seekers, and settlers of the world. Alyssa's temples are meant to serve as places of learning, not only for knowledge and dogma, but for skill and ability. They often resemble school houses more than temples, and contain libraries that are open to all. For those who come and learn and hone skills, the clerics will always offer to guide them to the next step of learning and skill, maintaining a network of scholars and craftsmen in their regions. Many of them are scholars themselves, often serving as teachers or professors in their own right.

Alyssa holds close faith with Shaundakul, and venerates both him and the Red Knight as a mentors and allies. As such, she expects that when her clerics and followers meet those of Shaundakul's faith that they not compete with each other, or come into conflict. She expects them to work together to map out and spread the knowledge they each have discovered. Shaundakul's faithful, along with those of the Red Knight, are expected to be offered hearth and home when found in need. The same expectation is placed when her faithful meet a Druid or Ranger in need, as she holds a Divine Grove dedicated to a fallen Druid who was a dear friend to her. Druids and Rangers might even find themselves wandering into this Grove.

---

Bonus Material

Preferred Classes
Wizards and Factotums are the most common class for followers of Alyssa. Though scholars of any kind are easily found, to include Scholar-Monks who gather knowledge, and Bards who collect and record stories.

Common prestige classes for her followers are Horizon Walker, Mage of the Arcane Order, Loremaster, and Archmages.

Preferred Symbols

Alyssa prefers favorite books of any kind as a symbol, but does appreciate denoting these from others by wrapping in a good quality cloth cover of her favored colors. If one cannot pick a single favorite book, a cloth bookmark with her symbol embroidered on it is fully acceptable. Clerics of Alyssa pray for spells at Dusk.

Supplementary Material

Initiate of Alyssa
Prerequisite: Cleric level 5th, patron deity Alyssa
Benefit: You gain the Knowledge Devotion feat as a bonus feat. In addition, you add the following spells to your spell list.

1st: Locate City
3rd: Arcane Sight
4th: Dimension Door
7th: Legend Lore[/spoiler]

Realm Write-up (Only change was swapping charger encounter for shocker lizards):
Spoiler: ShowHide

New Demiplane: Alyssum

Alyssum is a place of open fields and mountains. The fields are host to villages and farms, while the mountain ranges form a massive natural labyrinth, riddled with valleys and cave systems.

The largest city of the plane is built around the Alyssum Royal Academy.

Alyssum Traits

- Normal gravity

- Normal time

- Finite size: 300,000 sq. mi. Alyssum is bordered on all sides by mountains.

- Divinely Morphic: Certain powerful creatures (Alyssa and node Deities for now) can alter Alyssum with a thought. Normal creatures find Alyssum as easy to alter as the Prime Material Plane.

- No elemental traits.

- Normal magic

Alyssum Links

Alyssum exists within the Gates of the Moon and is linked to it.

Alyssum Inhabitants

Alyssum is home to wanderers and settlers of all races, as long as they pursue knowledge in good faith (and not to hide or hoard it). The flora and fauna of all types that fit the terrain exist in Alyssum. Alyssum openly welcomes Druids of all kinds and with them come a variety of life.

Movement and Combat

Movement on Alyssum is the same as on the Prime Material Plane, as is combat.

Features of Alyssum

Alyssum Royal Academy

A sprawling campus, focused not only on magical learning, but education and trade skill of all types, centered around a massive library. The library is a massive spire, with the higher levels dedicated to the discovery of knowledge and revelation of secrets. Alyssa's personal quarters sit at the top the of the spire.

Labyrinth Mountains

The mountains are especially eye-catching as many of the ridges and spires are angled, or outright bent, to create a sort of natural canopy, making surveying from the air extremely difficult. Exploration of this labyrinth can only be done by foot in many places. Many of the hidden valleys are idyllic: wide and deep bowls, flowing rivers and natural springs, soil rich with nutrients, and oftentimes with large sections of evergreen trees. In an odd trait of the plane, once such a valley is found and settled, to include a school, the ridges and peaks that hid it from above are often found to bend away, opening them being seen and approached from the air.

Ianvasah's Grove

Ianvasah's Grove is both a memorial and refuge for all Druids, established to honor a fallen friend and blessed by Selune and Alyssa. It's a place of pure nature and a gathering place for Druids to establish connections between each other and exchange knowledge and ideas. It's open to any who wish to visit and are willing to respect the rules of the Druids who reside there.

The Great Library of the Royal Academy

The Great Library is one of the largest and most in-depth libraries in the planes. The Librarians, often Clerics of Alyssa, come and go freely, and even have a small sub-sect of themselves who travel on expeditions to find any all books they can to add to the library. The library itself is the spire which Alyssa resides in, on the top floor. Each higher level of the spire holds more advanced, and dangerous, knowledge. At the top levels of the spire, there's an entire floor dedicated to delving into the most dangerous knowledge in the planes, to include trying to peer into the knowledge of the Far Realm. Alyssa herself often works on this level, doing research and trying to uncover the most secret of knowledges to add to her library.

The Guildhall of Alyssum

Sitting opposite of the entrance to the Royal Academy, across a great public square and market of many fountains, sits the Guild-house of Alyssum. This is the single largest hall for tradesmen and trade apprenticeship in the planes. It's a place of open collaboration and project planning. Many skilled tradesmen gather here to find others who can teach them more, or to build a company to garner work and reputation.

Notable People of Alyssum

Alyssa Songsteel: Queen

Alyssa is the unopposed ruler of Alyssum. Her touch on the daily lives of those who call Alyssum home is light, as long none tread over her tenets. She favors a hands-off approach to rulership and imposes few laws or rules, but those that exist are iron-clad and enforced with her full might. She is new to divinity and her realm is likewise new. She encourages the exploration and settlement of it as a means to expand it.

Jarem Aruwood

A newly ascended deity, Jarem currently leads the combined armies of Alyssum. A worshiper of The Red Knight before his ascension, Jarem was assigned by The Red Knight to assist Alyssa and protect her once it was revealed that she was being targeted by Shar.

Emily Aryn

Another newly ascended deity, Emily is the daughter of two Goddesses. She is the righteous wrath of Alyssum, often the driving force behind missions to free slaves and strike at Sharran outposts. She embodies passion for liberation and freedom, and brings energy and a sense of purpose to many missions.

Bastian

A orc follower of Shaundakul before ascension, Bastian is the quiet and steadfast anchor of the Alyssum Gods. He often hunts the shadows, and is given the task of finding and protecting the realm against dangers unseen.

Dolmaya Augurson

An immortal Empress in her own right, Dolmaya is the known Proxy of Alyssa. She often takes personal interest and control over the larger and more critical events of the plane. As Proxy, she holds full authority to settle any matter that might cross her path.

Delaize

Delaize is a mentor, friend, and adviser to Alyssa. He is often found overseeing the administrative side of Alyssum and is known to be wise and fair. And to have Alyssa's full backing, should any seek to subvert him.

Walt Songsteel

Father of Alyssa Songsteel and master blacksmith. He runs a smithy in Alyssum. While he has no official authority or placing in the administration of the plane, he is respected and Alyssa can often be found working in his forge alongside him on projects.

Alilynn Songsteel

Mother of Alyssa Songsteel and master seamstress. She runs her own tailoring shop in Alyssum. While she has no official authority or placing in the administration of the plane, she is respected and Alyssa can often be found taking tea with her. She makes the majority of Alyssa's formal wear, in an odd quirk, as Alyssa prefers to involve her in such events.

Alihana Songsteel

Sister of Alyssa Songsteel and student at the Royal Academy. Though not blessed with odd turns of fate that lead Alyssa to her current power, Alihana is now blossoming into what she should have been. While her current goals are still undecided, she is exploring her potential and talents. Though not having always seen eye to eye with Alyssa, she can often be found conspiring with her sister over things some might consider mundane. She is currently apprenticed to Dolmaya and being evaluated by her for potential.

Alyssum Encounters

Use this tables to determine random encounters within Alyssum.



   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
d%EncounterNumber
1-20Faithful of Shaundakul1d2
21-30Faithful of Selune1d3
31-40Faithful of the Red Kngiht1d6
41-50Faithful of Jarem1d6
51-60Faithful of Emily1d4
61-70Faithful of Bastian1d2
71-75Druid1
76-80Hermit-Sage1
81-85Bralani1d2
86-90Ghaele1d2
91-95Lillend1
95-98Shocker Lizards1d8
99Arcane Dragon1
100Unique Encounter*

*A Unique Encounter can be any named PC in Alyssum.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 04, 2020, 08:30:38 PM
Donald is now in divine writeups.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 04, 2020, 08:31:57 PM
I'll be doing one or two of these sets of goals a night. Antenora's was used as an example and is presented here with minimal changes.

Goals

1. I'm going to focus on Balmuria. I'm known there and I can establish a base of faithful there, ones who can spread far and wide. Every faith needs support and this will be my support.
2. I'd like to make some inroads in Lifasa. I'm known there from my aid with Aurora and there's sure to be some penitents there who would welcome a patron.
3. I want to save souls from Baator, and right now my faithful are going to focus on that.

Worshipers

1. Danoth, a half elf paladin 4//rogue 4. He was raised in a Bane worshiping family and escaped, and now seeks to save others from evil. He hails from the Prime Material of Arythma.
2. Meridian, a tiefling from dwarven heritage knight 8//cleric 5/knight of sylica 3. A former executioner of Cyric, he turned to Sylica and then me when he realized her life was a dead end. He hails from the Prime Material of Massas.
3. Val, a dragontouched arctic elf cleric 3//noble 3. A sadist and potential Aurilite badly shaken by a vision of heaven spell. I'm answering her prayers and helping her overcome her darkness. She hails from the Prime Material of Hamar.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 05, 2020, 09:51:55 PM
Next up Cresiel's. He was going to go first - Moore and Alyssa deserve first bite at the apple here, but Antenora happened to be premade as an example - so here he is.

Goals

1. I want to work with my parents, to establish myself through their strong connections. I can trust them.
2. Lifasa will understand what I bring, and I will find faithful there. I will not accept anything else.
3. There are so many to protect, but what about those who need to protect themselves? Let's start there.

Worshipers

1. Shauson, a dwarf fighter 8/dwarven defender 1//monk 9. He saw his parents die to defend him. He defends others to cope with his trauma. He lives in the realm of Lemdor.
2. Loegran, an ogre mage ogre mage 5//healer 5. He is a brute in form, but refuses to live like one after he met a saint. He hails from the Prime of Kadur.
3. Sarinne, a treant 7//wilder 7. He is the result of a druid's work but all he wants to do is protect others. He is from the Elemental Plane of Air.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 06, 2020, 11:16:00 PM
Now we'll take a dip to the Jarem side.

Goals

1. Figure out what I really want out of this and my followers.
2. Get a church running somewhere, anywhere really. Grow.
3. Decide what I'm going to do about her offer.

Worshipers

1. Sarulan, a half goblin/half half-elf rogue 4//mariner 4. Yeah, he's a mutt but he knows how important a good plan is. He has potential.
2. Yanny, a dragontouched dwarf cleric 3//monk 3. Let's just say he's an old friend from home who finally found a calling. It's a long story.
3. Radiance Alive, an astral deva 16//marshal 16. Turns out I impressed some people, and I think she encouraged a few to come over. Strong guy, no doubt.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 06, 2020, 11:59:10 PM
So Alyssa has these:
[Wrists]Feldane: These iron bracers are carved with images of city walls, tall and imposing. They grant the benefits of bracers of armor+9. The wearer counts as two size categories larger for the sake of combat maneuvers, including CMB and CMD.

The size category thing: does it ever interact with Superior Mighty Wallop?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 07, 2020, 12:58:33 AM
No. Wallop increases weapon damage, which doesn't tie into CMB/CMD.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 08, 2020, 10:24:26 PM
I didn't get a chance to do another deific writeup this evening since the internet was down, so I'll work on those this weekend.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 09, 2020, 01:18:52 PM
Weekly Feedback

My feedback isn't going to be person by person this week. No, I'm going to talk about something else instead. So far this week, I've begun to introduce little side stories and segments where various worshipers go about their lives and catch your attention, at which point you can watch or intervene. This sort of thing is a part of divinity, as well as a way for you to get in touch with your followers more directly. Right now I'm largely feeling out how I want to pace and pattern them, so some unevenness is unavoidable. Between that and the first steps to flush out the personalities of various worshipers, this week was somewhat experimental on that front.

As far as PCs go, there's been some curiosity on how a PC should handle these segments. This is fair enough so lemme go into this a little bit. There's really no wrong way to handle a situation - but bear in mind oftentimes the answer is to do nothing at all and let events play out. This isn't a question of negligence, but merely that direct intervention is rarely unresponded to in some way, as was seen a few different times. Balym's second death in Seira's thread is the most obvious, but I'll spoil a bit and also note that Shar nudged that armor Araseis ran into in her direction to counter Alyssa's intervention.

Other deities are not inactive, even if you may not detect their hand in matters. Or if they necessarily detect yours in a particular incident for that matter. This is the sort of thing mortals rarely see directly, as most deities are more subtle in their interventions for a variety of reasons. Likewise, the response to such interference varies from deity to deity. Balym's second death was a pretty good example of a measured response by Malar. He merely moved to counter Seira's maneuver and didn't escalate the matter further. No deity wants to lose, but few deities want to provoke a feud that will do a lot more damage to both sides, either.

In other words it is politics and it is complicated.

As a side note, Alicia and Demogorgon's spat wasn't really related to this. They were both merely looking at the same mortal event and Demogorgon got nasty. It wasn't over any interventions, merely the demonic personality involved.

Finally, sometimes mortals simply die. Heroes reach that one moment where bravery, skill and luck fail them and eternity comes to grasp them. This week saw Balym's moment and Seira handled the aftermath of that well. It's worth keeping in mind that as long as soul theft or similar measures don't happen, a slain worshiper merely travels to your divine realm and joins you for eternity. This is Creation working as designed so bear that in mind with what you do. Moreover, when a mortal dies, they're largely removed from any chance that you'll lose them. No longer are they mortal and (relatively) easily susceptible to changing their allegiance. It's rough to see a worshiper die, but when they do, they're heading for something far better. Worth keeping that in mind for divine philosophy, too.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 09, 2020, 01:30:44 PM
While I like the scenes and find them interesting, I did find it irritating that I was the only one who got a scene where one of my guys was outright murdered at the onset before I could act, and a 'high' roll meant he was rekilled and the party eliminated. Other high rolls didn't seem to result in either character death or TPKs for their parties.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 09, 2020, 01:38:08 PM
Quote from: Corwin on May 09, 2020, 01:30:44 PM
While I like the scenes and find them interesting, I did find it irritating that I was the only one who got a scene where one of my guys was outright murdered at the onset before I could act, and a 'high' roll meant he was rekilled and the party eliminated. Other high rolls didn't seem to result in either character death or TPKs for their parties.

Your roll was a 98, by a decent margin the highest roll I saw this week. It was just bad luck, so I used it to be illustrative (and why I used a new character rather than one you produced and wrote up) and show how these things can happen. Normally I don't start with 'X character dies', moreso the written up ones since y'all put effort into them. Lemme frame this another way that you may find less irritating: I saw the roll I thought 'Yeah, I trust Cor to handle this well and demonstrate to others how this might work when bad things happen'. You did handle it well, incidentally.

In the interests of transparency I'd be worried about any roll that's 80+ since that could be really bad, and 95+ is where death is more likely than not.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 09, 2020, 01:40:53 PM
Worshipper side-stories have been fun so far. I feel like when they came up earlier on in the game I was a bit heavy-handed in straight up buffing some guys with spells and the nudges for attention or little things like helping the log hold steady for a few seconds work better for being a meaningful supportive presence in a world where gods are real and tangible, while not just reducing the choices and abilities of said followers down to irrelevance. Can call it early instalment weirdness from getting used to how this all works I guess.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 09, 2020, 01:44:19 PM
Now that Eb's mentioned it, I also like that it allows us to express ourselves according to how we see our place with regards to our followers. Level and means of intervention, and all that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 09, 2020, 02:01:12 PM
Quote from: Ebiris on May 09, 2020, 01:40:53 PM
Worshipper side-stories have been fun so far. I feel like when they came up earlier on in the game I was a bit heavy-handed in straight up buffing some guys with spells and the nudges for attention or little things like helping the log hold steady for a few seconds work better for being a meaningful supportive presence in a world where gods are real and tangible, while not just reducing the choices and abilities of said followers down to irrelevance. Can call it early instalment weirdness from getting used to how this all works I guess.

I do agree for most things, and pretty much. Learning to be a deity means you feel out what you should do and how, too. It's entirely reasonable Alicia may look back and think she went in too hard in earlier cases. Live and learn territory.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 09, 2020, 02:12:43 PM
Quote from: Corwin on May 09, 2020, 01:44:19 PM
Now that Eb's mentioned it, I also like that it allows us to express ourselves according to how we see our place with regards to our followers. Level and means of intervention, and all that.

Pretty much. Not every deity reacts in the same way to the same thing, and individual variances do happen. While most deities are going to do something if you openly intervene against their interests, not all are going to react the same way, let alone the same across different worshipers.

Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 09, 2020, 08:06:58 PM
I agree with the point that we've given the opportunity to respond to each situation as we'd see fit, and I appreciate that the "more involved" we get, the more likely it is for there to be resistance, or some counter balance depending on how much we decide to 'take the field,' as it were.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 09, 2020, 08:09:31 PM
Quote from: Nephrite on May 09, 2020, 08:06:58 PM
I agree with the point that we've given the opportunity to respond to each situation as we'd see fit, and I appreciate that the "more involved" we get, the more likely it is for there to be resistance, or some counter balance depending on how much we decide to 'take the field,' as it were.

Yeah, I like that the unspoken threat of counters adds a tactical element to it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2020, 10:03:44 PM
Quote from: Anastasia on May 08, 2020, 10:24:26 PM
I didn't get a chance to do another deific writeup this evening since the internet was down, so I'll work on those this weekend.

These will resume tomorrow evening, life interfered.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 12, 2020, 08:52:24 PM
Reviewing and updating nodes. Any changes to existing goals are noted here.

Old

Cresiel: Loyal, Determined. ("The wheel will be ours.") Reason: It's going to be a long, long, long goal to the point of absurdity, so it may be best to let his focus adjust to what's much more on his mind now.
Bastian: Interested ("I want to travel on one of these seed quests.") Reason: He mostly missed that boat so I won't have him be stuck on it forever.

New:

Cresiel: Loyal, Determined. ("I will prove that I belong here now.")
Bastian: Interested ("I really want to cut loose with what I have now.")
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 12, 2020, 09:05:57 PM
Quote from: Anastasia on May 12, 2020, 08:52:24 PM
Reviewing and updating nodes. Any changes to existing goals are noted here.

Old

Cresiel: Loyal, Determined. ("The wheel will be ours.") Reason: It's going to be a long, long, long goal to the point of absurdity, so it may be best to let his focus adjust to what's much more on his mind now.
Bastian: Interested ("I want to travel on one of these seed quests.") Reason: He mostly missed that boat so I won't have him be stuck on it forever.

New:

Cresiel: Loyal, Determined. ("I will prove that I belong here now.")
Bastian: Interested ("I really want to cut loose with what I have now.")

Uhhhhh.... Didn't Bastian do a whole thing with Jessica and also went with us to the Beastlands? I feel like that's completing it, not missing it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 12, 2020, 09:07:01 PM
That's a good point, actually. Okay. Remind me of that tomorrow in PM and we'll see about resolving it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 12, 2020, 09:45:02 PM
Donald

Goals

1. Get things going! High energy and get people doing things!
2. Make sure everyone knows how to fight Sharrans because there's always Sharrans.
3. Ensure a reputation that we aren't boring but a lot of fun instead, that'll get people to join us.

Worshipers

1. Dornath, a human battle dancer 3//fighter 1/rogue 2. He's drawn to the easy nature of the church and it's spontaneity, and he'll go along with the flow. He's from the Prime world of Elysgar.
2. Malikkim, an elf duskblade 4//barbarian 4. A duskblade with temper issues, he grew up on stories of the Crimson Guard and their allies. He's from Pallanth.
3. Rosey-Posey, a pixie rogue 2//favored soul 6. A pixie who just gets it somehow, who fits in like a glove and likes Donald's whimsical tendencies. She's from the Prime of Massas.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 13, 2020, 09:23:37 PM
Latha

Goals

1. Gather a strong following amid those lands where I am already strong - Balmuria in particular.
2. Earn allies that will aid me in the coming difficulties, particularly in contested Primes.
3. Aid others in advancing as well, because we are not alone.

Worshipers

1. Harley, a dwarf paladin 8//monk 8. A dwarf saved by Latha in her time in Balmuria, he has taken to her new faith with zeal. He's from Balmuria.
2. Dianus, a desert half elf healer 4//monk 4. An ascetic dedicated to helping others as well as a trained smith, she finds Latha's doctrine to complete her. She's from the demiplane of Kallistar.
3. Starguard, a monadic deva 15//cleric 15. A long time friend of Latha's who has chosen to serve her once the Heavens supported her. She is from Mount Celestia.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 16, 2020, 04:30:31 PM
Weekly Feedback

Alicia

Antenora: I admire how serious and focused Alicia is. It makes me feel safe and secure, but I wish she had time for a dog. Who doesn't like a dog? Then again, she did marry Syala.
Latha: Oh Ranbar, you'll find your way. Don't you agree, Alicia? Do you remember those days where you found your way, so long ago to us now? We could have hardly imagined the wonderful consequences those days brought. We must remember that for Ranbar and ensure she has the same chance as we did.
Jessica: Sister, I'm worried about Malcanthet. Do you really think she's going to leave us alone? Of course not. We can't wait on her forever, can we? We have to grow stronger, and another ally in Queen makes us stronger.
Syala: Oh Alicia. It's such a waste you weren't born a Sharessian. Sometimes you forget how you ensnare the people around you with a net of love and friendship. Also, the word is cloaca.

Moore

Cresiel: I do not fear my death, Moore. I fear for yours. Eternity will take me when it will, but I fear what is left in your wake should you perish. Please remember that.
Xandra: Next week I predict a difficult battle. This foe is fast and I fear he is an elite opponent who may well be able to challenge us. We cannot fail here, we must continue on and complete this mission.
Kaja: So Lune died? So did one of my first, mace poisoning to the head. I've been wondering, how we will greet them to our realm? There are pools on Lunia where souls emerge, should we use one of those or do something fancier?
Jetina: I can cast mass heal at will, forever. Will I ever use my sword again? Please tell me I will, Moore. I can do more things than heal, so stop getting injured!
Sylvie: The weight of ages can be felt so keenly at times when you wander the planes. There are monuments that have existed for more years than anyone cares to count. How many souls have been born under this quest for an Answer, and when will one be at last found?

Alyssa

Jarem: I don't know how I feel about the Red Knight's offer, only that I shouldn't be surprised. She's always made strong moves to obtain what she wants, be it an advantage of a soul. I don't know if I think it's horrible because she's like a mother to me, or incredible because she's the most beautiful woman I've ever seen, and the best warrior, too.
Emily: I don't want to be sad, Alyssa, but all I can think about is that Ianvasah should be here with us. I'm sorry, I don't want to bring your mood down.
Bastian: Good job with the Red Knight. Shame about Lasri, but Shaundakul told me mortals are born to die. It doesn't mean that I'm going to accept it.
Dolmaya: That shameless strumpet! We've barely even started anything and she swoops in, and now any chance is ruined! I've met female dogs with more decorum!

Seira

Amaryl: Emilia! Oh Seira, what a wonderful idea. I miss when Xera and Emily were younger so much. Thank you!
Donald: No seriously, I saw a mushroom woman who did that. I don't make Creation, I just live in it. Are you that surprised? They are a symbol of life and motherhood, and spores are how mushrooms reproduce.
Lady Sanzha: Prepare all your currents, for the Iron Tower will be a near impossible mission. I have my doubts if you have any chance at all, so I beg of you to have escapes prepared. Your defeat or imprisonment serves as no boon to Yemimah.
Kascha: We can't leave Yemimah imprisoned, no matter how long the odds are. But Asmodeus gave us just enough to hang ourselves in the Iron Tower, so you'll have to show him we're better than that!
Elle: Don't worry, I'm keeping an eye on Ranbar. She'll be fine, Seira.
Ranbar: I'll see you soon, Seira, once I'm done and I've made a decision.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 16, 2020, 04:33:12 PM
Quote from: Anastasia on May 16, 2020, 04:30:31 PM
Weekly Feedback
Alyssa

Jarem: I don't know how I feel about the Red Knight's offer, only that I shouldn't be surprised. She's always made strong moves to obtain what she wants, be it an advantage of a soul. I don't know if I think it's horrible because she's like a mother to me, or incredible because she's the most beautiful woman I've ever seen, and the best warrior, too.
Emily: I don't want to be sad, Alyssa, but all I can think about is that Ianvasah should be here with us. I'm sorry, I don't want to bring your mood down.
Bastian: Good job with the Red Knight. Shame about Lasri, but Shaundakul told me mortals are born to die. It doesn't mean that I'm going to accept it.
Dolmaya: That shameless strumpet! We've barely even started anything and she swoops in, and now any chance is ruined! I've met female dogs with more decorum!

What *was* the offer to Jarem? I mean, I made a guess, but never got any details.

As for Emily/Bastian, yeah, understandable.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 16, 2020, 04:34:58 PM
Pretty much exactly what you'd expect it to be based on the clues. Jarem's suddenly hot property and she has a legitimate claim, so she made a move. She's very much a go getter and the type to try things when she has a chance.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 16, 2020, 04:36:48 PM
I thought Red Knight invited Jarem to come work for her. I missed the in bed subtext.

Also poor Jetina. And no one asked for the biology lesson Syala.

It is nice to play big sister to Ranbar though!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 16, 2020, 04:39:12 PM
Quote from: Ebiris on May 16, 2020, 04:36:48 PM
I thought Red Knight invited Jarem to come work for her. I missed the in bed subtext.

It was there. It wasn't terribly obvious, but she if she was ever going to marry, another demigod is a good catch. They'd make a strong pair since they cover a lot of the same ground together.

QuoteAlso poor Jetina.

A healer's lot is a healer's lot. She has a lot of smites and ways to be good in melee, though admittedly Cresiel, Kaja and Sylvie beat her there.

QuoteAnd no one asked for the biology lesson Syala.

Syala: You might need it.

QuoteIt is nice to play big sister to Ranbar though!

That scene was a lot of fun because you nailed the heart of Ranbar's dilemma so well. You absolutely knocked that one out of the park, well done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 16, 2020, 06:02:29 PM
Dana reaches level 35.

- Dwarven Defender 22 and Psychic Warrior 27.
- 6 on a d12 for a total of 19 hit points and a grand total of 670 hit points.
- Damage reduction rises by 3 to 17/-.
- +1 CL to her single SLA. Yay.
- Gains 35th level PW manifesting. Her new power point total is 586. She selects Becklee's Brilliant Blast, see below. What? There's surely other psionics she'd borrow form occasionally.
- +1 to all saves.
- Skills go up as normal.

Nice, quick level for once. Yay.

Becklee's Brilliant Blast
Psychometabolism
Level: Psychic Warrior 10
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 21

This power creates a massive cone of raw force that deals 21d6 points of damage. This power damages any unattended objects within it, including walls. This power can burrow up to 20ft into solid walls, stone and other such things. Creatures and objects protected by more than 20ft of a wall or similar object.

Augment

For every additional power point you spend, this power's damage increases by 1d6.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 17, 2020, 11:18:19 AM
Quote from: Anastasia on May 16, 2020, 04:30:31 PM
Seira

Lady Sanzha: Prepare all your currents, for the Iron Tower will be a near impossible mission. I have my doubts if you have any chance at all, so I beg of you to have escapes prepared. Your defeat or imprisonment serves as no boon to Yemimah.
Kascha: We can't leave Yemimah imprisoned, no matter how long the odds are. But Asmodeus gave us just enough to hang ourselves in the Iron Tower, so you'll have to show him we're better than that!
Elle: Don't worry, I'm keeping an eye on Ranbar. She'll be fine, Seira.
Ranbar: I'll see you soon, Seira, once I'm done and I've made a decision.

I feel like inviting Alicia would guarantee succees, but I'd like to accomplish something grand on my own. It's been a while since I've done that, and so long as I have a chance it's all good. Plus Alicia is sadly the stealth is optional for this mission type.
Can't wait to see Ranbar's decision, too!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2020, 11:21:49 AM
Quote from: Corwin on May 17, 2020, 11:18:19 AM
Quote from: Anastasia on May 16, 2020, 04:30:31 PM
Seira

Lady Sanzha: Prepare all your currents, for the Iron Tower will be a near impossible mission. I have my doubts if you have any chance at all, so I beg of you to have escapes prepared. Your defeat or imprisonment serves as no boon to Yemimah.
Kascha: We can't leave Yemimah imprisoned, no matter how long the odds are. But Asmodeus gave us just enough to hang ourselves in the Iron Tower, so you'll have to show him we're better than that!
Elle: Don't worry, I'm keeping an eye on Ranbar. She'll be fine, Seira.
Ranbar: I'll see you soon, Seira, once I'm done and I've made a decision.

I feel like inviting Alicia would guarantee succees, but I'd like to accomplish something grand on my own. It's been a while since I've done that, and so long as I have a chance it's all good. Plus Alicia is sadly the stealth is optional for this mission type.
Can't wait to see Ranbar's decision, too!

To be entirely honest I don't think Alicia's a good fit for this mission, at least based on surface details that are known.

Ranbar's working it out. She may drop into another node or two to talk depending on which way it goes, but she's on the right path now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2020, 11:42:02 AM
Feedback welcome.

Elle's Great Shooting Star
Universal
Level: Sor/Wiz 15
Casting Time: 1 minute
Range: See text
Target, Effect or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

This spell conjures a shooting star in the sky above that streaks by and can be seen for 100ft per caster level in all directions. This shooting star is visible for one round. Should a creature speak a wish within one round of seeing this shooting star, the wish is granted as if by a wish spell. This spell can grant up to one wish per ten caster levels of the caster. No matter how many wishes it grants, the caster only takes the strain of one wish and those who make the wishes do not suffer any strain at all.

A creature can only benefit from a single wish per casting of this spell, no matter how many wishes they speak in one round.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2020, 12:01:20 PM
Jarem worked up this spell. It's pretty plain but he wanted something plain, mostly I'm aiming for things more like Elle's spell.

Vigor of Tempus
Transmutation
Level: Clr 15
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell grants the endless vigor of Tempus to the target. This grants a +18 enhancement bonus to Strength and Constitution, as well as damage reduction 30/-.

This spell is known by only a few clerics of Tempus, the Red Knight and Garagos.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 17, 2020, 10:37:57 PM
Miranda reaches level 35.

- Valkyrie 35 and Focused Hunter 3.
- 2 on a d8 for a total of 12 hit points and a grand total of 526 hit points.
- +1 BAB for a total of 35.
- +1 spell resistance.
- Damage reduction increases by 5.
- Words of Creation(B) as a new racial bonus feat. Unusually late in the game for a celestial to develop this, most who reach epic get it then if they don't already.
- Gains dispelling shot. This is actually very good since it uses her hit dice for the modifier, so it's immediately relevant.
- +1 CL of SLAs.
- Gains 34th level ranger casting. This is an 8th level spell, to which Miranda selects Miranda's Banecrush. Finally.
- All saves rise by 1.
- Skills go up as normal.

Good level, got a few nice pieces.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 20, 2020, 09:28:58 PM
Syala avatar 1 is up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 20, 2020, 09:38:58 PM
Syala avatar 2 is up. As you can see, I made a minimum of changes and just switched between astral deva abilities and treant abilities.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 21, 2020, 09:45:42 PM
Vigor of Tempus and Elle's Great Shooting Star are now in the Spell Collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 22, 2020, 11:54:46 AM
Feedback and thoughts, y'all?

Create City
Conjuration (Creation)
Level: Sor/Wiz 15
Components: V, S, M, F
Casting Time: 8 hours
Range: Long (400ft + 40ft/level)
Effect: A city; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This mighty spell creates a city from nothing. When cast, a city of up to 500ft/level in size is created. This covers all aspects of a city, which includes buildings, roads, wells, a city wall and any other normal features of a city. The city created is of competent but uninspired craftsmanship and uses whatever materials would be practical to use for a city in that location, though you may provide alternative materials to be used if you wish. Should you have ranks in Crafts skills relevant to the city's construction, such as Craft(Stonemasonry) for a city made of stone, and you wish it to be so, you can improve the craftsmanship of the city up to the limits of your Craft skill when you cast this spell.

The exact design of the city is yours to choose, though it must be within the normal limits of local physics as well as the skill of the craftsmanship of the city. Once created, the city is subject to normal wear and tear.

Material Components

Any alternative materials to be used in the construction of the city (optional).

Focus

A carved model of the city to be created, which costs 100 gold per 500ft of size of the city.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 22, 2020, 12:00:49 PM
It's hard to judge that, but it feels like the level is a bit high. You can get the same sort of effect once a week from a Lyre of Building and I think the Lyre would actually do it faster than this spell?

"The lyre is also useful with respect to building. Once a week, its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, etc. The effect produced in 30 minutes of playing is equal to the work of 100 humans laboring for 3 days."

So in an hour, you get 6 days of work from 100 humans, so... yeah, I think it's a little over-cost.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 22, 2020, 12:12:21 PM
Quote from: Nephrite on May 22, 2020, 12:00:49 PM
It's hard to judge that, but it feels like the level is a bit high. You can get the same sort of effect once a week from a Lyre of Building and I think the Lyre would actually do it faster than this spell?

"The lyre is also useful with respect to building. Once a week, its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, etc. The effect produced in 30 minutes of playing is equal to the work of 100 humans laboring for 3 days."

So in an hour, you get 6 days of work from 100 humans, so... yeah, I think it's a little over-cost.

Probably and possibly, though that's also coming down to how precisely you measure and rule the lyre to work and the quality of that work.

For now I'm going to lower the casting time of the spell down to 8 hours and fiddle with the rest once I have time to do some math.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 22, 2020, 08:08:02 PM
Today's installment of IRC crossposting.

Create City Discussion

(The post mentioned is for the Create City spell a few posts above this one.)

<Seira> I don't really know why it's necessary, especially for us
<Seira> Could've been useful before!
<Ebiris> We can make cities in our divine realms easily enough but it'd be good for stuff like rehousing people on Lifasa or jumpstarting stuff in those reclaimed wastes. It's just a kind of fun and interesting spell.
> Dolmaya's making the spell, since it's relevant for her offscreen things in Alyssa's realm.
<Seira> I sort of get it
<Seira> Although the assumption had always been for me that if we were to personally use lvl15 spells casually on Primes for this stuff, some other deity would come out and use their lvl25 spells casually to nuke it
<Seira> And locals really shouldn't have access to such magic and still remain locals
<Seira> I guess if an npc does it they may not get immediate retaliation we do
> You wouldn't really see it on the prime alot simply due to the caster level of it, no. 36th+ level casters aren't common there.
<Ebiris> Yeah. Even if it doesn't get used much though it's just nice that it's there though? There's not that many epic spells after all, so it's good as an option and an example of what's possible for any other spells we come up with.
<Seira> Full agreement there, yes
> Yeah. Deities don't need it as much per se, but not ever 36th+ level caster is a deity.
<Ebiris> That said someone with a lyre of building could probably build more in a solid week anyway.
<Seira> Incidentally
<Seira> How high is the spell to make a demiplane?
> That's more of the lyre not really being designed around people who won't ever get tired and don't need to rest from playing, I think. I'm not sure how much 24*7 hours of a lyre of building could do off the top of my head.
<Nephrite> Yeah, it's not especially reasonable to compare it to a full week of playing one, but I'm not sure how the logistics work if you play for, say, 8 hours or something.
<Ebiris> It's 14,400 man-hours of work her hour of lyre playing. So whatever could be built with 2,419,200 hours of work by one person.
<Seira> The thing is, it honestly doesn't matter. So long as 100 dudes (or less) can reasonably do it in 3 days of work (or less), you can treat their work as component of a greater whole.
<Seira> Then work modularly.
<Seira> However long it takes, it's still astronomically faster
> For all that I don't think lyre abuse matters at this level - didn't Moore do that before, Neph - I'm more included to reword the lyre than anything else. But that aside, I think I'll lower the casting time of the spell in light of that.
<Nephrite> He's used it a few times to make a quick tunnel or something but usually nothing super elaborate.
<Seira> He used it to make a stairway on a cliff
<Seira> And I think protection while traveling
<Nephrite> Oh yeah, that's right.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 22, 2020, 08:13:27 PM
More IRC crossposting

(FYI Eb, I used spellcheck on this so I suspect some of your British spellings got nailed. Sorry!)

Demiplane and Genesis discussion

<Seira> But seriously, what level would a demiplane-making spell?
<Seira> Asking for a friend
<Ebiris> Genesis is 9th level and it's not in banned or changed spells in houserules.
<Seira> I'm pretty sure Dune said before when I asked that it would be at least epic
<Seira> If it's only lvl10, though, wouldn't it be a lot better than making a city for a lot less?
<Ebiris> Well, if you make a city you expect it to be integrated with wherever it is. With roads to neighboring cities, maybe a harbor if it's by the sea or a big river. If you make a demiplane even if there's a huge city inside, getting in or out has a big bottleneck.
<Ebiris> But yeah if you just want your own cool kids club then a demiplane is superior in every way.
<Seira> I assumed there would be infrastructure within the city, but no actual integration with the country
<Seira> If that actually happens, regardless of distance, it's really 'build a country'
<Seira> One city at a time  >_>
<Ebiris> Well yeah but if you can build a city you can build roads.
<Ebiris> The point is a demiplane is stuck with just a tiny portal for getting in or out.
<Seira> Since demiplanes can be anchored wherever you want, a 'real' city would only be superior if there's more than a single way  out of it. Given medieval cities and protections against the environment, monsters and hostile armies, it might be best to build your cities in them
<Ebiris> Sure, I mean if your demiplane is self sufficient you don't ever have to leave anyway, and since you can dictate what resources and environmental conditions exist inside it, it's really easy to just stay in your cool wizard paradise and never leave.
<Seira> I keep on looking for disadvantages and it's hard to find any
<Seira> I guess people might be wary that you're a shitty wizard, or that it'd require upkeep if you die?
<Seira> But if you can use such spells anyway, regular people wouldn't have any defense against you to begin with
<Seira> So any sense of security they'd have is false
<Seira> As expected, the future of humanity is living in boxes
<Ebiris> I think it's just the perception that it's this weird hidden place and not a tangible spot on the map you can see and easily come and go from. And if lots of people need to come and go then getting through that portal is a hassle.
<Ebiris> What you should really do is combine them. Build a huge tower block full of rooms, each one leading to a demiplane containing residences or industry or farming or whatever.
<Ebiris> With golems to beat the shit out of anyone who tries casting dimensional anchor in the halls.
<Ebiris> Wait shit did I just invent Aurora?
<Seira> Haha
<Seira> Yes!
<Seira> Then you too can QUEST FOR JUSTICE without leaving your room!
* Kotono reads up. Yeah, the spell explicitly includes roads so you could connect it to existing infrastructure. A city includes infrastructure, after all, not just a bunch of buildings.
<Seira> The question was really how far that extends
<Ebiris> Yeah but other cities aren't going to be within *small number* x 500 feet of the one you're building.
<Ebiris> Though you can expand an existing city real easily with it.
<Seira> If you build SF and LA with it, will they connect?
> As to Genesis, lemme look up what I posted about it in B3.
> Since I know it came up.
> http://www.soulriders.net/forum/index.php/topic,101729.msg1097759.html#msg1097759
<Ebiris> Having demiplanes for various super-secret stuff in Sylica would actually be nice since you mention that.
> It is an option, yes.
<Seira> So a greater genesis as a lvl13 spell gives with genesis with a city designed as you like?
<Seira> Hmm
<Seira> Yeah, do your Manhattan project research in one
> I'd have to look since I haven't reviewed that material in some time.
<Seira> I presume you can actually make the portal into and out of one larger?
<Seira> Since if a dragon mage makes a demiplane, they wouldn't want to transform into something tiny to get through
> Yeah.
> There's something or another that covers that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 23, 2020, 07:45:35 PM
Weekly Feedback

As the DM is a little below the weather with the muscle spasms and shakes, Tannin has volunteered to fill in for weekly feedback. Thank you, Tannin.

(These aren't serious, so enjoy them for the humor value as well as any commentary. Tannin's thoughts are not automatically my own.)


Seira

So yeah, I checked in on Seira and sure enough, she's taking care of all those odds and ends before going off to the Iron Tower. Most of it's pretty nice if you ask me, 'cept for where she had to eat crow for giving us that special information. You ask me and it's still better than giving it to anyone else, but that's heavier than all of Jaela's spears. I'm not sure what's that's going to touch off but it's going to be really complicated.

Afina probably but she won't stop. Jaela possibly to probably but I have a bad feeling about it, don't know why. Maybe it's the looks Hanna gives her. Wonder if Mom might put her foot down and keep it down? There's not many things worse than a berserk cornugon, but Hanna's one of them. 27 maybe, he'd probably like it but he'd drag Hanna along. Tryll's off doing something else last I heard, but maybe Ithea? If she's done with kitty time, or hey, what about Surraruthru? Let alone someone like Canderella or Ebony.

Though if you look at the numbers, we need more men as deities. There's too many women in the Godsrush, and that's just a fact. Wait, me? Uh, think I got other things to do, lots of big other things. Far Realm's a no way, probably come back with two more heads and non dimensional intestines.

Anyway, I wish her a lot of luck in the Iron Tower. Bet she'll need it.

Moore

Wait, Moore? I got no fucking idea what's going on there and I checked in. Why do wizards have to be so complicated? You tell me already, old man! Capital letter colors, blobs, lights, systems, I don't even know what's going on anymore. Does anyone but Moore? Sylvie maybe, she's smart. Sharp too, she might even cut through all the bullshit.

Guess it must make sense to someone, but now daemons are involved and I'm worried Moore won't take them seriously enough. Now I know we mostly focus on Hell but daemons aren't anything to laugh off. Why, did I ever tell you the time my friend crossed a yugoloth banker? They're still finding pieces of him in gold coins. Now he's a high'n'mighty deity so disease isn't a problem but I bet there's trouble there, too.

But Moore's tenacious and good at solving problems. Maybe he'll solve this one. At least it shouldn't be a repeat of Smoke, that was terrible.

Alicia

I don't get it. Why does everyone...? Yeah, I mean, she's gorgeous, I've seen her. But honestly, she's last place amid her group and that includes Ebony. Antenora and Ebony do the black hair better, the others have better bodies, they all have great curves and just...and she's the one they fall for.

No accounting for taste.

Though what I will account for is the Queen of Air and Darkness. See, there I was, minding my own business while I investigated the Glasae Queen. No, I've never met her, but the Glasae Queen's bad enough and I bet that Queen's way worse. Takes guts not to run for her and she's ice cold about it, too. Gotta say it was good solid work avoiding a war there, but someone's playing them and I wouldn't count on it being Imix. Too clean, too easy to slot in without it being a snug fit.

But if it isn't Imix then I have no idea, but on the up side it's a trick you can only do against the fey queen once. Heck, could even be an enemy of Imix trying to get Alicia to go smite him with Miss Winter over there. Bet those two could quench him good. Other hand, it really might be Imix and you just don't know, and if you're wrong you've picked a fight for no good reason.

Ugly business.

Alyssa

Am I the only one that gets her name and Alicia's name mixed up?

Anyway, she's doing a lot of establishment stuff like I saw Moore do on the side. Realm's growing great, real nice place if you like mountains or schools or magic. Preferably all three.  Nice place to get a drink after wandering all of Shaundakul's moonlit roads. Real cozy in a new way.

What I like her is that library, plus the way she bossed around her old order. Good work if you ask me, if you go to all the trouble to ascend you should get to throw some authority around. Never hurts to get more wizards to work for you, huh, old man? Should direct some friends of mine over there sometime, make a splash and get noticed.

Also I heard some redhead's looking around there for some reason or another, not sure why. Real flighty type in her way, wonder when that's gonna happen?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 23, 2020, 07:49:09 PM
Quote from: Anastasia on May 23, 2020, 07:45:35 PM
Weekly Feedback

Alyssa

Am I the only one that gets her name and Alicia's name mixed up?

Yes, you are.

Quote from: Anastasia on May 23, 2020, 07:45:35 PM
Anyway, she's doing a lot of establishment stuff like I saw Moore do on the side. Realm's growing great, real nice place if you like mountains or schools or magic. Preferably all three.  Nice place to get a drink after wandering all of Shaundakul's moonlit roads. Real cozy in a new way.

What I like her is that library, plus the way she bossed around her old order. Good work if you ask me, if you go to all the trouble to ascend you should get to throw some authority around. Never hurts to get more wizards to work for you, huh, old man? Should direct some friends of mine over there sometime, make a splash and get noticed.

Also I heard some redhead's looking around there for some reason or another, not sure why. Real flighty type in her way, wonder when that's gonna happen?

Redhead? Did I miss something in one of the posts?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 23, 2020, 07:52:22 PM
Quote from: Iron Dragoon on May 23, 2020, 07:49:09 PMYes, you are.

A DM's life is hard, apparently.

Quote from: Anastasia on May 23, 2020, 07:45:35 PMRedhead? Did I miss something in one of the posts?

Not during this week's posts.

This also isn't entirely serious so this may or may not be anything at all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 23, 2020, 08:54:23 PM
Tannin is the last person who should be commenting on people having wizard problems!

(I liked this.)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 23, 2020, 09:34:32 PM
Quote from: Nephrite on May 23, 2020, 08:54:23 PM
Tannin is the last person who should be commenting on people having wizard problems!

(I liked this.)

Oh yes, that is true.

(Good, it's nice to experiment with the format.)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 24, 2020, 01:47:46 AM
First draft of some core demiplane creation spells are here. Notes as follows.

1. Demiplanes aren't cheap. Even if you're a caster (or get one) with ignore material components, it's still a flat 100k to get into the game at a minimum. This limits the audience.
2. Demiplanes aren't easy to make. The long casting times are another limiting factor. This won't stop an immortal setting up for eternity, but it complicated matters further. You need peace and quiet for a good long time when you create or enhance a demiplane.
3. Some demiplane improvements can only be done by the creator of the demiplane. This won't stop someone from acquiring a demiplane if they want one, but it does mean unless you DIY, you may be stuck with how it's set up as is.
4. That all being said, they're still incredibly valuable and a wise investment for epic characters who aren't on the divinity advancement track like y'all are. You all are very much the planar elite in that regard and most of this material isn't terribly important for you.
5. Feedback welcome, these are very first draft. The ideas are there, just some numbers may need tweaks. Oh, and the first spell is a Creation 12 spell and the others don't follow through on that. I know, I'm aware of that, that's intentional as that's purely a DM placeholder to possibly assign later.
6. Even the best demiplane here can't compete with a fully developed divine realm. Again, that's 100% working as designed and part of the reason why these spells are mostly a curiosity for y'all.

Create Demiplane
Conjuration (Creation)
Level: Creation 12, Sor/Wiz 12
Components: V, S, M, F
Casting Time: 1 week
Range: 1000ft; see text
Effect: A demiplane tied the plane this spell is cast on; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell is similar but superior to genesis and functions as that spell, except as noted here. This spell can be cast on any plane and not just the Ethereal Plane. When the spell is complete, a single portal is created that connects the plane this spell was cast on and the new demiplane. The initial maximum radius of the plane is 1000ft, additional castings of this spell increase the radius of the demiplane by 1000ft per casting.

Unlike genesis, this spell provides basic vegetation that fits the terrain created. A desert will have cacti, plains will have grass, forest will have trees and so on and so forth.

Material Component

Diamonds worth no less than 100,000 gold.

Focus

A crystalline sphere the size of a fist worth no less than 100,000 gold. Unlike a normal focus, this focus is consumed when the spell is completed. However, further castings of create demiplane to enlarge the demiplane do not require the focus, as it has been directly absorbed by the demiplane.

---

Greater Create Demiplane
Conjuration (Creation)
Level: Sor/Wiz 15
Components: V, S, M, F
Casting Time: 1 week
Range: 10000ft; see text

This spell is identical to create demiplane, except as noted here. The demiplane created has an initial maximum radius of 10000ft. At your discretion, you can have simple, non magical animals also populate the newly created demiplane, ones that match the terrain.

You may cast this spell to expand a demiplane created by create demiplane by 10000ft, instead of 1000ft for create demiplane.

Material Component

Diamonds worth no less than 250,000 gold.

Focus

A crystalline sphere the size of a fist worth no less than 100,000 gold. Unlike a normal focus, this focus is consumed when the spell is completed. However, further castings of greater create demiplane to enlarge the demiplane do not require the focus, as it has been directly absorbed by the demiplane.

---

Assign Planar Traits
Transmutation
Level: Sor/Wiz 16
Components: V, S, M
Casting Time: 1 month
Range: 0ft; see text
Target: 1 demiplane that you created
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You may cast this spell when you are within a demiplane you created, such as with a create demiplane spell. When you cast this spell, you may assign the following planar traits to your demplane: gravity, elemental and energy, alignment and magic. You can set these traits to whatever you wish, so long as they do not conflict with the plane the demiplane is attached to. For example, adding the good aligned alignment trait to a demiplane connected to the Abyss or the fire dominant trait to a demiplane connected to the Elemental Plane of Water.

Note that if you choose the dead magic planar trait that you gain no particular immunity to this dead magic area.

Material Component

A large platinum disk inscribed with diagrams of the planes, worth no less than 500,000 gold.

This one deserves two OOC notes.

1. The time traits would be available if not for the Temporal Compact.
2. DM judgment calls will likely be made here at times. Just the nature of the spell and how wide reaching it can be.


---

Connect Demiplane
Abjuration
Level: Sor/Wiz 13
Components: V, S, F
Casting Time: 1 week
Range: 0ft; see text
Target: 1 demiplane that you created
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell connects a demiplane that you created, such as with a create demiplane spell, to the Astral Plane. This allows teleportation and other effects normally barred in a demiplane to function normally.

Note that a restore astral links spell can replicate the effects of this spell if cast by the creator of the demiplane.  However, there is a 5% chance that this spell destabilizes the demiplane, which results in its collapse. However, that spell is far faster than this spell.

Focus

A handheld replica of a color pool from the Astral Plane, made with a drop from a real color pool.

---
True Create Demiplane
Conjuration (Creation)
Level: Sor/Wiz 18
Components: V, S, M, F
Casting Time: 2 weeks
Range: 10000ft/level; see text

This spell is identical to create demiplane, except as noted here. When this spell finishes, you may assign planar traits, as if you cast an assign planar traits spell on this demiplane.  You may choose to connect this demiplane to the Astral Plane to enable teleportation and similar magic, as if by a connect demiplane spell.

You may cast this spell to expand a demiplane created by create demiplane or greater create demiplane by 10000ft/level, instead of the limits for those spells. You may also apply the benefits of a assign planar traits and connect demiplane spell if you wish.

Material Component

Diamonds worth no less than 1,500,000 gold.

Focus

A crystalline sphere the size of a fist worth no less than 100,000 gold. Unlike a normal focus, this focus is consumed when the spell is completed. However, further castings of create demiplane to enlarge the demiplane do not require the focus, as it has been directly absorbed by the demiplane.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 24, 2020, 11:06:06 AM
QuoteAm I the only one that gets her name and Alicia's name mixed up?

Yes and it's annoying how it keeps getting repeated over and over.

QuoteAlicia

I don't get it. Why does everyone...? Yeah, I mean, she's gorgeous, I've seen her. But honestly, she's last place amid her group and that includes Ebony. Antenora and Ebony do the black hair better, the others have better bodies, they all have great curves and just...and she's the one they fall for.

No accounting for taste.

Though what I will account for is the Queen of Air and Darkness. See, there I was, minding my own business while I investigated the Glasae Queen. No, I've never met her, but the Glasae Queen's bad enough and I bet that Queen's way worse. Takes guts not to run for her and she's ice cold about it, too. Gotta say it was good solid work avoiding a war there, but someone's playing them and I wouldn't count on it being Imix. Too clean, too easy to slot in without it being a snug fit.

But if it isn't Imix then I have no idea, but on the up side it's a trick you can only do against the fey queen once. Heck, could even be an enemy of Imix trying to get Alicia to go smite him with Miss Winter over there. Bet those two could quench him good. Other hand, it really might be Imix and you just don't know, and if you're wrong you've picked a fight for no good reason.

Ugly business.

Marie appreciates the compliment, shallow as it is.

And yeah, I guess I take it for granted that between divine senses/epic perception/epic knowledge that just impersonating a deity is something you can't get away with among their peers.

Like, I kind of want to have Marie pretend to be someone and go stir shit up, because she's got the epic disguise and bluff to pull it off, but I feel dead certain that if I did it the mark would just divine-text the real deal for verification then draw her into an ambush. It just feels like something that really has no business working.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 25, 2020, 02:06:40 AM
I suppose if Aurora chooses to ignore the warnings against Team Fiends or to ascend a glorified pet I'll be proven wrong about their judgement.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 25, 2020, 11:13:38 PM
Any comments on the demiplane stuff, y'all? I'm inclined to drop the level of assign planar traits but one but the rest looks about right. Last call, I'll move them over before or just after session tomorrow.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 25, 2020, 11:17:38 PM
Quote from: Ebiris on May 24, 2020, 11:06:06 AMMarie appreciates the compliment, shallow as it is.

Take 'em when you can get 'em.

QuoteAnd yeah, I guess I take it for granted that between divine senses/epic perception/epic knowledge that just impersonating a deity is something you can't get away with among their peers.

Like, I kind of want to have Marie pretend to be someone and go stir shit up, because she's got the epic disguise and bluff to pull it off, but I feel dead certain that if I did it the mark would just divine-text the real deal for verification then draw her into an ambush. It just feels like something that really has no business working.

It's difficult but not impossible - I don't want to go into details for spoilers, but you can guess at some of the aspects that are obvious. Someone who doesn't know Alicia was targeted is the most salient one, but a few other factors can be worked out as well. It's more that it's a small mistake to not do a more in depth check, and that well...the divine not being perfect and free of mistakes is something that comes up in game.

In other words, it's something the Queen of Air and Darkness probably should've caught. Easier to say in hindsight, but it is what it is.

Unless of course something custom or nasty is in place, but at that point all bets are off.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 25, 2020, 11:20:46 PM
Quote from: Corwin on May 25, 2020, 02:06:40 AM
I suppose if Aurora chooses to ignore the warnings against Team Fiends or to ascend a glorified pet I'll be proven wrong about their judgement.

If they actually ascended 27 I'd eat my own DMing screen.

Scaaaaary.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 25, 2020, 11:29:41 PM
Create City is now in the Spell Collection. Enjoy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 26, 2020, 02:18:32 AM
Quote from: Anastasia on May 25, 2020, 11:13:38 PM
Any comments on the demiplane stuff, y'all? I'm inclined to drop the level of assign planar traits but one but the rest looks about right. Last call, I'll move them over before or just after session tomorrow.

I don't like that there's a new arms race now, of spells that have not!material components that ignore the epic ways of ignoring material components. I'm sure there's a salient divine ability to beat that which is even more extra special and then special circumstances that'd beat it. Ah well.

It's nice to have stuff we could always do vaguely actually codified and priced. A huge shame I don't see myself doing this since we're past that now, and even in a theoretical new game it'd be so expensive (gold and spell level-wise) that by the time I could casually do it I'd have better things. I guess my comments are nice but impractical?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 26, 2020, 10:16:26 AM
Quote from: Corwin on May 26, 2020, 02:18:32 AM
Quote from: Anastasia on May 25, 2020, 11:13:38 PM
Any comments on the demiplane stuff, y'all? I'm inclined to drop the level of assign planar traits but one but the rest looks about right. Last call, I'll move them over before or just after session tomorrow.

I don't like that there's a new arms race now, of spells that have not!material components that ignore the epic ways of ignoring material components. I'm sure there's a salient divine ability to beat that which is even more extra special and then special circumstances that'd beat it. Ah well.

It's nice to have stuff we could always do vaguely actually codified and priced. A huge shame I don't see myself doing this since we're past that now, and even in a theoretical new game it'd be so expensive (gold and spell level-wise) that by the time I could casually do it I'd have better things. I guess my comments are nice but impractical?

Pretty much. It's an option, it can be done but y'all are on another path this game so it's mostly world development here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 26, 2020, 10:53:29 AM
Spell Collection's updated with the five demiplane spells.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 27, 2020, 07:58:46 AM
Does Zariel have all the gear she wants? Since she's been adventuring offscreen with Xera all this time, I don't know if she lacks anything basic we could provide for her.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 27, 2020, 12:46:25 PM
Quote from: Corwin on May 27, 2020, 07:58:46 AM
Does Zariel have all the gear she wants? Since she's been adventuring offscreen with Xera all this time, I don't know if she lacks anything basic we could provide for her.

Zariel's good on gear.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 27, 2020, 10:31:37 PM
Realm updates for those not mid dungeon will happen this weekend. Iddy, please remind me that you have new leaders coming from IC events.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 28, 2020, 03:13:12 AM
Speaking of leaders, that dude following Sanzha that Donald introduced to me should be one too, I think?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 28, 2020, 11:34:22 AM
I'll check that when you realm update, yeah, but that sounds right.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 28, 2020, 04:49:14 PM
At last, 77777 posts. Scary.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 28, 2020, 07:39:57 PM
No one? Tough crowd. Whimper.

---

Benyen reaches level 34 and 35. For some reason that escapes me, he's at 33 so time to adjust up.

- Fighter 34/35 and Fist of Raziel 24/Incandescent Champion 5. He needs an extra point of essentia for 36 so he'll get it knocked out ahead of time.
- 5 and 4 on d10s for a total of 37 hit points and a grand total of 688 hit points.
- +2 BAB for a total of 35.
- +1 essentia pool for a total of 7. He invests this in Incandescent Strike to at least get a +1 to damage until level 36. No point letting it sit there unused.
- Incandescent Ray gained. This is pretty crap for him, even at full investment it's only 6d8 damage.
- Gains 29th level paladin spellcasting. This is 2 7th level spells per day. Benyen goes with Eyes of Truth and Regenerate.
- All saves rise by 1.
- Skills go up as normal.
- Armor Skin(F34) as his bonus feat because his AC is a disaster zone.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 28, 2020, 07:59:24 PM
I didn't want to unfairly tilt the scales in favor of the B6 thread over the B3 thread.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 28, 2020, 08:05:06 PM
Indeed.

Unless, of course, one day the two threads merge in a glorious combination of nagging unknown until that moment.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 28, 2020, 10:10:13 PM
Or you could just post in B3's nagging threat, y'know.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 28, 2020, 10:22:48 PM
I could.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 28, 2020, 10:29:44 PM
Yes, you could.

Couldn't you?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 29, 2020, 11:09:59 AM
Just in case, out of the stuff on my sheet, I'm leaving the following behind:

Spoiler: ShowHide

Dragon's Grace: Shortsword+7. This blade seeks out the weak spots of it's victims, increasing it's wielders sneak attack damage by 2d6. In addition it functions as a staff of fiery power with 50 charges and without it's retributive strike.
Powerbow: Longbow+5, "Power". When used to shoot arrows, the user may use Power Attack for those shots, converting hit and BAB to damage potential. This works as the trait of the same name. Effectively a +6 weapon.
Greatsword+7, fiery blast. This weapon's flames are pure gold, ignoring fire resistance and halving fire immunity(As if the flames were searing.) It is made of a material like gold, but far harder. Celestial runes cover the blade, calling on the wrath of Raziel to smite evil.
Crystalvein Greatsword. This greatsword functions as a greatsword+6, keen and wounding. This greatsword ignores any armor bonuses granted by force effects such as shield or mage armor. If a target is successfully hit by this greatsword, any force effects active on them or force spells being maintained by them are treated as being targeted by a dispel magic effect with a dispel modifier of +21.
Crystalvein Dagger x2. This dagger functions as a dagger+6, keen and wounding. These daggers ignore any armor bonuses granted by force effects such as shield or mage armor. If a target is successfully hit by one of the daggers, any force effects on them or force spells being maintained are treated as being targeted by a dispel magic effect with a dispel modifier of +21.

Nevaeaf: This ring grants the wearer damage reduction 5/-, or damage reduction 10/- if they are of the blood of the Daoin. Unlike normal types of item granted damage reduction, those with the blood of Daoin can stack this damage reduction with a permanent impenetrable damage reduction.

Soothsayer's Spite:

This flawed agate stone is said to have been passed down into the Malmuthian Royal Family by a vengeful seer. The truth of this matter has been lost to the ebb and flow of time, but the stone remains.  When worn, the pendant offers power to those who can manage the future. On your turn as a free action, you may predict a spell you are going to cast the next round as well as the target(s) it will be targeted at. If you are correct on both counts, the spell gains a +4 bonus to DC. If it is a damage dealing spell, it gains a bonus +1 damage per damage die.

Soothsayer's Spite may be used three times per day. Incorrect uses count against its daily uses. Soothsayer's Spite may only be used in battle. Soothsayer's Spite counts as a minor artifact; it's beyond current mortal means to reproduce.

Book of What May Have Been

Once a day, this book can show you a history that never was. It grows hazier the further in the past the point of departure is and around extremely powerful entities.

Sword of Yesterday

This greatsword+1 becomes a greatsword+8, keen and temporal banishing when in the past instead of the Present. A temporal banishing weapon that strikes a time traveler forces them to make a Will save (DC30) or be forced back to the time they came from.

Shield of Yesterday

This shield is a heavy steel shield+2 in the present. When in the past, it becomes a heavy steel shield+8, temporal fortress. A temporal fortress weapon grants a +6 bonus to saves versus chronomancy.

Eladrin gown (black, tinted with a fiery red): This gown or formal wear is of fine make beyond that of mortal tailors. When worn, it grants a +6 enhancement bonus to charisma. It takes up the armor slot. [not worn]
Fancy of Music: This baton can be waved to create any music the user can imagine. A DC 10 charisma check is required to use it. [14,000gp]
Slender Book titled Estorica:  Grants a +5 bonus on knowledge: arcana checks. It must be consulted for 2 hours to grand this bonus on a check; the check is made at the end of the reading. [3,000gp]

Mage's Friend: Once per day as a swift action, this ring grants you a +1 insight bonus to the save DC and caster level of the next spell you cast this turn. 15000 gold.


Let's also say for convenience's sake that I have a basic bag of holding for all the scrolls I have listed n the magic page to carry with me.

Finally, I'm bringing the Cauldron's petty cash (118,708.7gp) and Asmodeus's Dis-relevant items with me.

Asmodeus's items (http://www.soulriders.net/forum/index.php/topic,104400.msg1175395.html#msg1175395) in question (http://www.soulriders.net/forum/index.php/topic,104414.msg1176505.html#msg1176505):

1. Knowledge of a secret passage into the Iron Tower.
2. A special token that will provide some level of access in the Iron Tower.
3. An amulet that will protect the wearer an those close to him protection from the passive scans of the Iron Tower's sensory magics.

1. You can enter the Iron Tower from Gaggar's Bank. Merely go there and ask to speak to Gaggar and show the attendant there the amulet and he'll take you to the secret passage.

2. You are also given an iron token made of metal and in the image of a tower. It's small and easily fits into your hand.

3. An iron amulet that hangs heavy on the neck.  It has no particular shape, close to being a simple lump of iron, but it should work.

Just carry the token and possibly present it if someone challenges you.

The amulet does not radiate magic that you can see at all. The amulet would allow her to enter Dis like that, but not another divine realm. The passive scans are the various scans and defenses of the Iron Tower.

Gaggar is a unique devil that runs one of the many banks in Dis. A very minor servant of Dispater made good. He's a nasty sort but pretty hands off, he lets his investments and money work while he toils to get more gold and souls that do him no real profit at all.

It'll cover at least the outer areas.

The radius is indeed 30ft.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 29, 2020, 12:41:03 PM
Incidentally, I have a question about divine powers. When a deity (or avatar!) uses a SLA from one of the domain spells, ie a divine SLA, no one can actually tell it's any different from a regular SLA, correct? What about using divine will? Is it distinguishable from Wish/Limited Wish? How about divine creation, if done out of sight?

Basically, what I'm asking here is whether this stuff leaves some sort of divine aura, and if so, is it something that always happens, or something you can show/hide as you wish, as your actual divine aura or like how you can artificially lower your CL or abilities (such as charisma) for any given task.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 29, 2020, 01:07:29 PM
Noted on the items, Cor.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 31, 2020, 11:48:03 PM
Emily's spells mostly updated for eldritch knowledge. Most of them is backfilling lower level spells that don't matter much or adding versatility at higher levels.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 01, 2020, 10:57:02 PM
Realm updates are soon, probably tonight. The weekend got away from me, it has a habit of doing that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 02, 2020, 12:50:06 AM
Or tomorrow, just need a little RL time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 12, 2020, 10:29:00 PM
Or when I'm less of a wreck in general. I may take my non eye doc time Monday for that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 13, 2020, 10:27:52 PM
Sometimes a bonus post doesn't work out. This is one such example. I think it's a case of a bad mix of people, things just didn't spark. I may retry it with a different composition later.

Personally, I think its cardinal sin is that it's boring.

It's also a first, unfinished draft so it has some issues regardless.

Interview Roundtable featuring Antenora, Cresiel, Dana, Emily and Kascha.

By Cryssa, Pixie Reporter.

Cryssa: Welcome to Pixie Interviews. I'm your host, Cryssa. Say hello to our guests Antenora Reynes, Cresiel, Dana Langersun, Emily Aryn and Kascha. You'll excuse me if I don't use your fancy new titles.

Kascha: It's no problem. I'm not used to them yet, either.

Dana: Speak for yourself, bitch.

Antenora: No offense taken.

Cryssa: Fantastic. Today's entertainment is all about your quest to save Creation. It's taken several twists and turns, so let's talk about them. We'll start with Antenora. Antenora, what do you think of your chancees of success?

Antenora: As long as we do not surrender, there is yet hope as long as Creation endures.

Emily: Absolutely! We're fighting so that we have all the tomorrows that we need. We aren't going to -

Dana: Oh bullshit. What sort of interview has all these answers that sound like you stayed up all night jerking yourself off while writing them? I'll tell you what's going on, we're all scared out of our fucking minds, that's what. We're like mice who can't be seen by the cat even once, and have to somehow glue another cat back together, all to get another cat out of a damn cage.

Cryssa: That's what I'm talking about. Tell me more about your fears.

Antenora: I don't get scared. Courage is near and dear to my heart, as it is every noble paladin. But...I confess that mentally, I am scared of this. We've talked about this privately, and it's a quest so difficult and so weighty that one mistake dooms all of Creation. It's also more reason to fight on. We're in a battle where surrender is meaningless and impossible.

Kascha: So often we face enemies that we can fight. A demon, a devil, an undead, something tangible. No amount of strength will avail us here. We're all used to the fact that our efforts alone won't destroy evil, not the true evil that rots in the Lower Planes, but this is on another level from that.

Cresiel: Hope is the only armor we have.

Cryssa: That's so boring. Okay, let's start this at something that's not going to put our audience asleep. Hobbies, do you have them besides sounding like motivational speakers? Isn't Moore enough of that for all of you?

Kascha: I like spending time with Surraruthru, studying magic and watching my old homeland continue to come out of a long dark age.

Cryssa: Thrilling. *sighs*

Kascha: I also like spending time at Aurora, learning ancient languages but that's too easy now and...um...

Cryssa: Yes? Is it sewing next? Stamp collection?

Kascha: I have impure thoughts about Finnegan!

Dana: Well fucking finally!

Emily: Really, Aunt Kascha? Well, he's cute but he's a bit of a...a...

Kascha: *blush*

Cryssa: Tell me more! Tell me all about it! Now!

Kascha: Oh, I well...I like to well...Imagine that we're together and...

Dana: Holy shit, a celestial with a libido?!

Antenora: It's not THAT rare.

Kascha: Having a picnic together.

Cryssa: *groans out loud*

Kascha: *giggles*

Cryssa: Wait a moment, did you trick me? Oh ho, there's a shred of entertainment here after all!

Kascha: *smiles* It's entertaining to me, isn't that enough?

Cryssa: Now that's spoken like a true fey. Cresiel, what about you?

Cresiel: I enjoy creating musical instruments, as well as the study of weaponsmithing. I'm also a historian-

Cryssa: Aaand that's enough from you for awhile. Historian! Were you born 50 years old and balding?

Cresiel: Seriousness does not correlate with being uninteresting. Lives and souls hang in the balance of my actions, or my inactions.

Cryssa: At least I knew you were going to be the straight man going into this. Okay, simple challenge. One of you say something interesting to talk about. Besides Dana, she's proven herself.

Dana: Damn right.

Kascha: I had a small girlcrush on Seira.

Emily: *chokes*

Cryssa: There we go, entertainment! Go on!

Kascha: I'm not really interested in other women, but when I first met Seira she was so strong and commanding, so powerful I got wrapped up in her. I suppose I wanted to be like her, like an older sister. I always admire how strong and how sure she is.

Emily: Oh.

Kascha: I've learned most of her magic, even if some of it isn't as good for me as it is her.

Emily: If you put it like that, I have a girlcrush on Alyssa. She's strong and confident, and it makes me want to be like her. Not romantically, but I look up to her.

Dana: She's a cold fucking fish if you ask me. Does she ever even smile or is it all Guild this, magic that?

Emily: Alyssa is not a cold fish! She doesn't need to sound like a...like a...gutter slut to be interesting!

Dana: Hah, did your balls just drop, bitch? Want to say that again, right in my face?

Emily: *stands up and draws her sword* Yes, I do.

Dana: *grins* About damn time! Bring it on!

Cryssa: Unfortunately I'm oath bound to prevent fights here, as entertaining as it would be. Sit down.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on June 13, 2020, 10:33:27 PM
God bless Dana, patron saint of fuck you.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 13, 2020, 10:44:18 PM
Quote from: Yuthirin on June 13, 2020, 10:33:27 PM
God bless Dana, patron saint of fuck you.

It's like her portfolio is just waiting for her.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 16, 2020, 11:30:50 PM
Quick hit since it came up in PM:

The as written God-Blooded Creature template in the MMV isn't used this game. The actual template used for this mainly swaps the temporary DR in exchange for maximum hit points per hit die. Since it comes up and it's the sort of thing y'all could employ, I'll write it up this weekendish for public consumption. Most of the additional info in it comes down to various uses of divine blood and how it can be employed.

As mentioned in Alicia's thread, a version of this was the gift from Sehanine Moonbow.

It's not really direct gameplay useful, but it's a tool in the toolchest that could be handy.

---

In related news, I'm feeling better. There's still some burnout but that's fading with time and good gaming. I hope to run with more energy tomorrow, health permitting.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 19, 2020, 12:52:53 PM
Posting as requested.

Moore-Blooded

"Moore-Blooded" is an acquired template that can be added to any good living creature that has a Charisma score of 16 or higher.

Once a year, on the day marked by Moore's faith as that when he ascended, Moore considers all of the good deeds, hope and inspiration that his faithful have spread across Creation.

He decides among them who has brought themselves the furthest from despair and into hope. The individual has a dream of Moore gently placing a finger, covered in blood, on the middle of their forehead down to their nose. When that individual wakes up, they find themselves bolstered by the power of their god.

Saves: A Moore-blooded creature gains a +4 bonus on saves against fear and despair effects.

Special Actions:

Moore's Inspiration (Su): Once per day, as a swift action, Moore-blooded creature can call upon the blood invested in him to spread hope and inspiration around them. The next attack, skill check or save receives a +4 inspiration bonus.

Special Qualities:

Moore's Charisma (Su): A Moore-blooded creature gains +2 to all Charisma-based checks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 20, 2020, 02:33:09 PM
I'll comment on this once I whop up my god blooded template or just houserule the existing one properly.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 22, 2020, 12:22:32 PM
Godsblood

The blood of the divine has several uses, one of which includes ingestion by lesser creatures. This ingestion, when done with the consent and support of the deity that provides it, can empower a non divine creature. That's the main focus of this article, though I'll briefly touch on that and other uses of godsblood first.

First and foremost, godsblood is valuable as a material component to make the greatest arms, armors and magical equipment. In particular, items created with divine blood are often fated to become artifacts in the future, or are designed for a higher (or lower, as it may be) purpose. For example, divine blood was used in the creation of the Aegis(es) of the Tarrasque.

Secondly, godsblood can be used in all the ways normal blood can be. It makes a superb focus for scrying a deity for example, though it does nothing to mitigate the other difficulties or hazards of such a foolish act. While not every use will work as some many are foiled by various immunities deities enjoy, there are still entirely mortal ways to sue it to another's advantage.

Thirdly, godsblood is capable of being poisonous. The godsblood poison can be found in the link here (http://www.soulriders.net/forum/index.php/topic,103074.msg1050890.html#msg1050890). It is a powerful agent that can destroy a non divine creature's mind completely, by using what a deity is as a weapon. Non divine creatures are not equipped to cope with such things and the result is routinely catastrophic.

However, it is the fourth use we will discuss further: The use of godsblood to bestow blessings, including the god blooded creature template.

To begin, when any of these blessings are discussed, it involves a single droplet of divine blood. Only the most extraordinary of extraordinary creatures could withstand more than one droplet, and the benefits for more than one droplet not that much better than a single droplet. Generally speaking, a non divine creature can withstand one droplet, plus an additional droplet at 21 hit dice and every 20 hit dice thereafter.

The most well known and common ability of godsblood is the ability to grant a mortal creature maximum hit points per hit die. This is assumed to be a bonus of any ingestion of godsblood sufficient to provide benefit. The higher status and perfection of the divine revises the mortal body, which in turn perfects it in an echo of the divine it came from.

Another use is to bestow the god-blooded creature template. This template works as written, except that the divine endurance ability is replaced by maximum hit points her hit die. This removes the mechanism to expend the template's powers entirely.

Additionally, godsblood can be used to elevate a mortal creature to the outsider type, or another type suitable to the deity in question, such as dragon for a dragon deity. This may or may not come packaged with a deific gift (http://www.soulriders.net/forum/index.php/topic,104101.msg1109548.html#msg1109548) as well.

However, for all the potential benefits of godsblood for mortal creatures, there are a few drawbacks.

The most obvious is that it marks the gifted creature as a champion of that deity, or at least someone the deity is willing to reward and watch over. While this may dissuade some threats, it opens up others who wish to strike against that deity or have more nefarious purposes yet. In some ways this is not wholly a drawback, but the risk attached via a powerful entity being interested in a creature's godsblood is not trivial.

More importantly, a creature may seek to extract the godsblood from a gifted creature for their own purposes. The viability and difficulties of such a task are discussed below. However, any serious attempt to extract godsblood is invariably fatal to the gifted creature regardless of success or failure.

Finally, a discussion of the risks of godsblood for the deity who gifts it appropriate. Fortunately, these risks are generally mild and precautions will largely mitigate them.

Unauthorized ingestion of godsblood is a rare problem, as it is a self correcting problem. Those who imbibe divine blood open themselves to the power and notice of that deity, with the blood as a powerful bridge between them. This provokes divine wrath on the foolish creature that did so. The results vary by deity but are routinely fatal to such a creature that dares. A deity is aware of who imbibed its blood and why, and can choose to act appropriately.

As mentioned before, it is possible to extract godsblood from a gods-blooded creature. However, after ingestion, the blood begins to integrate itself into the gifted creature. After approximately three days, it is highly difficult to successfully remove godsblood due to this integration. As such, most deities keep watch on a creature so gifted for at least three days after they bestow this template. In any case, attempts to steal this godsblood are epic rituals and magic, and even a perfectly performed one has a considerable failure rate.

Finally, while less dangerous and damaging than the loss of a proxy, successfully stolen godsblood can be used against the deity. For other gods, the primary use is actually for scrying, which is far less foolish for them than mortal creatures. However, it can be used in other ways against a deity, which vary considerably.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 25, 2020, 12:46:31 AM
Jayne's posted (and that took up this evening session, just FYI). There's a few oddities on her sheet, she's a decided exception to the rule sort of situation here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 11, 2020, 12:39:54 PM
Notes

- I took a week off from the various worshiper interludes and interrupts. This was mostly to conserve energy as while I feels better to DM, RLwise my energy level still isn't great. I plan to phase those back in over the next week in some capacity, pending how I feel.

- Should my energy levels improve, I'd really like to get back into design work. I do this for enjoyment but I simply haven't had the energy for extra design work the past several months. I'll start small and see how that goes. In light of that, anything y'all would like to see statted out that wouldn't be an undue spoiler? I'm open to suggestions.

- I owe both Moore and Alicia a spell, something I intend to do on Monday. Just heads up not to expect that today and probably not tomorrow. Speaking of, remember we're off Mondays now. Anyway, I intend to do that and hopefully whittle on the todo list otherwise as energy permits.

- I may do feedback, I'd love to get back into the habit but I'm being careful about overdoing it right now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 11, 2020, 12:45:24 PM
If you want suggestions for things to stat out, how about some artifacts? Just to show off some of the things potentially floating around that have unique circumstances and abilities.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 11, 2020, 06:27:21 PM
Quote from: Ebiris on July 11, 2020, 12:45:24 PM
If you want suggestions for things to stat out, how about some artifacts? Just to show off some of the things potentially floating around that have unique circumstances and abilities.

Sure. Have one relevant to Alicia's concerns then. Not everything is said about this, but you can make some inferences and assumptions about it, as well as speculate reasonably as to why it's a greater artifact. If nothing else, the high save DC all but says it's something important.

Kyre'quarlani

This steel helmet is in pristine condition, as if polished and newly made. It is impossible to damage, scuff or mar by any means and always appears as a plain, open faced helmet. It does not radiate magic at all, though it has a few peculiarities. When a creature's reflection is seen in the polished steel of the helmet, it shows the creature how it wishes to be, not as it currently is. This works even on creatures warded from divinations by any means short of mind blank. Creatures under a mind blank spell are not reflected, but nor are they are able to see or perceive Kyre'quarlani by any means.

The origins of this helmet are not clear and attempts to discern its history routinely fail, be they mundane or magical. Those who use 10th level or higher magic find they can discern that this helmet was made by Beezlebub, Lord of the Seventh Hell. However, with this knowledge comes a curse (DC 70 Will negates) that causes the caster to be unable to hear anything but the buzzing of flies. This curse can only be removed by a deity who succeeds on an opposed rank check against Beezlebub or a wish or miracle spell that succeeds on a CL 70 caster level check.

Kyre'quarlani's has a single ability, one that takes effect when it is worn. When it is worn, check the the creature's ability scores. Ignore any temporary bonuses to ability scores as well as any bonuses from items, but count any increases from permanent gains to an ability score. Ability damage and ability drain are also not counted. What happens next depends on the creature's ability scores.

If all of the creature's ability scores are 18 or higher, nothing happens. The helmet may be removed freely. If worn it serves as a normal, non magical helmet save that it is never damaged in any way and cannot be penetrated. While it does not protect against concussive trauma to the head, no blade, claw or weapon will pierce it.

If any of the creature's ability scores are below 18, they rise to 18. This is a permanent increase. However, for each point the creature gains in this fashion, they suffer 7d10 points of damage. This damage is taken before the ability score increase. This damage ignores damage reduction and similar mitigating factors, and if any of the damage is prevented, the ability score increase fails. A creature reduced to zero hit points or less from this damage is instantly slain and cannot be resurrected by any means. Worse, the creature's soul is drawn to Maladomini and becomes property of the Lord of the Seventh.

A creature who survives the damage must succeed on a DC 70 Will save or shift one step towards lawful alignment and one step towards evil alignment. For example, a neutral character who uses the helmet would become lawful evil, while a chaotic good creature would become neutral. Should a character succeed on this saving throw, the helmet vanishes. They suffer no other drawback, save that they are known and noted by the Lord of the Seventh, who now has an interest in them.

Kyre'quarlani rarely stays in one place or world for long, and if used 7 times will vanish as above.

Kyre'quarlani is a major artifact. Its means of destruction are being worn by a chaotic good saint who has at least one ability score rise from it, survives the damage taken and who passes the Will saving throw to resist alignment change.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 13, 2020, 11:47:11 PM
This spell is a bit odd because it's old. It has some notable similarities with Many Moments of Prescience.

Warlord's Insight
Divination
Level: Clr 13, Sor/Wiz 13
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell channels vast knowledge of your enemies into you. You gain a +8 insight bonus to attack rolls and weapon damage rolls. As an immediate action once per encounter, you may triple the bonus for a single attack roll and weapon damage roll (if the attack hits).
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 13, 2020, 11:48:29 PM
Mystra's Barrier
Universal
Level: Brd 11, Clr 14, Pal 11, Rgr 11, Sor/Wiz 14
Components: V, S, Special
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

This spell creates a special barrier around the touched creature. This barrier harmlessly reflects any attempts for a proxy spark or similar divine essence, save for the creature's own if they are a deity, that may flow into the creature through the Weave. The most likely source of this is a fragment of divine essence piggybacked onto a spell sent to the creature if they are a deity. The divine essence is not harmed or affected in any way, and safely returns to whence it came.

While this spell may be cast on a mortal, it offers them no practical benefit.

Special

This spell may only be cast by a deity.

This spell gets an OOC note. To be clear, Mystra's breaking the rules as far as she safely can. To avoid headaches for myself in the future, nothing in this spell should be considered typical or standard, or anything to necessarily copy into other spells. It's worth noting that the only reason this spell works even then is because it involves an attack that passes through the Weave. As Mystra is supreme in the Weave short of shenanigans, she can manage something like this. Additionally, Zaphkiel offered aid which allows the boundaries to be further pushed.

I wouldn't expect to ever see another spell that can only be cast by a deity.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 14, 2020, 08:35:53 AM
So not only does the spell not steal what Shar expends in her casting, it actually ensures she doesn't actually expend it? That's pretty disappointing since rather than acting as a deterrent it actually encourages Shar to spam her own spell since it won't cost her anything to fire it against someone protected by this.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 21, 2020, 11:39:53 AM
Zanimoth is posted in C&M.

This isn't a hugely important built storywise, but this is the first time in a long time I've had the energy to work on a stat block purely for the pleasure of it. It's good that I'm slowly feeling better and better as I work, and slowly turning more DMing aspects back on.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 21, 2020, 03:21:11 PM
Alicia retrains Radiant Storm for Mystra's Barrier.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 28, 2020, 10:05:52 PM
Okay, as you may notice I've done about zero creative work for B6 the past month or so. The simple truth is my health is growingly poor and that's impacted both my DMing performance as well creative output. I don't think this'll change, save anything mandatory, until after I can (hopefully) get some things treated. That's why it's been a quiet month for posts here, I've had zero energy when my body's more interested in shaking than cooperating.

In light of that, I'm going to take a week off sometime in the next month. This will probably be the week after next (starts September 7th, which is Labor Day in the US), but that's not set in stone yet. What is set is that I'd like to run a Friday one shot on that week. Something light and breezy, something to see how I hold up under a different gaming paradigm. It will be an IRC one shot.

I'm open to suggestions, though no complex systems to learn just for this, please.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 05, 2020, 08:06:15 PM
That one shot didn't happen for reasons that basically come down to fatigue and no one showing interest. I may still do it in the near future but not right now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on September 16, 2020, 05:16:41 PM
Amaryl-related questions.

Is Tactical Advantage an eligible feat? How about Improved Favored Enemy?
What about a Salient Divine Ability that gives TA for all favored enemies the ranger has and IFE or Extra Favored Enemy to round it out?

Swift Hunter advances progression of skirmish bonus to AC, skirmish damage and favored enemy progression. From Amaryl's sheet I can see that 'favored enemies (+4 elementals, +2 undead, +4 evil outsiders)' doesn't take that under consideration, as her progress there is for 10 levels, not 31. Unless I miss my mark, the scout side is likewise calculated via Scout 21+Dragon Devotee5, and not Scout31+Dragon Devotee5.

Does Amaryl ever use Extend Spell? Energize Spell might be more interesting and fit her more. In fact, if she also changed Maximize Spell (which she never uses) to Concecrate Spell, Amaryl could aim for Vivacious Spell which is pretty neat! Maybe even instead of Epic Skill Focus(Stealth).
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 16, 2020, 10:25:50 PM
Quote from: Corwin on September 16, 2020, 05:16:41 PM
Amaryl-related questions.

Is Tactical Advantage an eligible feat?

Yes, she meets the prerequisites for it. That's just base attack bonus+5 and a single favored enemy.

QuoteHow about Improved Favored Enemy?

The non epic or epic feat? There's two feats with the same name. She qualifies for both regardless.

QuoteWhat about a Salient Divine Ability that gives TA for all favored enemies the ranger has and IFE or Extra Favored Enemy to round it out?

For the first, no need.

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.

She would need one more favored enemy to qualify for it, though.

QuoteSwift Hunter advances progression of skirmish bonus to AC, skirmish damage and favored enemy progression. From Amaryl's sheet I can see that 'favored enemies (+4 elementals, +2 undead, +4 evil outsiders)' doesn't take that under consideration, as her progress there is for 10 levels, not 31. Unless I miss my mark, the scout side is likewise calculated via Scout 21+Dragon Devotee5, and not Scout31+Dragon Devotee5.

Remember, it's gestalt. The feats that allow classes to stack don't work that way in it because of houserules tied to gestalt. You can still take the feats to get any other advantages they offer, and Swift Hunter offers a neat way to enhance a build, but the class stacking isn't operational here.

QuoteDoes Amaryl ever use Extend Spell? Energize Spell might be more interesting and fit her more. In fact, if she also changed Maximize Spell (which she never uses) to Concecrate Spell, Amaryl could aim for Vivacious Spell which is pretty neat! Maybe even instead of Epic Skill Focus(Stealth).

Amaryl doesn't use much metamagic because most of her magic isn't that important for her. She's primarily an archer, the metamagic is purely there because she gets bonus feats for metamagic. They're nice options but on a foe who can shut down her arrow game, odds are it has the defenses to shut down her secondary magic game, too.

That being said I don't really care if she adjust them, so go nuts there if you have suggestions.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on September 17, 2020, 01:33:41 AM
I kinda want to focus on Swift Hunter here. If it provides absolutely nothing, how does it enhance her build? The three things I noted (AC with skirmish, damage with skirmish, favored enemy progression) is all it does, no? I know it's gestalt, but it's not like she's actually advancing a ranger//scout build and can cheat. 10 levels of ranger and 21 of scout are together below her level of 36. In fact, her build is simple enough that she wouldn't even take both at the same levelup. Looking towards the future, she's advancing Dragonbreath Archer and Sorcerer, so neither of them are even growing while her level is. And even if you were at the most conservative and said that instead of adding the largest of the two would get picked, it would still benefit her because favored enemy progression based on 21 levels is better than 10 levels.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 17, 2020, 11:47:30 AM
Swift Hunter allows her to apply skirmish damage to any enemy that's a favored enemy, even if they'd normally be immune. Immunity piercing's well worth a non epic feat. This is particularly useful against undead as well as certain evil outsiders. The level stacking may not apply here, but the other benefits of the feat do.

I wouldn't bother with the feat if it did nothing unless it was an irritating prerequisite. That happens every so often, but in this case the feat still has value for her.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 22, 2020, 12:40:59 PM
Question: Iddy and Neph, you two seem to have had difficulty being on time lately. Is this something that may be helped if we consider adjusting game hours, if possible? I understand schedules change, so let me know if this is a thing.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on September 22, 2020, 02:09:11 PM
No, I've just been forgetful and lost track of time the last few days.

If you wanted to change things to be earlier, that's fine with me, but 9-11 still works fine as far as I'm concerned.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 22, 2020, 02:53:07 PM
No, I mean for morning session, not evening session. You two just happen to be the ones who have been late.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on September 22, 2020, 02:54:16 PM
Oh, no, that's just work being work.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 22, 2020, 04:44:36 PM
Fair enough, just thought I'd ask.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 07, 2020, 07:15:41 PM
Okay, got some announcements.

1. I'm going to look into y'all running more NPCs in combat. The flat truth is that right now and with the health I'm in, combat is by far the biggest effort. It's also the biggest stumbling block so spreading those out simply makes my DMing a lot easier. All of you, do you have any NPCs you particularly want to run in combat?

2. Creative work is still on pause, I'm hoping my mid November appointment with the neurologist gets things moving but it won't be fast.

3. Should this not help or my condition get worse, I may have to pause this game. I really don't want to, I'd like to be back to full oomph and running this much harder than I have been, but I'm not there no matter how much I want to be. I'm going to do what I can to avoid this.

Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 07, 2020, 07:29:29 PM
I can continue to run Jetina and Xandra. If you want me to take over for Cresiel and Kaja too, I don't mind - I just need a cheat sheet of what they can do, but we can spend time working through that if you'd like.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 07, 2020, 07:30:16 PM
Quote from: Nephrite on October 07, 2020, 07:29:29 PM
I can continue to run Jetina and Xandra. If you want me to take over for Cresiel and Kaja too, I don't mind - I just need a cheat sheet of what they can do, but we can spend time working through that if you'd like.

Lemme think about that and get back to you on specifies of how far I want this to go.

Cresiel's easy to run, I'll probably keep him, though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on October 07, 2020, 07:35:05 PM
I can run any of the Sylica group if needed, but it's hard work for me too - epic characters have a lot of stuff to worry about and I have enough trouble keeping just Alicia and Marie straight. So I'd probably bring along less NPCs and so it'd be fair in that case to adjust the balance of encounters so the smaller group doesn't get any more challenged than the larger group would've been.

Like right now a typical excursion is Alicia and two NPCs (or Alicia and Marie and one NPC) so we'd probably see more of just Alicia and one other person going out. Either that or I just bring Marie everywhere with one other person who I run so it remains a three person group.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 07, 2020, 07:52:09 PM
Quote from: Ebiris on October 07, 2020, 07:35:05 PM
I can run any of the Sylica group if needed, but it's hard work for me too - epic characters have a lot of stuff to worry about and I have enough trouble keeping just Alicia and Marie straight. So I'd probably bring along less NPCs and so it'd be fair in that case to adjust the balance of encounters so the smaller group doesn't get any more challenged than the larger group would've been.

Like right now a typical excursion is Alicia and two NPCs (or Alicia and Marie and one NPC) so we'd probably see more of just Alicia and one other person going out. Either that or I just bring Marie everywhere with one other person who I run so it remains a three person group.

Alicia + Marie + 1 NPC probably works simplest and best.

Of them I can run Antenora, I did her build from the ground up and it's seared into my mind. I'll keep her and write up more on the others.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 07, 2020, 08:06:35 PM
Kaja

Okay, Kaja really only has one purpose: melee things. Any other options run in a distant second, so doing melee should always be his primary focus. Particularly full attacks whenever possible, though he lacks a full attack on move option except for dervish dance. Kaja tends to save his better tricks for when he needs them, rather than to further crush weaker opponents. He's most content in battle when his blades tear apart his enemy, and that doesn't necessarily need advanced tricks and tactics.

Attack: Gem+72 (1d6+53 plus +2 hit/damage vs evil plus 2d6 holy plus 2d6 axiomatic plus 4d6 crit 15-20 x4)

Very straightforward. It's three cases of add on damage and one condition hit/damage multiplier. He gets an extra +2 to attack and damage rolls vs evil. This stacks with everything so remember to apply it. Additionally, Kaja can modify his melee attacks in the following ways:

Power Attack: You know the drill here. -1 attack for +1 damage, up to his BAB, which is currently 36. He mostly uses this when he knows he won't miss an enemy or is supremely boosted up thanks to Moore.
Combat Expertise: A lesser option of up to -5 attack rolls for +5 AC. He's not had to use it much, but he can spent extra to hit on this if it's free.
Dervish Dance: This allows a condition full attack while you move. This is complicated enough that I suggest you carefully read the class ability, as well as the epic progression for it and the feats for it he has. Additionally he gains a +13 bonus to attack and damage rolls while in a dervish dance. This is powerful, but the limitation of only being able to use it when you can move freely is a concern. Kaja doesn't fear AoOs much, but he is aware of them and doesn't take bad ones blindly, unless he needs to go full offense.
A Thousand Cuts: As insane as it reads. Kaja has little reason to need to use this, so he keeps it as a trump card in case of full on emergency. Keep it, know it, use it in a serious pinch.

Compared to that, Kaja's ranged attacks are anemic. He has a weak breath weapon, his racial half dragon one. This hardly moves the scales and is only useful in extremely rare situations. Unless he absolutely needs to damage or hinder someone, he's inclined to full move to position if he can't melee on a turn, or use an SLA or alter reality to further enhance himself.

Spell-wise, all Kaja has is his divine SLAs and alter reality. Notable ones are time stop (self evident usefulness), valiant fury (non enhancement stat bonuses) and rhino's rush (charge doubler). He has a few other useful ones but those are the gems.

For defenses, Kaja has good AC and relies on that plus divine dodge to avoid harm. His saves are weak so he's leery of things that target them.

Why don't you give the sheet a scan, keep this in mind and see what questions you have from here, Moore?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 07, 2020, 08:20:51 PM
Got it. I'll familiarize myself with Dervish Dance and go from there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 07, 2020, 08:33:32 PM
Latha

Unlike Kaja, Latha's a cleric at heart. She can fight and has some tricks tied to that, but fundamentally she's all about the magic and sun magic in particular. She approaches battles from that perspective. She can and will deal with things with either mace and shield or greatsword, but is most comfortable when clerical magic wins the day. Most of her abilities are along those lines.

First and foremost is Latha's aura. It's 7d6+7 damage on her turn to all evil enemies within 30ft. I suggest you simply roll it at the start of her turn and let the damage falls where it may, it's easiest to manage that way.

Attack: Glorious Duty+56 (1d8+19 plus 3d6 holy and 1 negative level (6d6 and 2 negative levels on crit)) or Clarenyre Reborn+59 (7d6+28 plus vision of heaven (DC 70) 19-20 x2)

Latha's two melee options. Glorious Duty allows her to use the Aegis of the Tarrasque and Clarenyre does not, which is something she keeps in mind with her calculus. She's inclined to stick to mace + shield and save Clarenyre for heavy melee or when it's unique abilities can win a fight cleanly. That and she has stun with a mace, which is a DC 45 fort or be taken out of the fight. Note that she can stun undead, which are normally immune to this.

She can also modify her melee attacks in a few ways.

Power Attack: 1-1 for Glorious Duty and 1-2 for Clarenyre. She's more inclined to use PA with Clarenyre as a result, since when she's using that, she's going all in on melee.
Sun Devotion: Character level + 7 + 10 bonus damage against undead. That's +53 damage per hit, which makes it an excellent way to add extra pain to the undead. Note that due to her fiendburn feat, this also applies to evil outsiders.

Latha's ranged options are her spells, so we'll move along to those.

Without a doubt, Latha's big ability is her spells. It's divine casting, so she's full spontaneous here. Nonetheless she sticks to sun spells for a few reasons.

Vivacious Power: At 9th level, any spell you cast from the sun domain may have vivacious spell applied spontaneously, with no increase to the spell level or casting time. This applies to any spell from the sun domain, no matter if you cast them as a domain spell, a normal cleric spell or another type of spell. - In other words, she automatically gets vivacious spell on her spells from the sun domain. This is huge and obviously should always be factored in.
Sunweaver: At the peak of your mastery of sunlight, you gain the ability to weave sunlight into your magic. Three times per day, you may declare a spell a sunweave spell. A sunweave spell can't be a spell that has the darkness descriptor. A sunweave spell gains the light descriptor. A sunweave spell may spontaneously have vivacious spell applied to it, as if it was a spell from the sun domain. Finally, the spell deals extra damage to undead equal to the additional damage from sun devotion, including the benefits of greater sun devotion. - In other words, 3/day she can make a spell automatically vivacious as well as do an extra +53 damage to undead. This is her big gun, preferably used on the highest level sun domain spell she can fling out.

Latha casts as a 36th level cleric (caster level 37th for spells with the good or lawful descriptor, or for conjuration (creation) spells, divinations or conjuration (healing) spells; +1 bonus to caster level checks) with access to the Good, Glory, Law, Sun and Zeal domains. The save DCs are 27 + spell level. Her metamagic options are Consecrate Spell (+1), Energize Spell (+1), Empower Spell (+1), Vivacious Spell (+1) and Maximize Spell (+1). Any spell Latha casts on a living ally heals 1d12 damage and cures 1 point of ability damage to all six ability scores. All spells Latha casts have the good descriptor. Latha may prepare spells from the sun domain as cleric spells. Spells from the sun domain may have vivacious spell spontaneously applied to them. 3/day Latha may declare a spell a sunweave spell, which adds the light descriptor, adds the bonus damage from sun devotion and allows vivacious spell to be spontaneously applied.

Her summary for spells is fairly comprehensive and a good place to start. She has ample metamagic options to choose from when she casts spontaneously, as well as a few other benefits. Note that she can prepare spells from the sun domain as cleric spells, which combos wonderfully with the above tricks of Sunweaver and Vivacious Power.

Latha's inclined to either smite undead/fiends with her spells or heal, with a tendency towards healing unless another strong healer is present. While she does cast spontaneously, she tends to stick closely to her sample spell list. This is partly because it covers what she's good at and partly due to her nature. She's perfectly able to change it up when the situation demands, but when not she tends to stick to what works.

Conversely, Latha's defenses are solid without being exemplary. She trusts them to keep her safe, she's more inclined to heal or attack than to boost her defenses. In particular anything her Aegis blocks she tries to take advantage of, such as most breath weapons.

Let me know what you think and any questions after reading Latha's sheet. These are the salient details, and while she has a few other pieces, they're less important after her rebuild (channel energy).
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 07, 2020, 08:40:57 PM
Am I correct with Dervish Dance that, say, if Kaja is simply moving in a circle (so I guess if we imagine it's a 3x3 square, that he's simply moving into the 8 squares around an opponent) that he can do so without any trouble? I.e. he takes a 5ft move to his left and keeps doing so around the opponent.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 07, 2020, 08:54:05 PM
Quote from: Nephrite on October 07, 2020, 08:40:57 PM
Am I correct with Dervish Dance that, say, if Kaja is simply moving in a circle (so I guess if we imagine it's a 3x3 square, that he's simply moving into the 8 squares around an opponent) that he can do so without any trouble? I.e. he takes a 5ft move to his left and keeps doing so around the opponent.

Correct, but note that any AoOs are provoked as normal barring anything that would prevent those. Also bear in mind he can't return to the same square in a dervish dance, so that's a factor as well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 07, 2020, 09:06:35 PM
Got it, that should be simple enough to utilize.

To make sure I further understand it - Kaja can activate it, move 150 feet to an enemy (get AoO'ed), full attack, then move 95 ft away from said enemy (and get AoOed a second time)? And this lasts... what, 18 rounds, something like that?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 07, 2020, 09:27:55 PM
Quote from: Nephrite on October 07, 2020, 09:06:35 PM
Got it, that should be simple enough to utilize.

To make sure I further understand it - Kaja can activate it, move 150 feet to an enemy (get AoO'ed), full attack, then move 95 ft away from said enemy (and get AoOed a second time)? And this lasts... what, 18 rounds, something like that?


Well more like move 150ft, take AoO as appropriate, make 5ft movements after each attack and finally move away.

And yes, it lasts 18 rounds. He can only dervish dance once a battle in the case of extended battles or if he end it prematurely.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 07, 2020, 09:47:53 PM
And he can tumble during the 5ft moves (so it counts as 10 ft moved, I guess) to try and avoid the AoOs?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 07, 2020, 09:52:55 PM
Yes, the ability notes tumbling is allowed.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 07, 2020, 09:54:20 PM
Got it. I might have you run a mock combat at some point for me but I think I have the basic idea.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 07, 2020, 10:26:12 PM
Sure, let me know if you do.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on October 08, 2020, 01:00:19 PM
I can handle anyone in my group, though it'd start from the next adventure if I am to do a decent job.

I agree with Eb in how things will work out. I've been aiming for 2-3 NPCs to bring along with me, since that seemed to be the right sort of balance. If I bring just one, the difficulty will likely need to be adjusted accordingly? Alternately, maybe I'll just do more collaborative quests.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 08, 2020, 08:21:18 PM
Quote from: Corwin on October 08, 2020, 01:00:19 PM
I can handle anyone in my group, though it'd start from the next adventure if I am to do a decent job.

I agree with Eb in how things will work out. I've been aiming for 2-3 NPCs to bring along with me, since that seemed to be the right sort of balance. If I bring just one, the difficulty will likely need to be adjusted accordingly? Alternately, maybe I'll just do more collaborative quests.

We'll work it out, don't worry about it too much.

That sounds good. I'll probably run Donald and maybe Amaryl since I know them well, I'll see how it stacks up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 09, 2020, 10:20:12 AM
Okay, I'll work on more of those writeups tonight. I haven't had to run evening between Iddy being away and Neph being in a paired topic, so it's given me time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on October 10, 2020, 05:39:10 PM
Quote from: Anastasia on October 07, 2020, 07:15:41 PM
1. I'm going to look into y'all running more NPCs in combat. The flat truth is that right now and with the health I'm in, combat is by far the biggest effort. It's also the biggest stumbling block so spreading those out simply makes my DMing a lot easier. All of you, do you have any NPCs you particularly want to run in combat?

Whoever you want me to provided you're willing to go through how they work with me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 14, 2020, 10:02:27 PM
Quote from: Iron Dragoon on October 10, 2020, 05:39:10 PM
Quote from: Anastasia on October 07, 2020, 07:15:41 PM
1. I'm going to look into y'all running more NPCs in combat. The flat truth is that right now and with the health I'm in, combat is by far the biggest effort. It's also the biggest stumbling block so spreading those out simply makes my DMing a lot easier. All of you, do you have any NPCs you particularly want to run in combat?

Whoever you want me to provided you're willing to go through how they work with me.

Cool. Let me get to yours after I've cleared out the others, since I've stacked up a lot as it is.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 14, 2020, 10:26:00 PM
I'll probably keep Jessica for now since she's simple. The build boils down to applying SA, preferably as part of a team and/or unseen, anyway.

Syala

Much like Latha, Syala's a cleric at heart. Except she's a druid with monk abilities and OH GOD WHERE DID SHE GET THAT HAMMER? But seriously, the concept's the same on the surface. However, there are considerable differences. Syala's goal in any combat is to hit things hard. Preferably with her hammer or Wrath of the Elder Treant, but she's flexible and quite able to take a supporting role.

Blessing of the Twelve+62 (2d10+38 plus +2/+2d6 vs fiends plus 3d6 holy and 1 negative level (plus 9d6 and 3 negative levels on crit) plus stun x4)

Syala has one melee option but it's a solid one. She average about 50 damage a hit before boosts, power attack or any conditional bonus damage. In addition stun is excellent, and I'll go into why shortly.

She can mix up her attacks in a few ways.

Power Attack: Again, you know how this is. It's a 1-2 trade since she's two handing, so she gets a lot of damage out of it. Additionally, see the power stun feat below. This lets her jack the DC of her stun attack when she uses power attack. This makes it an excellent option to take someone out of the fight. The DC is 53 as it is, so it's not hard to get it in the range where it challenges most creatures.
Combat Maneuvers: Syala has improved grapple, so this is an option for her. Additionally she has epic tactical advantage, which lets her apply her favored enemy bonuses to CMB/CMD. This can open up situational options, so she keeps her eyes peeled for when something like that can turn the tide of a fight.

For ranged attacks Syala has two real options. The first is her spells, which we'll go into shortly. The other is divine blast. She uses this as a catchall when she doesn't want to expend a spell, can't decide which one is most suitable, the enemy has defenses it bypasses or long range combat is the order of the day. She defaults to it easily enough when melee isn't possible.

As far as spells go, Syala tends to use what she has set as her defaults. This isn't out of a lack of flexibility, but that so far she's found full spontaneous casting a little frustrating in combat. It requires a level of adaptation that while she'd be good at it, she hasn't internalized it quite yet. As a result she tends to default to a few familiar spells, but this is something she's working with. Her real problem is that she wants peak effectiveness, and doing that on the fly from an array of spells takes practice.

Syala's defenses are adequate without being exceptional. She only has a +4 armor bonus, so epic mage armor is an easy way to boost her AC 16 to 18 points. She relies on them and her almost impossible to beat damage reduction to see her through most threats. That and healing magic.

Syala also has divine shield, though she prefers to apply this just before battle.

Let me know what you think once you read her sheet and any questions, Eb.

Power Stun [Epic]
Prerequisites: Power Attack, racial stun ability, str 21
Benefit: When using power attack, the amount subtracted from your attack bonus is added to the DC of your stun ability. Furthermore, you can stun with any bludgeoning weapon.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 16, 2020, 01:54:59 PM
I was looking for something else and realized this never got adjudicated. I also still need to work on some domain spells.

Celestia's Inspiration
Enchantment/Transmutation (Compulsion) [Good, Mind-Affecting, Sonic]
Brd 11
Components: V
Casting Time: 1 standard action
Range: 200 ft
Targets: All allies within 200ft
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

When you cast this spell, you channel the barest fragment of the inspiration one can find within Mount Celestia into yourself and your allies. Anyone affected by this spell is treated as being affected by Haste and Freedom of Movement, and they also gain a +7 insight bonus to attack and weapon damage rolls. Their weapons also count as Good for the purposes of overcoming Damage Reduction.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 21, 2020, 07:04:24 PM
Okay, sometime soon - probably in the next month or so as current arcs wind down a bit (except Seira's which is on one that just started, worst luck) - I'm going to take a few weeks off. During that time we'll hit level 37.

My goal is to rest up, do levels and try and step up my DM output during that time. I'd like to do levels, spells and some custom work. Help shore up what I've let grow idle with my health in decline. In a perfect world I'll slot this in so that Thanksgiving hits it, but we'll see how pacing goes.

So this next part is important. If you need custom material, speak up. If you have ideas for spells, speak up. If I need to do something and yes, I see your post above mine, Moore, speak up. Please don't make it something frivolous or something that isn't game relevant. I'm still working with limited energy and focus on account of my health issues, so I want to use what I do have wisely.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on October 21, 2020, 07:09:45 PM
I'll think on it, but just as a reminder, you wanted to have a talk about what characters I'm to take over.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 21, 2020, 07:10:08 PM
Thanks for the reminder.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 22, 2020, 11:48:45 AM
Node Goal Changes

Jessica

Was: ("I dream of the light.")
Now: ("We have to do better, but we must bring justice to Talona.")
Reason: The old one was meant to tie into Chronias and that trip there, it never happened and got outdated fast.

Jetina

Was: ("Let's see Hope's Landing grow.")
Now: ("I can't wait to have that crystal armor.")
Reason: Suspending most developmental/Competition ones now due to DM issues. This one may recur in a similar form later.

Jayne

Was: -
Now: ("Let's smite this evil so I can claim something for my nest from it.")
Reason: Hadn't been added yet.

Bastian

Was: ("Something looms ahead.")
Now: ("Gargauth or someone else let's see how my fists meet against them.")
Reason: Old one was dated and vague.

Amaryl

Was: ("I want to triumph in the Competition.")
Now: ("Akil must be stopped.")
Reason: The Competition ones are being suspended temporarily. This applies to the next several. This node was heavy on them.

Donald

Was: ("Who should I Compete against first and how?")
Now: ("I want to cross blades with the best.")

Kascha

Was: ("Let's get going and see our faith grow.")
Now: ("Oh, I want to learn even more about the 666th layer of the Abyss.")

Elle

Was: ("It's time to really Compete.")
Now: ("Let's do something with these crystals.")
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 25, 2020, 10:06:45 PM
Quote from: Nephrite on October 16, 2020, 01:54:59 PM
I was looking for something else and realized this never got adjudicated. I also still need to work on some domain spells.

Celestia's Inspiration
Enchantment/Transmutation (Compulsion) [Good, Mind-Affecting, Sonic]
Brd 11
Components: V
Casting Time: 1 standard action
Range: 200 ft
Targets: All allies within 200ft
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

When you cast this spell, you channel the barest fragment of the inspiration one can find within Mount Celestia into yourself and your allies. Anyone affected by this spell is treated as being affected by Haste and Freedom of Movement, and they also gain a +7 insight bonus to attack and weapon damage rolls. Their weapons also count as Good for the purposes of overcoming Damage Reduction.


That seems about fine.

I might change the name though, inspiration doesn't really sound quite right for an insight bonus.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 25, 2020, 10:07:52 PM
You can call it Celestian Wisdom?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 10, 2020, 07:10:19 PM
Alicia reaches level 37
Sorcerer 37//Duskblade 20
+21 hp, +1 bab, skills go up as normal, +1 SR
One more use of Quick Cast, now 4/day
+1 Sorcerer/Duskblade/SLA CL
+1 14th level sorc spell per day, +1 15th level sorc spell known. She takes Cursed Crystal Prison.
+2 7th level duskblade spells per day (+2 more from intelligence), +1 7th level duskblade spell known. She takes horrid wilting.

--

Marie reaches level 37
Outsider 37//Master of Missiles 6
+20 hp, +1 bab, skills go up as normal, +1 SR
Gets Missile Might (+1 CL for magic missiles), and Piercing Missiles (+2 CL vs SR for magic missiles)
+1 Sorcerer/SLA CL.
+1 14th level sorc spell per day, +1 14th level sorc spell known. She takes dreamscape.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 11, 2020, 09:51:33 PM
This isn't something I need an answer on now (it'll be level 40 before it matters), is Heartfire Fanner a legal PrC to take?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 11, 2020, 10:52:05 PM
Quote from: Nephrite on November 11, 2020, 09:51:33 PM
This isn't something I need an answer on now (it'll be level 40 before it matters), is Heartfire Fanner a legal PrC to take?

Lliira uses it. I note the problems in her stat block's notes. Fortunately the main one, the unfettered bard access, is irrelevant for Moore. So what would you do with the rest of the class?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 11, 2020, 11:05:18 PM
Yeah, I swear we talked about you soft banning it before, but I couldn't remember. What do you mean by your second question?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 12, 2020, 10:01:46 AM
I mean how do you use the class features and how do they combo with you?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 12, 2020, 10:02:21 AM
I won't start NPC level ups until everyone's paused, just FYI, and possibly not until next week.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 12, 2020, 10:58:27 AM
Oh! Well, just as a general brainstorming idea:

Inspired Fight: Give <Insert melee type here> even more feats. He has a song that gives Improved Critical, so he could double-down on that with this without too much trouble.

Magic Flare: Here's a free metamagic for your spells, go nuts.

Bolster Courage just stacks a bonus on top of Inspire Courage, which is great.

Prolonged Passion: I'm sure there are Shenanigans that can happen with this one... I haven't delved too much into what's possible here, but I can imagine there may be a few DM rulings on this one especially.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 12, 2020, 02:05:53 PM
Musing on Epic Feats:

Base assumption: Inspire Heroics is a very defensive song (saves, AC), so an improved version should continue this idea of being something that adds more defense.

Epic Inspire Heroics
Prerequisite: You can use Inspire Heroics on at least 4 allies. (That's bard 24)
Benefit: Inspire Heroics can now be used as a swift action and it now provides all allies with Spell Resistance equal to 15 + your effective bard level for as long as it lasts.

Just for an example, Moore has two items that increase his effective bard level by +8, so this would, at level 37, provide people with SR 60... which, looking at it, is pretty strong! But... it's also an epic feat, so... YMMV. If it was 15 + 1/2 your effective bard level it would be SR 37 which isn't great!


Base assumption: Inspire Greatness is all over the place. Temp HP, a little attack, a little on saves. It seems more about bolstering your Hit Points than doing anything else. I think it was originally intended to focus more on the added Hit Dice for feats and stuff but I don't think there's much of a reason to try and make that work the way it's written, since it's such a mess. This attempts to just focus on adding more 'oomph' to the temporary hit points at the cost of one of your epic feats.

Epic Inspire Greatness
Prerequisite: You can use Inspire Greatness on at least 6 allies. (Also bard 24)
Benefit: Your Inspire Greatness can now be used as a swift action and it now provides all allies with temporary hit points equal to your effective bard level x 10.

Just as an example, this would be 450 temporary hit points for Moore at level 37 with his bard-boosting items. Again, that is a lot! It is, again, an Epic Feat and should certainly feel worthwhile to take. If you fiddled with the numbers (bard level x 5) then it'd be 225 which... eh, it's still pretty good, but isn't always an improvement over the current version depending on Con values.

If you disallow the "your bard level is considered x higher" things to work than the SR for the above is 52 and the temporary hit points are 370.

I think these are at least decent starting places for ideas, if nothing else!



Side note, this needs to be added to the Epic Feat list:

Epic Inspire Courage [Epic]
Prerequisite: Inspire Courage +4
Benefit: Your inspire courage can now be used as a swift action, and now causes those who are affected by it to be immune to charm and fear effects.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 13, 2020, 12:14:29 PM
Quote from: Nephrite on November 12, 2020, 10:58:27 AM
Oh! Well, just as a general brainstorming idea:

Inspired Fight: Give <Insert melee type here> even more feats. He has a song that gives Improved Critical, so he could double-down on that with this without too much trouble.

Magic Flare: Here's a free metamagic for your spells, go nuts.

Bolster Courage just stacks a bonus on top of Inspire Courage, which is great.

Prolonged Passion: I'm sure there are Shenanigans that can happen with this one... I haven't delved too much into what's possible here, but I can imagine there may be a few DM rulings on this one especially.

Okay, I'll think about it then and get back to you in a level or two. Remind me at 38 or 39 if I haven't yet.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 16, 2020, 11:08:31 AM
Okay, so agenda.

Tonight or tomorrow I'm going to get with Iddy to finish his dungeon adventure up. From Tuesday/Wednesday on I'm going to work on levels, see how those work out. Our restart date is still TBA, so we'll see once I get a feel of how long this is going to take and how much downtime I want.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 17, 2020, 09:46:41 AM
Let's get started.

Antenora reaches level 37.

- Hellreaver 27 and Paladin 37.
- Maximum hit points per hit die, so a total of 25 hit points and a grand total of 925 hit points.
- +1 BAB for a total of +37.
- +1 DC channel energy.
- +1 spell resistance for 52.
- Lay on hands rises to 555 hit points.
- Gains 37th level paladin spellcasting. This grants 2 9th level paladin spells per day. Antenora selects mass healx2. She may go more unique later, but I want to think it over and this is a fine choice for now. It's hard to argue against mass heal for the healing + status cure.
- No change to saves.
- Skills go up as normal.

Okay level. 37's not a great level for most so at least she got something out of it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 17, 2020, 09:47:03 AM
I'll likely do one of these in the morning and one in the evening, see what that pace feels like and how productive it is.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 17, 2020, 03:09:09 PM
Forgot to update Antenora's holy fury total, which is now properly upgraded by 1 to 42.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 18, 2020, 09:19:04 AM
Or we'll do a level up in the morning since I fell asleep at the computer. That works too.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 18, 2020, 09:38:44 AM
Cresiel reaches level 37.

- Solar 37 and Hellreaver 26.
- Maximum hit points per hit die for a total of 28 hit points and a grand total of 1046 hit points.
- +1 BAB for a total of +37.
- +1 holy fury for a total of 41.
- +1 regeneration to 22.
- Spell resistance +1 to 52.
- Divine succor rises by 10 to 90. Excellent.
- Gains 34th level cleric spellcasting. He'll get another Raziel's Zeal and is in line for a custom spell later.
- No change to saves.
- Skills go up as normal.

It's something. Level 37 continues not to inspire.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 18, 2020, 12:52:01 PM
Jarem reaches level 37.

- Cleric 37 and Knight 37.
- Maximum hit points per hit die for a total of 25 hit points and a grand total of 925 hit points.
- +1 BAB for a total of +37.
- Fighting challenge's bonus rises by 1 to +7.
- +1 spell resistance.
- Gains 37th level cleric spellcasting. He grabs another Vigor of Tempus for now.
- No change to saves.
- Skills go up as normal.

It's very much a gap level too. Boo.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2020, 09:12:25 AM
It seems the chilly autumn season is not good for evening production, but it's great for amazing sleep.

Amaryl and then probably Latha this morning.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 19, 2020, 11:17:43 PM
Amaryl reaches level 37.

- Dragonbreath Archer 16 and Sorcerer 22.
- Maximum hit points per hit die for a total of 18 hit points and a grand total of EVIL hit points.
- +1 BAB for a total of +31. Also gets her seventh attack on manyshot.
- +1 spell resistance to 52.
- Dragonfire strike damage rises by 1d6. Always nice.
- Gains 24th level sorcerer spellcasting. This is 1 11th level spell known. She'll go with Superb Dispelling. It's something most casters want so she'll get it.
- No change to saves.
- Skills go up as normal.

Level 37, but hey, a pretty good one.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 20, 2020, 09:53:52 AM
Latha reaches level 37. Strap in, there's something unbelievable here.

- Astral Deva 37 and Angelic Champion 16.
- Maximum hit points per hit die for a total of 22 hit points and a grand total of 822 hit points.
- +1 BAB for a total of +37.
- +1 spell resistance for 52.
- +1 regeneration to 16.
- Resistance to electricity and fire rises by 10 to 30.
- Gains 37th level cleric casting. This is another solar pulse as a 15th level spell. Works for now, though this one may stick longer term.
- No change to saves.
- Skills go up as normal.
- Gains a new feat. Woaaah. She selects improved metamagic (AC16) to free up her level 36 feat, which becomes power attack. She's going to rotate that back in with Clarenyre being an option, and would also like to grab pulverize later. Edit: Whoops I forgot she has PA as a bonus feat. In which case 36 becomes Great Ability(Strength). Smash.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 22, 2020, 07:59:43 PM
Xandra reaches level 37.

- Trumpet Archon 37 and Mage of the Illuminated Temple 25.
- Maximum hit points per hit die for a total of 21 hit points and a grand total of 777 hit points. I see.
- +1 BAB for a total of +37.
- +1 spell resistance for a total of 54.
- Damage reduction rises by 5 to 25.
- Gains 35th level warmage spellcasting. This is 2 14th level spells and another 14th level spell per day. She grabs Elle's Triple Boom and an empty slot. She needs custom spells, doing those later in the week.
- No change to saves.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 23, 2020, 09:20:20 AM
Emily reaches level 37.

- Sorcerer 37 and Dragonfire Knight 27.
- Maximum hit points per hit die for a total of 24 hit points and a grand total of 869 hit points.
- Bonus temporary hit points from dragon's energy rise by 1.
- +1 BAB for a total of +35.
- +1 spell resistance for 52.
- Gains 37th level sorcerer casting. This is 2 more 15th level spells. Emily selects Silverfrost Mist and Firescape.
- Gains 33rd level favored soul casting. This is 2 13th level spells and 6 14th level spells. Emily selects two empty slots for 13th, she needs custom work there. As for 14th, she selects Antimagic Zone, Greater Divine Power, Radiant Storm, Summon Solar and 2 blanks. Again, custom work is needed.
- No change to saves.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 24, 2020, 12:45:27 AM
Lady Sanzha reaches level 37.

- Marid 37 and Madalani 13.
- Maximum hit points per hit die for a total of 22 hit points and a grand total of 814 hit points.
- +1 BAB for a total of +37.
- +1 spell resistance for 52.
- Trickle's temporary hit points rise by 1.
- Gains 35th level bard casting. This is 2 more 11th level spells known. Lady Sanzha selects blank spots since she needs homebrew spells and I'm doing those later in the week.
- No change to saves.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 24, 2020, 11:55:51 AM
Jessica reaches level 37.

- Rogue 37 and Perfect Wight 16.
- Maximum hit points per hit die for 19 hit points and a grand total of 744 hit points.
- +1 BAB for a total of +30.
- Sneak attack rises by 1d6 to 30d6. At least someone gets something nice this level.
- Gains another daily use of superior invisibility.
- Spell resistance rises by 1 to 52.
- No change to saves.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 24, 2020, 12:46:08 PM
Going to finish off Sylica since it's just one more and I'm there anyway. Turns out going from node to node is more mental effort since I have to constantly switch gears.

Syala reaches level 37.

- Astral Deva 37 and Druid 37.
- Maximum hit points per hit die for a total of 20 hit points and a grand total of 740 hit points.
- +1 BAB for a total of +37.
- +1 spell resistance for a total of 52.
- Gains avenging champion. Very useful for her. Sometimes racial hit die pay off (hi Sanzha).
- Gains 37th level druid spellcasting. Placeholders there for now since she needs custom material.
- No change to saves.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 24, 2020, 01:45:17 PM
Kaja reaches level 37.

- Fighter 37 and Duelist 4. I'm going to slow Kaja and expand him a bit by dipping into his other classes as well as possibly adding one more.
- Maximum hit points per hit die for a total of 25 hit points and a grand total of 925 hit points.
- +1 BAB for a total of +37.
- +1 spell resistance for 52.
- Grace rises by 1 to +2 total. Nothing wrong with a better reflex save.
- No change to saves.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 24, 2020, 02:05:50 PM
Hey Moore, if you get on today before you're on IRC, post when you're be around? Debating a dip for Jetina and would like a second opinion.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 25, 2020, 10:09:25 AM
Jetina reaches level 37.

- Knight of the Chalice 1 and Healer 37. She's diversifying a little bit.
- Maximum hit points per hit die for a total of 24 hit points and a grand total of 888 hit points.
- +1 BAB for a total of +37.
- +1 spell resistance for a total of 72.
- Fiendslaying +1/+1d6. Mildly useful, will get better in time. This helps in case someone like Orcus comes calling again.
- Gains 1st level knight of the chalice casting. This is so minor as to be vestigial for her so it's three protections from evil and moving on.
- +1d6 channel energy.
- 37th level healer casting. This is just a few more daily charges.
- No change to saves.
- Skills go up as normal.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 25, 2020, 11:57:39 AM
Sylvie reaches level 37.

- Factotum 37 and Chameleon 27.
- Maximum hit points per hit die for a total of 22 hit points and a grand total of 820 hit points.
- +1 BAB for a total of +29.
- +1 spell resistance for 72.
- +1 mimic class feature for 9/day.
- Gains 27th level chameleon spellcasting. This is another 10th level spell for both arcane and divine. This is another greater cone of cold and energy immunity.
- No change to saves.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 25, 2020, 01:48:42 PM
Bastian reaches level 37.

- Monk 37 and Horizon Walker 27.
- Maximum hit points per hit die for a total of 21 hit points and a grand total of 797 hit points.
- +1 BAB for a total of +37.
- +1 spell resistance to 54.
- Wholeness of body rises by 2 to 74. EXCITING.
- No change to saves.
- Skills go up as normal.

That's a rough level even for 37.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 25, 2020, 02:35:41 PM
Dolmaya reaches level 37.

- Fatemaker 26 and Sorcerer 37.
- Maximum hit points per hit die for a total of 20 hit points and a grand total of 744 hit points.
- +1 BAB for a total of +28.
- +1 spell resistance to 52.
- 37th level sorcerer casting. She takes Silverfrost Mist for now, she may homebrew over the weekend.
- Gains 26th level fatemaker casting. This is another 8 level charge and a new spell known. She goes with protection from spells.
- No change to saves.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 25, 2020, 03:45:24 PM
Lady Honeydip reaches level 37.

- Marshal 33 and Fighter 37. I thought about diversifying here, but she gets a template for free so I'll mostly let her stand pat.
- 7 on a d10 for a total of 21 hit points and a grand total of 696 hit points.
- +1 BAB for a total of +37.
- +1 spell resistance for 52.
- No change to saves.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 26, 2020, 06:21:14 AM
Kascha reaches level 37.

- Ghaele 37 and Wyrm Wizard 27.
- Maximum hit points per hit die for a total of 21 hit points and a grand total of 780 hit points.
- +1 BAB for a total of +37.
- Gains another instance of draconic discovery. She goes for final penance and maximize for boom.
- Gains 37th level wizard casting. This is another 15th level spell per day, which for now will be another final penance. More on this when homebrew comes.
- No change to saves.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 26, 2020, 06:38:59 AM
Elle reaches level 37.

- Wizard 37 and Dragon Disciple 27.
- Maximum hit points per hit die for a total of 25 hit points and a grand total of 926 hit points.
- +1 BAB for a total of +27.
- +1 spell resistance for 52. Belatedly, Kascha has hers as well. Whoops.
- School mastery rises by 1 to 37.
- Gains 37th level wizard spellcasting. Thanks to dragon disciple this is two spells per day. Elle selects quickened greater polar rayx2. This may change as spells shape up over the new few days.
- No change to saves.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 26, 2020, 10:53:52 AM
Donald reaches level 37 after I finally got some more sleep.

- Duskblade 37 and Prismatic Dragon Payoff 3.
- Maximum hit points per hit die for a total of 24 hit points and a grand total of 914 hit points.
- +1 BAB for a total of +37.
- Gains 37th level duskblade casting. This is 10th level magic and a new spell. Whoo. He'll get Hellball and probably be happy with that. He can survive without custom work until 38, though I may do some if work at a good clip.
- No change to saves.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 26, 2020, 10:59:04 AM
Going PRISMATIC DRAGON//War Wizard this level.

+1 bab, +1 SR, +1 lvl15 spell, +1 CL

Spontaneous Widen Spell (Su) from War Wizard, so that's very nice

Since it makes the existing ones redundant, I'd like to reshuffle some of my metamagic feats as a result:
Easy Metamagic: Widen Spell (lvl18) -> Easy Metamagic: Enhance Spell (lvl18)
Specialized Metamagic/Widen Spell (B, at26/lvl36) -> Specialized Metamagic/Enhance Spell (B, at26/lvl36)

And I only had Easy Metamagic: Twin Spell, but not the epic version, so I'd like to change this one as well:
Improved Metamagic (B, at14/lvl24, -1L to all metamagic) -> Specialized Metamagic/Twin Spell (B, at26/lvl36)

Since I'm finally tallying the added HP boost from Wildaros, my HP rose adequately. As a reminder, Dune, that I loaned it out to my NPCs and Moore's as well, and will bring it up once I see Team Alicia as well so if that's easier you can add those as well accordingly already.

Oh, and my dragon form is now a red dragon wyrm! More clawing, sadly not Colossal just yet.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 26, 2020, 11:11:12 AM
QuoteEasy Metamagic: Widen Spell (lvl18) -> Easy Metamagic: Enhance Spell (lvl18)

This one I'm going to nix. You have to choose a metamagic feat you already have according to the text of the feat. You can't have Enhance Spell at 18 as its an epic feat.

QuoteSince I'm finally tallying the added HP boost from Wildaros, my HP rose adequately. As a reminder, Dune, that I loaned it out to my NPCs and Moore's as well, and will bring it up once I see Team Alicia as well so if that's easier you can add those as well accordingly already.

Oh thanks, I do need to factor that. I'll go look that up now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 26, 2020, 11:15:50 AM
Pasting this here for my reference as I work.



For each spell that you dispel or counter, you gain 5 temporary hit points, to a maximum of 100. When 100 hits points is reached, there is a 5% chance that the bearer of Wildaros converts those hit points to a permanent +1 bonus to maximum hit points. A creature can gain as many bonus maximum hit points as their Constitution score.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 26, 2020, 11:17:25 AM
Fair enough. I guess I could reshuffle feats but eh not right now.

In that case, let's go for:
Easy Metamagic: Widen Spell (lvl18) -> Purify Spell (lvl18)
Specialized Metamagic/Widen Spell (B, at26/lvl36) -> Specialized Metamagic/Twin Spell (B, at26/lvl36)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 26, 2020, 11:18:11 AM
Alrighty then, looks good.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 26, 2020, 11:18:45 AM
Actually, was Wildaros going to do any more rounds than yours and Moore's node? If so I'd like to handle it all in one great big swoop. Let me know, people.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 26, 2020, 11:19:23 AM
I suppose I ought to actually complete this for myself, huh.

Moore Reaches level 37!

Singer of the Celestial Choir 7 and Favored Soul 7.
- Maximum hit points per hit die for (8+9+4) 21 hit points for a total of 763 with Wildaros added, that brings it up to 763+29, so 792. :)
-+1 BAB to 28
-+1 SR to 52
-Bard casting goes to 35, this is +1 11th level spell known
-Favored Soul casting to 25, +1 11th level spell known
-Superb Dispelling for Bard, Mass Wall of Greater Dispel Magic for Favored Soul
-Gains Song of Rebirth, which we hopefully never have to use
-Saves stay the same
-Skills go up as normal

This is awkward, but it looks like I never took the epic feat for Bard getting to 29 back when we ported everything over here, so I am going to do that now. I've hemmed and hawed over a choice and was thinking of trying to use the Epic songs I came up with but since those are technically "newer" than this feat would be it'd feel weird taking them.

With that said, he will be taking Epic Skill Focus: Diplomacy to make more friends.

Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 26, 2020, 11:22:52 AM
Like I said, Alicia (it just hasn't happened IC). The fact that I have the artifact is a secret for the time being, so outside my closest allies here no one would even know I have it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 26, 2020, 11:36:47 AM
It hasn't come up, but sure Alicia and friends would give the thing a try.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 26, 2020, 11:39:23 AM
Okay cool. Thanks I'll post changes when they're done.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 26, 2020, 12:17:42 PM
Wildaros updates completed.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 26, 2020, 01:21:29 PM
Ranbar reaches level 37.

- Cloistered Cleric 37 and Perfectus 27.
- Maximum hit points per hit die for a total of 23 hit points and a grand total of 867 hit points.
- +1 BAB for a total of +25.
- +1 spell resistance to 52.
- +1 lore for 49.
- Exalted inspiration's bonus rises by 1 to +7.
- Gains 37th level cleric spellcasting. She grabs another barraged greater divine power for now.
- No change to saves.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 26, 2020, 10:41:06 PM
Spells posted here are first draft. Bear that in mind, typo corrections and feedback are welcome. Okay? Okay.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 26, 2020, 10:42:04 PM
DM notes: Still isn't helpful against epic poisons unless a deity is the caster, but such is the problem of magic against antimagic. A poison that overcame this spell, such as let's say Talona doing something since we all know why Syala made this spell, wouldn't be purged by this spell or the damage undone. In other words, if Talona won the rank check to penetrate the immunity this spell grants, it wouldn't undo what the poison does.

A corner case I wouldn't normally address, but considering the inspiration this is worth mentioning.

That aside, it's essentially the various uses of neutralize poison combined, with the ability to heal the effects of poison as well. Also considering the origins of this spell, Syala doesn't really want her name on it.


Poisonbane
Conjuration (Healing)
Level: Drd 15
Components: V, S
Casting Time: 1 standard action
Range: 100ft/level
Area: 100ft/level radius emanation
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell halts and purges any poisons that affects any creatures within the area of the spell. This is identical to a neutralize poison spell, except that it also reverses any harm caused by poisons. This happens when the spell is cast and at the beginning of the caster's turn every round thereafter. This reversal includes hit point loss, ability score damage, ability score drain and other effects, such as unconsciousness, though this spell cannot resurrect those slain by poison.

All poisons within the area of the spell are neutralized and ineffective. Poisonous creatures are not poisonous for the duration of the spell, poisonous substances cause no harm to creatures and even spells that cause poison are unable to poison creatures.

This spell was created by a goddess who finished second best in a battle against Talona.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 27, 2020, 10:07:23 AM
Not sure about this one, let me know what y'all think. The creator of it is obvious.

Dolmaya's Irritated Dismissal
Evocation [Air]
Level: Sor/Wiz 15
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft 2/levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

By means of a sudden, unearthly blast of wind, this spell immediately removes a creature from the caster's presence. The target is sent flying up and away at supersonic speeds, propelling them 1000ft per caster level. This travel happens instantaneously and goes upward and away in a parabolic arc. Regardless, this travel deals 30d6 points of damage to the creature, as well as 20d6 points of damage from the fall (damage from the fall may be mitigated normally, but this has no impact on the rest of the spell).

Should the target impact a solid object during this movement, such as a wall or ceiling, they suffer the full 30d6 points of damage and stop moving. This may result in a fall and further damage.

Creatures who have dealt damage to the caster in the past round suffer a -4 penalty to the saving throw.

Material Component

A golden feather.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 27, 2020, 10:10:48 AM
Is the fall damage affected by metamagic?

Otherwise... 50d6 is potentially a lot, but it's easily cut down to 30d6 by feather fall or epic acrobatics, so it's probably okay. Fun effect on it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 27, 2020, 12:20:45 PM
It isn't intended to be affected by metamagic, no.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 27, 2020, 12:33:57 PM
What does the Fort negate? The damage, or being sent away as well?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 27, 2020, 12:40:36 PM
As written, all of it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 27, 2020, 01:44:39 PM
Is this spell breakable? Let me know what y'all think.

Phoenixfire
Evocation [Fire]
Level: Sor/Wiz 15
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Target: One creature; see text
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

This spell conjures a gout of pure, red flames that take the shape of a phoenix. This strikes a single creature for 30d6 points of fire damage with a Reflex save for half damage. Each round past the first, the flames are reborn at the beginning of your turn. They form the same phoenix and strike again. If the previous target is still alive and in range, it will target them again. Otherwise, as a move action, you may designate another target. If you do not, the phoenixfire does not strike that round, but it appears each round for the duration should you choose to in a later round.

You may only have one phoenixfire spell active at once. 
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 28, 2020, 10:49:17 AM
This came from a Sylvie spell idea of all things. Sometimes ideas change on you. It's extremely niche so hard to price. 3-4 was the consensus for it - it's just so hyperfocused.

Heavenly Lore
Divination [Good, Lawful]
Level: Clr 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

You channel the holy wisdom of Mount Celestia into your mind. This grants a +15 insight bonus to any Knowledge checks about Mount Celestia or creatures that reside there. This bonus also applies to any skill checks that involve laws, such as a Profession (Lawyer) check. You can perfectly recall and recite all official scripture and holy books from Mount Celestia, which includes the Hebdomad as well as any deities who reside there, such as Bahamut or the Triad. This is the true, original information before time and mortal hands may have distorted it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 28, 2020, 10:15:05 PM
Poisonbane added to spell collection. Syala's spell list updated for that and her radiant restoration.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 30, 2020, 09:24:47 AM
Dolmaya's spell added to her spell list.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 30, 2020, 09:26:19 AM
Also Emily will grab that in place of Firescape.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 30, 2020, 09:43:17 AM
Anything on phoenixfire? Last call there before I start moving with it for Kascha and friends.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 30, 2020, 09:45:36 AM
Seems fine to me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 30, 2020, 12:27:46 PM
Phoenxfire added to spell collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 30, 2020, 12:32:18 PM
Elle and Kascha now have phoenixfire memorized. They'll see how it is.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 30, 2020, 12:43:26 PM
The following need homebrew spells still:

Cresiel (Can get by but wants more variety than Raziel's Zeal)
Xandra (Needs an evocation, has an empty space still)
Jetina (Need to sit down with you about that, Moore)
Sanzha (Two slots to fill)

The following don't absolutely need them but it would be nice:

Antenora (She likes to have one opal spell per level)
Sylvie (She'd like a custom spell but it's a luxury)
Jarem (Could use something besides Vigor of Tempus, but it can wait a level if needed)
Emily (Needs more divine spells, slots to fill, but on a double caster it's less of a priority)
Ranbar (A custom 15th would be nice, but on the other hand, two barraged greater divine powers make a lot of sense for her)

I'm going to get with Moore later this afternoon or evening about that side of it while I work on Sanzha's.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 30, 2020, 01:13:41 PM
Meant for Xandra, extremely rough. Let me know what you think.

Three Stars
Evocation [Good, Light]
Level: Sanctified 14
Components: V, Sacrifice
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Effect: 3 small stars
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell conjures three beautiful stars the size of a human hand. Each one flies to an opponent in range of your choice, you may target a single creature with up to three stars. Any creature targeted requires a ranged touch attack roll to strike and suffers the following depending on the number of stars that strike them.

1 star: 20d8 points of damage and slowed for 1d4 rounds.
2 stars: 30d8 points of damage and dazed for 1 round.
3 stars: 35d8 points of damage and stunned for 1 round.

Good aligned creatures are not affected by this spell.

Sacrifice

1d4 points of Charisma damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 30, 2020, 01:19:54 PM
How about instead the damage scales by level so like... one star does 1d6 per level, two stars do 1d8, and 3 stars is some big boost to the debuff?

Also while stunning is a harsher condition to inflict, a lot more stuff is immune to stunning than is immune to dazed, so I wouldn't really call it a more desirable one.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 30, 2020, 01:29:20 PM
Quote from: Ebiris on November 30, 2020, 01:19:54 PM
How about instead the damage scales by level so like... one star does 1d6 per level, two stars do 1d8, and 3 stars is some big boost to the debuff?

Could do something like that, sure.

QuoteAlso while stunning is a harsher condition to inflict, a lot more stuff is immune to stunning than is immune to dazed, so I wouldn't really call it a more desirable one.

That was on purpose, to give some tactical considerations between two or three stars, to make it a little more interesting than a no brainer against a single target.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 30, 2020, 09:41:46 PM
Alyssa reaches level 37.

- Outsider 37 and Perfectus Factotum 32.
- Maximum hit points per hit die (d8), total of +19, total HP now 703.
- +1 BAB for a total of +37.
- +1 spell resistance to 52.
- +1 inspiration points.
- +1 Arcane dilettante spell.
- +1 bonus feat via Factotum 32, takes Epic Font of Inspiration.
- Gains 37th level wizard spellcasting.
- No change to saves.
- Skills go up as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on January 04, 2021, 02:04:55 PM
Just posting a few spells for feedback and consideration.

Life of Sacrifice
Conjuration/Abjuration (Good, Healing)
Level: Sanctified 12
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell empowers an ally with the power of your own sacrifice. You lose all but 1 of your hit points, and the creature touched gains temporary Hit Points equal to your maximum hit points. They also gain a +14 sacred bonus to attack and damage rolls, armor class and saving throws. Their weapons are also empowered with the Holy Power property.


Sacrifice

All but 1 of your current hit points.


Learn the Past

Divination
Level: Bard 10, Sorcerer 13, Wizard 13
Components: V, S
Casting Time: 10 Minutes
Range: Personal
Area: 150-ft. radius, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell was developed as an improvement and alternative to Hindsight and works in a similar fashion.

When you cast this spell, you gain a general idea of the events of the past, stretching back 1,000 years per caster level. You notice only noteworthy events, such as deaths, battles, scenes of great emotion, important discoveries and significant happenings.

You may also focus this spell on a specified time. When casting the spell in this manner, you must specify a number of years ago. The spell will then give you detailed knowledge of the people, conversations and events that transpired within one century per caster level of the year you chose.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on January 12, 2021, 10:35:28 PM
Just a post of intent: Alyssa plans to give the seed in Acheron a shot.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 06, 2021, 04:44:27 PM
Antenora's DvR increases is done. She got Extra Domain (Truth) as her SDA for obvious reasons.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on February 07, 2021, 02:02:13 PM
Alicia up to DvR 6.

See Magic and Clearsight as her SDAs so she won't get tricked so often hopefully. Zeal domain because she gives it her all!
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on February 26, 2021, 12:36:52 PM
I wrote it so that it gets either Superior Invisibility or Camouflage, whichever is generally better. Gained: Same vision as caster, arcane sight, +30 ft speed, +16 Hide mod, transfer range instead of touch. I think more hide mod might be needed? But dunno how much.

The Queen's Eyes
Divination
Level: Sorc/Wiz 12
Components: V, S, M
Casting Time: 10 minutes
Range: One mile
Effect: Ten or more levitating eyes
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You create a number of invisible magic orbs (called "eyes") equal to 1d4+ your caster level. These eyes follow a predetermined set of actions you decide while casting (scouting, searching for a specific thing or creature, overwatch, ect.). Each eye mimics the vision abilities of the caster, and additionally functions as if it has the effects of an Arcane Sight spell.

Each individual eye is fragile, but difficult to spot. They are fine constructs about 1 inch in diameter with 1 hit point, AC 18, flies at a speed of 60 feet with perfect maneuverability, has a +32 Hide modifier, functions as if it is under the effect of a Camouflage spell, and has it's magical aura hidden.

When you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well.

In order to report their findings, the eyes must pass within 10 feet of the caster. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, the eye returns to its task.

If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event.

The eyes exist for up to 1 hour per caster level or until they return to you. Dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 26, 2021, 09:05:40 PM
Okay, go ahead and summarize the changes? This is really a spell that is best as a 'As x spell, except as noted here' since it's really just prying eyes+5 or so.

I know you gave that on IRC so a paste of that is fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on February 26, 2021, 10:07:15 PM
I put it at the top:

I wrote it so that it gets either Superior Invisibility or Camouflage, whichever is generally better. Gained: Same vision as caster, arcane sight, +30 ft speed, +16 Hide mod, transfer range instead of touch. I think more hide mod might be needed? But dunno how much
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 26, 2021, 10:11:51 PM
Oh. Go go go reading skills.

I'll adjust it and come up with something Sunday or Monday. Reply to this so I'm not the last post here, would you?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on February 26, 2021, 10:12:32 PM
Sounds good!
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on February 26, 2021, 10:14:14 PM
Here's some suggestions on the spell myself.

1d4 + caster level when the caster level is going to be 30+ is pretty pointless. Either drop the 1d4 entirely or replace it with a bigger number.

Rather than referring to the Camouflage spell, why not give them a specific stealth bonus? Since camouflage is +10 stealth, just work that amount into the total, or... actually. Give them a hide modifier of your caster level + 16 (for being fine size), which should work out to a reasonable number. Like +53 right now and it'll improve.

I'd also give them the Hide in Plain Sight ability, so they can always roll stealth checks and not have to worry about being in cover. Fluff it as them being glassy/transparent.

I dislike the separate rolls on dispel magic for each eye caught in the spell - the eyes all come from the same spell so if a dispel is strong enough to hit one it should hit them all. Unless multiple eyes come from multiple castings.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 28, 2021, 05:07:37 PM
Okay, how's this look, and does it still feel like a 12th level spell?

The Queen's Eyes
Divination
Level: Sorc/Wiz 12

This spell is identical to prying eyes, except as noted here. Each eye has a Spot and Hide modifier equal to your own or your caster level + 10, whichever is higher, as well as any special types of vision you have (such as low-light vision or darkvision). The eyes fly at a speed of 60ft with perfect maneuverability. The eyes are able to hide in plain sight, as the assassin class feature except they can do so in any terrain and regardless of any shadows. The eyes may report their findings to you as long as they are within 100ft of you. You gain the benefits of an arcane vision spell when you see those replays and may make any Spellcraft checks as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on February 28, 2021, 05:55:15 PM
Works for me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 01, 2021, 10:02:05 PM
Okay, last call on that spell. If there's nothing I'm going to move it over tomorrow.
Title: Re: DM Nagging: It's pretty much my job
Post by: Yuthirin on March 01, 2021, 10:09:05 PM
It looks nice. I'll keep an eye out for it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 01, 2021, 10:10:01 PM
/me groans.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 09, 2021, 01:16:53 PM
Okay, so removed a single word from the epic skills writeup. There was an each in there that was confusing and the sentence works better without it. Purely a clarification.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 19, 2021, 07:07:19 PM
Moore reaches DvR2:

He gains one of his lost domains: Truth
He gains one SDA: Supreme Initiative
This increases his constitution to a new level, so his HP goes up to 829, he hits a few other even numbers with this, so stats have been updated accordingly.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 19, 2021, 07:19:04 PM
Also, looking at them, I think I vastly overshot when it came to the Inspiration domain power:

Inspiration Domain

Granted Power: Once per day as a standard action, you may inspire yourself or another ally. You may increase a single attack, damage, skill check or saving throw roll by your Cleric level / 2. You choose which type of roll is boosted and the next type of that roll gains the bonus. If this bonus is not used within one minute, it is lost.


Hope Domain:

Granted Power: 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.


I can go back and redo the Inspiration Domain (since I think only Moore has it anyway) power if you want.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 19, 2021, 08:35:47 PM
Quote from: Nephrite on March 19, 2021, 07:07:19 PM
Moore reaches DvR2:

He gains one of his lost domains: Truth
He gains one SDA: Supreme Initiative
This increases his constitution to a new level, so his HP goes up to 829, he hits a few other even numbers with this, so stats have been updated accordingly.


What stats went up in particular, so I know?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 19, 2021, 09:47:53 PM
Quote from: Anastasia on March 19, 2021, 08:35:47 PM
Quote from: Nephrite on March 19, 2021, 07:07:19 PM
Moore reaches DvR2:

He gains one of his lost domains: Truth
He gains one SDA: Supreme Initiative
This increases his constitution to a new level, so his HP goes up to 829, he hits a few other even numbers with this, so stats have been updated accordingly.


What stats went up in particular, so I know?

STR/DEX/CON/WIS.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 19, 2021, 10:07:19 PM
Nice. None critical for you but they help.

I might normally comment on Supreme Init not fitting your domains and portfolio, but I have to admit it fits you everywhere else to a T and you might go in those directions because of it anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 19, 2021, 10:08:25 PM
Quote from: Nephrite on March 19, 2021, 07:19:04 PM
Also, looking at them, I think I vastly overshot when it came to the Inspiration domain power:

Inspiration Domain

Granted Power: Once per day as a standard action, you may inspire yourself or another ally. You may increase a single attack, damage, skill check or saving throw roll by your Cleric level / 2. You choose which type of roll is boosted and the next type of that roll gains the bonus. If this bonus is not used within one minute, it is lost.


Hope Domain:

Granted Power: 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.


I can go back and redo the Inspiration Domain (since I think only Moore has it anyway) power if you want.

Sure, if you want.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 21, 2021, 11:11:35 AM
Queen's Eyes added to the spell topic.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 21, 2021, 11:11:52 AM
By the way, waiting on confirmation on that domain thing, Neph.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 21, 2021, 11:49:14 AM
I'm percolating on ideas to make the Hope and Inspiration domain powers meaningfully different from each other.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 21, 2021, 12:42:42 PM
I think the Hope domain granted power would make more sense as this:

You are immune to effects such as the penalty from crushing despair or effects which instill despair or hopelessness.


I think changing this and leaving the Inspiration power is fine, going over other Cleric domains there's plenty of similar 'half your cleric level' things.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 21, 2021, 05:37:09 PM
Cresiel reaches divine rank 2.

- Strength, Dex, Wis and Charisma all gain a higher modifier. Spells updated for higher Wisdom.
- SDA is Battle Metamagic, retrained Arch Angel's Mystery into Widen Spell for it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 21, 2021, 08:37:49 PM
Xandra reaches divine rank 2.

- Strength, Con, Int and Wisdom all gain a higher modifier.
- SDA is a custom one, her first one so she hits the demipower cap for that.

SEERSIGHT
Prerequisite: Fate Domain, Oracle Domain, Ecstasy, cha 33
Benefit: Xandra is a seer touched by Chronias and the Holy Mountain, and her apotheosis has unlocked even greater power from this gift. Her sight allows her to see the future, which grants her the benefits of a foresight spell at all times. Unlike a mortal's foresight spell, this spell may only be blocked by a deity who succeeds on an opposed rank check against Xandra. The bonus to Reflex saves and armor class equals 2 + Xandra's divine rank.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on March 22, 2021, 07:54:50 PM
Moore reaches DvR 4.

This results in all of his ability scores going up by 2, which means the modifiers go up by 1, which results in him gaining a new skill he can take, so he'll take Disable Device. I updated all the other various numbers for this I believe, but important things are it raises the base damage of divine blast to 21d12 and divine shield to 210 (and I need to remember to use those more often). I also noticed I had my speed wrong so that has been updated.

-SDA for 3 is Extra Domain: Community, which results in +2 to Diplomacy checks among calm emotions and other stuff.
-SDA for 4 is Divine Skill Focus: Diplomacy, which ends up being a +14 bonus to Diplomacy for right now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 23, 2021, 12:42:26 PM
Sylvie reaches divine rank 2.

- Strength, Con, Wis and Charisma all rose to a new modifier.
- SDA TBA due to time constraints.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 27, 2021, 10:29:25 PM
Sylvie went with Divine Recall (Books Written).
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 02, 2021, 07:52:07 PM
Alyssa 38:

+1 Epic Saves
+1 BaB
+27 skill points (1,030 total: +1 to all Knowledges (10pnts), Craft: Armor/Black/Calligraphy/Maps/Weapons/Tailoring, Perception, Sense Motive, Spellcraft, Stealth, UMD, Bluff +2, Diplomacy, Disable Device, Intimidate, Survival)
+20 HP

Changes:
Swapping Great Ability Dex for Chain Spell.

DvR3: SDA - Automatic Metamagic: Chain Spell
DvR4: SDA - Custom SDA
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 02, 2021, 11:17:40 PM
Moore reaches level 38!

Singer of the Celestial Choir 8 and Favored Soul 8

Maximum hp per hit die, 8, for a total of 11+8+4 = 23 hit points and a total of 889 HP.
BAB goes up by 1
Skills go up as normal.

Singer gives a bonus feat: I can't take Lasting Inspiration a second time, so I'm taking Epic Inspiration again.

Spells:

Bard CL 36, one 11th level and one 12th level spell known | He'll pick up Purr of Sharess for 11th, Thunderous Voice for 12th, and Mercane's Insight as his free Divination spell.
Favoured Soul CL 26,  one 11th level spell known | He'll grab Mass Regenerate here for an emergency situation.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 03, 2021, 02:26:01 PM
Could I upgrade the bonuses from my Monk's Belt with the node points? Like, up the number of bonus levels it gives (with a cap)?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 03, 2021, 05:50:55 PM
Quote from: Iron Dragoon on April 02, 2021, 07:52:07 PM
Alyssa 38:

+1 Epic Saves
+1 BaB
+27 skill points (1,030 total: +1 to all Knowledges (10pnts), Craft: Armor/Black/Calligraphy/Maps/Weapons/Tailoring, Perception, Sense Motive, Spellcraft, Stealth, UMD, Bluff +2, Diplomacy, Disable Device, Intimidate, Survival)
+20 HP

Changes:
Swapping Great Ability Dex for Chain Spell.

DvR3: SDA - Automatic Metamagic: Chain Spell
DvR4: SDA - Custom SDA

Looks good. At least you got spell slots too, right?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 03, 2021, 05:52:38 PM
Quote from: Nephrite on April 02, 2021, 11:17:40 PM
Moore reaches level 38!

Singer of the Celestial Choir 8 and Favored Soul 8

Maximum hp per hit die, 8, for a total of 11+8+4 = 23 hit points and a total of 889 HP.
BAB goes up by 1
Skills go up as normal.

Singer gives a bonus feat: I can't take Lasting Inspiration a second time, so I'm taking Epic Inspiration again.

Spells:

Bard CL 36, one 11th level and one 12th level spell known | He'll pick up Purr of Sharess for 11th, Thunderous Voice for 12th, and Mercane's Insight as his free Divination spell.
Favoured Soul CL 26,  one 11th level spell known | He'll grab Mass Regenerate here for an emergency situation.

Sounds good here. What's your bardic music bonuses look like now?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 03, 2021, 05:53:25 PM
Quote from: Iron Dragoon on April 03, 2021, 02:26:01 PM
Could I upgrade the bonuses from my Monk's Belt with the node points? Like, up the number of bonus levels it gives (with a cap)?

That seems reasonable. To be clear, what bonuses on it do you have in mind to boost?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 03, 2021, 05:54:56 PM
It boosts your level for AC and Unarmed Damage. Either of those, or helping with the penalty from Flailing Strikes. Personally, the flailing strikes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 03, 2021, 07:41:59 PM
Quote from: Anastasia on April 03, 2021, 05:52:38 PM
Sounds good here. What's your bardic music bonuses look like now?

Inspire Courage is +24 to attack and weapon damage
Inspire Competence is a +16 morale bonus to Skill checks
Greatness - +16d10 temp hp + con mod, competence bonus +16 Attack rolls, +8 fort saves
Heroics - 20 morale bonus to saves and +20 dodge to AC
Excellence - +18 competence bonus to any attribute.

It isn't a huge change from what the abilities are today really. I honestly wish there were better bard feats but I can't think of anything good except ones to improve songs and that is sort of the same idea anyway.

I suppose I could try and figure out some new bardic music...
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 03, 2021, 08:33:38 PM
Quote from: Iron Dragoon on April 03, 2021, 05:54:56 PM
It boosts your level for AC and Unarmed Damage. Either of those, or helping with the penalty from Flailing Strikes. Personally, the flailing strikes.

- Increasing the bonus to monk level on a Monk's Belt by 5. Cost: 1 point.
- Add an ability to a monk's belt to negate the penalty to attack rolls with flailing strike. Cost: 1 point.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 03, 2021, 08:44:42 PM
Quote from: Nephrite on April 03, 2021, 07:41:59 PM
Quote from: Anastasia on April 03, 2021, 05:52:38 PM
Sounds good here. What's your bardic music bonuses look like now?

Inspire Courage is +24 to attack and weapon damage
Inspire Competence is a +16 morale bonus to Skill checks
Greatness - +16d10 temp hp + con mod, competence bonus +16 Attack rolls, +8 fort saves
Heroics - 20 morale bonus to saves and +20 dodge to AC
Excellence - +18 competence bonus to any attribute.

It isn't a huge change from what the abilities are today really. I honestly wish there were better bard feats but I can't think of anything good except ones to improve songs and that is sort of the same idea anyway.

I suppose I could try and figure out some new bardic music...

That's a good idea, you're getting to the point on those that I'd like you to not boost that for a few levels (this one excluded to be clear, I mean future levels and future feats).
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 03, 2021, 08:58:46 PM
Yeah, I had ruminated on "Improved" versions of the other Bardic musics, but they just end up doing the same thing as Epic Inspiration does, so it's probably better if I just come up with new ones entirely.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 04, 2021, 10:15:40 AM
Alicia reaches level 38
Sorcerer 38//Duskblade 21
All saves go up +1
+21 hp, +1 bab, skills go up as normal, +1 SR
+1 to silver fire DC
Sorcerer bonus feat. She takes improved combat casting so she can't be AoOed for casting. I can't recall it happening much to her but it's a nice contingency to cover.
Spell power increases to +6 (+9 after bonus from true ring of eternal celerity). Also remember that adds to duskblade spell damage too.
+1 Sorcerer/Duskblade/SLA CL
+1 15th level sorc spell per day, +1 15th level sorc spell known. She takes Greater Create Demiplane. Except a bunch of those to get scattered around Sylica by her avatars.
+1 7th level duskblade spell per day, +1 7th level duskblade spell known. She takes greater shout.

--

Marie reaches level 38
Outsider 38//Master of Missiles 7
+1 to all saves.
+20 hp, +1 bab, skills go up as normal, +1 SR
Inspire Courage goes up by +1 (and thus +2 because divine bard)
Gets Magic Missile Mastery for one more missile per casting. For reference she's at 12 missiles per casting now.
+1 Sorcerer/SLA CL.
+1 14th level sorc spell per day. +3 15th level sorc spells per day (+1 more from high charisma). +1 15th level sorc spell known. She takes Endless Swamp.

Endless Swamp isn't in the spell collection but I made it... well, pretty much a year ago! So make sure you're okay with it now I guess.
Post where it was discussed. (https://www.soulriders.net/forum/index.php/topic,104100.msg1174918.html#msg1174918)
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 04, 2021, 01:57:09 PM
Speaking of old things, I posted these a while back and have slightly revised them with a new addition. We can hash out details as needed with them.

Musing on Epic Feats:

Base assumption: Inspire Heroics is a very defensive song (saves, AC), so an improved version should continue this idea of being something that adds more defense.

Epic Inspire Heroics
Prerequisite: You can use Inspire Heroics on at least 4 allies. (That's bard 24)
Benefit: Inspire Heroics can now be used as a swift action and it now provides all allies with Spell Resistance equal to 11 + your effective bard level for as long as it lasts in addition to its normal effects.

Moore's effective bard level at 38 is +8 for 46, so this would provide 57 SR. I think that's fine? You could make it hit dice I guess if you wanted? Not sure. You could change this to rely on Hit dice / total level if you think that's better?


Epic Inspire Greatness
Prerequisite: You can use Inspire Greatness on at least 6 allies. (Also bard 24)
Benefit: Your Inspire Greatness can now be used as a swift action and it now provides youself and allies with temporary hit points equal to their character's level x 10.

Inspire Mobility (Epic) (Su)
Prerequisite: Bard level 20th
Benefit: You gain the ability to use music or poetics to inspire mobility in yourself or your allies within 50 feet. A creature so inspired gains the benefits of Haste and Freedon of Movement for the duration of the song and 5 rounds after. Inspire Mobility is a mind-affecting ability.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 05, 2021, 08:45:23 PM
Spending node upgrade point to bump Monk's Belt bonus by +5 levels.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 05, 2021, 10:10:34 PM
Also, could you post that Malcanthet Charisma booster spell? I'm looking for some inspiration (hah!) for higher bard spells.

Also, note to self, I really do need to use those node points too.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 05, 2021, 10:12:13 PM
Quote from: Nephrite on April 03, 2021, 08:58:46 PM
Yeah, I had ruminated on "Improved" versions of the other Bardic musics, but they just end up doing the same thing as Epic Inspiration does, so it's probably better if I just come up with new ones entirely.

Fair enough, I see them below so I'll get to them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 05, 2021, 10:17:42 PM
Quote from: Ebiris on April 04, 2021, 10:15:40 AM
Alicia reaches level 38
Sorcerer 38//Duskblade 21
All saves go up +1
+21 hp, +1 bab, skills go up as normal, +1 SR
+1 to silver fire DC
Sorcerer bonus feat. She takes improved combat casting so she can't be AoOed for casting. I can't recall it happening much to her but it's a nice contingency to cover.
Spell power increases to +6 (+9 after bonus from true ring of eternal celerity). Also remember that adds to duskblade spell damage too.
+1 Sorcerer/Duskblade/SLA CL
+1 15th level sorc spell per day, +1 15th level sorc spell known. She takes Greater Create Demiplane. Except a bunch of those to get scattered around Sylica by her avatars.
+1 7th level duskblade spell per day, +1 7th level duskblade spell known. She takes greater shout.

--

Marie reaches level 38
Outsider 38//Master of Missiles 7
+1 to all saves.
+20 hp, +1 bab, skills go up as normal, +1 SR
Inspire Courage goes up by +1 (and thus +2 because divine bard)
Gets Magic Missile Mastery for one more missile per casting. For reference she's at 12 missiles per casting now.
+1 Sorcerer/SLA CL.
+1 14th level sorc spell per day. +3 15th level sorc spells per day (+1 more from high charisma). +1 15th level sorc spell known. She takes Endless Swamp.

Endless Swamp isn't in the spell collection but I made it... well, pretty much a year ago! So make sure you're okay with it now I guess.
Post where it was discussed. (https://www.soulriders.net/forum/index.php/topic,104100.msg1174918.html#msg1174918)

Added Endless Swamp to the collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 05, 2021, 10:30:54 PM
Quote from: Nephrite on April 04, 2021, 01:57:09 PM
Speaking of old things, I posted these a while back and have slightly revised them with a new addition. We can hash out details as needed with them.

Musing on Epic Feats:

Base assumption: Inspire Heroics is a very defensive song (saves, AC), so an improved version should continue this idea of being something that adds more defense.

Epic Inspire Heroics
Prerequisite: You can use Inspire Heroics on at least 4 allies. (That's bard 24)
Benefit: Inspire Heroics can now be used as a swift action and it now provides all allies with Spell Resistance equal to 11 + your effective bard level for as long as it lasts in addition to its normal effects.

Moore's effective bard level at 38 is +8 for 46, so this would provide 57 SR. I think that's fine? You could make it hit dice I guess if you wanted? Not sure. You could change this to rely on Hit dice / total level if you think that's better?

Before anything else, can you think of any bardic music feat that does spell resistance? I can't off the top of my head so have a bit of quick homework.

QuoteEpic Inspire Greatness
Prerequisite: You can use Inspire Greatness on at least 6 allies. (Also bard 24)
Benefit: Your Inspire Greatness can now be used as a swift action and it now provides youself and allies with temporary hit points equal to their character's level x 10.

Yourself, just to correct the typo in that since I noticed it.

Anyway, inspire greatness already adds on hit points through one method. I don't want to stack temp HP on top of that. A temp HP bardic music or an epic one is fine to work up, but I don't want to double stack it on inspire greatness.

QuoteInspire Mobility (Epic) (Su)
Prerequisite: Bard level 20th
Benefit: You gain the ability to use music or poetics to inspire mobility in yourself or your allies within 50 feet. A creature so inspired gains the benefits of Haste and Freedon of Movement for the duration of the song and 5 rounds after. Inspire Mobility is a mind-affecting ability.

This sounds like something one of the bardic PrCs gives as a class ability.  I don't really have any problem with it anyway, it's reasonable enough for epic.

Also freedom, not freedon.

Inspire Mobility [Epic]
Prerequisite: Perform 24 ranks
Benefit: You can use song or poetics to inspire mobility in yourself and your allies within 50ft. Any creature who can hear you perform within that range gains the benefits of a Haste and Freedom of Movement spells (caster level equal to your bard level). This lasts for as long as you perform and 5 rounds after. Inspire Mobility is a mind-affecting ability.

Something like that?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 05, 2021, 10:37:10 PM
Quote from: Iron Dragoon on April 05, 2021, 08:45:23 PM
Spending node upgrade point to bump Monk's Belt bonus by +5 levels.

Adjusted in your node. Enjoy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 05, 2021, 10:38:02 PM
Quote from: Nephrite on April 05, 2021, 10:10:34 PM
Also, could you post that Malcanthet Charisma booster spell? I'm looking for some inspiration (hah!) for higher bard spells.

Also, note to self, I really do need to use those node points too.

Let me go dig it up and see if it's for PC consumption (read as it doesn't spoil anything and I don't mind taking a few minutes to make it presentable).
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 05, 2021, 10:38:23 PM
Quote from: Anastasia on April 05, 2021, 10:30:54 PM
Before anything else, can you think of any bardic music feat that does spell resistance? I can't off the top of my head so have a bit of quick homework.

I do not believe that there are any bardic music feats that add spell resistance, no.


Quote
Yourself, just to correct the typo in that since I noticed it.

Anyway, inspire greatness already adds on hit points through one method. I don't want to stack temp HP on top of that. A temp HP bardic music or an epic one is fine to work up, but I don't want to double stack it on inspire greatness.

The intent for the inspire greatness was to replace the old temporary HP version with the new one - sorry, that wasn't clear and I should've made it as such. It isn't just adding more on, it's just replacing the old version with a slightly better one, if that makes sense.

Honestly, Inspire Greatness is a mess of an ability anyway.

Quote
This sounds like something one of the bardic PrCs gives as a class ability.  I don't really have any problem with it anyway, it's reasonable enough for epic.

Also freedom, not freedon.

Inspire Mobility [Epic]
Prerequisite: Perform 24 ranks
Benefit: You can use song or poetics to inspire mobility in yourself and your allies within 50ft. Any creature who can hear you perform within that range gains the benefits of a Haste and Freedom of Movement spells (caster level equal to your bard level). This lasts for as long as you perform and 5 rounds after. Inspire Mobility is a mind-affecting ability.

Something like that?



Yes, that is fine with me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 05, 2021, 10:56:00 PM
Quote from: Nephrite on April 05, 2021, 10:10:34 PM
Also, could you post that Malcanthet Charisma booster spell? I'm looking for some inspiration (hah!) for higher bard spells.

Also, note to self, I really do need to use those node points too.

Okay. This one as borderline to ever see the light of day and PC eyes, so I'm not sure I'll put it in the spell collection as of now. It should probably have some flavor text about calling on the power and the dark wisdom of a succubus as well, since that's what it's intended to do, but I haven't really flavored it for PC eyes.  So take this all with a grain of salt.

Queen's Glory
Transmutation
Level: Sor/Wiz 14
Components: V, S, F
Casting Time: 1 standard action
Range: Short (25ft + 5ft/2 levels)
Targets: One creature/level
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell grants all creatures affected a +10 morale bonus to Charisma, as well as an additional +20 insight bonus to Charisma based checks.

As of now, this spell is known only by Malcanthet and perhaps a few of her most trusted succubus sorcerers.

Focus

The heart of a succubus with at least 21 hit dice. A succubus does not need to supply the focus.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 05, 2021, 11:01:48 PM
Quote from: Nephrite on April 05, 2021, 10:38:23 PMI do not believe that there are any bardic music feats that add spell resistance, no.

Okay. I don't have any problem with that part of it. One sec on this since the second one's the one with a conversation.

QuoteThe intent for the inspire greatness was to replace the old temporary HP version with the new one - sorry, that wasn't clear and I should've made it as such. It isn't just adding more on, it's just replacing the old version with a slightly better one, if that makes sense.

Honestly, Inspire Greatness is a mess of an ability anyway.

Since what you wrote wasn't what you intended, rewrite this for what you mean for it to do instead?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 05, 2021, 11:04:39 PM
Quote from: Anastasia on April 05, 2021, 11:01:48 PM
Since what you wrote wasn't what you intended, rewrite this for what you mean for it to do instead?

Epic Inspire Greatness
Prerequisite: You can use Inspire Greatness on at least 6 allies.
Benefit: Your Inspire Greatness can now be used as a swift action. Inspire Greatness now gives those affected temporary hit points equal to their character's level x 10 instead of the extra hit dice.


I'm honestly not sold on this one, but Inspire Greatness is such a hodgepodge ability I don't really know what to do with it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 05, 2021, 11:05:38 PM
Quote from: Nephrite on April 05, 2021, 11:04:39 PM
Quote from: Anastasia on April 05, 2021, 11:01:48 PM
Since what you wrote wasn't what you intended, rewrite this for what you mean for it to do instead?

Epic Inspire Greatness
Prerequisite: You can use Inspire Greatness on at least 6 allies.
Benefit: Your Inspire Greatness can now be used as a swift action. Inspire Greatness now gives those affected temporary hit points equal to their character's level x 10 instead of the extra hit dice.


I'm honestly not sold on this one, but Inspire Greatness is such a hodgepodge ability I don't really know what to do with it.

Honest suggestion? Leave it be if you feel that way and write a different ability that gives temporary hit points instead. It's a lot easier than ability surgery.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 06, 2021, 12:16:38 AM
I'll see what I can come up with.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 06, 2021, 10:14:47 AM
Quote from: Nephrite on April 06, 2021, 12:16:38 AM
I'll see what I can come up with.

Alright, let me know and I'll do the other feats then.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 06, 2021, 12:12:28 PM
I tried to think of what "health" means in D&D terms, I had considered giving this a Constitution bonus, but then I think it'd get quickly out of hand, so here's what I have. I've tried to design it so Epic Inspiration doesn't buff it at all but it is still useful as a feat. I also intentionally did not add fast healing to this as the Singer of the Celestial Choir song already does that and I didn't want to tread on what you wrote there.

EDIT: with a bit of a tutorial on health as it pertains to Balmuria, I've changed the wording a little.

Inspire Health [Epic]
Prerequisites: Perform 24 ranks, Heal 24 ranks
Benefit: You can use song or poetics to draw out the inner health in yourself and your allies within 50ft. Any creature who can hear you perform within that range gains temporary hit points equal to their hit dice x 10 for 5 rounds and for 5 rounds after the bard stops singing. In addition, they are healed of effects such as fatigue and exhaustion, and any dying creature who hears this song is stabilized. Inspire Health is a mind-affecting ability.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 07, 2021, 09:07:16 PM
That's an interesting feat, particularly because bards don't get heal as a class skill.  That aside I think the temp HP is too high. Remember more temp HP than your max HP is lethal? That could easily be lethal to characters up to around epic depending on power level.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 07, 2021, 09:41:21 PM
Quote from: Anastasia on April 07, 2021, 09:07:16 PM
That's an interesting feat, particularly because bards don't get heal as a class skill.  That aside I think the temp HP is too high. Remember more temp HP than your max HP is lethal? That could easily be lethal to characters up to around epic depending on power level.

Huh, they really don't. Well, it probably ought to still be there? I dunno, it seems thematically appropriate.

As for your concern... "temporay hp equal to half of their maximum" is clearly too much, so maybe... hum. Even something like hit dice x 5 could potentially be a problem in this scenario. Other numbers are a bit difficult try and puzzle out, but...  I'm open to ideas on this.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 08, 2021, 05:03:49 PM
As of now the schedule is this:

1. Run Cor every day until he finishes.
2. Take a few days off.
3. Start level ups.

This is going to be a bit of time and I could use it. As such, it's a good time to request or do anything you want done. Spells, suggestions, PrCs, whatever. I have some loot to do as well, an Alicia item and what she got from Zyvlyn.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 16, 2021, 10:55:55 AM
Level ups begin tomorrow or Sunday, depending on Saga. Anyone need a particular NPC level up done early for any reason?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 18, 2021, 11:54:08 AM
I've been meaning to go for something along the lines of this generic SDA since game start, so here's a draft for it:

DIVINE MAGE
The deity has superior talent with spell-like abilities.
Prerequisite: Divine rank 6.
Benefit: The deity can use any domain spell she can grant as a spell-like ability at will. This ability extends past ninth level magic.
Notes: The deity's effective caster level for such abilities is equal to her hit dice. The saving throw DC for such abilities is 20 + the spell's level + her Charisma modifier + her divine rank.
Suggested Portfolio Elements: Knowledge, Magic, Spellcraft.

The prereq intent is to make it more exclusive, but it's intended to be open for anyone.

Incidentally, would that prevent your avatars from using this SDA if you had it?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2021, 08:29:39 PM
Quote from: Nephrite on April 07, 2021, 09:41:21 PM
Quote from: Anastasia on April 07, 2021, 09:07:16 PM
That's an interesting feat, particularly because bards don't get heal as a class skill.  That aside I think the temp HP is too high. Remember more temp HP than your max HP is lethal? That could easily be lethal to characters up to around epic depending on power level.

Huh, they really don't. Well, it probably ought to still be there? I dunno, it seems thematically appropriate.

As for your concern... "temporay hp equal to half of their maximum" is clearly too much, so maybe... hum. Even something like hit dice x 5 could potentially be a problem in this scenario. Other numbers are a bit difficult try and puzzle out, but...  I'm open to ideas on this.

That or just set a cap on it to double maximum hit points so going over isn't a concern.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2021, 08:37:42 PM
Quote from: Corwin on April 18, 2021, 11:54:08 AM
I've been meaning to go for something along the lines of this generic SDA since game start, so here's a draft for it:

DIVINE MAGE
The deity has superior talent with spell-like abilities.
Prerequisite: Divine rank 6.
Benefit: The deity can use any domain spell she can grant as a spell-like ability at will. This ability extends past ninth level magic.
Notes: The deity's effective caster level for such abilities is equal to her hit dice. The saving throw DC for such abilities is 20 + the spell's level + her Charisma modifier + her divine rank.
Suggested Portfolio Elements: Knowledge, Magic, Spellcraft.

The prereq intent is to make it more exclusive, but it's intended to be open for anyone.

Incidentally, would that prevent your avatars from using this SDA if you had it?

Okay, we may have had this conversation before, but it's been awhile so it's worth discussing this fresh. If we have and you have quotes, feel free to provide them instead.

1. Would there be any cap? After all, in theory spells go on forever, so long as you have the ability to gain more caster levels. Like would it cap at 12th level magic? 15th? 20th? I mean obviously if you try and say 'no Seira will now throw 50th circle domain spells around like candy' I'm going to say no and we all know it. So I suppose the question is simply how far past 9th level does it go?

2. I don't think the notes change any existing rules, it's merely restating the base divine rules for SLAs, right? Correct me if I'm wrong.

3. To quote the relevant bit:

QuoteThe avatar retains access to the deity's salient divine abilities, but the DCs and other factors related to divine rank are adjusted to divine rank 0.

So yes, they would. Just with lower DCs since the divine rank would be calculated as 0.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 18, 2021, 08:39:04 PM
Oh and by the way. Anything that isn't urgent - and there really shouldn't be right now since downtime - should go into nagging posts instead of my IRC PMs. Thanks. Got a lot of work ahead of me and it helps me to focus by reducing distractions. I'd rather not have to log off because my PMs are busy with DM stuff when I'm trying to do level ups.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 18, 2021, 08:42:47 PM
Reminder: Finalized version of the SDA.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 18, 2021, 08:58:12 PM
You make an excellent suggestion. I decided to drop the Heal pre-req but I'm fine with it being there.

Inspire Health [Epic]
Prerequisites: Perform 24 ranks
Benefit: You can use song or poetics to draw out the inner health in yourself and your allies within 50ft. Any creature who can hear you perform within that range gains temporary hit points equal to their hit dice x 10, up to a maximum of double their total hit points, for 5 rounds and for 5 rounds after the bard stops singing. In addition, they are healed of effects such as fatigue and exhaustion, and any dying creature who hears this song is stabilized. Inspire Health is a mind-affecting ability.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on April 18, 2021, 10:08:45 PM
Quote from: Corwin on April 18, 2021, 11:54:08 AM
I've been meaning to go for something along the lines of this generic SDA since game start, so here's a draft for it:

DIVINE MAGE
The deity has superior talent with spell-like abilities.
Prerequisite: Divine rank 6.
Benefit: The deity can use any domain spell she can grant as a spell-like ability at will. This ability extends past ninth level magic.
Notes: The deity's effective caster level for such abilities is equal to her hit dice. The saving throw DC for such abilities is 20 + the spell's level + her Charisma modifier + her divine rank.
Suggested Portfolio Elements: Knowledge, Magic, Spellcraft.

The prereq intent is to make it more exclusive, but it's intended to be open for anyone.

Incidentally, would that prevent your avatars from using this SDA if you had it?

I have an issue with this just on the basis that epic domain spells are barely filled out, and anyone taking this feat is going to create a lot of extra work in either making new spells to fill out the list (which is cool but also a lot of work) or awkwardly kludging in spells from the rather small epic spell list that can vaguely fit but often don't really (kind of lame).
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 19, 2021, 01:05:56 AM
Quote from: Anastasia on April 18, 2021, 08:37:42 PM
Quote from: Corwin on April 18, 2021, 11:54:08 AM
I've been meaning to go for something along the lines of this generic SDA since game start, so here's a draft for it:

DIVINE MAGE
The deity has superior talent with spell-like abilities.
Prerequisite: Divine rank 6.
Benefit: The deity can use any domain spell she can grant as a spell-like ability at will. This ability extends past ninth level magic.
Notes: The deity's effective caster level for such abilities is equal to her hit dice. The saving throw DC for such abilities is 20 + the spell's level + her Charisma modifier + her divine rank.
Suggested Portfolio Elements: Knowledge, Magic, Spellcraft.

The prereq intent is to make it more exclusive, but it's intended to be open for anyone.

Incidentally, would that prevent your avatars from using this SDA if you had it?

Okay, we may have had this conversation before, but it's been awhile so it's worth discussing this fresh. If we have and you have quotes, feel free to provide them instead.

1. Would there be any cap? After all, in theory spells go on forever, so long as you have the ability to gain more caster levels. Like would it cap at 12th level magic? 15th? 20th? I mean obviously if you try and say 'no Seira will now throw 50th circle domain spells around like candy' I'm going to say no and we all know it. So I suppose the question is simply how far past 9th level does it go?

2. I don't think the notes change any existing rules, it's merely restating the base divine rules for SLAs, right? Correct me if I'm wrong.

While we had conversations about this a bit way back, nothing concrete happened. You basically punted it into the future, and I didn't really have a pressing need for it.

The cap I imagined would be the spells your HD would allow for if you were a wizard/sorc/cleric/favored soul. Since epic flattens the full caster progression, it feels fair. Seira's HD allows for up to lvl15 spells so she'll be able to use SLAs up to lvl15 as well. For Amaryl it would be the same, even though she doesn't have 15th level spells, since this goes by HD. I'm sure there's a better way to put it, but the idea is really to make the power nice and convenient, but not a trump card like 50th circle domain spells.

Quote
I have an issue with this just on the basis that epic domain spells are barely filled out, and anyone taking this feat is going to create a lot of extra work in either making new spells to fill out the list (which is cool but also a lot of work) or awkwardly kludging in spells from the rather small epic spell list that can vaguely fit but often don't really (kind of lame).

A fair point! I didn't consider this enough at the onset, but I do propose a soft fix for this sort of thing.

Any PC taking this feat should just create their own new spells to fill out the list without awkwardly kludging in spells, and those spells that don't exist in domain lists in Spell Compendium so far would simply be unavailable. So if Seira were to get this SDA, and Hope Domain spells of lvl10-12 and lvl14 and lvl16-20 exist, she'd be able to use lvl10-12 and lvl14 SLAs from the Hope Domain until and unless I made suitable lvl13 and lvl15 spells for the Hope Domain.

It feels like it would be a nice bonus to those who took a bunch of domains, like Marie or Seira. As for NPCs, we've actually run into a similar situation with Eldritch Knowledge, where it was a good option but Dune was reluctant to give it to a few NPCs. IIRC, Emily got it and slowly had her new spells filled out, while Donald didn't end up getting it. And if the SDA does fit some NPC, there's no reason they can't ignore the 'missing' domain spells and just use what's available.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2021, 01:08:00 PM
Antenora reaches level 38.

Quick check, is there any reason or need to multiclass Antenora? No, she's locked in on paladin and hellreaver. The latter's too good to veer from and the former fits her too well. No dips have any sort of appeal for her.

- Hellreaver 28 and Paladin 38.
- Maximum hit points per hit die for a total of 25 hit points and a grand total of 984 hit points.
- Natural armor bonus rises by 2, forgot to include that when she gained divine rank. That's adjusted.
- +1 BAB for a total of 38.
- +1 spell resistance.
- Holy fury points rise by 1 to 44.
- Furious strike rises by +2/+1d6.
- Lay on hands rises to 608.
- Channel energy rises by 1d6.
- +1 CL for SLAs.
- Gains 38th level paladin spellcasting. This is another 9th level spell per day. She grabs another mass heal since she casts spontaneously anyway, so those are mostly suggestions. Her 9th level spells are mostly going to be mass heals when she's filling the healer role anyway.
- All saves rise by 1.
- Skills go up as normal.
- Gets a bonus feat from paladin 38. She selects Holy Strike(P38). This is an audible from the build chart but I'm surprised she doesn't have it already. Likely an oversight so let's fix that.

A solid, strong level for her. Antenora's build has been set a good long time and I'm happy with it. Her entire role of direct offense is nicely complemented by her healing game, which one again showed its worth in the adventure on 666. Right now all more levels do is gild the lily further. While this sounds like something Marie approves of doing with Antenora, the point is that her build's fully matured by now.  I don't see much variance in the future.

- Updated Antenora's build chart up to 47. Not a lot to see here, though I made a point to put epic reputation on the board. She'll want that one day if only for the diplomacy boost.
- Antenora just finished a node goal so she's not close to one at session start. Nothing to note there.
- Spoiler block for Antenora updated.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2021, 01:42:13 PM
Latha reaches level 38.

Quick check, does she need to multiclass? No, she has enough going on and her build is stable now. It doesn't feel right.

- Astral Deva 38 and Angelic Champion 17.
- Maximum hit points per hit die for a total of 22 hit points and a grand total of 879 hit points.
- +1 BAB for a total of 38.
- DC of Glorious Stun rises by 1.
- +1 spell resistance.
- Regeneration rises by 1 to 17.
- Gains another Heaven's Gift. She chooses favored enemy(evil) again to bring that to +10.
- +1 CL for SLAs.
- Gains 38th level cleric spellcasting. That's another 15th level spell per day. She'll grab another solar pulse for now since she casts spontaneously anyway.
- All saves rise by 1.
- Skills go up as normal.

Not a bad level for Latha. Not great either, but she did well enough for herself. If she has any problem, it's that I feel she's hit red mage syndrome. She's good at everything. She can heal, she can cast spells, she can melee. It's just that each one gets overshadowed by another. Her melee game while respectable on paper is the weakest in Sylica (barring a no SA Jessica). Her magic is outdone by Alicia and Marie. Her healing game at best breaks even with Antenora's shenanigans. It puts her in a strange place, but I'm not unhappy with her at all.

Maybe a custom SDA in the future will boost her as well. We'll see.

- Updated Latha's build chart up to 47. Very little to see there, I'm more focused on the next few levels for her rather than the future.
- Latha's node goal is good but not close to being immediately accomplished. Soon probably. Nothing to note there.
- Spoiler block for Latha updated.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2021, 02:46:58 PM
Jessica reaches level 38.

Quick check, does she need to multiclass. She could slow down and take monk 2, but since she already has improved evasion she'd need something worthwhile on the ACF front for it. Is there? No, not really, so let's stay the course.

- Rogue 38 and Perfect Wight 17.
- Maximum hit points per hit die for a total of 19 hit points and a grand total of 799 hit points.
- +1 spell resistance.
- Gains another daily use of ghost form.
- +1 CL for SLAs.
- All saves rise by 1.
- Skills go up as normal.

Not an exciting level for Jessica, but a needed in between one. Her build feels done to me barring any little side trips, but her role is set and the main thing is to keep piling up the numbers for what she needs to do. Everything feels good here.

- Updated Jessica's build chart up to 47.
- Jessica's node goal is good, if a bit longer term. We'll see what direction Alicia's node goes in when we resume.
- Spoiler block for Jessica updated.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2021, 04:19:54 PM
Syala reaches level 38.

Quick check, does she need to multiclass? Nah, her build isn't great for it anyways the way she's set up.

- Astral Deva 38 and Druid 38.
- Maximum hit points per hit die for a total of 20 hit points and a grand total of 795 hit points.
- +1 BAB for total of +38.
- DC of Stun rises by 1 to 54.
- +1 spell resistance to 53.
- +1 CL for SLAs.
- Gains 38th level druid spellcasting. This is another 15th level spell which is another poisonbane for now, though I may make a custom spell shortly.
- All saves rise by 1.
- Skills go up as normal.

Syala gets a lull level too, so let's make a custom spell pr two for her.

Change Climate
Transmutation
Level: Clr 15, Drd 15, Sor/Wiz 15
Components: V, S, F
Casting Time: 1 hour
Range: 1 mile/level
Radius: 1 mile/level radius, centered on you
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell allows you to change the climate of the area within the spell's radius. You may change it to any particular climate you wish, which includes temperature, precipitation, winds, humidity and so forth. You are limited to an average high temperature of 140 degrees and an average low temperature of -50 degrees, the limits of the severe heat and extreme cold temperature bands, respectively. Likewise you can have winds, but no more than an average wind speed of 50 miles per hour, the limit of severe winds.

This spell can only be dispelled if you can target the focus of the spell, which must be left where the spell was cast.

Multiple change climate spells cancel each other out and allow normal conditions to prevail where they overlap.

Focus

A droplet of blood from a primal elemental stored in a gemstone worth at least 5,000 gold.

Mass Wrath Of The Elder Treant
Evocation
Level: Drd 15
Targets: 1 creature/level

This spell is identical to wrath of the elder treant, except as noted here. The maximum damage this spell can deal is 45d10 damage.

Let me know what you all think and if you have any comments on those two.

- Updated Syala's build chart to 47.
- Syala's node is good and honestly not that hard to fulfill. Zero problems there.
- Spoiler block for Syala updated.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2021, 08:50:02 PM
Cresiel reaches level 38.

Quick check, does he need to multiclass? No, he's keyed into solar levels as well as hellreaver. Easy question.

- Solar 38 and Hellreaver 27.
- Maximum hit points per hit die for a total of 28 hit points and a grand total of 1126 hit points. I think there was a math error on his HP recently so I recalculated it to be sure.
- +1 BAB for a total of +38.
- Regeneration rises by 1.
- +1 spell resistance to 53.
- Holy fury rises by 1 to 43.
- +1 CL to SLAs.
- Gains 35th level cleric spellcasting. This is another 14th level spell per day. That's another Raziel's zeal for now, but he may be getting a new spell or two shortly. He also casts spontaneously so y'know.
- All saves rise by 1.
- Skills go up as normal.

An okay level up. Not a huge one so let's hit the custom spell trail.

Eternal Aura
Abjuration
Level: Clr 14, Pal 12
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

You are surrounded by an aura that makes you seem ancient and yet eternal, like the highest mountains in Creation, and nearly as impossible to bring down. You only suffer half damage from all melee or ranged attacks. Any creature that injures you with such an attack must make a Fortitude save or suffer the damage prevented by this spell. For example, if you are injured by a melee attack for 30 damage, you only take 15 and the creature must make the save or suffer 15 damage.

Holy Rebirth
Transmutation [Good]
Level: Sanctified 14
Components: V, S, DF, Sacrifice
Casting Time: 1 week
Range: Personal
Target: You
Duration: Instantaneous

This spell ends mortality and brings eternity. When you cast this spell, you die and are immediately reborn as an outsider. The exact type of outsider depends on your hit dice, patron deity and alignment, though any creature mighty enough to cast this spell can expect to incarnate as no weaker than a throne archon, solar or tulani eladrin.

The sacrifice of this spell is not for nothing. For 1 week after you cast this spell, you do not cause spiritual wounds on the Prime Material. You may visit and travel it freely without risk in that time. Thereafter you are unable to enter the Prime for any means for 1 year, as if you had died on the Prime Material as an outsider.

A non good creature that manages to cast this spell dies and gains no benefit from this spell. Any attempt to cast this spell on another causes the spell to fail. Likewise, a non mortal creature that casts this spell causes it to fail.

Sacrifice

Your life.

Let me know any comments on these. The second's tangential to Cresiel, I know.

- Updated Cresiel's build chart to 47.
- Cresiel's node goal is good, though I may tweak it depending on how things go early in level 38 for Moore's node.
- Spoiler block for Cresiel updated.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2021, 10:47:09 PM
Xandra reaches level 38.

Quick check, does she need to multiclass? No, she's locked into her PrC. Moving on.

- Trumpet Archon 38 and Mage of the Illuminated Temple 26.
- Maximum hit points per hit die for a total of 22 hit points and a grand total of 871 hit points.
- +1 BAB for a total of +38.
- +1 spell resistance for 55.
- Gains another spell to affect with glorious spellcasting. Xandra selects Elle's Triple Boom for now.
- +1 CL to SLAs.
- Gains level 36th warmage spellcasting. That's 2 spells known for 15th level. She selects Starbeam and Great Northern Wind. These may change if I do homebrew for her this level.
- All saves rise by 1.
- Skills go up as normal.
- Xandra gets a bonus feat from Mage of the Illuminated Temple 26. She selects Epic Paladin's Spellcasting(M26). That's 7th level paladin spell access which helps give her more options. Moore, since you usually run Xandra in combat, can you confirm you read this by posting a loud, cheery HAAAAIIIII like a cute anime girl pixie? Thanks.

A new spell level is always nice for Xandra. Really, her role is set and I have no problems with her. It helps that her PrC's quite solid. She slings spells, she does a bit of seerwork, she can melee in case it's needed. She's not Kaja, but who can be?

- Updated Xandra's build chart to 47.
- Xandra's node goal will be addressed pretty much first thing on resumption of play. So that's a thing to bear in mind for Moore.
- Spoiler block for Xandra updated.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 19, 2021, 10:49:50 PM
I am ready for some seventh level paladin spells, such as...

uh, well, you know I figured Antenora had a bunch, but she only has two, so... Might of the Planetar it is!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2021, 10:56:48 PM
From the SC topic about it:

7th: bastion of goodBoED, brilliant bladeSC, dictum, eyes of truthHome, greater cloak of braverySC, greater plane shiftSC, holy starSC, holy word, lion's roarSC, mass cure serious wounds, mass greater magic weaponHome, mass restorationSC, mass spell resistanceSC, opal cleansingHome, opal inviolabilityHome, regenerate, repulsion, rejuvenating lightCC, righteous burstPHB2

The gems there are greater cloak of bravery (large radius, 2 level discount compared to cleric), holy star (multipurpose), lion's roar (boost allies and hurt enemies), mass restoration (exactly what it sounds like) and possibly the opal spells, though neither of that level's hits her that well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2021, 10:57:34 PM
Quote from: Nephrite on April 18, 2021, 08:58:12 PM
You make an excellent suggestion. I decided to drop the Heal pre-req but I'm fine with it being there.

Inspire Health [Epic]
Prerequisites: Perform 24 ranks
Benefit: You can use song or poetics to draw out the inner health in yourself and your allies within 50ft. Any creature who can hear you perform within that range gains temporary hit points equal to their hit dice x 10, up to a maximum of double their total hit points, for 5 rounds and for 5 rounds after the bard stops singing. In addition, they are healed of effects such as fatigue and exhaustion, and any dying creature who hears this song is stabilized. Inspire Health is a mind-affecting ability.


Okay. I rewrote one of them, could you paste that for me and also paste where we were on the last one?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2021, 10:58:13 PM
Quote from: Iron Dragoon on April 18, 2021, 08:42:47 PM
Reminder: Finalized version of the SDA.

Itsa coming one I finish tweaking.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 19, 2021, 11:03:41 PM
Quote from: Corwin on April 19, 2021, 01:05:56 AMWhile we had conversations about this a bit way back, nothing concrete happened. You basically punted it into the future, and I didn't really have a pressing need for it.

Sounds like something I'd do.

QuoteThe cap I imagined would be the spells your HD would allow for if you were a wizard/sorc/cleric/favored soul. Since epic flattens the full caster progression, it feels fair. Seira's HD allows for up to lvl15 spells so she'll be able to use SLAs up to lvl15 as well. For Amaryl it would be the same, even though she doesn't have 15th level spells, since this goes by HD. I'm sure there's a better way to put it, but the idea is really to make the power nice and convenient, but not a trump card like 50th circle domain spells.

Okay. That needs to be added to it. In blatant delegation since I feel like my head's above water for the first time in months, give that a crack and I'll adjust if it doesn't come out properly. This will likely fall under the 'we'll try it and see if it's busted or not', unless someone can put together a point as to why's busted as is.

I see your post above Cor's, Eb. I'll get to that in a bit.

QuoteA fair point! I didn't consider this enough at the onset, but I do propose a soft fix for this sort of thing.

Any PC taking this feat should just create their own new spells to fill out the list without awkwardly kludging in spells, and those spells that don't exist in domain lists in Spell Compendium so far would simply be unavailable. So if Seira were to get this SDA, and Hope Domain spells of lvl10-12 and lvl14 and lvl16-20 exist, she'd be able to use lvl10-12 and lvl14 SLAs from the Hope Domain until and unless I made suitable lvl13 and lvl15 spells for the Hope Domain.

It feels like it would be a nice bonus to those who took a bunch of domains, like Marie or Seira. As for NPCs, we've actually run into a similar situation with Eldritch Knowledge, where it was a good option but Dune was reluctant to give it to a few NPCs. IIRC, Emily got it and slowly had her new spells filled out, while Donald didn't end up getting it. And if the SDA does fit some NPC, there's no reason they can't ignore the 'missing' domain spells and just use what's available.

DM workload is a thing, unfortunately. I'm only getting really D&D creative again now that I'm not under the normal press of DMing, since all my energy goes into running and design for when I am.

So why don't you try putting together a few domain spells, post them and see how that goes? Yes this is blatant delegation but honestly Eb's right there. We all know it's a lot of work so if you want this? It's best to see if you can hack that right off.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on April 19, 2021, 11:52:19 PM
Quote from: Anastasia on April 19, 2021, 10:57:34 PM
Quote from: Nephrite on April 18, 2021, 08:58:12 PM
You make an excellent suggestion. I decided to drop the Heal pre-req but I'm fine with it being there.

Inspire Health [Epic]
Prerequisites: Perform 24 ranks
Benefit: You can use song or poetics to draw out the inner health in yourself and your allies within 50ft. Any creature who can hear you perform within that range gains temporary hit points equal to their hit dice x 10, up to a maximum of double their total hit points, for 5 rounds and for 5 rounds after the bard stops singing. In addition, they are healed of effects such as fatigue and exhaustion, and any dying creature who hears this song is stabilized. Inspire Health is a mind-affecting ability.


Okay. I rewrote one of them, could you paste that for me and also paste where we were on the last one?

You touched this one up:

Inspire Mobility [Epic]
Prerequisite: Perform 24 ranks
Benefit: You can use song or poetics to inspire mobility in yourself and your allies within 50ft. Any creature who can hear you perform within that range gains the benefits of a Haste and Freedom of Movement spells (caster level equal to your bard level). This lasts for as long as you perform and 5 rounds after. Inspire Mobility is a mind-affecting ability.

This one you didn't have any specific objections to:

Epic Inspire Heroics
Prerequisite: You can use Inspire Heroics on at least 4 allies. (That's bard 24)
Benefit: Inspire Heroics can now be used as a swift action and it now provides all allies with Spell Resistance equal to 11 + your effective bard level for as long as it lasts in addition to its normal effects.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 20, 2021, 03:29:14 PM
Quote from: Anastasia on November 26, 2020, 11:11:12 AM
QuoteEasy Metamagic: Widen Spell (lvl18) -> Easy Metamagic: Enhance Spell (lvl18)

This one I'm going to nix. You have to choose a metamagic feat you already have according to the text of the feat. You can't have Enhance Spell at 18 as its an epic feat.

Quote from: Corwin on November 26, 2020, 11:17:25 AM
Fair enough. I guess I could reshuffle feats but eh not right now.

In that case, let's go for:
Easy Metamagic: Widen Spell (lvl18) -> Purify Spell (lvl18)
Specialized Metamagic/Widen Spell (B, at26/lvl36) -> Specialized Metamagic/Twin Spell (B, at26/lvl36)

Since this levelup will give me a bonus epic metamagic feat from the War Wizard prc and I don't actually have any other metamagic I want, I've reconsidered this!

Enhance Spell (lvl30) remains as is.
Improved Metamagic (lvl33, -1L to all metamagic) -> Easy Metamagic/Enhance Spell.
BLANK EPIC METAMAGIC FEAT (lvl38) -> Specialized Metamagic/Enhance Spell.

Works?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2021, 10:08:44 PM
Quote from: Nephrite on April 19, 2021, 11:52:19 PM
Quote from: Anastasia on April 19, 2021, 10:57:34 PM
Quote from: Nephrite on April 18, 2021, 08:58:12 PM
You make an excellent suggestion. I decided to drop the Heal pre-req but I'm fine with it being there.

Inspire Health [Epic]
Prerequisites: Perform 24 ranks
Benefit: You can use song or poetics to draw out the inner health in yourself and your allies within 50ft. Any creature who can hear you perform within that range gains temporary hit points equal to their hit dice x 10, up to a maximum of double their total hit points, for 5 rounds and for 5 rounds after the bard stops singing. In addition, they are healed of effects such as fatigue and exhaustion, and any dying creature who hears this song is stabilized. Inspire Health is a mind-affecting ability.


Okay. I rewrote one of them, could you paste that for me and also paste where we were on the last one?

You touched this one up:

Inspire Mobility [Epic]
Prerequisite: Perform 24 ranks
Benefit: You can use song or poetics to inspire mobility in yourself and your allies within 50ft. Any creature who can hear you perform within that range gains the benefits of a Haste and Freedom of Movement spells (caster level equal to your bard level). This lasts for as long as you perform and 5 rounds after. Inspire Mobility is a mind-affecting ability.

This one you didn't have any specific objections to:

Epic Inspire Heroics
Prerequisite: You can use Inspire Heroics on at least 4 allies. (That's bard 24)
Benefit: Inspire Heroics can now be used as a swift action and it now provides all allies with Spell Resistance equal to 11 + your effective bard level for as long as it lasts in addition to its normal effects.

Okay then, barring any language cleanups or corrections (non mechanics, I'll mention if a mechanical thing has a last minute snag), these are going into the epic feats list.  We'll see how they work out mechanically.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2021, 10:17:31 PM
Quote from: Corwin on April 20, 2021, 03:29:14 PM
Quote from: Anastasia on November 26, 2020, 11:11:12 AM
QuoteEasy Metamagic: Widen Spell (lvl18) -> Easy Metamagic: Enhance Spell (lvl18)

This one I'm going to nix. You have to choose a metamagic feat you already have according to the text of the feat. You can't have Enhance Spell at 18 as its an epic feat.

Quote from: Corwin on November 26, 2020, 11:17:25 AM
Fair enough. I guess I could reshuffle feats but eh not right now.

In that case, let's go for:
Easy Metamagic: Widen Spell (lvl18) -> Purify Spell (lvl18)
Specialized Metamagic/Widen Spell (B, at26/lvl36) -> Specialized Metamagic/Twin Spell (B, at26/lvl36)

Since this levelup will give me a bonus epic metamagic feat from the War Wizard prc and I don't actually have any other metamagic I want, I've reconsidered this!

Enhance Spell (lvl30) remains as is.
Improved Metamagic (lvl33, -1L to all metamagic) -> Easy Metamagic/Enhance Spell.
BLANK EPIC METAMAGIC FEAT (lvl38) -> Specialized Metamagic/Enhance Spell.

Works?

Seems legal now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2021, 10:48:38 PM
The following spells are added to the Spell Collection:

Change Climate. Unchanged except for clarification of the focus.
Mass Wrath Of The Elder Treant: No changes.

Syala's 15th level spells adjusted to represent those.

Eternal Aura: Added a mounting saving throw penalty since it felt a bit weak as written for a 14th level spell.
Holy Sacrifice: As written. It's a niche spell for a niche situation, so as long as it has basic safety guards it's fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 20, 2021, 11:29:58 PM
Kaja reaches level 38.

Quick check, does he need to multiclass? Nah, Kaja's fine.

- Fighter 38 and Dervish 27. He dipped Duelist 4 last level but I'll mix it up with Dervish this time and probably grab something else next level.
- Maximum hit points per hit die for a total of 25 hit points and a grand total of 981 hit points.
- +1 BAB for a total of +38.
- +1 spell resistance to 53.
- Gains another daily dervish dance. Nice to have.
- +1 CL for SLAs.
- All saves rise by 1.
- Skills go up as normal.
- Gains a feat from fighter. Penetrate Damage Reduction(Cold Iron)(F38) is the feat.

Decent level. No single level breaks things for Kaja now, his role is set and that's what Moore's for anyway.

- Updated Kaja's build chart to 47.
- Kaja's node goal is good and fairly fresh. No problems there.
- Updated Kaja's spoiler block.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 21, 2021, 10:39:16 PM
Jetina reaches level 38.

Quick check, does she need to multiclass? No, she's just started to so that's already done. Time for more Knight of the Chalice.

- Healer 38 and Knight of the Chalice 2.
- Maximum hit points per hit die for a total of 24 hit points and a grand total of 873 hit points. Her HP was off, a bit too high, can't figure out where it went wrong.
- AC adjusted by 2, as it was 2 too low. I must have been out of my mind when I did Jetina's last level up. Well, this is why I do math checks.
- +1 BAB for a total of +38.
- +1 spell resistance for 73.
- Healing hands rises by 1 to 32.
- +1 DC for channel energy. It's up to 39, it was only 38. Where was my math last time with her? I've barely found any errors on other sheets so far.
- Added another daily use for effortless healing and adjusted the bonuses, which were too low. Argh.
- Gains Censure Demons. Eh. It's not bad, just so badly behind and outdated that it's not meaningful for Jetina. It isn't what she's dipping for in other words.
- Courage of Heaven (Fear). Fear immunity on a paladin type. Well, redundancies happen.
- +1 CL for SLAs.
- Gains 2nd level knight of the chalice casting. It's another protection from evil since the casting's not important for her.
- Gains 38th level healer spellcasting. This is just +1 spell per day.
- All saves rise by 1.
- Skills go up as normal.
- Gains a feat from healer 38. She goes with Extra Emergency Healing(H38) because seriously, it's like airbags. 999 out of 1000 trips they're irrelevant. It's the one trip where you need them that they're stone cold critical.  Such is a healer's life.

Solid level and again, she has her place and is merely expanding her melee options and other options a bit. However, she could use a few more spells.

Miraculous Fate
Conjuration (Healing)
Level: Hlr 15
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: Living creature touched
Duration: 1 hour/level or until discharged; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell is similar to fortunate fate, but far more powerful. It can heal up to 400 hit points and grants the target fast healing 30 for 1 round per caster level after the heal spell is triggered.

It's a start.

- Didn't update Jetina's build chart. I went in my own direction so I want to take a bit and plan this out more. This post is running super long as it so let's get it out now.
- Jetina's node goal is good, just have to get those crystals sorted out.
- Updated Jetina's spoiler block.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2021, 02:22:55 PM
Sylvie reaches level 38.

Quick check, does she need to multiclass? Nope. She's set in factotum and chameleon until the end.

- Factotum 38 and Chameleon 28.
- Maximum hit points per hit die for a total of 23 hit points and a grand total of 909 hit points.
- +1 BAB for a total of 30.
- +1 spell resistance for 73 total.
- Inspiration rises by 1 for a total of 32 inspiration per encounter.
- +1 CL for SLAs.
- Maximum spell level for arcane dilettante rises to 12th. Additionally it gains a 14th spell per day. Sylvie will select Sekmid's Trap.
- Gains 28th level chameleon spellcasting. For arcane this is another 10th level spell and 4 11th level spells. She selects Superb Dispellingx2, Alyssa's Burst of Inspiration and Power of the Huntress. Nothing for divine, since it's just bonus spells and she lacks the Wisdom to hack 11th level bonus spells.
- All saves rise by 1.
- Skills go up as normal.

Not a bad level for spell access. Sylvie's set in her ways and is good in her ways, so this was a solid incremental level. She might make a custom spell soon, but it's a luxury so I won't slow this post down with one right now.

- Updated Sylvie's build chart.
- Sylvie's node goal is good. A bit open ended but good.
- Updated Sylvie's spoiler block.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2021, 04:27:40 PM
Okay, so Yuth is a few levels behind, as is his node. Fixing that so multi levels for the ones coming up. That idea did not work out so time to fix it.

Dana reaches level 36, 37 and 38.

Quick check, does she need to multiclass? No, she wants to stick with what she has already.

- Dwarven Defender 23, 24 and 25 on one side and Psychic Warrior 28, 29 and 30 on the other.
- Hit dice rolls are 10, 2 and 10 for a total of 22 hit points from those. 21 from Constitution, 3 from toughness, 3 from psionic body, 12 from epic toughness. That's a total of 61 hit points and a grand total of 731 hit points.
- +3 BAB for a total of +38.
- +2 daily defensive stances.
- Trap sense rises by 1.
- Dwarven Defender's dodge bonus to AC rises by 1.
- +3 CL for her sole SLA.
- Gains 36th, 37th and 38th level psychic warrior manifesting. First of all, power points. That's 84 points from psychic warrior and Dana's wisdom score adds an additional 14 for a total of 95 power points and a grand total of 681 power points. As for powers, she gets 1 new power of 11th level.  See below for the new power.
- All saves rise by 1.
- Level 36 stat point goes to Wisdom for 30 total. This adjusts her bonus power points, which nets her an additional 19 power points for new grand total of 700.
- All skills go up as normal.
- Dana gets three feats: 36, DD25 and PW30. She selects Great Ability(Wisdom)(36) first of all. This nets her an additional 19 power points for a new grand total of 719 power points. Next is Epic Toughness(PW30) for another 76 hit points for a new grand total of 807 hit points. The last is Damage Reduction (DD25) for more damage reduction.

Solid level set for Dana, got about everything she values. She could use a smidge more AC but that'll come in due time.

Becklee's Exasperated Revenge
Psychometabolism [Force]
Level: Psychic warrior 11
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 24

When you manifest this power, a barely visible red aura of ectoplasm surrounds you. Should you be reduced to zero or less hit points while under the effects of this power by a creature, this creature immediately suffers 24d6 points of force damage and you heal hit points equal to the damage dealt. This healing can save you from death, and if the hit points recovered leave you in negative hit points but still alive, you are automatically disabled instead of dying or stable.

This power unerringly seeks the source of damage. A ranged attack or spell does not fool it and it strikes at the creature the attack originated from. This power cannot strike beyond planar boundaries, except for ethereal creatures, but can strike the creature over any distance, so long as they are on the same plane.

Augment

For every additional power point you spend, this power's damage increases by 1d6.

- Updated Dana's build chart.
- Dana's node goal is good and pretty easy to fulfill.
- Updated Dana's spoiler block.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 22, 2021, 08:56:50 PM
Miranda reaches level 36, 37 and 38.

- Valkyrie 36, 37 and 38 on one side and Focused Hunter 4, 5 and 6 on the other.
- Hit dice rolls are 8, 5 and 7 for a total of 20 from those. 27 from Constitution and 3 from toughness. That's a total of 50 hit points and a grand total of 576 hit points.
- +3 BAB for a total of +38.
- +3 spell resistance to 48.
- Gains Valkyrie Archer. See below. This frees up her level 15 feat which is retrained into Hunter's Insight.
- Dispelling Shot's dispel modifier rises by 3.
- Gains Hunter's Grace. Wisdom to saves vs favored enemies is very nice.
- Gains Hunter's Skill. Not great but it's a nice option to have when she can't risk a bad roll.
- Gains Greater Dispelling Shot. The upgrade's nice.
- +3 CL of SLAs.
- Gains 34th and 35th level ranger spellcasting. That's two more 8th level spells per day. Miranda goes, perhaps predictably, for two more castings of Miranda's Banecrush.
- All saves rises by 1.
- Level 36 stat point goes into Dexterity.
- Skills go up as normal.
- Gets two feats (besides the power attack thing above): 36 and FH6 bonus feat. For 36 she goes with improved favored enemy, since she's all in on the extra damage. She uses the FH bonus feat for Hunter's Insight which frees up her level 15 feat again. She'll select Improved Critical. Not super great but x3 at least so it hurts good when it comes home.

Miranda's role is quite good and she fits. Fire arrows, kill favored enemies. It works.

Valkyrie Archer (Ex)

Miranda has mastered the art of battle archery. She never provokes an attack of opportunity for making ranged attacks. She may use power attack with ranged weapons and gains power attack as a bonus feat.

- Updated Miranda's build chart. She has some new feat options from that, read below. I suspect Barrier Piercer needs clarity or a note attached, let me know if you see any flaws in it or ways to abuse it.
- Miranda's node goal is good. No problems there.
- Updated Miranda's spoiler block.

Epic Dispelling Shot [Epic]
Prerequisite: Greater Dispelling Shot
Benefit: Your dispel check for greater dispelling shot gains a +2 bonus.

Improved Dispelling Shot [Epic]
Prerequisite: Epic Dispelling Shot, dex 25
Benefit: Your dispelling shots ignore miss chance from spells, such as from a blur or displacement spell. Spells that produce multiple illusory targets, such as mirror image, do not affect your dispelling shot.

Barrier Piercer [Epic]
Prerequisite: Epic Dispelling Shot
Benefit: Your dispelling shots ignore various magical barriers that would normally stop them, such as wind wall, wall of force, solid fog, prismatic wall or prismatic sphere, so long as they were cast by one of your favored enemies. This does not apply to barriers created by spells with an instantaneous duration.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 25, 2021, 10:53:34 AM
Since someone asked: Level ups resume either tonight or tomorrow evening. I've been doing a spot of behind the scenes work combined with some downtime. I have the time to take levels a little slow, so I'll take it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 26, 2021, 10:48:27 PM
Let's get back to this.

Benyen reaches level 36, 37 and 38.

Quick check, does he need to multiclass? Nah, he's good.

- Fighter 36, 37 and 38 on one side and Fist of Raziel 24, 25 and 26.
- Hit dice are 4, 6 and 10 for a total of 62 hit points and a grand total of 750 hit points.
- +3 BAB for a total of +38.
- Gains another daily use of smite evil. Always handy.
- Gains the ability to invest a 7th point of essentia into an ability, soulmeld, ect. He moves a point from Incandescent Strike into Sapphire Smite. This is -1 damage per attack but +1 smite/+1 damage on smite. A good trade.
- Gains 30th, 31st and 32nd level paladin spellcasting. This is 3 7th level spells. He'll grab a few opal cleansings to pick up some dispel ability.
- All saves go up by 1.
- Charisma goes up by 1 to 35.
- Skills go up as normal.
- Feats! Let's get to them. Great Ability(Charisma)(36), Overwhelming Critical(Falchion)(F36), Devastating Critical(F38), Armor Skin(FoR26).

Decent set of levels, Benyen does what he does well enough. No objections to a smite fest, is there?

- Updated Benyen's build charts.
- Benyen's node goal is good. Relevant too.
- Updated Benyen's spoiler block.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 26, 2021, 11:27:52 PM
Jayne alights on level 36, 37 and 38.

Quick check, does she need to multiclass? Yes, yes she does. Let's mix it up.

- Phoenix 36, 37 and 38 and Battle Dancer 1 and Fighter 1 and 2.
- Maximum hit points per hit die for a total of 63 hit points and a grand total of 798 hit points.
- +3 BAB for a total of +38.
- +3 spell resistance to 51.
- Damage reduction rises by 5 and now requires cold to bypass.
- Fast healing rises by 10 to 70.
- Gains battle dancer's AC bonus. You know why she did it.
- Okay, this gets special mention. She gets improved unarmed strike as a bonus feat at battle dancer 1. However, she both has that feat and doesn't want it later because that ruins the prerequisites for another feat she has. Naturally, as this is a foundational part of battle dancer, there's no ACF to help here. I'm going to let her treat it as an open feat rather than design an ACF for such a niche situation. So that'll be in her feats below.
- All saves rise by 1.
- Level 36 stat point is Charisma. Enjoy.  She's up to 32.
- Skills go up as normal.
- Her feats are Epic Toughness(36, new HP of 874), Extra Smiting(BD1), Combat Expertise(F1), Improved Disarm(F2).

Not bad, got some new options and powers. Works out well for birdbrain.

- Jayne lacks a build chart as of yet. I'll pass on it for now since I need to think a bit first.
- Jayne's node goal is good and likely to trigger right on resumption of play.
- Updated Jayne's spoiler block.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 27, 2021, 11:24:46 AM
Jarem reaches level 38.

Quick check, does he need to multiclass? I've been tempted a few times, but I've never found something that's quite right.

- Cleric (Crusader variant) 38 and Knight 38.
- Maximum hit points per hit die for a total of 25 hit points and a grand total of 950 hit points.
- +1 BAB for a total of +38.
- +1 spell resistance to 53.
- +1 knight's challenges per day. Let's be real, Jarem tends not to use them as it is, it's not what he's taken knight for, so this is mostly gilding.
- Shield block's bonus to AC rises by 1.
- +1 CL for SLAs.
- Gains 38th level cleric (crusader) spellcasting. That's another 15th level spell per day. Jarem recently felt the need to be able to heal better over a longer range, so he'll invest a simple spell into that. No real frills in favor of the expanded range, see below.
- All saves rise by 1.
- Skills go up as normal.
- Jarem gets feats. Improved Deific Foe(C38), Knight's Defense(K38) in particular.

Not a bad level, see below for the spell. Jarem's doing fine, even if he could use a bit more melee damage at times. That's really my one complaint about him, though deific foe helps a lot in the right encounters.

Jarem's Rally
Conjuration (Healing)
Level: Clr 15, Hlr 14
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: One creature/level
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

All creatures within range receive the benefit of a heal spell, except that it can heal a maximum of 450 points of damage.

- Updated Jarem's build chart.
- Jarem's node goal is good, he just got one anyway.
- Updated Jarem's spoiler block.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 27, 2021, 11:32:51 AM
Okay, so adding a few things from previous levels.

Miraculous Fate is added to the collection as a healer 15 spell.
Becklee's Exasperated Revenge is added as well as a PW 11 spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 27, 2021, 11:53:53 AM
Quote from: Anastasia on April 27, 2021, 11:24:46 AM
Jarem's doing fine, even if he could use a bit more melee damage at times. That's really my one complaint about him, though deific foe helps a lot in the right encounters.

What buffs does he give himself, or does he rely on what Alyssa tosses out? Alyssa just got Automatic Metamagic: Chain Spell, so her buffing efficiency just shot through the roof. If he's not buffing his damage on his own, I can work some into my pre-battle buff list.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 27, 2021, 02:23:55 PM
Quote from: Iron Dragoon on April 27, 2021, 11:53:53 AM
Quote from: Anastasia on April 27, 2021, 11:24:46 AM
Jarem's doing fine, even if he could use a bit more melee damage at times. That's really my one complaint about him, though deific foe helps a lot in the right encounters.

What buffs does he give himself, or does he rely on what Alyssa tosses out? Alyssa just got Automatic Metamagic: Chain Spell, so her buffing efficiency just shot through the roof. If he's not buffing his damage on his own, I can work some into my pre-battle buff list.

He tends to use what's on his list, mostly. He has options there, it's more that I'd like to raise his base damage. What he could really use is quicken spell so he could do so without surrendering his standard actions, as at times he goes without due to time constraints.

Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on April 27, 2021, 02:25:48 PM
Quote from: Anastasia on April 27, 2021, 02:23:55 PM
Quote from: Iron Dragoon on April 27, 2021, 11:53:53 AM
Quote from: Anastasia on April 27, 2021, 11:24:46 AM
Jarem's doing fine, even if he could use a bit more melee damage at times. That's really my one complaint about him, though deific foe helps a lot in the right encounters.

What buffs does he give himself, or does he rely on what Alyssa tosses out? Alyssa just got Automatic Metamagic: Chain Spell, so her buffing efficiency just shot through the roof. If he's not buffing his damage on his own, I can work some into my pre-battle buff list.

He tends to use what's on his list, mostly. He has options there, it's more that I'd like to raise his base damage. What he could really use is quicken spell so he could do so without surrendering his standard actions, as at times he goes without due to time constraints.

Well, I can sorta solve some of that with a bit of pre-planning. I have quicken spell, and with chain spell I can buff basically everything in the general area. He and Alyssa need to hash out what he wants and I can plan for it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 27, 2021, 02:26:47 PM
Okay, he has morale damage just fine. He has a competence booster for himself (rare) as well. He can boost his strength untyped which helps as well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 27, 2021, 03:07:51 PM
Emily reaches level 38.

Quick check, does she need to multiclass? No, she's fine.

- Sorcerer 38 and Dragonfire Knight 28.
- Maximum hit points per hit die for a total of 24 hit points and a grand total of 893 hit points.
- +1 BAB for a total of +36.
- +1 spell resistance for 53.
- Emily's temporary hit points per day have risen by 1.
- Dragonfire Wrath's damage rises by 1d10 and daily uses rise by 1.
- +1 CL for SLAs.
- Gains 38th level sorcerer spellcasting. This grants another 15th level spell per day and another 15th level spell known, or two thanks to her SDA. Her first spell is Create City since that's a neat spell to have for contingencies. Her second spell is below.
- Gains 34th level favored soul spellcasting. This grants another 13th level spell per day and another 14th level spell known, which is two thanks to her SDA. She selects Diamondstorm and Eternal Aura (thanks Cresiel).
- All saves rise by 1.
- Skills go up as normal.
- Feats, she gets two. Goldenfire Wrath(D28), Improved Metamagic(S38)

Spells below, let me know if you have any comments.

Emily's Meteor Smite
Evocation [Fire]
Level: Sor/Wiz 15
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Area: 10ft/level radius burst, centered on a creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

When this spell is cast, a massive meteor slams down from above to obliterate all within its area. This deals 1d8 damage per caster level (maximum 45d8). The area struck is reduced to a crater filled with flash boiled molten rock. Any creature within the radius is treated as being immersed in lava, which deals 20d6 points of damage per round. Creatures may escape this lava as normal, which cools over several minutes. Creatures that survive the fire damage but do not escape are liable to be trapped within the cooling lava.

When cast on an aerial target and thus does not strike solid ground, this spell deals damage but does not create a crater or lava. It may damage objects and buildings within the radius as well as potentially start fires if it strikes a flammable object, such as a tree.

Despite the name and theme of the spell, an open sky is not needed to cast this spell, and it may be cast indoors or underground.

Material Component

An ounce of cold iron from a meteorite.

Diamondstorm
Necromancy [Good]
Level: Clr 14
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Evil creature touched
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

Diamondstorm surrounds the touched creature in a personalized storm of tiny, sharp diamond fragments from the forges of Jovar. This requires a touch attack against the target. These fragments cause 10d6 piercing damage per round. In addition, each round the target suffers 1d4 negative levels. A creature who takes negative levels equal or greater than their hit dice dies, in this case by the body tearing itself apart in a burst of holy light. Unlike with many types of negative energy, a creature slain this way does not rise as undead. A successful Fortitude save halves the damage and negates the negative levels for that round.

These diamond shards are bright and sparkle in the light, which grants the target a -40 penalty to any Hide checks for the duration, as well as a -4 penalty to armor class against ranged attacks.

- Updated Emily's build chart.
- Emily's node goal is good, it literally just updated before pause.
- Updated Emily's spoiler block.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 27, 2021, 06:41:47 PM
Bastian reaches level 38.

Quick check, does he need to multiclass? Nah, he's staying the course here I think.

- Monk 38 and Horizon Walker 28.
- Maximum hit points per hit die for a total of 21 hit points and a grand total of 818 hit points.
- +1 BAB for a total of +38.
- +1 spell resistance for 55.
- Wholeness of Body rises by 2 points to 76. EXCITING.
- +1 CL to SLAs.
- All saves rise by 1.
- Skills go up as normal.
- Feats! Self Concealment(M38), Improved Terrain Bonus(HW28).

Solid enough level. Bastian's glad he finally cleared dex 25 and will keep chipping at that. Travel domain things need it and it is his weak point. Unfortunate. He's still doing well enough so ideas for later are considered.

- Updated build chart.
- Bastian's node goal is good. It's pretty easy by standards.
- Updated Bastian's spoiler block.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 27, 2021, 09:23:26 PM
Dolmaya reaches level 38.

Quick check, does she need to multiclass? No, she's locked into her classes.

- Fatemaker 27 and Sorcerer 38.
- Maximum hit points per hit die for a total of 20 hit points and a grand total of 764 hit points.
- +1 BAB for a total of +29.
- +1 spell resistance to 53.
- +1d6 sneak attack for a total of 14d6.
- Gains another daily use of confidence of the fated.
- Gains 38th level sorcerer casting. This is another 15th level spell per day and another 15th level spell known.
- Gains 27th level fatemaker spellcasting. This is 2 9th level spells per day and Dominate Monster and Time Stop as new spells known.
- All saves rise by 1.
- Skills go up as normal.
- Her feat is Improved Metamagic(S38). Which does nothing for her now, it's for a possible future feat.

Decent enough level. It's always nice to pick up more sneak attack when your build is dump as much damage on the enemy as possible. So really this was good for her, even if not the most exciting set of gains.

- Updated Dolmaya's build chart.
- Dolmaya's node goal is good, it's likely clearing at the start of play Friday.
- Updated Dolmaya's spoiler block.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 27, 2021, 09:58:56 PM
Lady Honeydip reaches level 38.

Quick check, does she need to multiclass? Nah.

First of all as promised, Bastian makes Honeydip his proxy. So let's cover that first. Note that parts of the template that are redundant will be omitted.

- Maximum hit points per hit die. This boosts Honeydip to 888 HP. How chaotic.
- Boosted speed as according to a table based on size, see the divine rules for this table. That's 50ft/180ft fly with perfect maneuverability.
- A natural armor bonus of +15 that overlaps with preexisting natural armor. Done, that's a net +10 gain.
- Charisma modifier to armor class as a deflection bonus. That's a net +15 gain since she had no deflection bonus. Score.
- Immunity to aging and its related effects, cannot die from age. Do not need to eat, sleep or breathe.
- Can only be permanently slain by an opposed rank check in your home plane.
- Immunity to polymorph, petrification, form altering, energy drain, ability drain, ability damage and mind affecting. A rank check can overcome these immunities.
- Charisma modifier as a resistance bonus to saving throws. Net +15 bonus to saves.
- +10 enhancement bonus to all ability scores. This is net +10 Strength, +4 Dexterity, +4 Constitution, +10 Intelligence, +10 Wisdom, +4 Charisma.
- An SDA. The only one of Bastian's she qualifies for is Alter Size.

More to be edited in, getting this part up since it's really its own thing.

- Marshal 34 and Fighter 38.
- Maximum hit points per hit die for a total of 26 hit points and a grand total of 988 hit points.
- +1 BAB for a total of +38.
- +1 spell resistance for 53.
- Bonded armor's insight bonus rises by 1 to 6.
- +1 CL for SLAs.
- All saves rise by 1.
- Skills go up as normal.
- Gets a feat. She goes with Honeydip's Charge(F38).

Honeydip's Charge [Epic]
Prerequisite: Dire Charge, Superior Initiative, dex 25
Benefit: When you charge and a creature makes an attack of opportunity against you, that creature is denied their dexterity bonus to armor class until the beginning of your next turn. Creatures with uncanny dodge are immune to the effects of this feat.

- No build chart for Honeydip yet. I'm going to let her settle in my head a bit then do it a bit later. Want some time to toss over her build.
- Honeydip's node goal is good. She's due to clear it on resumption of play anyway.
- Honeydip's spoiler block has been created.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 28, 2021, 12:44:24 PM
Amaryl reaches level 38.

Quick check does she need to multiclass? Noooooooo. Her build has enough moving pieces as it is.

- Dragonbreath Archer 17 and Sorcerer 23.
- Maximum hit points per hit die for a total of 18 hit points and a grand total of 715 hit points.
- +1 BAB for a total of 32.
- +1 spell resistance for 53.
- +1 DC for exploding flames to 38.
- +1 CL for SLAs.
- Gains 25th level sorcerer spellcasting. This is another 10th and 11th level spell per day and another 11th level spell known. Amaryl goes with Sunlance.
- All saves rise by 1.
- Skills go up as normal.
- A feat! Ignore Material Components(SO23) is the feat.

Decent level. Nothing huge but it's a solid advancement level. Amaryl's still the mobile sniper we all know and hope she doesn't drop 500 points of damage on us in one round because that stuff hurts.

- Updated Amaryl's build chart.
- Amaryl's node goal is tentatively good, she needs to talk to Seira about it IC soon. Note to self/Cor.
- Updated Amaryl's spoiler block.

Spells
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 28, 2021, 07:06:46 PM
Lady Sanzha reaches level 38.

Quick check, does she need to multiclass? No, she's running madalani now.

- Marid 38 and Madalani 14.
- Maximum hit points per hit die for a toal of 22 hit points and a grand total of 872 hit points.
- +1 BAB for a total of 38.
- Drench rises by 1 to +38.
- DC of channel elements rises by 1 to 42.
- +1 spell resistance to 53 total.
- Temp HP from Melody of Water rises by 1.
- Inspire Courage rises by 1 and becomes 2 after math, for 22 total.
- +1 CL for SLAs.
- Gains 36th level bard spellcasting. This is 1 11th and 1 12th spell per day and 1 11th and 1 12th spell known. That's up to 2 of each thanks to Eldritch Knowledge. The 12th level spells are Beauty Triumphant and Mass Regenerate. The 11th level spells more troubling since she has 2 from last level as well for 4 total. Any suggestions for spells, everyone? I'll see if anyone has any ideas for bard spells to work with.
- All saves rises by 1.
- Skills go up as normal.

Okay level, pending spells. She wants more HP soon, Imix showed she should beef up her defenses a bit further over time. However, that's mostly that you faced a foe a bit out of your normal range rather than any flaw of Sanzha's. Between that an HP boost makes the most sense and is easiest.

- Updated Sanzha's build chart.
- Sanzha's node goal is good. This should come up early in resumption of play.
- Updated Sanzha's spoiler block.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 28, 2021, 11:15:12 PM
Kascha reaches level 38.

Quick check, does she need to multiclass? No, she's set into her class.

- Ghaele 38 and Wyrm Wizard 28.
- Maximum hit points per hit die for a total of 21 hit points and a grand total of 824 hit points.
- +1 BAB for +38 total. Yes, Kascha has full BAB. Isn't that funny?
- +1 spell resistance for 53.
- Gets another spell from spell research. Kascha selects Feed the Inferno as an interesting option.
- +1 CL for SLAs.
- Gains 38th level wizard spellcasting. This is another 15th level spell per day. Yep, it's Feed the Inferno. Surprise.
- All saves rise by 1.
- Skills go up as normal.

Okay level. Sort of a bridge level for her. She's still Kascha, you know what she can do and that's spells. So many spells. Melee not so much, but spells she has plenty of.

- Updated Kascha's build chart.
- Kascha's node goal is good. She hasn't had much screentime lately, but this one's pretty doable with just some IC conversation with the right people.
- Updated Kascha's spoiler block.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 28, 2021, 11:21:16 PM
Okay, rest of Seira's node tomorrow evening along with loot. I intend to run Friday no matter what, but it may just be a big set up post per node for everyone to get going with. Depends on how tomorrow goes.

Speaking of, have you gotten your level up done Yuth and Cor?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 29, 2021, 08:40:01 AM
Yep
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 29, 2021, 07:23:54 PM
Quote from: Corwin on April 29, 2021, 08:40:01 AM
Yep

Cool, got a level up summary by any chance?

Also tomorrow will be a mix of leveling up and starting you all back up. Probably just one big post each to get things going as I can. I probably won't get any levels done tonight due to being zapped after fasting and then getting a bunch of blood drawn. Also the NFL draft is on, which I forgot to provision for.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on April 30, 2021, 01:33:22 AM
Sure. I went Prismatic Dragon 3//War Wizard 2, so nothing new this level.

BAB, saves, CL, SR, DC for frightful presence that I never use, for breath weapon that I do use and stunning fist that I forget to use all rose by 1.
No surprises among skills.
I got a bonus epic metamagic feat from WW2, which I covered in previous posts. Basically, Enhance Spell is now at 0 cost which is useful for pushing old spells past their limits.
Got one more lvl15 spell slot, but being a wizard that doesn't matter that much. Reworked my spells a bit to remove the Enhance Spell bit from them and recombine them in other metamagics. Fun times.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on April 30, 2021, 02:06:58 PM
SDA for Alyssa. It's a little borderline, it came out crazier than I anticipated and went through a few drafts, but we're going to try it and see how it goes. If it is broken we'll work out something different instead.

SPELL TRANSFERENCE
Prerequisite: Magic Domain, Travel Domain
Benefit: Alyssa has dominion over magic, and she can both absorb and transfer the spells she absorbs for her own benefit. Whenever she is targeted by a spell or affected by an area spell, she gains a number of spell levels equal to 1/2 of the spell's level. As a swift action, she may use these absorbed spell levels to replenish her own magic or the magic of an ally within 60ft. This may restore a spell slot previously expended (for wizards and clerics) or a spell charge previously expended (for sorcerers or bards). This requires a number of spell levels equal to the spell slot or charge restored. Alyssa can hold a number of spell levels equal to her hit dice. Note that this ability applies to spells and not spell-like abilities. Absorbed spell levels last until used or 30 minutes pass.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 01, 2021, 12:12:14 PM
I intend to get Seira levels ups done tonight hopefully, but it might spill into Sunday depending on how sleepy I get.

Loot Sundayish, I have a Seira post and a small Aliciapost to make there.

At some point check over level ups and carry over any more custom content that hasn't been finalized yet.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 02, 2021, 10:36:39 PM
Elle reaches level 38.

Quick check, does she need to multiclass? No, she's fine.

- Wizard 38 and Dragon Disciple 28.
- Maximum hit points per hit die for a total of 25 hit points and a grand total of 982 hit points.
- +1 BAB for a total of +28.
- +1 spell resistance to 53.
- +1 school mastery for +38 damage total.
- +1 natural armor.
- +1 CL for SLAs.
- Gains 38th level wizard spellcasting. It's 2 15th level spells. She'll grab another Starbeam and a maximized Radiant storm.
- All saves rise by 1.
- Skills go up as normal.
- Intensify Spell(W38) is her new feat.

Solid level. Defensive mage continues to work well for her, lots of AC and HP are joined by even more magic. Really it's a good flavor for her.  No complaints, it's a nice twist on the formula.

- Updated Elle's build chart.
- Elle's node goal is good. We'll discuss it soon.
- Updated Elle's spoiler block.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 03, 2021, 09:26:25 PM
Donald reaches level 38.

Quick check, does he need to mu-hahahahahah. No. We all know that, moving on.

- Duskblade 38 and Prismatic Dragon payoff level 4.
- Maximum hit points per hit die for a total of 24 hit points and a grand total of 971 hit points.
- +1 BAB for a total of +38.
- +1 spell resistance for 53.
- +1 CL of SLAs.
- Gains 38th level duskblade casting. This is 10th level spell per day as well as a new spell known. He selects energy immunity.
- All saves rise by 1.
- Skills go up as normal.

Slow level but the prismatic dragon payoff is finally done. Whew. He can get back to DD or something else next level. He may also get a custom spell, I want to get back in the habit of making those. It's needed and I'd like to marshal the energy to do it.

- Updated Donald's build chart.
- Donald's node goal is good and his goal may come up shortly anyway.
- Updated Donald's spoiler block.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 03, 2021, 10:28:09 PM
Ranbar reaches level 38.

- Quick check, does she need to multiclass? No, she's in factotum-alikes for life.

- Cloistered Cleric 38 and Perfectus 28.
- Maximum hit points per hit die for a total of 23 hit points and a grand total of 890 hit points.
- +1 BAB for a total of 26.
- +1 spell resistance for 53.
- +1 lore for 50.
- +1 inspiration for 30.
- Maximum level for arcane dilettante is now 12 and gains another spell. That's flux grasp for variety's sake.
- Gains 38th level cleric spellcasting. That's another 15th level spell per day. Ranbar goes with a barraged antimagic zone.
- All saves rise by 1.
- Skills go up as normal.
- Feats! Ranbar goes with Feats: Armor Skin(C38), Epic Font of Inspiration(P28).

Okayish level. Mostly a general improvement for her, nice but it just lacked pop, I suppose. Still fine for what it needed to be.

- Updated Ranbar's build chart.
- Ranbar's node goal is good. Fairly new and decent.
- Updated Ranbar's spoiler block.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 03, 2021, 10:29:12 PM
Yaaay, all clear.

I still have some loot to do, a single small Eb post - by the way let me know with a post what you're doing with that latest post in loot, Eb - and also a Seirapost. That'll be for tomorrow morning before session.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 04, 2021, 10:11:33 AM
Added Miranda's new epic feats to the epic level rules thread, along with revision. The final versions are below. The language on Barrier Pierce is something I may tighten up again later. Also added Honeydip's custom feat.

Epic Dispelling Shot [Epic]
Prerequisite: Greater Dispelling Shot
Benefit: Your dispel check for greater dispelling shot gains a +2 bonus.
Special: You may select this feat more than once. Its benefits stack.

Improved Dispelling Shot [Epic]
Prerequisite: Epic Dispelling Shot, dex 25
Benefit: Your dispelling shots ignore miss chance from spells, such as from a blur or displacement spell. Spells that produce multiple illusory targets, such as mirror image, do not affect your dispelling shot.

Barrier Piercer [Epic]
Prerequisite: Epic Dispelling Shot
Benefit: Your dispelling shots ignore various magical barriers that would normally stop them, such as wind wall, wall of force, solid fog, prismatic wall or prismatic sphere, so long as they were cast by one of your favored enemies. This does not apply to barriers created by spells with an instantaneous duration.

Honeydip's Charge [Epic]
Prerequisite: Dire Charge, Superior Initiative, dex 25
Benefit: When you charge and a creature makes an attack of opportunity against you, that creature is denied their dexterity bonus to armor class until the beginning of your next turn. Creatures with uncanny dodge are immune to the effects of this feat.

The following spells were added to the collection: Jarem's Rally, Emily's Meteor Smite, Diamondstorm.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 04, 2021, 10:34:54 AM
DM spellwork. Any comments on this one? It's a Sharran spell but interesting in how it's designed and how it can be used in both interesting ways and nasty ways by Sharrans.

Shadowfriend
Illusion (Shadow)
Level: Brd 11, Sor/Wiz 12
Components: V, S, F
Casting Time: 1 round
Range: 0ft
Effect: One shadow clone
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell allows you to create a perfect clone of any creature. This clone is identical to the creature and believes itself to be that creature. It is solid and able to touch, feel and live as any other creature. It has all the knowledge of the creature as well. In all respects it seems like a perfect copy of the original creature, one that may never suspect it isn't the original creature.

In reality, this is an illusion given intellect and form, nothing more than a sentient shadow. It does not use the statistics of the creature cloned, but instead that of a greater shadow. While it does have all the knowledge of the creature cloned, it only does up to the point that the focus was collected or otherwise left the cloned creature's body. Any knowledge protected by magic or anathemic knowledge is not retained by the clone. You can only create a clone of a creature with hit dice equal or lower than your caster level, and deities cannot be cloned with this spell. Clones created by this spell do not come with copies of any of the cloned creature's possessions.

A shadowfriend who realizes that it is an illusion becomes depressed and either fades away or commits suicide. This often happens when the clone attempts to use abilities the cloned creature has but it does not, such a spellcasting or various class abilities.

Focus

A scrap of flesh, a drop of blood or other body part of the creature you wish to clone.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 04, 2021, 12:16:03 PM
Sometimes you just need elementals fast and for a good while.

Elemental Army
Conjuration (Summoning) [see text]
Level: Drd 13
Casting Time: 1 standard action
Duration: 1 hour/level

This spell is identical to elemental swarm, except as noted here. The number of each type of elemental summoned is doubled and all elementals are summoned immediately.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 04, 2021, 08:51:55 PM
Okay, anything on those? If not, I'll move them over tomorrow morning.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 05, 2021, 09:59:46 AM
Okay then, moving Elemental Army and Shadowfriend over to the grand ol' spell list.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 05, 2021, 10:48:34 AM
Any takes on this one?

Grudge of the Ages
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 15
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

When you cast this spell, you imbue a permanent grudge into your chosen target. This grudge can be against any one person, object or organization. This grudge feels completely natural to the target and adjusts itself to fit the target. This grudge deepens over time, until after a year's time it is the sole motivation for the creature's actions. Everything else in the creature's life will be sacrificed to that end, no matter how self destructive that is.

The true danger of this spell is how difficult it is to detect and remove. Once cast the change is made and no magic can be discerned, nor can the changes be suppressed by means that normally stop enchantments, compulsions or mind-affecting magic. This spell can only be removed by a break enchantment, wish or miracle spell that specifically name this spell to be removed. Generally, it takes a great deal of research or epic level divinations to discern that this spell was used.

When the grudge is something the target already dislikes, the save is made with a -4 penalty. Should it be something the target hates, this penalty increases to -8.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 05, 2021, 10:51:40 AM
Seems fair for the level. Most stuff is going to lolnope mind affecting but if you get it to stick it's a solidly pernicious effect. How does it interact with sense motive's ability to tell when someone's being affected by an enchantment?

QuoteSense Enchantment
You can tell that someone's behavior is being influenced by an enchantment effect (by definition, a mind-affecting effect), even if that person isn't aware of it. The usual DC is 25, but if the target is dominated (see dominate person), the DC is only 15 because of the limited range of the target's activities.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 05, 2021, 10:54:18 AM
I'd allow it to work for the mind fuck factor. Are you wrong and getting a false read? Is the detection magic wrong? What's going on?

Used intelligently along the lines of the save penalty and that may never come up, though. That's the unstated intent for a smart caster, to use it as much for the self destructive part as the grudge. To take the Blood War, who would blink at a devil or demon going too far in the war and bringing about their own downfall? A cunning enough caster uses it in ways where no one's going to think to make that check, because the hate's already there. It's also why the onset time's so long, to make it far more difficult to figure out who cast it even if you figure it out.  The spell's tricky and subtle like that.

This isn't said directly in the spell, but that's the tilt of the design axis.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 05, 2021, 11:15:30 AM
Not sure on the level of this one.

Gond's Grand Ship
Conjuration (Creation)
Level: Sor/Wiz 15
Components: V, S, F
Casting Time: 1 minute
Range: Medium (100ft + 10ft/level)
Effect: One caravel
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No

Gond's grand ship conjures a caravel (Storm 98) for you to use. This ship responds to your mental commands and you can steer it as a free action. While entirely seaworthy, this ship can also fly at a speed of 200ft with perfect maneuverability. Once per hour, the ship may plane shift as the spell. All cargo and passengers are included unless the caster wishes to exclude them.

Focus

A miniature boat of incredible detail worth 5,000 gold, as well as a potion of fly.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 06, 2021, 09:07:24 AM
Added yesterday's spells to the spell topic.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 06, 2021, 09:22:26 AM
No spells this morning most likely, I have a DM side thing I'm working on. I'll try and get loot part 2 up for Seira before session.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 07, 2021, 09:49:54 AM
This one got mentioned in Moore's thread last night.

Book of Sins
Divination
Level: Clr 12
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

When you complete this spell, it creates a book that details every sin the creature has knowingly committed. This provides the time and date, any it was done against and any consequences from that. Creatures or objects shielded by mind blank or superior are not recorded and instead produces a gap in the book.

Extremely long lived or evil creatures may require multiple castings of this spell due to one book not being enough. Additional saving throws against this spell suffer a -7 penalty if the target has already failed a saving throw against it.

Material Compontent

A sheet of parchment or paper.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 07, 2021, 10:09:03 AM
Am I the only one sick of putting up with the ocean's trash talk? I'm not the only one, right?

Right?

For reference, the Great Lakes have around 5,400 cubic miles of water in them, so this spell could dry them all out at once (ignoring that I'm not sure if they're all one contiguous body of water but whatever). The Atlantic Ocean is 80 million cubic miles or so.

Ocean Killer
Transmutation
Level: Clr 20, Drd 19, Sor/Wiz 20
Components: V, S
Casting Time: 1 hour
Range: Touch
Target: Body of water touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No

Ocean killer instantly destroys one 100 mile cube/level of water from the body of water touched. Generally, this is more than enough to completely dry out all but the largest inland seas and lakes, and enough to eliminate a portion of an ocean's waters. Water elementals or similar creatures with the water subtype suffer 70d6 points of desiccation damage if they are within the destroyed waters (Fortitude half).
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 08, 2021, 10:49:02 AM
Today's offering isn't a spell. Truth is I overslept and have things to do, so have one of my backups: A prestige class for a C&M offering I'm working up. I hope to get back to her and finish her this weekend. Anyway, Warrior of the Mind is posted over in Homebrew. The basic idea of it is a PrC that offers body based benefits and ultimately power point regeneration.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 08, 2021, 09:46:57 PM
I went back to my old spells and didn't notice anything terribly off about them, so we'll start with those, as well as a new one that is inspired by Book of Sins and Naeys' Mind Theater.

Learn Another's Knowledge
Divination
Level: Brd 11 (Sor/Wiz? 13? 14?) (Naeys' Mind Theater is Sor/Wiz 12, not sure if this one is stronger, so maybe it should be?)
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

When you cast this spell, you must state what you wish to know. When you complete the spell, you touch the creature and all the knowledge that creature has about that particular subject is gained by you permanently. The subject cannot falsify any of these memories knowingly, but if they have had their memory altered then you will not necessarily know the difference, unless you are aware factually of such a thing being untrue.


Life of Sacrifice
Conjuration/Abjuration (Good, Healing)
Level: Sanctified 12
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell empowers an ally with the power of your own sacrifice. You lose all but 1 of your hit points, and the creature touched gains temporary Hit Points equal to your maximum hit points. They also gain a +14 sacred bonus to attack and damage rolls, armor class and saving throws. Their weapons are also empowered with the Holy Power property.


Sacrifice

All but 1 of your current hit points.



Learn the Past
Divination
Level: Bard 10, Sor/Wiz 13
Components: V, S
Casting Time: 10 Minutes
Range: Personal
Area: 150-ft. radius, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell was developed as an improvement and alternative to Hindsight and works in a similar fashion.

When you cast this spell, you gain a general idea of the events of the past, stretching back 1,000 years per caster level. You notice only noteworthy events, such as deaths, battles, scenes of great emotion, important discoveries and significant happenings.

You may also focus this spell on a specified time. When casting the spell in this manner, you must specify a number of years ago. The spell will then give you detailed knowledge of the people, conversations and events that transpired within one century per caster level of the year you chose.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 08, 2021, 10:54:22 PM
Quote from: Nephrite on May 08, 2021, 09:46:57 PM
I went back to my old spells and didn't notice anything terribly off about them, so we'll start with those, as well as a new one that is inspired by Book of Sins and Naeys' Mind Theater.

Learn Another's Knowledge
Divination
Level: Brd 11 (Sor/Wiz? 13? 14?) (Naeys' Mind Theater is Sor/Wiz 12, not sure if this one is stronger, so maybe it should be?)
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

When you cast this spell, you must state what you wish to know. When you complete the spell, you touch the creature and all the knowledge that creature has about that particular subject is gained by you permanently. The subject cannot falsify any of these memories knowingly, but if they have had their memory altered then you will not necessarily know the difference, unless you are aware factually of such a thing being untrue.

What's the material component? You note one but I don't see one.

I'd say brd 11, sor/wiz 12 or so is about right. It's roughly comparable to Mind Theater.

Quote
Life of Sacrifice
Conjuration/Abjuration (Good, Healing)
Level: Sanctified 12
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell empowers an ally with the power of your own sacrifice. You lose all but 1 of your hit points, and the creature touched gains temporary Hit Points equal to your maximum hit points. They also gain a +14 sacred bonus to attack and damage rolls, armor class and saving throws. Their weapons are also empowered with the Holy Power property.

I wouldn't suggest it as a conjuration (healing) spell, most spells that grant temporary hit points tend towards necromancy.

Remember the bit about more than double temporary hit points and explosions? That's relevant here too.

Those aside the idea's fine.

QuoteLearn the Past
Divination
Level: Bard 10, Sor/Wiz 13
Components: V, S
Casting Time: 10 Minutes
Range: Personal
Area: 150-ft. radius, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell was developed as an improvement and alternative to Hindsight and works in a similar fashion.

When you cast this spell, you gain a general idea of the events of the past, stretching back 1,000 years per caster level. You notice only noteworthy events, such as deaths, battles, scenes of great emotion, important discoveries and significant happenings.

You may also focus this spell on a specified time. When casting the spell in this manner, you must specify a number of years ago. The spell will then give you detailed knowledge of the people, conversations and events that transpired within one century per caster level of the year you chose.

Didn't I rule on this spell already, or am I going crazy?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 09, 2021, 09:39:10 AM
Today is psionics instead of spells, because I'm working on an epic level psychic warrior. A few notes before I begin.

1. These abilities are only accessible for psychic warriors as of now. Some would be just fine on other manifester's power lists, but I'm not worrying about that right now. So Tryll, once these are posted over in the collection they could be options for you.
2. Psionics have some subtle differences in what's allowable and what isn't versus magic. While magic/psionics transparency makes them work in a highly similar fashion, there's still some variations. Keep that in mind.

This is the deluxe version of gate or similar spells/powers. The higher level is a mix of the more self focused nature of psionics plus investing the extra levels into the duration along with free choice of where to teleport each time you do in the power's duration.

Worldstep
Psychoportation (Teleportation)
Level: Psychic warrior 12
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 27

With a sound that resembles shattering glass, this power allows you to teleport. As a move action you may teleport anywhere you wish. Should this be on the same plane, this functions as greater teleport. Should it instead be on another plane, this functions as greater plane shift.

Becklee's Supernatural Ward
Telepathy [Mind-Affecting]
Level: Psychic warrior 14
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 day/level
Power Points: 33

Becklee's supernatural ward grants the benefits of a psionic mind blank power as well as power resistance equal to your manifester level + 10.

This is a case of 'I might balk at this for a spellcaster but I might let a psionicist get away with it' due to the differences in the two disciplines. It's from the school of cast and forget, as the duration for anyone who can manifest it is over a month. This one might get revised, I'm experimenting with the boundaries of psionics, but it provides some thoughts and insight to my design processes there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 09, 2021, 10:24:45 AM
Small updates on wording for the two spells.

Learn Knowledge
Divination
Level: Brd 11. Sor/Wiz 12
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

When you cast this spell, you must state what you wish to know. When you complete the spell, you touch the creature and all the knowledge that creature has about that particular subject is gained by you permanently. The subject cannot falsify any of these memories knowingly, but if they have had their memory altered then you will not necessarily know the difference, unless you are aware factually of such a thing being untrue.


Material Component: Two stones tied on each end of a string.


Life of Sacrifice
Conjuration/Abjuration (Good, Healing)
Level: Sanctified 12
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell empowers an ally with the power of your own sacrifice. You lose all but 1 of your hit points, and the creature touched gains temporary Hit Points equal to your maximum hit points up to half their maximum hit points. They also gain a +14 sacred bonus to attack and damage rolls, armor class and saving throws. Their weapons are also empowered with the Holy Power property.


Sacrifice

All but 1 of your current hit points.


And as for the third, I don't see it in the Spell Collection and didn't see any replies from you looking back, so maybe you do what I do where you saw it, processed it yourself, then just thought you talked about it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 10, 2021, 10:10:09 AM
The last is entirely possible. Okay.

I may rewrite them slightly for consistency but they look okay to me. Going to see about morning additions shortly.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 10, 2021, 10:27:53 AM
The Becklee powers aren't going in the collection yet, they'll go in when she's done.

Changes: Formatting and style.

Learn the Past
Divination
Level: Brd 10, Sor/Wiz 13
Components: V, S
Casting Time: 10 minutes
Range: Personal
Area: 150ft radius, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell was developed as an improvement and alternative to hindsight and works in a similar fashion.

When you cast this spell, you gain a general idea of the events of the past, stretching back 1,000 years per caster level. You notice only noteworthy events, such as deaths, battles, scenes of great emotion, important discoveries and significant happenings.

You may also focus this spell on a specified time. When casting the spell in this manner, you must specify a number of years ago. The spell will then give you detailed knowledge of the people, conversations and events that transpired within one century per caster level of the year you chose.

Changes: Formatting and style.

Learn Knowledge
Divination
Level: Brd 11. Sor/Wiz 12
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

When you cast this spell, you must state what you wish to know. When you complete the spell, you touch the creature and all the knowledge that creature has about that particular subject is gained by you permanently. The subject cannot falsify any of these memories knowingly, but if they have had their memory altered then you will not necessarily know the difference, unless you are aware factually of such a thing being untrue.

Material Component

Two stones tied on each end of a string.

Changes. Formatting and style. Removed the conjuration school and the healing subschool.

Life of Sacrifice
Abjuration (Good)
Level: Sanctified 12
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell empowers an ally with the power of your own sacrifice. You lose all but 1 of your hit points, and the creature touched gains temporary Hit Points equal to your maximum hit points up to half their maximum hit points. They also gain a +14 sacred bonus to attack and damage rolls, armor class and saving throws. Their weapons are also empowered with the holy power property.

Sacrifice

All but 1 of your current hit points.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 10, 2021, 10:39:58 AM
Life of Sacrifice and Learn The Past added to the collection. Learn Knowledge is not, realized a mechanical issue on that so I'll untangle that in a little while.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 10, 2021, 10:19:22 PM
Learn Knowledge
Divination
Level: Brd 11. Sor/Wiz 12
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

When you cast this spell, you must state what you wish to know. When you complete the spell, you touch the creature and all the knowledge that creature is aware of about that particular subject is gained by you. The subject cannot falsify any of this information knowingly, but if they have had their memory altered then you will not necessarily know the difference, unless you are aware factually of such a thing being untrue. This spell does not allow you to gain ranks in any skill by using it.

Material Component: Two stones tied on each end of a string.


I did some hemming and hawing about this one, but ultimately decided that there's no real "reason" for it to be worse just because it's a strong spell. I'm sure evil bad dudes already have variants of this anyway, so whatever, may as well go for something interesting.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 10, 2021, 10:22:58 PM
<Ebiris> Epic version of animate objects.

Note for self.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 10, 2021, 10:50:44 PM
<Iddy> Oh, I dunno... Maybe something like popping up walls topped with like barbed wire or the like so you can't just fly away. Caster knows or determines the layout and section sizes, if you fly you get entangled/shredded for whatever per round. Something to keep things from just bashing through walls.

More notes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 11, 2021, 12:21:00 AM
This is probably bad and sucks and there's probably a reason there are no spells that are "partial force"

Sonic Rupture
Evocation [Sonic, Force]
Level: Brd 13, Sor/Wiz 15
Components: V, S
Range: 100 ft.
Radius: Cone-shaped burst
Saving Throw: Fortitude partial
Spell Resistance: Yes

You reave the very air in front of you, causing sonic and force energies to mix and rupture into something that spills out forward into a cone and devastates those caught in it. This spell does 30d6 damage, half of the damage is sonic and half is force. Creatures within the cone of this spell are permanently deafened and silenced by the sheer destruction of sound it causes. In addition, all creatures affected by this spell are pushed back 10 ft. per caster level and are Slowed, as if by the spell. Creatures that succeed on a Fortitude save only take half damage, are dazed rather than slowed, and are deafened for only 1d5 rounds. Creatures within 10ft of the caster of this spell receive -30 to their saving throw.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2021, 12:55:50 AM
Posted Becklee in C&M. I'll move her powers over in the morning. Your spell gets looked over in the morning too, Moore.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2021, 10:48:27 AM
Pyrodryads continue to be scary. That is all.  This came from Iddy's suggestion last night.

Simmer's Lava Wall
Conjuration (Creation) [Earth, Fire]
Level: Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Wall whose area is up to one 10ft square/level
Duration: 10 min/level
Saving Throw: See text
Spell Resistance: No

This spell is similar to wall of stone and functions as that spell. However, if a creature touches the wall or the wall takes damage, it instantly collapses into a large wave of molten lava. This wave goes 50ft in all directions from the wall and immerses creatures in lava, which deals 20d6 points of fire damage. One round after this, any lava created by the spell instantly and fully cools, which can trap immersed creatures in newly formed stone. A Reflex save halves the damage.

A creature trapped in stone by this spell is unable to move and is at risk of suffocation. As a full round action, a Strength check (DC equals your caster level) allows a trapped creature to escape. Otherwise, they are trapped until the spell's duration expires, at which time the stone from the spell vanishes.

The magic of this spell detects ethereal or ghostly creatures, which trigger the wall's collapse. The lava from this spell can affect such creatures as if they were fully corporeal and the stone from this spell can trap such creatures, who cannot pass through it. They are trapped until the spell's duration expires.

Material Components

A stone chip and a bit of ash.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2021, 11:06:32 AM
Second spell for the morning. Feeling out higher level spells, this may change obviously.

Saint's Mercy
Conjuration (Creation, Healing)
Level: Clr 18, Hlr 18
Components: V, S, DF
Casting Time: 1 round
Range: 1 mile/level radius centered on yourself
Effect: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Your invocation of saint's mercy provides every living creature within the range the following benefits:

- They are cleansed of all dirt and grime, as well as cured of all diseases. They heal hit points equal to a day's bed rest.
- A set of clothing, plain but tailored to each creature, appears before them.
- Enough food and water for three meals also appears before them. The food and water provided by this spell is equivalent to a create food and water spell, though you can choose exactly how it appears. The originator of this spell is said to have favored grapes and clear spring water. Plain cups and jugs for the water are also provided.

The objects created by this spell are permanent and not subject to dispel, though they wear out or rot as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2021, 11:09:24 AM
Quote from: Nephrite on May 10, 2021, 10:19:22 PM
Learn Knowledge
Divination
Level: Brd 11, Sor/Wiz 12
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

When you cast this spell, you must state what you wish to know. When you complete the spell, you touch the creature and all the knowledge that creature is aware of about that particular subject is gained by you. The subject cannot falsify any of this information knowingly, but if they have had their memory altered then you will not necessarily know the difference, unless you are aware factually of such a thing being untrue. This spell does not allow you to gain ranks in any skill by using it.

Material Component

Two stones tied on each end of a string.


A few style changes have been made but we'll give that a shot, see how it works.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2021, 11:18:54 AM
The above spell plus Becklee's spells are now in the collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 11, 2021, 11:20:00 AM
Quote from: Nephrite on May 11, 2021, 12:21:00 AM
This is probably bad and sucks and there's probably a reason there are no spells that are "partial force"

Sonic Rupture
Evocation [Sonic, Force]
Level: Brd 13, Sor/Wiz 15
Components: V, S
Range: 100 ft.
Radius: Cone-shaped burst
Saving Throw: Fortitude partial
Spell Resistance: Yes

You reave the very air in front of you, causing sonic and force energies to mix and rupture into something that spills out forward into a cone and devastates those caught in it. This spell does 30d6 damage, half of the damage is sonic and half is force. Creatures within the cone of this spell are permanently deafened and silenced by the sheer destruction of sound it causes. In addition, all creatures affected by this spell are pushed back 10 ft. per caster level and are Slowed, as if by the spell. Creatures that succeed on a Fortitude save only take half damage, are dazed rather than slowed, and are deafened for only 1d5 rounds. Creatures within 10ft of the caster of this spell receive -30 to their saving throw.

It's a weird spell, no argument there. But uh, 1d5 rounds? -30 to the saving throw? Uh.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 11, 2021, 11:52:42 AM
Its what I get for making it at 11pm, really.

I had honestly just intended to say that creatures within 5-10 feet of the caster don't get a saving throw at all due to the fact that they're... you know, right in front of the effect.

I'm honestly also fine just removing the damage from it entirely and making it more into a crowd control type of spell.

As for the save versus deafened part, it's one of those things that I have no real framework for - I guess Greater Shout is 4d6 and half of that if you save, but... I dunno, saying "you're only deafened for 10d6 rounds" or something is kind of weird.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 12, 2021, 10:00:53 AM
No spells this morning, have a few things to do.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 12, 2021, 10:50:26 AM
A wild spell draft appears!

Dragon's Hoard
Transmutation
Level: Dragon 12
Components: V, S
Casting Time: 1 standard action
Area: 100ft/level radius emanation
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Your carrying capacity increases by a factor of 10, and anything you carry is considered a light load. As a full-round action, any unattended item or items you are able to carry within the radius of this spell can be collected into your hoard and converted into tattoos that line your arms. As a swift action, you are able to project any single object from this hoard within the spell's radius. If the projected object appears without support, it will fall when gravity takes hold of it. A full-round action is required to expel the entire hoard into a designated place within the spell's radius. Only inanimate objects are subject to this spell. Casting this spell before its duration resets the duration of the previous casting.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 12, 2021, 11:44:55 AM
Saint's Mercy and Simmer's Lava Wall added to the collection. Also Saint's Mercy is now a healer 18 spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 12, 2021, 11:59:50 AM
Quote from: Corwin on May 12, 2021, 10:50:26 AM
A wild spell draft appears!

Dragon's Hoard
Transmutation
Level: Dragon 12
Components: V, S
Casting Time: 1 standard action
Area: 100ft/level radius emanation
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Your carrying capacity increases by a factor of 10, and anything you carry is considered a light load. As a full-round action, any unattended item or items you are able to carry within the radius of this spell can be collected into your hoard and converted into tattoos that line your arms. As a swift action, you are able to project any single object from this hoard within the spell's radius. If the projected object appears without support, it will fall when gravity takes hold of it. A full-round action is required to expel the entire hoard into a designated place within the spell's radius. Only inanimate objects are subject to this spell. Casting this spell before its duration resets the duration of the previous casting.

Okay, let's see.

When it first mentions your hoard, what your hoard is isn't defined. It goes into tattoos that appear on your arms but doesn't really elaborate. Reading it the idea's fine, there's just a bit of terminology uncertainty that needs to be cleaned up. Something like below. Also, what happens to objects absorbed when the duration expires?

Dragon's Hoard
Transmutation
Level: Dragon 12
Components: V, S
Casting Time: 1 standard action
Area: 100ft/level radius emanation
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Your carrying capacity increases by a factor of 10 and anything you carry is considered a light load up to your maximum load.

Additionally, tattoos of dragon treasure cover your arms, images of a dragon's hoard. As a full round action, any unattended items within the radius of this spell can be collected into your hoard tattoos, up to the limits of your maximum load. As a swift action, you are able to project any single object from this hoard within the spell's radius. If the projected object appears without support, it will fall when gravity takes hold of it.

A full round action is required to expel the entire hoard into a designated place within the spell's radius. Only inanimate objects are subject to this spell. Casting this spell before its duration resets the duration of the previous casting.

When this spell expires, any items that remain in your hoard appear around you.

---

That about right? The first part about carrying capacity assumes it wasn't meant to be no limit to your maximum load since it boosted your carrying capacity. If that's mistaken let me know.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 12, 2021, 12:47:25 PM
No, that's correct. Since we're going into terminology, I might as well ask. Is a house that no one is in considered an unattented item?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 12, 2021, 01:09:31 PM
Technically yes, but I imagine most would be over the weight limit of the spell for most casters. I'd rule that if anyone were inside it would count as attended in this particular case, but if you found an empty house within your weight limit I don't see why not.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 12, 2021, 01:12:45 PM
Excellent, as I hoped.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 12, 2021, 01:20:50 PM
Cool. If all's good it'll go in the collection tomorrow morning. Anyone else, this is your chance to chime in.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 12, 2021, 02:02:10 PM
Todo: Ranbar DvR1.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 12, 2021, 04:06:53 PM
I suppose Ranbar doesn't qualify for Divine Factotum, and there's no Divine Cleric, which is a shame.

She needs to take Automatic Metamagic: Barrage Spell.

Incidentally, that will free up Easy Metamagic: Barrage Spell. That feat could go into Widen Spell, and then she could also get Battle Metamagic either now or at a later date if she'd like to.

Battlesense and Divine Fast Healing could be useful. She can get Increased Spell Resistance or Divine Dodge for better defense, or even both. Know Secrets fits her, and it's a total NPC ability. See Magic is a decent support ability.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 12, 2021, 04:42:21 PM
Automatic doesn't work for barrage, it specifies non epic metamagic.

Others will be taken under consideration once I hash out her domains.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 12, 2021, 11:17:29 PM
Ranbar reaches divine rank 1. Congratulations.

First and foremost, domains. She already has 5 as a cleric so we'll start from there. Good, Glory, Hope, Knowledge and War. These are all Seira domains and while they fit, I'd like a bit more variety. Good is automatic. Knowledge is 1000% on target for her. That's 2. Hope I'll keep as well. That's 3 and 1 more to go since Good is a freebie. She'll just keep War for now. That's her set.

Ranbar gains spontaneous divine casting. Sure, there's no divine cleric, but she gets a big reward there anyway.

Strength and Charisma hit new ability score modifiers. Not a huge gain for her but every bit helps.

Right, so SDAs. She gets 5. Battlesense, Increased Spell Resistance, Know Secrets all fit. Two more. She has enough healing that divine fast healing is a later luxury. Divine dodge doesn't fit her domains as of now - it has like three or four suggested ones and she's not close to any. See magic has a prereq issue. So two more. Hm. I'll sleep on that and her two open feats.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on May 13, 2021, 09:53:16 AM
I strongly request that she takes Easy Metamagic: Vivacious Spell and Specialized Metamagic: Vivacious Spell for the two epic feat slots. Since she got Vivacious Spell as a feat at lvl23, there should be no problem with grabbing these at lvl33 and lvl35. It'll make her effective, sure, but it'll also make running her spells easier.

Incidentally, this one is another request. Please swap one of the Improved Metamagic feats for Specialized Metamagic: Barrage Spell. The only thing adversely affected would be Twin Spell, and she can actually get Automatic Metamagic: Twin as one of her open SDAs. In fact, this would boost her magical game while simplifying it.

If you want to keep with the theme, the second SDA can be Automatic Metamagic: Maximize.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 13, 2021, 10:48:14 AM
Let met take another swing at this.

Sonic Rupture
Evocation [Sonic, Force]
Level: Brd 13, Sor/Wiz 15
Components: V, S
Range: 100 ft.
Radius: Cone-shaped burst
Saving Throw: Fortitude partial
Spell Resistance: Yes

You reave the very air in front of you, sending a cone of cacophonic sounds forward to push back and devastate those caught in it. This spell does 25d6 sonic damage and 25d6 force damage, which is capable of striking incorporeal targets. Creatures within the cone of this spell that fail their Fortitude save are permanently deafened and silenced by the sheer destruction of sound it causes. In addition, all creatures affected by this spell are pushed back 10 ft. per caster level and are slowed, as if by the spell for 5d6 rounds. Creatures that succeed on a Fortitude save take half damage, are not pushed back, are not deafened or silenced, and are shaken for one round. Creatures within 10 ft. of the casting of this spell receive -5 to the Fortitude save.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 13, 2021, 02:14:21 PM
Ranbar part 2, Seira loot part 3, spells and Sanzha. Busy busy DM. Oh and the posts above, obviously.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 13, 2021, 06:44:28 PM
Quote from: Corwin on May 13, 2021, 09:53:16 AM
I strongly request that she takes Easy Metamagic: Vivacious Spell and Specialized Metamagic: Vivacious Spell for the two epic feat slots. Since she got Vivacious Spell as a feat at lvl23, there should be no problem with grabbing these at lvl33 and lvl35. It'll make her effective, sure, but it'll also make running her spells easier.

Incidentally, this one is another request. Please swap one of the Improved Metamagic feats for Specialized Metamagic: Barrage Spell. The only thing adversely affected would be Twin Spell, and she can actually get Automatic Metamagic: Twin as one of her open SDAs. In fact, this would boost her magical game while simplifying it.

If you want to keep with the theme, the second SDA can be Automatic Metamagic: Maximize.

Okay, I'll check those over and see how it works out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 13, 2021, 07:16:54 PM
Added Dragon's Hoard to the collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 13, 2021, 07:27:19 PM
Quote from: Nephrite on May 13, 2021, 10:48:14 AM
Let met take another swing at this.

Sonic Rupture
Evocation [Sonic, Force]
Level: Brd 13, Sor/Wiz 15
Components: V, S
Range: 100 ft.
Radius: Cone-shaped burst
Saving Throw: Fortitude partial
Spell Resistance: Yes

You reave the very air in front of you, sending a cone of cacophonic sounds forward to push back and devastate those caught in it. This spell does 25d6 sonic damage and 25d6 force damage, which is capable of striking incorporeal targets. Creatures within the cone of this spell that fail their Fortitude save are permanently deafened and silenced by the sheer destruction of sound it causes. In addition, all creatures affected by this spell are pushed back 10 ft. per caster level and are slowed, as if by the spell for 5d6 rounds. Creatures that succeed on a Fortitude save take half damage, are not pushed back, are not deafened or silenced, and are shaken for one round. Creatures within 10 ft. of the casting of this spell receive -5 to the Fortitude save.

That looks about right?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 13, 2021, 07:30:41 PM
I do think it's a bit weird that sonic rupture silences targets. Deafening makes sense, but being struck dumb a bit less so.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 13, 2021, 07:51:56 PM
Now with a few clean ups. No mechanical changes, just stylistic things. Everything look good here, Moore?

Sonic Rupture
Evocation [Sonic, Force]
Level: Brd 13, Sor/Wiz 15
Components: V, S
Range: 100ft
Radius: Cone shaped burst
Saving Throw: Fortitude partial
Spell Resistance: Yes

You reave the very air in front of you, sending a cone of cacophonous sounds forward to push back and devastate those caught in it. This spell does 25d6 sonic damage and 25d6 force damage, which is capable of striking incorporeal targets. Creatures within the cone of this spell that fail their Fortitude save are rendered deaf and unable to speak. In addition, all creatures affected by this spell are pushed back 10ft per caster level and are slowed, as if by the spell for 5d6 rounds. Creatures that succeed on a Fortitude save take half damage, are not pushed back, are not deafened or unable to speak and are shaken for one round. Creatures within 10ft of the casting of this spell receive -5 to the Fortitude save.

This look good, Moore?

---

That being said if people object to the loss of speech I don't mind dropping it from the spell and tweaking a bit if needed. Of course it's not my spell so any opinion, Neph?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 13, 2021, 07:54:20 PM
I do feel like there's a relationship between hearing and speaking, but I also don't mind specifying "unable to use spells with verbal components" or something like that. I mean, really, there's a bunch of ways to be healed of the condition at the level anyone who'd run into this spell would have.

EDIT: At the same time it isn't so important that I'd die on a hill over it, to be clear.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 13, 2021, 09:02:10 PM
Quote from: Anastasia on May 12, 2021, 11:17:29 PM
Ranbar reaches divine rank 1. Congratulations.

First and foremost, domains. She already has 5 as a cleric so we'll start from there. Good, Glory, Hope, Knowledge and War. These are all Seira domains and while they fit, I'd like a bit more variety. Good is automatic. Knowledge is 1000% on target for her. That's 2. Hope I'll keep as well. That's 3 and 1 more to go since Good is a freebie. She'll just keep War for now. That's her set.

Ranbar gains spontaneous divine casting. Sure, there's no divine cleric, but she gets a big reward there anyway.

Strength and Charisma hit new ability score modifiers. Not a huge gain for her but every bit helps.

Right, so SDAs. She gets 5. Battlesense, Increased Spell Resistance, Know Secrets all fit. Two more. She has enough healing that divine fast healing is a later luxury. Divine dodge doesn't fit her domains as of now - it has like three or four suggested ones and she's not close to any. See magic has a prereq issue. So two more. Hm. I'll sleep on that and her two open feats.

Quote from: Corwin on May 13, 2021, 09:53:16 AM
I strongly request that she takes Easy Metamagic: Vivacious Spell and Specialized Metamagic: Vivacious Spell for the two epic feat slots. Since she got Vivacious Spell as a feat at lvl23, there should be no problem with grabbing these at lvl33 and lvl35. It'll make her effective, sure, but it'll also make running her spells easier.

Incidentally, this one is another request. Please swap one of the Improved Metamagic feats for Specialized Metamagic: Barrage Spell. The only thing adversely affected would be Twin Spell, and she can actually get Automatic Metamagic: Twin as one of her open SDAs. In fact, this would boost her magical game while simplifying it.

If you want to keep with the theme, the second SDA can be Automatic Metamagic: Maximize.

Brutal honesty here a sec after I checked notes, I'd rather leave the +0 vivacious magic to Latha. Remember how I rebuilt her because everyone took what she did? Let's not have a repeat of that. At least it means I got Latha's things right the first time, at least as far as being appealing options goes.

So I'll grab automatic...let's go with twin. Battlesense, Increased Spell Resistance, Know Secrets, Automatic Metamagic (Twin Spell). One more. Let's spice it up with a custom SDA.

PERFECT SAVE
Prerequisite: Cunning Save, Good Domain, wis 31
Benefit: Ranbar is skilled in the art of saving others, far more than mortal warriors. She adds her divine rank as a bonus to the number of times per day she may use cunning save. She may use it at a range of 70ft rather than only on adjacent creatures.

Useful, unique and makes that ability more useable. Moreso because it also guides her to a new domain at DvR2.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 13, 2021, 09:05:09 PM
Seira loot part 3, spells and Sanzha.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 13, 2021, 09:22:28 PM
Sanzha hits DvR 2. Congratulations!

Dex and Cha reached new modifiers.

Her new SDA is Divine Air Mastery. Rocking those elemental ones.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 13, 2021, 09:22:54 PM
Seira loot 3 and spells are tomorrow morning's todos now. Whew.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 14, 2021, 10:26:43 AM
Decided to keep it simple and removed the mute, tossed in an extra -1 to the penalty for close creatures to compensate. This look good, Moore?

Sonic Rupture
Evocation [Sonic, Force]
Level: Brd 13, Sor/Wiz 15
Components: V, S
Range: 100ft
Radius: Cone shaped burst
Saving Throw: Fortitude partial
Spell Resistance: Yes

You reave the very air in front of you, sending a cone of cacophonous sounds forward to push back and devastate those caught in it. This spell does 25d6 sonic damage and 25d6 force damage, which is capable of striking incorporeal targets. Creatures within the cone of this spell that fail their Fortitude save are rendered deaf and unable to speak. In addition, all creatures affected by this spell are pushed back 10ft per caster level and are slowed, as if by the spell for 5d6 rounds. Creatures that succeed on a Fortitude save take half damage, are not pushed back, are not deafened or unable to speak and are shaken for one round. Creatures within 10ft of the casting of this spell receive -6 to the Fortitude save.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 14, 2021, 10:31:01 AM
It's been a crazy week in DM land. Your DM's been busy as can be so you know what time it is? Spell retread time! Strap in and brace.

There's various spells that are complete but that for whatever reason never see the Spell Collection. Often times they needed more attention and I never got back to them, or needed time to let the spell settle to make adjustments. No matter what the reason, these spells are serviceable so I'm posting them here for commentary.

Compare and contrast to mass resurrection. This is the deluxe edition that you take when it's your time to leave mortality behind or you don't mind dying on a plane to do some good. The main improvements is the number of targets and the casting time, but there's various upgrades littered about.

Breath of Life
Conjuration (Healing) [Good]
Level: Sanctified 14
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: Up to 3 dead creatures/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With this spell, you give yourself so that others may live. A number of creatures up to your caster level times three are immediately resurrected. They are restored to full health and hit points, they suffer no chance of a resurrection roll mishap.

Sacrifice

You die. You may be resurrected as normal but suffer a -30% penalty to any resurrection chance rolls. Should you be an outsider, your time to reform is multiplied by ten.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 14, 2021, 10:31:46 AM
Have one of Violet's tricks. Obviously this is mostly a curiosity when you consider the focus.

Violet's Abyssal Triumph
Transmutation [Evil]
Level: Sor/Wiz 13
Components: V, S, F, Fiend
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

This dread spell channels the waters of the Abyss and River Styx into a willing creature touched. This transforms their body into a living mimicry of black waters. This grants a +4 profane bonus to Constitution, immunity to critical hits and damage reduction 15/epic and good. Your body is fluid and you can become a liquid mass, which allows you to flow under doors, through gaps and other such things. You can get through something as narrow as the gap between a door and the floor, or a crack in a window.

Additionally, your body cannot be slain by normal means. Should you be reduced to zero hit points or less, you instead take no damage and disperse into several puddles of Styx water. In this form you can move the various puddles back together and regain your normal form. While in this puddle form, you are immune to all damage, except for fire and desiccation damage. You suffer double damage from desiccation damage. If reduced to zero hit points in puddle form, you die. Dying in this way overcomes regeneration.

In the case of spells such as fortunate fate, those spells activate first and you only enter puddle form if you still are reduced to zero hit points after they do.

Focus

A major artifact dedicated to the Styx.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 14, 2021, 10:32:51 AM
Finally sometimes you need a raft of helpers on demand.

Instant Forest
Conjuration (Summoning) [Good]
Level: Drd 14
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: One or more summoned treants
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No

This spell summons 1 celestial treant per caster level. These treants serve you without question and will never harm you, even if controlled by another. Treants summoned by this spell have maximum hit points per hit die, a +7 sacred bonus to attack rolls and weapon damage rolls and every attack they make counts as smite evil (as the celestial creature template's smite evil). Any trees affected by a summoned treant's animate trees ability gains the same bonuses.

Material Component

A bit of bark from an elder treant worth 50 gold.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 15, 2021, 12:12:08 PM
Today's content isn't spells - which will be moved over tomorrow - but a new monster, the prismasaurus. An ELH creation, I added some oomph to it since it's pretty shallow in the ELH.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 18, 2021, 10:58:23 AM
After a nice weekend off it's back to the spell mines. While I go to move those three spells over, let's sample some of the forbidden Chronomancy fruits.

Strike The Past
Chronomancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Short (25ft + 5ft 2/levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

By means of a strike the past spell, you deal 1d8 points of damage per caster level to a single creature (max 10d8 damage). However, this damage strikes the creature in the past, at the end of your previous turn. Should this damage kill the creature or otherwise render it unable to act, its previous round's actions are undone. For example, if a minotaur attacks and kills a creature and that round is undone, the effects of that fatal attack are undone.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 20, 2021, 10:20:01 AM
Today's spells involve scrying. In particular the concept of mass surveillance, the sort only a powerful spellcaster could manage.

Mass Scrying
Divination (Scrying)
Level: Brd 7, Clr 11, Drd 10, Sor/Wiz 10
Effect: One magical sensor/level

This spell is identical to greater scrying, except as noted here. This spell allows you to control all the sensors at the same time and process all the information it gives you. No more than one sensor can be targeted at a particular creature.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 20, 2021, 10:20:21 AM
Eyes of Beezlebub
Divination (Scrying)
Level: Brd 10, Clr 15, Drd 14, Sor/Wiz 14

This spell is identical to mass scrying, except as noted here. Up to three sensors may be assigned to a single creature and that creature must save against each sensor separately. This spell is capable of scrying effectively on targets on other planes, they do not gain the +5 bonus to Will saves against this spell.

This spell was created by the Order of the Fly, but since then has been stolen and ultimately spread to others beyond Maladomini.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 21, 2021, 10:45:10 AM
Spells moved over to the collection. More incoming.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 21, 2021, 11:26:49 AM
Just one spell this morning, but it's a quirky one for sure.


Tears of Rebirth
Necromancy [Water]
Level: Drd 11, Sor/Wiz 11
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous; see text

You may only cast this spell when you are killed. You do not need a Concentration check to cast it and do not provoke attacks of opportunity for doing so. By doing so, one round after you die, your body and your possession dissolve into a puddle of water. This water evaporates one round later and in time will fall as rain. When it does so, the rain reforms your body and you return to life in full health with no need for a resurrection chance roll or any chance of mishap, for you never truly died. Your soul dwelled within the rains and silently awaited its chance to return. The exact time this take varies and ranges from a few day to several weeks.

While a powerful option of last resort, this spell has a few limitations. Should the majority of the water created by your body be unable to evaporate, such as being bottled or frozen, you do not resurrect until this changes and are effectively stuck in a mindless limbo between life and death. Note that you may reform hundreds or thousands of miles away from where you died, due to weather patterns and similar such things. However, this spell ensures you reform on solid land and not in immediate danger.

This spell is ineffective if you already reform after death, such as outsiders do. It is likewise ineffective if you lack a soul. Finally, effects that capture your soul on death overcome this spell, as this spell provides no protection against your soul being imprisoned.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 23, 2021, 07:31:54 PM
Weekly Comments

I miss these. So let me give a brief one out.

Alicia

What strikes me about this quest is how Marie continues to redefine herself. This has pinged me before, but it really came home to roost when she first came on screen this quest with her interrupt. It's nice to see her grow like this and work to provide the 'maverick' point of view. Also, she and Jessica continue to prove to be a powerful team, though this isn't a new revelation. This particular adventure isn't quite yet in first gear, it's winding up by you avoided some early problems for smooth progress. We'll see how it develops next week.

Side note: I think Marie fills the maverick position better than Syala for Sylica. Syala's particular roles plus how she's evolved in the group make her surprisingly agreeable with Alicia, Antenora and Latha's lawful bend. She hasn't adopted it or anything, more than she's comfortable with it by now and knows how to work with it, even when perhaps more perspective would be better.

Moore

The interparty dynamics of your group are interesting. I continue to be surprised with how bossy and leader-y Sylvie's become. She's always had some of that in her DNA thanks to being the brains of most groups she's in, but her mix of confidence and often exasperation at Moore lends an interesting flavor to it. The observation that in some obscure way she's mothering Moore would get...well, it would get a reaction out of her. Let's leave it at that. Conversely, Kaja's more restrained but just as confident. However, Kaja doesn't really feel the need to project it or lead anything. Xandra tends to be a little on the quiet side as well, so she mostly lets them take the initiative in matters here.

Tryll

This isn't obviously a normal comment as much as a notice. Until Tryll's back in things, I may have a few of his node members cameo elsewhere. This is mostly to keep them fresh in my head. Seems like as good a place as any to mention this.

Alyssa

Growing pains suck. Some of Emily's (relatively mild) disagreements with Alyssa lately can be chalked up to that. Some of Emily's story arc is about a child who is now seeks adulthood and the independence that promises. I think that resonates within her actions and causes a bit of disagreement with Alyssa. Except when it's ethical disagreements, it's mostly position jockeying and boundary feeling-outs between the two, at least to my eyes.

Also how goes the spell, Iddy? May as well throw a gentle nag and reminder in if you haven't made headway on it yet. If you don't think you'll have it done by Tuesday, let me know.

Seira

I found the discussion with Kossuth interesting less for what was said - I mean I'm the DM so I already know what's up - but instead Seira's reactions. It wasn't quite what I expected and that made it noteworthy. I understand why she called it a villain rant, it's just not the perspective I expected.

That aside since it's just an eyebrow raise of interest rather than a party insight? I really enjoy how Seira's going after this dungeon and the possibilities here. It should be a lot of fun to see how it all hashes out and I think Seira took a good party for it. Kascha in particular feels overdue (and I enjoy her more mechanically than most in the node) so I'm looking forward to this. It's the sort of situation that invites zany PC antics and solutions.

Edit: I quickly reckoned who I liked mechanically in each node and oddly enough Kascha ended up middle of the pack. Seira's is a really tough field though, since I like Sanzha's madalani gimmick, enjoy Donald's build a lot, really like Amaryl being an arrow stations and...well, you get the idea. Tough field.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 23, 2021, 08:19:11 PM
The thing that strikes me about Sylvie is she knows she's right, but she also knows Moore isn't wrong, and it's an interesting juxtaposition from her regular life where things really were just black and white.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 23, 2021, 08:32:11 PM
Quote from: Nephrite on May 23, 2021, 08:19:11 PM
The thing that strikes me about Sylvie is she knows she's right, but she also knows Moore isn't wrong, and it's an interesting juxtaposition from her regular life where things really were just black and white.

That and if you sat down and really picked Sylvie's mind, you'd find she has an interesting view of the truth. After all, who wouldn't after bearing 21 as long and as far as she did? What's true, what's false and what's a matter of belief and opinion are all distinct things, and the border between them can be difficult to discern at times.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on May 23, 2021, 10:32:39 PM
Quote from: Anastasia on May 23, 2021, 08:32:11 PM

That and if you sat down and really picked Sylvie's mind, you'd find she has an interesting view of the truth. After all, who wouldn't after bearing 21 as long and as far as she did? What's true, what's false and what's a matter of belief and opinion are all distinct things, and the border between them can be difficult to discern at times.

Oh yeah, absolutely. Moore doesn't bring it up very often because he'd rather she not "relive" that part of things, but sometimes he has to get out the little spray bottle to gently mist her face that she might be looking at something from a perspective that she wouldn't normally without that experience.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 24, 2021, 08:43:38 AM
Quote from: Anastasia
Alicia

What strikes me about this quest is how Marie continues to redefine herself. This has pinged me before, but it really came home to roost when she first came on screen this quest with her interrupt. It's nice to see her grow like this and work to provide the 'maverick' point of view. Also, she and Jessica continue to prove to be a powerful team, though this isn't a new revelation. This particular adventure isn't quite yet in first gear, it's winding up by you avoided some early problems for smooth progress. We'll see how it develops next week.

Side note: I think Marie fills the maverick position better than Syala for Sylica. Syala's particular roles plus how she's evolved in the group make her surprisingly agreeable with Alicia, Antenora and Latha's lawful bend. She hasn't adopted it or anything, more than she's comfortable with it by now and knows how to work with it, even when perhaps more perspective would be better.

Really when Jessica was explaining the suspiciously similar setup for this latest adventure into the Abyss I knew it had to be called out and I enjoyed the image of Marie sprinting down the hallway and slamming open the door to do so.

Shame they had to end up going to the Abyss anyway, but the stealth team is working fairly well and I'm hoping Marie will do better on this plane than Alicia has done recently. Even if they end up having to call Alicia in to come smite Yarus if they find him.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 24, 2021, 04:42:53 PM
Quote from: Nephrite on May 23, 2021, 10:32:39 PM
Quote from: Anastasia on May 23, 2021, 08:32:11 PM

That and if you sat down and really picked Sylvie's mind, you'd find she has an interesting view of the truth. After all, who wouldn't after bearing 21 as long and as far as she did? What's true, what's false and what's a matter of belief and opinion are all distinct things, and the border between them can be difficult to discern at times.

Oh yeah, absolutely. Moore doesn't bring it up very often because he'd rather she not "relive" that part of things, but sometimes he has to get out the little spray bottle to gently mist her face that she might be looking at something from a perspective that she wouldn't normally without that experience.

Funnily enough, Sylvie imagines herself as the one with the water bottle.

Quote from: Ebiris on May 24, 2021, 08:43:38 AM
Quote from: Anastasia
Alicia

What strikes me about this quest is how Marie continues to redefine herself. This has pinged me before, but it really came home to roost when she first came on screen this quest with her interrupt. It's nice to see her grow like this and work to provide the 'maverick' point of view. Also, she and Jessica continue to prove to be a powerful team, though this isn't a new revelation. This particular adventure isn't quite yet in first gear, it's winding up by you avoided some early problems for smooth progress. We'll see how it develops next week.

Side note: I think Marie fills the maverick position better than Syala for Sylica. Syala's particular roles plus how she's evolved in the group make her surprisingly agreeable with Alicia, Antenora and Latha's lawful bend. She hasn't adopted it or anything, more than she's comfortable with it by now and knows how to work with it, even when perhaps more perspective would be better.

Really when Jessica was explaining the suspiciously similar setup for this latest adventure into the Abyss I knew it had to be called out and I enjoyed the image of Marie sprinting down the hallway and slamming open the door to do so.

Shame they had to end up going to the Abyss anyway, but the stealth team is working fairly well and I'm hoping Marie will do better on this plane than Alicia has done recently. Even if they end up having to call Alicia in to come smite Yarus if they find him.

For what it's worth, sometimes a spade is a spade, even in planar affairs. Or one trip to the Abyss may well just be random coincidence and unrelated to the next. Just don't tell Antenora, okay?

Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 24, 2021, 11:03:34 PM
Rough framework. Details of spell functions is something I've never been good at:

Grace of Prey
Transmutation [Air]
Level: Sor/Wiz 11
Components: V
Casting Time: 1 hour

When you cast this spell, you draw a portion of the Plane of Air into the local area. A wisp of sapphire tinged dust is drawn into the area, pulled from the impurities of a Maelstrom on air. This wisp travels on the air currents, imparting its traits onto any other dust it comes in contact with.

When this dust lands on a creature, its secondary functions activate. First, it coats the creature. This doesn't hinder the creature in any way until the second trait is activated. Once it has, the dust glows a bright sapphire color, gaining the effects of the Glitterdust spell.

Second, it begins to Detect Hostile Intent, as the psionic ability. Once hostile intent is detected, it activates the Glitterdust ability.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 24, 2021, 11:07:31 PM
Quote from: Iron Dragoon on May 24, 2021, 11:03:34 PM
Rough framework. Details of spell functions is something I've never been good at:

Grace of Prey
Transmutation [Air]
Level: Sor/Wiz 11
Components: V
Casting Time: 1 hour

When you cast this spell, you draw a portion of the Plane of Air into the local area. A wisp of sapphire tinged dust is drawn into the area, pulled from the impurities of a Maelstrom on air. This wisp travels on the air currents, imparting its traits onto any other dust it comes in contact with.

When this dust lands on a creature, its secondary functions activate. First, it coats the creature. This doesn't hinder the creature in any way until the second trait is activated. Once it has, the dust glows a bright sapphire color, gaining the effects of the Glitterdust spell.

Second, it begins to Detect Hostile Intent, as the psionic ability. Once hostile intent is detected, it activates the Glitterdust ability.

What's the area/range on the spell?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 25, 2021, 10:41:35 AM
How's this look? Spell 1 for the morning.

Grace of Prey
Conjuration (Creation)
Level: Sor/Wiz 11
Components: V
Casting Time: 1 hour
Range: 0ft; see text
Targets: See text
Duration: Permanent; see text
Saving Throw: Will negates; see text
Spell Resistance: No

This spells creates a small cloud of sapphire dust that spreads in all directions, carried by the winds. Any creature touched by this dust must succeed on a Will save. Creatures that fail momentary glow with blue dust but nothing more. However, when an affected creature displays aggression or hostile intent, they are affected as by a blue colored glitterdust spell. This lasts until they no longer have aggression or hostile intent, and for 10 minutes after.

The exact distance and direction this dust travels varies and depends on the prevailing winds. When cast in an area with no wind, the dust generally goes no more than 100ft in any direction. In an area with strong winds, it can go exponentially farther. The sapphire dust lasts for about an hour, but creatures affected are permanently affected unless the spell is dispelled on them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 25, 2021, 10:57:33 AM
Spell 2 for the morning. Going to move this and tears into the collection tomorrow, assuming no feedback that says otherwise.

This is a spell you cast when you decide that small army or city doesn't really need to be there anymore.

I've mostly avoided damage spells so far, but this one was requested.

Lightning Tornado
Evocation [Electricity]
Level: Sor/Wiz 16
Components: V, S
Casting Time: 1 standard action
Range: Long (400ft + 40ft/level)
Effect: 400ft radius tornado, up to 20ft/level tall, centered on a point in space
Duration: 1 round/3 levels
Saving Throw: Reflex half
Spell Resistance: Yes

This spell conjures a massive tornado of lightning that spins and whirls about. This spell is similar to greater whirlwind, except that any creature or object within the tornado or touches it takes 50d6 points of electricity damage each round. Any creature or object within 100ft of it takes 25d6 points of electricity damage each round, and any creature or object within 101ft to 1000ft of it takes 10d6 points of electricity damage each round. All creatures damaged are entitled to a Reflex save for half damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on May 25, 2021, 11:26:32 AM
Quote from: Anastasia on May 25, 2021, 10:41:35 AM
How's this look? Spell 1 for the morning.

Grace of Prey
Conjuration (Creation)
Level: Sor/Wiz 11
Components: V
Casting Time: 1 hour
Range: 0ft; see text
Targets: See text
Duration: Permanent; see text
Saving Throw: Will negates; see text
Spell Resistance: No

This spells creates a small cloud of sapphire dust that spreads in all directions, carried by the winds. Any creature touched by this dust must succeed on a Will save. Creatures that fail momentary glow with blue dust but nothing more. However, when an affected creature displays aggression or hostile intent, they are affected as by a blue colored glitterdust spell. This lasts until they no longer have aggression or hostile intent, and for 10 minutes after.

The exact distance and direction this dust travels varies and depends on the prevailing winds. When cast in an area with no wind, the dust generally goes no more than 100ft in any direction. In an area with strong winds, it can go exponentially farther. The sapphire dust lasts for about an hour, but creatures affected are permanently affected unless the spell is dispelled on them.

Looks alright.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 25, 2021, 11:39:19 AM
Cool, we'll roll with this today then.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 26, 2021, 10:32:00 AM
No new spells this morning, busy morning before session. Last call on yesterday's spells before I move them over before session start.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 27, 2021, 10:58:33 AM
No spells today either, morning was also busy. I'll do some over the weekend.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 28, 2021, 10:47:49 AM
Grace of Prey and Tears of Rebirth added to the SC. Lightning Tornado needs a little more time, as I realized sor/wiz doesn't get whirlwind or greater whirlwind. It's a bit silly to give them a turbo version, so I'll tweak it into a druid spell or tweak it to be a better sor/wiz spell. Or something.

New spells over the weekend, had a busy set of mornings this week.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 29, 2021, 09:38:28 PM
Saturday's spells are a pair of vicious ones. Namely the darker side of enchantment.

Mass Mind Conversion
Enchantment [Evil, Mind-Affecting]
Level: Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Targets: One creature/level
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This spell allows you to replace the personalities of the target with whatever you wish. This can range from a subtle change that leaves everything else intact to a complete personality rewrite. This can change any aspect of their personality that you wish and even add or cure mental illnesses. This includes the creature's alignment, religious beliefs and similar things.

This spell does not erase the creature's past memories, but any memories that go against its new outlook and personality are viewed as a personal failure to be corrected. The targets find their new changes agree with them (unless you wish otherwise) and will not seek to reverse the changes, even if they become aware of them.

This spell can only be reversed by a wish or miracle spell that succeeds on an opposed caster level check against the caster of this spell.

You can choose what changes you make in each target separately.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 29, 2021, 09:38:46 PM
Remove Free Will
Enchantment [Evil, Mind-Affecting]
Level: Sor/Wiz 10
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

This spell removes the free will of the creature touched. The creature becomes incapable of independent action and will only act when commanded by another, and will generally obey any command it understands. It is treated as being neutral in alignment (unless it has the good, evil, lawful or chaotic subtypes, in which case it retains the relevant alignments), as it lacks the ability to make choices for itself and thus any ability to make moral decisions. The creature lacks emotions unless commanded otherwise, unable to feel anything.

Creatures affected by this spell are little more than slaves.

Should a creature be freed from this spell, they remember everything they did. Such creatures almost invariably find this highly traumatic and suffer a great deal from their time under this spell.

Material Component

A teardrop.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on May 31, 2021, 11:10:39 AM
You remember that trap in Spellhold that would just fucking flatten your entire party in Baldur's Gate 2? Now you can have it on demand to flatten other people!

Corridor Crush
Transmutation
Level: Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: Hallway section up to 40ft in diamater and up to 200ft long
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

With a hiss of compressed air you cause a structure to crush one of its internal sides against the other, flattening anything within. This spell only functions within enclosed structures of worked stone or some other manufactured material, it fails when cast in natural caverns. Roll a bull rush attempt against every creature within the area with a CMB check equal to your caster level + your intelligence or charisma modifier + 28. Failure against any given creature's CMD stops the wall's progress, preventing any further effect for the round. Success crushes all creatures against the opposite wall, inflicting 20d6 bludgeoning damage and leaving the victims pinned. On each following round roll a further CMB check equal to your caster level + your intelligence or charisma modifier + 26 with success inflicting 20d6 bludgeoning damage and maintaining the pin (if the wall was stopped on a previous round this same check is used as a bull rush attempt as in the first round). Failure against any given creature's CMD only prevents damage for that creature and does not prevent other creatures from suffering damage or being pinned.

You can choose whether to have the left or right side wall be the one that performs the crush, with it being projected out of the surrounding structure on machinery made of the same substance as its surroundings. This does not compromise the integrity of the tunnel or building or have any impact on surrounding rooms.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 31, 2021, 11:18:00 AM
Today's spell offering. A unique one to be sure. The level may be a little high, it's a hard spell to judge.

One Good Deed
Conjuration/Divination (Healing)
Level: Sanctified 15
Components: V, S, Sacrifice
Casting Time: 1 swift action
Range: Touch; see text
Target: Living creature touched; see text
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

You may only cast this spell within one minute of the completion of a good deed that benefits another creature. The creature targeted must be a creature that benefited from your good deed. This gives the target the benefit of a heal spell and they receive a vision of how this good deed will improve the future. This vision feels completely natural to the creature, though they are also aware is it the result of magic. The creature instinctively understands that this healing is a reward for the good deed, and that though many good deeds go without immediate reward, that they do matter. This vision only takes a moment and does not interfere with the target's actions.

However, the greatest property of this spell is that it spreads. Should the target do a good deed that benefits another living creature before the spell's duration expires, this spell moves to that creature. The creature is healed as the original creature was and both receive the vision of how this good deed improves the future. Should that second creature do another good deed in the spell's duration, this process repeats, with every creature affected receiving the vision each time.

This spell does not provide any coercion, but instead allows creatures to see how one good deed can cascade and continue to improve the world around them. Should a good deed affect multiple living creatures, the spell moves to the creature who would gain the most benefit from it.

Sacrifice

1d4 points of Wisdom damage.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on May 31, 2021, 12:47:57 PM
Okay, Saturday's and today's spells are going in tomorrow, so get in any comments now.

Also belatedly put Ranbar's Smite into the spell collection. It's on her sheet but somehow never made it over.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 07, 2021, 11:18:09 AM
Okay, quick interest check.

Next week I have doctor things on the 14th, 16th and 17th. The 14th is a Monday so we're not hit by that, but the 16th is the eye doc and is an auto cancel that day. The 17th is the dentist and while we may get something in, it'll likely be a late start. With two days compromised as it is and with the fact I was planning on taking a week off in July, do you want to take next week off and combine the two?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on June 07, 2021, 11:19:47 AM
Works for me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on June 07, 2021, 11:21:44 AM
Sure, I'm fine with that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 07, 2021, 11:25:29 AM
Okay, I'll wait on Cor and Neph to chime in.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 07, 2021, 11:30:00 AM
That's fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 07, 2021, 01:18:05 PM
Okay
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on June 07, 2021, 01:21:10 PM
Quote from: Anastasia on May 23, 2021, 07:31:54 PM
Seira

I found the discussion with Kossuth interesting less for what was said - I mean I'm the DM so I already know what's up - but instead Seira's reactions. It wasn't quite what I expected and that made it noteworthy. I understand why she called it a villain rant, it's just not the perspective I expected.

That aside since it's just an eyebrow raise of interest rather than a party insight? I really enjoy how Seira's going after this dungeon and the possibilities here. It should be a lot of fun to see how it all hashes out and I think Seira took a good party for it. Kascha in particular feels overdue (and I enjoy her more mechanically than most in the node) so I'm looking forward to this. It's the sort of situation that invites zany PC antics and solutions.

Edit: I quickly reckoned who I liked mechanically in each node and oddly enough Kascha ended up middle of the pack. Seira's is a really tough field though, since I like Sanzha's madalani gimmick, enjoy Donald's build a lot, really like Amaryl being an arrow stations and...well, you get the idea. Tough field.

Looking back, it was a nice choice. I thought Elle would protest more, so since she didn't I let her go back early. I do wish to see more of Sanzha's opinion there, I'm sure she thinks it's terrible but has the experience to state it in a way that won't end with Bwimb in tears.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 07, 2021, 11:43:25 PM
Okay then, next week is off and we'll have an uninterrupted July.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on June 13, 2021, 11:35:38 AM
I feel the need for a better version of invisibility, as good as superior invisibility is. Moore's Marvelous Invisibility doesn't quite cut it with that long casting time, so here's Marie's take on it. If Beelzebub already has one of this name he should've publicised it better.

Basically it fixes Superior Invis's (and all invisibility spells) flaw of dealing with a bag of flour being thrown at you or fighting in water where you leave your outline visible, provides some extra cover for sneaky spellcasting, and throws in a fun little bit to screw over anyone who manages to detect you in spite of all that.

edit: Honestly it does a lot more than screw over anyone who detects you in spite of that, it's pretty much full on slasher villain tactics like some shit you'd see out of Hellraiser or something where a guy's getting carved up in a crowded room and no one even notices. Can't say it's not an epic spell with that, though!

Perfect Invisibility
Illusion (Glamer, Pattern) [Mind-Affecting]
Level: Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched or an object touched weighing no more than 100 lbs per caster level
Duration: 1 min/level (D)
Saving Throw: Will negates (harmless), see text
Spell Resistance: No

This spell functions like superior invisibility, except as noted here. The subject becomes selectively intangible except where it benefits them. Treat this like Incorporeality except the creature can make attacks with no miss chance, and when receiving attacks their miss chance comes from concealment and not incorporeality (thus ghost touch weapons or spells with the Force descriptor offer no benefit). All sounds made by the subject, including casting spells with verbal components, are muffled and require a DC 70 perception check to hear, although the subject can use their own stealth check if better to obscure the sounds of movement. Perfect Invisibility renders the subject immune to detection by True Seeing.

If a creature does manage to detect the subject, they must make a will saving throw against the spell's DC. Failure means they do not notice the subject, nor anything they are interacting with - such as opening a door, carrying a visible object, or even attacking a creature. A creature that is being directly attacked by the subject (as defined in the invisibility spell) gains a +20 circumstance bonus on this saving throw. Creatures immune to Mind-Affecting effects are unaffected by this aspect, but must still overcome the invisibility aspect by other means. This effect overcomes the benefit provided by a True Seeing spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 15, 2021, 09:42:16 AM
Another day or two before any work or updates, finger needs more time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 21, 2021, 09:51:48 PM
Quote from: Ebiris on June 13, 2021, 11:35:38 AM
I feel the need for a better version of invisibility, as good as superior invisibility is. Moore's Marvelous Invisibility doesn't quite cut it with that long casting time, so here's Marie's take on it. If Beelzebub already has one of this name he should've publicised it better.

Basically it fixes Superior Invis's (and all invisibility spells) flaw of dealing with a bag of flour being thrown at you or fighting in water where you leave your outline visible, provides some extra cover for sneaky spellcasting, and throws in a fun little bit to screw over anyone who manages to detect you in spite of all that.

edit: Honestly it does a lot more than screw over anyone who detects you in spite of that, it's pretty much full on slasher villain tactics like some shit you'd see out of Hellraiser or something where a guy's getting carved up in a crowded room and no one even notices. Can't say it's not an epic spell with that, though!

Perfect Invisibility
Illusion (Glamer, Pattern) [Mind-Affecting]
Level: Sor/Wiz 14
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched or an object touched weighing no more than 100 lbs per caster level
Duration: 1 min/level (D)
Saving Throw: Will negates (harmless), see text
Spell Resistance: No

This spell functions like superior invisibility, except as noted here. The subject becomes selectively intangible except where it benefits them. Treat this like Incorporeality except the creature can make attacks with no miss chance, and when receiving attacks their miss chance comes from concealment and not incorporeality (thus ghost touch weapons or spells with the Force descriptor offer no benefit). All sounds made by the subject, including casting spells with verbal components, are muffled and require a DC 70 perception check to hear, although the subject can use their own stealth check if better to obscure the sounds of movement. Perfect Invisibility renders the subject immune to detection by True Seeing.

If a creature does manage to detect the subject, they must make a will saving throw against the spell's DC. Failure means they do not notice the subject, nor anything they are interacting with - such as opening a door, carrying a visible object, or even attacking a creature. A creature that is being directly attacked by the subject (as defined in the invisibility spell) gains a +20 circumstance bonus on this saving throw. Creatures immune to Mind-Affecting effects are unaffected by this aspect, but must still overcome the invisibility aspect by other means. This effect overcomes the benefit provided by a True Seeing spell.

We'll give it a try and see how it works. I have a few questions so let's see how it works out in practice.

Is it good now or were you going to tweak it any more?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on June 22, 2021, 09:40:14 AM
Barring questions or concerns I think it's good. I'll have Marie swap out Dreamscape for it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 22, 2021, 11:00:29 AM
Alrighty then.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on June 22, 2021, 12:10:40 PM
Oh and obviously this won't be available until after this adventure finishes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on June 25, 2021, 09:59:42 PM
Magic of Yesterday
Divination
Level: Brd ?, Sor/Wiz ?
Components: V, S
Casting Time: 10 minutes
Range: Personal
Area: 300ft radius, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell allows the caster to see spells and magic that was used in the past. This spell reaches back 1 day per caster level and informs the caster of any magic used as if it had been freshly cast in the area as if they had used a Greater Arcane Sight spell. You are allowed normal skill checks to identify any spells or magic that Magic of Yesterday uncovers.



I wanted to keep this one a little more limited as I think being able to potentially identify magic from days and days ago could be really strong. No idea on spell level for it... Brd 9 and Sor/Wiz 12? I am unsure on that one.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 01, 2021, 09:46:24 PM
Mmm, bump it up a little higher and we can test it a bit, see how crazy it ends up being.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on July 01, 2021, 09:49:51 PM
Magic of Yesterday
Divination
Level: Brd 10, Sor/Wiz 13
Components: V, S
Casting Time: 10 minutes
Range: Personal
Area: 300ft radius, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell, which is a modified version of Hindsight, allows the caster to see spells and magic that was used in the past. This spell reaches back 1 day per caster level and informs the caster of any magic used as if it had been freshly cast in the area as if they had used a Greater Arcane Sight spell. You are allowed normal skill checks to identify any spells or magic that Magic of Yesterday uncovers.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on July 08, 2021, 11:39:32 PM
These are probably bad.


Light of the Illuminated Heaven
Evocation [Light, Good]
Level: Clr 14, Pal 12
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 77 foot radius, centered on you
Duration: Instant
Saving Throw: Will partial (see text).
Spell Resistance: No

You call upon the light from the highest layers of Mount Celestia to erupt out of you in all directions. This light purges and weakens shadows in its radius as it fills the area completely with light. Any evil creature who is within the spell's radius loses any benefit from magical or supernatural shadows for 7 rounds. Creatures that succeed on their will save find these powers weakened briefly and lose their benefit for one round. This spell acts as Superb Dispelling against magical or supernatural darkness and any shadow-based spells (Maximum CL 45).



I went a little high on the effects on it because the radius isn't that big, but it may still be too strong.



Shadowdread Weapon
Evocation [Good]
Level: Sanctified 13
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell removes all normal benefits and properties of a weapon and turns it into a glowing white ethereal version of itself. While enchanted like this, the weapon is able to strike those who use shadows as a primary defense. The weapon ignores any miss chance provided by magical or supernatural shadows or similar effects.

The bonuses from this spell overwrite a weapon's normal properties, but it cannot affect an artifact.

Focus

The melee weapon to be enhanced.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 09, 2021, 02:12:45 PM
After a great deal of thought and with far more regret, I've decided to suspend Balmuria 6.

The plain truth is this: As my health continues to decline so does my energy and my mind. B6 is a lot of game, an ambitious effort that's met that cold reality. I've slowed scaled back operations to try and accommodate this. However, over time it's become clear to me that this isn't a viable solution.

I haven't been happy with my DMing lately. I haven't been happy with player reactions because I haven't been able to put enough energy into the game to improve those reactions. I simply don't have the energy at this particular juncture in my life to be the DM B6 needs to prosper. I've kept things going in the hopes I rebound or I can make it to some medication changes that could theoretically help. However, I've come to the conclusion that this is unlikely to help sufficiently.

As such, I'm going to suspend this game for at least two weeks, perhaps longer. I'm going to take some time away from any and all DM matters to see if extended rest helps. To be honest I don't think it will, not enough to change the tide here, but I owe it to this game and all the work put into it to try.

After that, I'll either resume this game on an accelerated pace to reach an ending, or simply conclude that as of now I can't adequately DM this game. Should it be the first, I may focus on a select cast for some sort of ending to keep things moving. In other words, trim things down to make it more manageable for me. If it's the second, I'll suspend this game indefinitely. I won't rule out coming back to it if circumstances improve - you never know if today is the day your prayers will be granted - but I'm not optimistic that I'll ever pick it up again if so.

Regardless of which transpires, that will be followed by rest and possibly another game. I'd love to keep DMing, but I need something with a smaller DM footprint. B6's footprint is extraordinarily large. Perhaps even try an IRC game again, see if I can manage one of those. It almost certainly won't be D&D, as I've already decided independently that whenever my next game comes, it won't be D&D. I've mentioned a few projects at times

To be clear on an important point: This isn't your faults. Getting older sucks is all, and getting older with a bunch of conditions coming home to roost is even worse. I've had this in mind for some time but I haven't mentioned it, as I feel any premature mention of it would merely make it more likely to happen, as well as change the atmosphere of the game. The final straw was going to Alicia's thread and realizing that running a giant battle event was unthinkable now. Not your fault, Eb, just happened to what pushed me to finally do this.

There's still a lot of good in this game and has been recently, but (and this is a big one) I don't want that good to drown and be lost.

So I wrote this all out and let it sit a bit. I'm going to post it because it feels like it's the right time to post it, though I'm leaning more towards the 'finish the game in trimmed down mode' now that I'm over the initial burst.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 09, 2021, 02:15:58 PM
Sounds good. Do what you gotta do for your own quality of life, bud. Hope you get an upswing soon.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on July 09, 2021, 02:17:23 PM
I have Thoughts and Opinions on this that will be further stated when I get home and not coming from a phone. This is just an acknowledgment of having read the above.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 09, 2021, 02:17:52 PM
Quote from: Iron Dragoon on July 09, 2021, 02:15:58 PM
Sounds good. Do what you gotta do for your own quality of life, bud. Hope you get an upswing soon.

So do I. Thanks Iddy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 09, 2021, 02:18:21 PM
Quote from: Nephrite on July 09, 2021, 02:17:23 PM
I have Thoughts and Opinions on this that will be further stated when I get home and not coming from a phone. This is just an acknowledgment of having read the above.

Fair enough, Neph. I'll catch you when you get home.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 09, 2021, 02:20:26 PM
Part of it got lost in editing so here it is, restored.

I've mentioned a few projects at times - going on from here.

I've mentioned a few projects at times and it's likely it would be one of those. Maybe that jumpchain thing I mentioned to Cor, maybe something more modern. I'll cross that bridge when I get to it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 09, 2021, 02:25:32 PM
I get where you're coming from. B6 is hard in a way other games aren't. There's so much going on at such a high level it must be a nightmare to keep track of just the broad strokes, far less the nitty gritty of yeah, getting into all the mechanics of a huge assault on Shadow with Mystra and Shar and who knows who else taking part. Like I struggle to keep track of all the right spells and buffs for my character/group, but on a deeper level we're playing these literal gods with superhuman intellects and access to all kinds of crazy perceptions and resources, and I don't feel like I live up to that.

So yeah, take a break. Fully support that, and if it's just not practical to continue and bring it to the originally envisaged conclusion, I totally understand.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 09, 2021, 02:41:01 PM
Quote from: Ebiris on July 09, 2021, 02:25:32 PM
I get where you're coming from. B6 is hard in a way other games aren't.

It's absolutely the most challenging game I've run, both to DM and for the PCs. I've noticed all of us have differing approaches on how to deal with this, so let me elaborate mine.

How do I deal with superhuman intelligences?

1. They see more and tend to come to the right conclusions. As such, their planning should be excellent to the limits of their knowledge, the ranges they can prepare for and to the particular contours of their personality. They tend to make better intuitive leaps of logic when they need them. NPC allies tend to do this a lot when talking to PCs as it's both fitting and a smooth way to keep scenes flowing.

2. They know how to mitigate losses. Sure, sometimes even the biggest players lose to another player. They generally know how to scavenge anything they can from it and limit the damages. Again, to the contours of their personality they're rarely passive and reactive, but instead act, even if it's only preparations to mitigate losses.

3. However, for all of this, almost all of them are beings with profound biases thanks to alignment subtypes of being tied to mystical forces beyond human comprehension. As such their views are inevitably shaped by this. Or in another words, a super genius Nazi is still a Nazi and going to do Nazi things. These Nazi things may be insane to anyone else, but it is what it is due to that factor.

I feel like this really came home and clicked around the time Malcanthet played Alicia in the Violet adventure, and in turn the Adversary played everyone.

But it's still a tremendous amount of work to do and figuring to go through, especially because you need to get into the head of a particular character to do it properly. A plan that, say, Orcus likes Shar may find foolish because it doesn't involve enough suffering. The plan may be excellent, but those biases matter.

That's just character work and planning mind you.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 11, 2021, 11:54:25 AM
News and Announcements

Okay, I'll make a post of where I'm at in about 2 weeks. Think around July 26th. Give it some time to relax and let me do some things. I may not need that long.

---

Should I continue B6 in some form it probably won't be until August sometime at the earliest. I want to get PT done first unless PT ends up a longer term commitment. As of now PT runs through the end of July so I'll let you all know about that when I know.  There's not a lot to say here otherwise for now, so stay tuned.

---

Should I choose to run something else for awhile, I'll provide more details on it when I get there. While I have my ideas I'm more than open to suggestions in this thread. For focus reasons I'd prefer to keep them here rather than on board PMs or IRC. I'm not likely to run anything D&D for this. I'm also disinclined to learn a complex new system at this time, so bear that in mind with suggestions.

I've talked about a jumpchain game idea and that's possible. As that's public knowledge and if that interests you or raises any questions, feel free to post them here.

---

Finally, if I decide I need more time, I'm very likely to run something like a weekly game in the interim. I'd like to keep my hand in things and not leave us fallow that long. I don't think I'll go this way, but it's there if I need the option after all.

---

As a PS, it's possible I'll do and post some Balmuria design work in this time. This isn't related to B6, I merely enjoy doing this and if I feel the urge to create something, I will. Don't read anything more into it than that.

As a PS PS, I may settle Moore's spells soon or let those sit for later. I'll see how the mood takes me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 12, 2021, 12:11:41 PM
No big updates today, not much going on in my neck of the woods.

Instead let's do some questions so I can gather information.

Balmuria

1. Should I resume Balmuria, what's one thing you'd like me to focus on as the DM?
2. Is there any custom content you feel should exist in the game world but doesn't? I'm looking for any things I may need to do. No is a perfectly valid answer, so don't strain yourself if nothing comes to mind.

New Game

1. Any general suggestions here?
2. If I do the jumpchain idea, how proficient do you feel with jumpchains? If I gave you a jump document now, would you have any difficulty in making a build with it?

Weekly Game

1. If I run a weekly game, any preferences? I'm open to a lot here.
2. Are any of you interested in trying to run your own weekly game as well?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 12, 2021, 12:19:31 PM
I guess for Balmuria, some kind of resolution with Shar and the Incarnations. Hard to do in a hurry, and I worry it'd be some kind of unsatisfying deus ex machina if we get a quick ending, but it is kind of the main thrust here.

I'm familiar with jumpchain, I used to love messing around with CYOAs on /tg/ and that got me into it years ago and I still keep an eye on it through other avenues.

I don't really have any interest in running a game, nor any particular thoughts or preferences on what you could run.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 12, 2021, 12:35:10 PM
Quote from: Anastasia on July 12, 2021, 12:11:41 PM
Balmuria

1. Should I resume Balmuria, what's one thing you'd like me to focus on as the DM?

Honestly, the game needs to be more focused on the actual threat: Shar. I've sorta gone over this IC a bit with Emily; she constantly wants to go after slaves and evil gods and stuff, and I sorta push back with "what's the benefit of this vs. Shar?" but I also figured you had a plan for things contributing to the defeat of Shar, so I never really pushed hard on it. Likely to level up the nodes, but it's got a slow, round-about feel to it.

Quote from: Anastasia on July 12, 2021, 12:11:41 PM
2. Is there any custom content you feel should exist in the game world but doesn't? I'm looking for any things I may need to do. No is a perfectly valid answer, so don't strain yourself if nothing comes to mind.

Not really? We tend to bloat things custom content. I've gotten to the point of trying to only do it when there's a functional need for it, as in there's no other effective way to do something except to make a new spell or the like.

Quote from: Anastasia on July 12, 2021, 12:11:41 PM
New Game

1. Any general suggestions here?

Eh... Lower level and maybe a different setting. I don't know if anyone else is interested in it, but I'd like to do something Sci-fi at some point.

Quote from: Anastasia on July 12, 2021, 12:11:41 PM
2. If I do the jumpchain idea, how proficient do you feel with jumpchains? If I gave you a jump document now, would you have any difficulty in making a build with it?

0% proficient. I'd need a real crash course in it.

Quote from: Anastasia on July 12, 2021, 12:11:41 PM
Weekly Game

1. If I run a weekly game, any preferences? I'm open to a lot here.

As I said further up, I'm interested in something Sci-fi. Barring that, I'd like to give a couple of the character ideas I've talked with you in the past a shot. The bard-tank (pathfinder/gestalt) and what-not.

Quote from: Anastasia on July 12, 2021, 12:11:41 PM
2. Are any of you interested in trying to run your own weekly game as well?

Tried it once, didn't really fit well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 12, 2021, 12:37:28 PM
Quote from: Ebiris on July 12, 2021, 12:19:31 PM
I guess for Balmuria, some kind of resolution with Shar and the Incarnations. Hard to do in a hurry, and I worry it'd be some kind of unsatisfying deus ex machina if we get a quick ending, but it is kind of the main thrust here.

Pretty much, I'd want some sort of ending to be aimed for there. That is the point of it all.

QuoteI'm familiar with jumpchain, I used to love messing around with CYOAs on /tg/ and that got me into it years ago and I still keep an eye on it through other avenues.

Yeah, I know you are but I felt obligated to ask everyone and not exclude people.

QuoteI don't really have any interest in running a game, nor any particular thoughts or preferences on what you could run.

Fair enough.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 12, 2021, 12:41:19 PM
Quote from: Iron Dragoon on July 12, 2021, 12:35:10 PM
Quote from: Anastasia on July 12, 2021, 12:11:41 PM
Balmuria

1. Should I resume Balmuria, what's one thing you'd like me to focus on as the DM?

Honestly, the game needs to be more focused on the actual threat: Shar. I've sorta gone over this IC a bit with Emily; she constantly wants to go after slaves and evil gods and stuff, and I sorta push back with "what's the benefit of this vs. Shar?" but I also figured you had a plan for things contributing to the defeat of Shar, so I never really pushed hard on it. Likely to level up the nodes, but it's got a slow, round-about feel to it.

I do agree with that. This segment was meant to be long and self driven as it is, but my own health and energy issues of exasperated the problem.

Quote
Quote from: Anastasia on July 12, 2021, 12:11:41 PM
2. Is there any custom content you feel should exist in the game world but doesn't? I'm looking for any things I may need to do. No is a perfectly valid answer, so don't strain yourself if nothing comes to mind.

Not really? We tend to bloat things custom content. I've gotten to the point of trying to only do it when there's a functional need for it, as in there's no other effective way to do something except to make a new spell or the like.

Fair enough.

Quote
Quote from: Anastasia on July 12, 2021, 12:11:41 PM
New Game

1. Any general suggestions here?

Eh... Lower level and maybe a different setting. I don't know if anyone else is interested in it, but I'd like to do something Sci-fi at some point.

Agreed 100% with the first. Noted on the second.

Quote
Quote from: Anastasia on July 12, 2021, 12:11:41 PM
2. If I do the jumpchain idea, how proficient do you feel with jumpchains? If I gave you a jump document now, would you have any difficulty in making a build with it?

0% proficient. I'd need a real crash course in it.

That's pretty workable, if we got that way I'll find or make one for you, or just walk you through a few.

Quote
Quote from: Anastasia on July 12, 2021, 12:11:41 PM
Weekly Game

1. If I run a weekly game, any preferences? I'm open to a lot here.

As I said further up, I'm interested in something Sci-fi. Barring that, I'd like to give a couple of the character ideas I've talked with you in the past a shot. The bard-tank (pathfinder/gestalt) and what-not.

All noted.

Quote
Quote from: Anastasia on July 12, 2021, 12:11:41 PM
2. Are any of you interested in trying to run your own weekly game as well?

Tried it once, didn't really fit well.

Right.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on July 12, 2021, 06:17:03 PM

Balmuria

1. Focus on what's enjoyable for you. If that's a copout answer, then focus on bringing the current arc to a conclusion in a satisfactory manner for everyone.
2. Maybe more PrCs? Besides that and more spell options, nothing jumps out at me, but that shouldn't be on you.

New Game

1. None really here.
2. Not proficient, but I think given time I could suss it all out.

Weekly Game

1. B5! B5! B5! (I'm kidding - well, I'm not, but I realize it's a nonstarter.)
2. Nah, I wouldn't be able to do so with working.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 12, 2021, 06:22:00 PM
Quote from: Nephrite on July 12, 2021, 06:17:03 PM

Balmuria

1. Focus on what's enjoyable for you. If that's a copout answer, then focus on bringing the current arc to a conclusion in a satisfactory manner for everyone.

It's not, so I'd sit back and have a think about it then.

Quote2. Maybe more PrCs? Besides that and more spell options, nothing jumps out at me, but that shouldn't be on you.

So noted. I like making a PrC when it comes together and feels like an interesting whole. It's probably my favorite thing to design when it goes well.

QuoteNew Game

1. None really here.

Sure, sounds good.

Quote2. Not proficient, but I think given time I could suss it all out.

It's not too bad, yeah. The first few times can be rough if you get option paralysis or feel overwhelmed, but that passes as you familiarize yourself with the concept.

QuoteWeekly Game

1. B5! B5! B5! (I'm kidding - well, I'm not, but I realize it's a nonstarter.)

Probably not a great choice at this time, but I'll keep it in mind.

Quote2. Nah, I wouldn't be able to do so with working.

Fair enough. Sorta hoping someone would ping interest but so far no luck.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 13, 2021, 12:49:46 PM
I eye the Cor and hope for his answer soon, too. Yes, this is nagging.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 14, 2021, 03:54:57 PM
If I run something new, one question for y'all. In a general sense, would you prefer a game with PCs who are more cooperative or competitive? As a clarifying note, competitive doesn't necessarily mean hostile.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 14, 2021, 03:57:40 PM
I'm not really looking for competition. Jumpchain in particular is a kind of thing where I feel like it'd be really hard to balance between different jumpers as it is.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 14, 2021, 03:58:34 PM
Quote from: Ebiris on July 14, 2021, 03:57:40 PM
I'm not really looking for competition. Jumpchain in particular is a kind of thing where I feel like it'd be really hard to balance between different jumpers as it is.

To be fair here, I'm not talking about just jumpchain. More of a philosophical question.

I doubt this changes your answer, though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 14, 2021, 04:20:52 PM
Quote from: Anastasia on July 14, 2021, 03:54:57 PM
If I run something new, one question for y'all. In a general sense, would you prefer a game with PCs who are more cooperative or competitive? As a clarifying note, competitive doesn't necessarily mean hostile.

I'm good with cooperative. Some minor competition on things wouldn't be terrible, but I dunno how it works with jumpchain.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 14, 2021, 05:08:56 PM
Quote from: Iron Dragoon on July 14, 2021, 04:20:52 PM
Quote from: Anastasia on July 14, 2021, 03:54:57 PM
If I run something new, one question for y'all. In a general sense, would you prefer a game with PCs who are more cooperative or competitive? As a clarifying note, competitive doesn't necessarily mean hostile.

I'm good with cooperative. Some minor competition on things wouldn't be terrible, but I dunno how it works with jumpchain.

Just to be clear again, this isn't automatically just jumpchain. It's not the only idea I have out there.

But so noted regardless.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on July 14, 2021, 09:44:44 PM
I like riding the Friendship Train.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 14, 2021, 10:06:48 PM
Quote from: Nephrite on July 14, 2021, 09:44:44 PM
I like riding the Friendship Train.

So noted. I figured this would be a clean sweep by the group along these lines, but why not ask anyway?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 15, 2021, 11:52:21 AM
On the recent question, I honestly don't mind whether it's cooperative or competitive. The latter can often lead to tears but probably won't with this group, but it's not like I have a preference for it or anything.

On the ealier question, I thought I responded in PM when you first brought it up. In any case....

QuoteBalmuria

1. Should I resume Balmuria, what's one thing you'd like me to focus on as the DM?
2. Is there any custom content you feel should exist in the game world but doesn't? I'm looking for any things I may need to do. No is a perfectly valid answer, so don't strain yourself if nothing comes to mind.

New Game

1. Any general suggestions here?
2. If I do the jumpchain idea, how proficient do you feel with jumpchains? If I gave you a jump document now, would you have any difficulty in making a build with it?

Weekly Game

1. If I run a weekly game, any preferences? I'm open to a lot here.
2. Are any of you interested in trying to run your own weekly game as well?

I share Eb's opinion on the resolution as well as his worries regarding it being rushed in this way. I'm disagreeing with Iddy to a degree, because a full-on focus on Shar and nothing but Shar would just be boring, also Shar is terrible and tends to bring the mood down if there's too much of her. If anything, I'd want a mix of progress on the main plot alongside beating midbosses and advancing secondary goals. As for one thing that I've liked and didn't get enough of? The thing you tried to do last 'arc', with showing us the divine connection to followers and so on. I believe it got cut short due to flagging energy, however, so that's probably not doable at this point in time.
Approach-wise, I was wondering whether it would be easier for you to designate a day per player, and just run for them that day. As a player, it would turn the game into a weekly one, but getting exclusivity would mean some OOC resolutions could happen much quicker, be it on irc or on the forum. For you, it's bound to be easier as well? Unless the actual duration of the session itself is an issue, then it really can't be helped. :/

I do know some about jumpchains, and honestly I haven't met a system I couldn't chargen with, so long as we're not seeking uber-competence. In fact, I do have some interest with jumpchains, so if you're going to do a weekly thing, maybe run that as a test? The draw to me is the actual story rather than the perk list, and it's pretty hard (for me) to find the former rather than the latter in any jumpchain threads.

Current RL conditions don't allow for running a weekly group game at present.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 15, 2021, 11:57:02 AM
Okay, so noted. That all sounds good Cor, I'm going to take all of this and bear it in mind as I make my decision.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 16, 2021, 11:06:10 AM
So one week into this and I do feel better. The rest has absolutely done me some good and I'm pondering how I want to go forward.

Right now the leading idea is the jumpchain one, as this is something that's been in the works for some time. It's been earmarked as my most likely follow up game for B6 before this pause came up, so that's really no surprise. My tentative plan is to take a month or two off of this running something else then come back to B6. We'll see how that shapes up though.

In the meantime, I'm going to post a copy of the Balmuria jumpchain I made in a spoiler box below. Your task is to make a build for it. Now who is taking this is up to you. It can be a fresh jumper, it can be an insert of yourself if that's what you like, it can be whatever. It can even be your B6 character if you want. The point of this is simply a test run in filling out a particular jump document. That's the point of this, so don't be afraid to ask questions here. Mistakes are fine too, I'll check over everything.  So don't worry if you don't understand something, take a stab at it anyway or ask for clarification.

Additionally, I'd like paragraph or so about how the build works and what the purpose of the person who took it is and what they'd do in Balmuria.

I'll fill out a few example shortly to demonstrate the concept.

(Copy/paste excised.)
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 16, 2021, 11:12:33 AM
Example 1: Random person off the street's survival build.

Balmuria Jumpchain
Age: 23
Sex: Male
Race: Angel
Alignment: Neutral Good
Perks: A Good Man's Reward (50), Violence (100), Angel (400), Gestalt (300)
Classes: Cleric 30//Fighter 30 (add Prc 20 to taste)(450)
Items: Adventurer's Kit, Gold, Godseed (500)
Drawbacks: Cheapskates (+100), Perfect Head (+100), Rule 0'ed (+600)

Okay, so the logic is as follows.

Age doesn't really matter with the choices here. I just chose the average result of 18+1d10. Sex is whichever you prefer so do whatever you want there, I went with my preference.

Race was human, but is preempted by the choice of the angel perk.

Alignment is neutral good. I chose it basically as a default for the sake of demonstration here. This can work with any alignment, though it gets a lot tighter without a neutral component of alignment.

A Good Man's Reward is purely to spend 50 extra points. It's nice enough for what it is.

Violence is simple. Not only does it teach you how to fight with weapons and your bare hands, it gives you peak human strength, dexterity and constitution. This is pretty essential for a random person tossed into a D&D setting. A longer running jumper could skip this, but it's highly desirable for a beginning jumper.

Angel accomplishes many useful things. It grants the powers of the angel subtype, which is a protective aura as well as tongues. Protective aura's protection from evil stops a lot of mind affecting problems cold, not to mention it gives you protections against evil. Darkvision, low light vision, immunity to acid, cold and petrification, resistance to electricity and fire and finally a bonus against bonus is all nice. Greater teleport's a fine pickup as well, and ageless immortality has obvious advantages, as well as the benefits of the outsider type. That all being said, this can be dropped if you need points since the godseed somewhat overwrites this.

Gestalt's benefit is obvious.

As for classes, cleric is the NG freebie/discount class and I chose fighter as my discounted class. That makes it cost 150 for each block of levels, so 450 total for cleric 30//fighter 30. A PrC should be added and ACFs and all the normal things of a build (including feats, skills, ect) are present but not elaborated here for the sake of a demonstration. The point of those is to both provide solid spellcasting and martial ability.

The Adventurer's Kit and a single purchase of gold are free. Freebies are nice.

The Godseed is obvious. While personally I'm not sure I'd want to be a Balmuria deity with all it brings, it's still too useful and powerful to pass up here. Divinity comes with a heap of advantages, and you can improve from being a mere quasi deity in time. Being a deity automatically makes you of high interest, so you can slide right into somewhere agreeable with some diplomacy.

Finally, Cheapskates hurts a bit but as an epic level DvR0 you can get by with limited funds if you need to. Likewise, Perfect Head is a bit irritating, but pixies and courres generally aren't that big a problem. As for Rule 0'ed? Well, there's nothing to take if it's your first jump. This is somewhat cheap, so if that offends you swap it for any other 600 point drawback you like. I'd recommend Slaadnapped and suggest against Sharnip. Enlisted isn't terrible depending on your build and personal preferences.

This build provides you a lot - a decent amount of power, classes, ageless immortality and divinity. It's not perfect, but it provides you a super solid base for your time in the world of Balmuria. Downside is that you can't go to the Primes unless you advance far enough to make avatars. That means it may not work for some people and their plans, unless you want to buy the godseed and not use it right away. Risky to say the least, but it is possible.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 17, 2021, 01:20:42 AM
Gisela Ilostos
Age: 24
Sex: Female
Race: Human
Alignment: Lawful Good
Perks: Spell Resistance (200), Gestalt (300), Feat: Spear Master (100), Feat: Flagbearer (100), Violence (100), Rebel (200), Benefactor (200), Crusader (100, LG discount)
Classes: (10) Paladin (0)//Bard (300)
Items: Adventurer's Kit, 5000 Gold (0), Warm Blanket (50, LG discount), Ring of Sustenance (50)
Drawbacks: Perfect Head (+100), Enlisted (+600)

Logic/Background-

Logic-wise, there's not a lot to explain aside from combat style and Gestalt. Combat-wise, she'll fight sort of Spartan-style with a spear and shield, with a banner/crest on the spear for Flagbearer.

Gestalt-wise, she's a Paladin//Bard using some Pathfinder Archetypes (Sacred Shield and Arcane Duelist) to be built into a front-line tank, singing songs and orating for Inspiration and commands.

Background- She's an orphan raised by the Church. She leaned towards Bardic abilities while she served in the church choir as a child and could tell the stories from the scriptures in a way that made them come alive. However, she was rambunctious and prone to conflict. In an effort curb and channel it, the priests put a local Paladin in charge of her, hoping the exercise would sap her energy. Unfortunately for them, she took to it like a fish to water.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 17, 2021, 08:22:02 AM
Quote from: Iron Dragoon on July 17, 2021, 01:20:42 AM
Gisela Ilostos
Age: 24
Sex: Female
Race: Human
Alignment: Lawful Good

Looks good so far.

QuotePerks: Spell Resistance (200), Gestalt (300), Feat: Spear Master (100), Feat: Flagbearer (100), Violence (100), Rebel (200), Benefactor (200), Crusader (100, LG discount)

Okay, a few notes.

1. This isn't a Pathfinder jump, but I handwaved that because this demonstration isn't about the D&D mechanics, it's a way to learn how to make builds from jump documents. Normally as this is a jump that uses the 3.5 D&D rules, you'd be stuck to those. Jumps generally don't offer that sort of flexibility unless it says they do, or have a perk or drawback that allows it.
2. Looking at things, you got the feat perk twice. As a general rule, unless a perk says you can purchase it more than once or a jumpdoc says you can, you can only buy a perk once. Using it to buy Pathfinder perks is off label as well, though I vaguely handwaved it when you asked, so that part's on me.

QuoteClasses: (10) Paladin (0)//Bard (300)

You applied the free class correctly to your build, this is good. However, you did miss one important part: Classes are not discounted. However, you may choose one base class to purchase at a discount. So you could apply that to bard and get paladin 10//bard 10 for only 150 points. You could either use the other 150 to go to paladin 20//bard 20 (and maybe a PrC thrown in) or spend the 150 points on other purchases.

QuoteItems: Adventurer's Kit, 5000 Gold (0), Warm Blanket (50, LG discount), Ring of Sustenance (50)

Everything looks good here.

QuoteDrawbacks: Perfect Head (+100), Enlisted (+600)

Decent choices and the point total balances out.

QuoteLogic/Background-

Logic-wise, there's not a lot to explain aside from combat style and Gestalt. Combat-wise, she'll fight sort of Spartan-style with a spear and shield, with a banner/crest on the spear for Flagbearer.

Gestalt-wise, she's a Paladin//Bard using some Pathfinder Archetypes (Sacred Shield and Arcane Duelist) to be built into a front-line tank, singing songs and orating for Inspiration and commands.

Background- She's an orphan raised by the Church. She leaned towards Bardic abilities while she served in the church choir as a child and could tell the stories from the scriptures in a way that made them come alive. However, she was rambunctious and prone to conflict. In an effort curb and channel it, the priests put a local Paladin in charge of her, hoping the exercise would sap her energy. Unfortunately for them, she took to it like a fish to water.

Obligatory repaste of the previous bit about Pathfinder, just in case a reader missed it the first time.

Anyway, I think you're missing one part here, and in retrospect this jump doesn't really explain it so this is my fault. It assumes knowledge you don't have so let me run this down for you. Namely that every entry into this world is a drop-in. Normally in jumpchain when you choose an identity you gain that identity's memories and life experiences, which lets you slide right into that role (amid other things, but beyond the scope of this discussion).

However, as everyone in this jump is a drop-in, that means you insert without a lifetime's experience. In other words, whomever fills out this jumpdoc is inserted as is, like in a crossover fanfic or isekai where a character is dropped into a new world.  They get the purchases they made. So if you were the one who filled it out, Iddy, you'd appear in the universe of Balmuria with all of the powers, abilities and items you purchased here.

---

That being said, your build's decent. You get some baseline combat abilities and some tricks to get by. Mechanically you did fine with the demonstration Iddy, and showed you get the concept of how jumpdocs work in general. A few specifics were missed but this is all normal and expected for a first try. Good work.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 17, 2021, 08:54:27 AM
I've got a question, when you buy a class what exactly do you get?

Do you just get the class features? Does that include skill ranks and saves and bab? Hit dice? What about feats every 3 levels (or the human bonus feat) and the stat bonuses gained every 4 levels, do you get them for having taken so many class levels?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 17, 2021, 09:06:58 AM
Quote from: Ebiris on July 17, 2021, 08:54:27 AM
I've got a question, when you buy a class what exactly do you get?

Do you just get the class features? Does that include skill ranks and saves and bab? Hit dice? What about feats every 3 levels (or the human bonus feat) and the stat bonuses gained every 4 levels, do you get them for having taken so many class levels?

You get everything as if you gained the level normally. So feats, a stat point every four levels and so on. There's not a lot of need to go into the weeds of the D&D mechanics here, as this is fundamentally a learning exercise to use a jumpdoc.

So if you take, say, 30 levels in classes you'd be a 30th level D&D character from that in all ways.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 17, 2021, 10:00:17 AM
So I'm taking the basic concept of a normal 21st century person pulled onto Jumpchain with existing D&D knowledge and sent to Balmuria with a general understanding that they're there for 10 years and then they'll be sent to other weird and wacky fictional settings for more of the same. Here's the build first of all then I'll talk through it.

Race: Human
Alignment: Lawful Neutral (50)
Perks: Honorable (50), Judge (100), Slaad Favoured (100), Free Spirit (200), Planar Perinarch (400), Violence (100), Gestalt (300)
Classes: Warmage 20 (300), Rainbow Servant 10 (300) // Monk 30 (300)
Items: Adventurer's Kit, Gold
Drawbacks: Cheapskates (-100), Perfect Head (-100), Instant Death (-400), Rule 0'd (-600)

First of all, I'm assuming a normal person would be true neutral, so this one pays to swap to lawful neutral. Purely to get that monk discount. Is changing your alignment for power a good thing? Wouldn't say so, but who knows what you'd do when confronted with this kind of situation for real. I chose human pretty much for the free feat plus it keeps things familiar.

Anyway, skip over perks for now, go straight to classes, because that was the priority. The amount of stuff you get from taking class levels offers by far the most bang for buck here. I won't belabour specific build details - the free discount was spent on warmage, monk is discounted for the alignment. I'm not sure if Rainbow Servant could get discounted because it's a casting class like warmage, I erred on the side of caution.

The point of this then is warmage gives all the warmage blasty spells which is nice, but the real prize is rainbow servant adds all the cleric spells to my spontaneous casting list, so that's a huge win. Monk adds a lot of general fighting power, various nice bennies like being able to speak all languages, eternal youth (sadly not full immortality), spell resistance, evasion, and so on. The grab-bag nature of monk powers which makes me hate it as a D&D class actually works really well here. Also it's a good thing to take forward, going into something like Dragonball Z or other martial arts jumps, having that kind of strong kung fu foundation.

As for the build and feats? Lots of metamagic, make sure to get eschew materials/ignore components since there's no way to guarantee having them in the future. Honestly it's surprising the item section doesn't offer something like that. Also take metamagic feats - not just power ones, but still/silent spell. At some point a future jump might offer something like mental multi-tasking and being able to cast spells without words or gestures slowing you down could let you do some crazy things. I won't belabour it too much, I don't want to go through a full on D&D chargen routine here, I'm just establishing what's good to bear in mind because out of context powers from future jumps can synergise really nicely with stuff here.

So back to perks. I took honorable mostly to balance the points with that left over 50, but it's actually a really good public image perk. Judge is also really good for basically running over other people's opinions and putting yourself in charge. Slaad Favoured is great for just being generally luckier at everything, that's the sort of thing that adds up over time. Free Spirit is amazing - in D&D not so much, who gives a shit what the town guard have to say, but in future jumps with stronger and more omni-present legal structures being able to flout any and all laws without consequence is incredible. Planar Perinarch is straight up reality warping on a local scale and lets you ignore any kind of hostile environmental factors - plus if you can turn lava into water, you can probably turn walls into air so getting past physical obstacles is simplicity itself, nevermind using it offensively. It's kind of amazing it's so cheap for what it does. Violence is taken mainly for that peak human physique boost, since being an epic monk more than covers fighting skills. Gestalt was a no brainer, obviously.

Items I just took the freebies. The godseed is tempting, but there's no guarantee of advancing past rank 0 with it. My priority was the immediate power of being an epic gestalt character. None of the other items are particularly impressive to me.

For drawbacks, cheapskates isn't so bad, this build is pretty self sufficient and I could even take item creation feats. In fact doing so's a really good idea just for future growth. Perfect head is no big deal and honestly probably helps in some situations for befriending fairy types. Instant Death is a gamble, but with the casting on offer having defensive spells to counter them isn't too hard. Taking persistent spell metamagic so they're on all day would be a good idea. And Rule 0'd is basically a free points stipend with this being a first jump since there's nothing being given up.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 17, 2021, 11:20:37 AM
Quote from: Ebiris on July 17, 2021, 10:00:17 AMRace: Human
Alignment: Lawful Neutral (50)
Perks: Honorable (50), Judge (100), Slaad Favoured (100), Free Spirit (200), Planar Perinarch (400), Violence (100), Gestalt (300)
Classes: Warmage 20 (300), Rainbow Servant 10 (300) // Monk 30 (300)

Gestalt is pasted here for our reference.

Gestalt (300)

You want more classes? Okay. This makes you a gestalt character. When you buy class levels in this jump, you may select two classes instead of one and only pay the price of the most expensive one. You gain both of those levels at once, using all the rules of a gestalt character.

Basically you don't double pay. For each block of 10 levels, you only pay for the most expensive of the two classes. It doesn't clarify what happens if they're both the same price, an oversight I've corrected on the jumpdoc now. It's meant to be so that you don't double pay, since you pay 300 points to be a gestalt character. So let's go through this.

Warmage 10//Monk 10 is 150 for 150 total. (Monk is 0, warmage is 150)
Warmage 20//Monk 20 is 150 for 300 total. (Both are 150)
Warmage 20/Rainbow Servant 10//Monk 20 is 300 for 600 total (Rainbow servant is 300, monk is 150)

So you overpaid there and could reduce drawbacks or purchase other things with the excess points. This puts aside the question of if rainbow servant would be discounted for warmage, we'll assume full for the moment.

QuoteItems: Adventurer's Kit, Gold
Drawbacks: Cheapskates (-100), Perfect Head (-100), Instant Death (-400), Rule 0'd (-600)

Okay. You seem to have this down reasonably well otherwise.

QuoteFirst of all, I'm assuming a normal person would be true neutral, so this one pays to swap to lawful neutral. Purely to get that monk discount. Is changing your alignment for power a good thing? Wouldn't say so, but who knows what you'd do when confronted with this kind of situation for real. I chose human pretty much for the free feat plus it keeps things familiar.

I do agree it's a pretty crummy choice to make. Even a beneficial one (such as changing to a good alignment) is a moral and ethical quagmire, as well as an open question of how you'll turn out.

QuoteAnyway, skip over perks for now, go straight to classes, because that was the priority. The amount of stuff you get from taking class levels offers by far the most bang for buck here. I won't belabour specific build details - the free discount was spent on warmage, monk is discounted for the alignment. I'm not sure if Rainbow Servant could get discounted because it's a casting class like warmage, I erred on the side of caution.

I'm not sure if I'd allow Rainbow Servant a discount for Warmage. Maybe? I don't think it's really intended, but the build's well known enough that you could argue it.

FYI, Balmuria has a houserule for rainbow servant that splits the text/table difference to 8/10 progression. Isn't really relevant to the point at hand but worth a casual mention.

QuoteI won't belabour it too much, I don't want to go through a full on D&D chargen routine here, I'm just establishing what's good to bear in mind because out of context powers from future jumps can synergise really nicely with stuff here.

While not relevant to this exercise directly, this is the sort of thing you should think about in a jumpchain. One eye on how abilities may work with future perks and purchases is always a smart call.

QuoteFree Spirit is amazing - in D&D not so much, who gives a shit what the town guard have to say, but in future jumps with stronger and more omni-present legal structures being able to flout any and all laws without consequence is incredible.

I've mostly stayed out of going down the path of which perks are better than others, but I do think you're on the ball here. Okay perk in settling, amazing if you take it with you to future jumps. Some perks are like that, only okay for the world you get them in but with way more potential in future jumps.

QuotePlanar Perinarch is straight up reality warping on a local scale and lets you ignore any kind of hostile environmental factors - plus if you can turn lava into water, you can probably turn walls into air so getting past physical obstacles is simplicity itself, nevermind using it offensively. It's kind of amazing it's so cheap for what it does.

It is an excellent perk. I don't think that's arguable.

Quotenstant Death is a gamble, but with the casting on offer having defensive spells to counter them isn't too hard. Taking persistent spell metamagic so they're on all day would be a good idea. And Rule 0'd is basically a free points stipend with this being a first jump since there's nothing being given up.

From the notes section of the jumpdoc:

8. Death ward and similar means to stop instant death from within Balmuria are ineffective if you take the instant death drawback, as Balmuria lacks these threats.

In other words you can't directly block instant death with spells like Death Ward in Balmuria. Those threats don't normally exist, so therefore the defenses for them just aren't there. This isn't to say you can't do other defenses that impact them like spell resistance or counter spells, but it's a bit riskier than you're implying.

Out of jump defenses against instant death would work fine, though.

---

That all aside you did pretty well and seem to grasp everything here. Good stuff.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 17, 2021, 11:26:18 AM
Well, it sounds like I can drop instant death with the points freed up from the class section. I won't recalculate it and allocate remaining excess points, this isn't a real build I'm taking anywhere it's just a demonstration of the thought behind choosing perks and items. And the importance of reading the notes section.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 17, 2021, 11:35:43 AM
Quote from: Ebiris on July 17, 2021, 11:26:18 AM
Well, it sounds like I can drop instant death with the points freed up from the class section. I won't recalculate it and allocate remaining excess points, this isn't a real build I'm taking anywhere it's just a demonstration of the thought behind choosing perks and items. And the importance of reading the notes section.

Yes. For serious I'm glad people are making mistakes. That provides the best learning for everyone.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 17, 2021, 11:39:23 AM
Quote from: Anastasia on July 17, 2021, 08:22:02 AM
Looks good so far.

QuotePerks: Spell Resistance (200), Gestalt (300), Feat: Spear Master (100), Feat: Flagbearer (100), Violence (100), Rebel (200), Benefactor (200), Crusader (100, LG discount)

Okay, a few notes.

1. This isn't a Pathfinder jump, but I handwaved that because this demonstration isn't about the D&D mechanics, it's a way to learn how to make builds from jump documents. Normally as this is a jump that uses the 3.5 D&D rules, you'd be stuck to those. Jumps generally don't offer that sort of flexibility unless it says they do, or have a perk or drawback that allows it.
2. Looking at things, you got the feat perk twice. As a general rule, unless a perk says you can purchase it more than once or a jumpdoc says you can, you can only buy a perk once. Using it to buy Pathfinder perks is off label as well, though I vaguely handwaved it when you asked, so that part's on me.

Gotcha, I thought you could buy as many feats as you wanted as long as you had points. So I'd have to pick between the two, and spend the 100 points elsewhere. Got it.

Quote
QuoteClasses: (10) Paladin (0)//Bard (300)

You applied the free class correctly to your build, this is good. However, you did miss one important part: Classes are not discounted. However, you may choose one base class to purchase at a discount. So you could apply that to bard and get paladin 10//bard 10 for only 150 points. You could either use the other 150 to go to paladin 20//bard 20 (and maybe a PrC thrown in) or spend the 150 points on other purchases.

Ah, gotcha. I thought the discount, in this case, *was* the free Paladin block. In that case, yeah, I'd bump it to 20.

Quote
QuoteLogic/Background-

Logic-wise, there's not a lot to explain aside from combat style and Gestalt. Combat-wise, she'll fight sort of Spartan-style with a spear and shield, with a banner/crest on the spear for Flagbearer.

Gestalt-wise, she's a Paladin//Bard using some Pathfinder Archetypes (Sacred Shield and Arcane Duelist) to be built into a front-line tank, singing songs and orating for Inspiration and commands.

Background- She's an orphan raised by the Church. She leaned towards Bardic abilities while she served in the church choir as a child and could tell the stories from the scriptures in a way that made them come alive. However, she was rambunctious and prone to conflict. In an effort curb and channel it, the priests put a local Paladin in charge of her, hoping the exercise would sap her energy. Unfortunately for them, she took to it like a fish to water.

Obligatory repaste of the previous bit about Pathfinder, just in case a reader missed it the first time.

Anyway, I think you're missing one part here, and in retrospect this jump doesn't really explain it so this is my fault. It assumes knowledge you don't have so let me run this down for you. Namely that every entry into this world is a drop-in. Normally in jumpchain when you choose an identity you gain that identity's memories and life experiences, which lets you slide right into that role (amid other things, but beyond the scope of this discussion).

However, as everyone in this jump is a drop-in, that means you insert without a lifetime's experience. In other words, whomever fills out this jumpdoc is inserted as is, like in a crossover fanfic or isekai where a character is dropped into a new world.  They get the purchases they made. So if you were the one who filled it out, Iddy, you'd appear in the universe of Balmuria with all of the powers, abilities and items you purchased here.

Oh! I thought this was more like a character that like... Stepped into a portal or was chosen or something from their normal life, and not one that was just created out of the ether.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 17, 2021, 01:29:40 PM
Balmuria Jumpchain
Alignment: True Neutral
Perks: Honest and Forthright (100), Rebel (200), Gestalt (300), Bystander (50), Undecided (100), Planar Perinarch (200)
Classes: Sorcerer 30//Monk 30 (900)
Items: Adventurer's Kit, Gold, Wand of Cure Light Wounds (50), Warm Blanket (100), Godseed (500)
Drawbacks: Perfect Head (+100), All-Aligned (+200), Slaadnapped (+600), Enlisted (+600)

Rule 0'd really is too cheap here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 18, 2021, 06:30:33 AM
Quote from: Corwin on July 17, 2021, 01:29:40 PM
Balmuria Jumpchain
Alignment: True Neutral
Perks: Honest and Forthright (100), Rebel (200), Gestalt (300), Bystander (50), Undecided (100), Planar Perinarch (200)
Classes: Sorcerer 30//Monk 30 (900)
Items: Adventurer's Kit, Gold, Wand of Cure Light Wounds (50), Warm Blanket (100), Godseed (500)
Drawbacks: Perfect Head (+100), All-Aligned (+200), Slaadnapped (+600), Enlisted (+600)

Rule 0'd really is too cheap here.

Points add up.

I do like the build here even if I'm surprised at multiple people choosing Rebel. Really though, I do agree that the True Neutral perks are all quite good and worth a discount. It's a shame that the class for TN is druid, but you're certainly getting your points worth anyway.

This build is definitely more aggressive than the others, with a lot more drawbacks. You'd run into the clause in drawbacks that reads this:

You can take as many drawbacks as you like. However, the more you take, the more they conspire to work together to make your life difficult. This isn't too noticeable unless you hit 1,000 or more points in drawbacks, at which point it rapidly escalates.

I'd suspect shenanigans like the following, just for example.

1. When on a time sensitive mission for Enlisted, and one you're invested in personally, you get slaadnapped which complicates everything.
2. You run into a cloud of Unseelie pixies who cause harm to goodly creatures whenever they touch them, which includes sitting on your head.

None of those are truly impossible, but you'd have extra headaches on top of it.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 18, 2021, 08:35:28 AM
I was tempted by Rebel too. It's really good for housecleaning, for tipping you off that an organisation might give you trouble despite its benevolent front, giving you pretext for going after organisations you know are bad, or even just letting you know who's susceptible to a bribe if you want to engage in some of that corruption yourself. Genuinely a really great perk.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 19, 2021, 01:42:15 PM
Yeah, it really is. Aside from the obvious use, and as a PC/Jumper you're going to get involved in investigations or as Eb said to facilitate some corruption of your own, it's good for keeping your own house clean because you'll inevitably have organizations of your own. We had Sylvie vet Aurora's forces for this exact reason.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 19, 2021, 02:20:48 PM
My take on it from the analysis I did for the jump (as an in house method of quality control and creative writing):

Rebel: 4/10

Odd name for the perk. Anyway, it's not a terrible information source, but it's not specific. It merely tells you if a particular person or organization is corrupt. Useful but not broad, nor is it specific in details. There's not a ton of utility to be found here on account of that. Ironically, a lawful neutral inquisitor would likely enjoy this perk more than a chaotic good hero.

I just don't think it's that great personally, and there's like a dozen other things I'd buy here before that. It's interesting to see how different people interpret and value perks, though. Good stuff.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on July 19, 2021, 02:52:48 PM
Age: 23
Sex: Male
Race: Human
Alignment: Lawful Good
Parks: Spell Access (50), Gestalt (300), Honest and Forthright (50), Medi's Stash (600), Damage Reduction (200), Spell Resistance (200), Benefactor (200), Honorable (100)
Classes: Druid 20, Dragonheart Shapeshifter 10 // Monk 30 (600)
Items: Adventurer's Kit, Gold
Drawbacks: Enlisted (+600), Rule 0'ed (+600), Perfect Head (+100)


This is entirely my take on the musing we had some years ago about what would happen if any of the Vastwoods characters would end up in Balmuria, so this is literally just my interpretation of Gildas brought there with some fudging for appropriate levels in that regard.

It feels like, if that were to be the case, Enlisted would be a given. Also Perfect Head is rather obligatory for someone like that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 19, 2021, 03:15:24 PM
Quote from: Nephrite on July 19, 2021, 02:52:48 PM
Age: 23
Sex: Male
Race: Human
Alignment: Lawful Good
Parks: Spell Access (50), Gestalt (300), Honest and Forthright (50), Medi's Stash (600), Damage Reduction (200), Spell Resistance (200), Benefactor (200), Honorable (100)
Classes: Druid 20, Dragonheart Shapeshifter 10 // Monk 30 (600)
Items: Adventurer's Kit, Gold
Drawbacks: Enlisted (+600), Rule 0'ed (+600), Perfect Head (+100)


This is entirely my take on the musing we had some years ago about what would happen if any of the Vastwoods characters would end up in Balmuria, so this is literally just my interpretation of Gildas brought there with some fudging for appropriate levels in that regard.

It feels like, if that were to be the case, Enlisted would be a given. Also Perfect Head is rather obligatory for someone like that.

That feels about right for that, yes. Why Spell Access, though? Otherwise a lot of it is what I would expect for that situation.

Medi's Stash is an item, not a perk and should be listed in items.

Anyway, it's been super interesting to see how each of you approached this and more interesting to see how you handled the jumpdoc. Good stuff, I hope it's been illuminating.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on July 19, 2021, 03:26:31 PM
I think I misinterpreted what it does vs. whether someone like a Druid would need it, really.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 19, 2021, 03:32:13 PM
Okay, so odds are I run some of this jumpchain game idea before when/if (probably when but being honest) I get back to B6. This isn't 100% set in stone yet, but I'd like to get into chargen a little bit. To be clear this is purely the flavor end of it. The mechanical end of it is TBA so don't even worry about that. I'm not going to answer questions about that until I have it sorted out on my end, so focus on the flavor.

Anyway, the rules for chargen are as follows:

- You can be from any world you want, so long as you are entirely human in ability. No super powers, nothing of note brought in with you. Basic talents are fine of course. Young, old, in between, whatever. It doesn't matter much, just go with your concept, but for the sake of everything please choose adult (18 years old or older) characters.

- Additionally the world you come from must be no more advanced than than our world in 2021.

- Y'all are more than welcome to collaborate on characters together, share ideas and make characters that are already connected/know each other. Feel free to have fun with this. I encourage you all to post and discuss any ideas you have and share them. I'd like a group that gets along well from the get-go. You don't have to know each other of course, but at the least some compatibility between personalities would be great.

- Questions and discussion in this thread is heavily encouraged.

- Obviously, your character should be someone who would find the premise of jumpchains an interesting one rather than the type who would survive one jump and go home. This should go without saying but it's always worth being clear.

- If you choose to come from a known world (in other words the world of a known setting), your group will never jump to that world. Feel free to use this tactically if there's a world you like but really don't want to visit. However, as a courtesy, run it by the others first to make sure no one objects. A modern Earth without any notable flavor doesn't bar any jumps, nor does any sort of generic world. I reserve veto rights as well just in case.

Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 19, 2021, 03:41:27 PM
Not narrowing too much just yet, but I'll probably go with someone from normal modern earth with a decent anime/video game knowledge, at least in pop culture terms. I feel the conceit works best with someone who understands and appreciates the fictional nature of the places being jumped to, who gets the fannish 'meet your heroes' aspect and has useful metaknowledge of the settings to make use of.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 20, 2021, 12:45:41 AM
I'll throw in a couple ideas I've been bouncing around. It really depends on the group; while I don't mind being the odd character out, if everyone goes modern-day normal people, then I'm not sure how well something like a fantasy/medieval would mesh. Not in the character-to-character interactions, but more in the "lets explain every single modern thing" sense.

For modern, I'm thinking of something like a college student (like nursing or law), with hobbies of movie watching and hiking/camping.

For fantasy/medieval, either a blacksmith or woodsman/hunter type.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 20, 2021, 01:18:32 AM
Iddy's concern is valid, all-modern Earth is probably best.
To take Eb's words to their natural conclusion, what we need is a chuuni PC.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 20, 2021, 07:26:05 AM
A chuuni would be good!

But it's not so much a problem having a medieval someone for 'explain what a car is' because if we jump to a modern world where cars are relevant, the medieval person can just take a non drop-in background and then gain all the life experience of having grown up in a modern world.

There are of course other culture clash issues of someone being from a radically different time period and set of social mores, mind you. But social mores are likely to be adaptive anyway because of the jump backgrounds providing life experience from all sorts of worlds and cultures as things progress.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 20, 2021, 10:58:07 AM
Well, if we're talking roles, what roles do we all think we need? I mean, it doesn't need to be anything written in stone, but since it was mentioned, a few ideas out there would help.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 20, 2021, 11:15:30 AM
Houserules v1

While much of the details of the chain are still to be determined, I have a few things I've decided on already. I'll share these so you can make your own informed judgments about character concepts. I intend to run this mostly vanilla on the jumpchain side, but a few changes have already jumped out at me.

1. Companion recruitment won't involve character points.

In other words you won't spend points to 'buy' companions from a setting. You'll have an alternate means of recruitment if you wish to go that way. Means to get companions character points to use on their own may or may not use standard methods, if they exist at all. It's to be determined right now. I don't mind suggestions if anyone has them. Just don't expect me to change my mind on buying companions.

As for why, I don't want to go down the path of buying companions. It's an added complication for the DM and moreover, I think it's honestly creepy as written. It can be interpreted otherwise but I'd rather avoid the entire paradigm.

2. No NC-17 jumps.

Yes, these exist. We won't be using them. It's a fairly small subset of jumps and most are to porn games/worlds/doujins. This is less of a houserule and more of a DM judgment call.

3. Jump Fiat.

If you don't understand what jump fiat is, you can skim this point for now because it's not something you need to worry about. This is more to explain to people who understand the concept. In short, jump fiat for this game is going to ensure perks and related powers work, even in worlds where it might not otherwise. For example, a perk backed spellcasting ability still works in a world explicitly without magic.  So you don't have to worry about perk based powers being offline if they're not compatible with a world's metaphysics.

This doesn't mean that perks that do something that affect a being, object or material that doesn't exist in the universe works in any meaningful way. To take the previous example, your perk backed spellcasting ability would let you still cast Dominate Outsider, but it won't mandate that any outsiders exist to cast it on. Likewise, a perk from a Warhammer 40k jump that grants you the ability to manipulate the Warp won't mandate a Warp exists in a world where it doesn't. Unless the perk in question (or another perk, item or power you have) says that it does provide such a thing, but such instances are rare.

4. Perk Stacking.

Perks generally stack unless a perk says otherwise. It's generally additive. Two perks that make you stronger add together for your total strength. Two perks that make you faster add together to determine how fast you are. So on and so forth. Any diminishing returns is purely in the realm of the practical: For example, against weak opponents, it probably doesn't matter if your maximum speed is 2000 MPH or 2200 MPH.

5. Age and Gender.

These will be used, so bear that in mind in your calculations. Your age will change and gender may change as you go along the chain - or it may not, it's generally your discretion. It's worth a consideration if it impacts your character concept at all.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 20, 2021, 02:33:11 PM
Quote from: Iron Dragoon on July 20, 2021, 10:58:07 AM
Well, if we're talking roles, what roles do we all think we need? I mean, it doesn't need to be anything written in stone, but since it was mentioned, a few ideas out there would help.

That's up to y'all, but some basic skills are permissible. One of you having, say, woodsman skills wouldn't be the worst idea in a void. Another with some computer skills would be sensible and so on. This stuff may or may not matter in the slightest depending on how your draw of jumps works out, so don't feel obligated to let that get in the way of a concept, either.

Quote from: Corwin on July 20, 2021, 01:18:32 AM
Iddy's concern is valid, all-modern Earth is probably best.
To take Eb's words to their natural conclusion, what we need is a chuuni PC.

I wouldn't go that far, but obviously some media familiarity would be useful. Not that you have to, it's perfectly okay to go in another direction and be the clueless one of the group, too.

What I'm saying with those two replies is that building well can help, but it's not mandatory. It's more useful if you want to go down the drop-in or always drop-in routes, though.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 20, 2021, 02:43:41 PM
I'll play the woodsy character. Whether that ends up being a hobby or military training is still undecided.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 20, 2021, 03:45:37 PM
Test Build 2: Gauntlets

There's a concept in Jumpchain called Gauntlets. These have several unique features to them, being a specialized type of jump.

1. You lose access to all of your accumulated perks, items and abilities. In other words you're sent back down to baseline humanity. If your chain uses a body mod, you do retain access to that. Don't worry, you get everything back after the gauntlet no matter what.

2. Instead of 1000 character points to start with, you gain 0 character points to start with. You have to earn points through drawbacks alone, though a few gauntlets offer additional ways to earn character points.

3. A gauntlet usually has a specific victory condition built into it. Your goal is to reach that condition if it has one.

4. However, gauntlets do have upsides. First of all, death or failure in a tauntlet merely results in the loss of anything purchased or obtained in that gauntlet. It does not end your chain unlike in a normal jump. Should you succeed in the gauntlet you retain everything purchased and often win a special prize on top of it.

It's best to think of gauntlets as bonus stages in a jumpchain, where there's no risk of chain failure but you face a harder than usual challenge without your accumulated resources. A jumpchain isn't obligated to have any gauntlets, so you may never see one. Or perhaps it may be used as you first jump, with the feature of chain continuation even on death or failure as a safety net.

We're going to try test builds of a gauntlet here to see how all of you take to it.

https://drive.google.com/file/d/1Sou9TohXRCGQV6Kx5hCAZ2NSYmuZ3JmU/view?usp=sharing

That's right, a Monopoly gauntlet. Give it a try, post a build here.

(Put down the pitchforks, it's just a demo. I wouldn't make you play Monopoly in the jumpchain. I have some limits to my DMing cruelty.)
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 20, 2021, 10:07:14 PM
Never been a fan of gauntlets personality. The fun of the concept is getting cool abilities from world A and taking them to world B to see what wackiness results. Gauntlets and power loss drawbacks just take away from the core conceit that draws me into jumpchain to begin with.

Also Monopoly fucking sucks. Like it's an awful shitty boring game. And this gauntlet specifically only benefits the winner of the game so couldn't really work in a multi-jumper setup.

But here's a build.

Monopoly
Perks: Fashionable Restructuring (100), Fast Track (100), Cash Advance (300), Rainy Day Fund (600), The Landlord's Game (400), Real Estate (400), Home Field Advantage (500), Savings and Loan (500), Trustbuilding (600), Winning When You Lose (700)
Drawbacks: Embarrassment (-100), Annoyance (-100), Ankle-Biter (-100), Just Make It Stop (-200), Free Parking (-200), More of Them (-200), Too Many Cooks Spoil the Soup (-300), Go Directly to Jail (-200), Do Not Pass Go (-300), Do Not Collect $200 (-300), Stop Right There Criminal Scum! (-400), Eternal Pauper (-300), Shrewd Fellows (-300), Strictly Business (-400), Trust Buster (-800)

This one is pretty exploitable, you just need to get the perk Winning When You Lose so you can earn money while in jail, then take the drawbacks that put you in jail constantly. You can load up on other drawbacks too except for the one that makes people cheat. The whole point is you're the one cheating here. Embarrassment is free points, playing with an annoying family's no big deal for what you win here so grin and bear it. Free parking doesn't matter either, you're spending all your time in jail. Having more players? That's fine, it makes it harder for anyone else to get a monopoly that way. Eternal Pauper is fine to take because again you're spending all your time in jail, passing go isn't going to happen often. Playing against economists or tycoons is no danger either because you're winning with an exploit, and the idiot family is around to farm off of.

This lets you stack up so many points you can basically buy whatever you want. 4,200 points to spend on perks.

As said, Winning When You Lose is mandatory. Take Fast Track to help grab railways early when you're not in jail. Cash Advance and Rainy Day fund so you've got some early cash to quickly buy stuff when you're not in jail since you're not getting any from passing go.

The Landlord's Game is good for sewing things up near the end. Even those tycoons will sell to you when they know it will cost them, and it's a perk that's actually good to have in the future for hostile takeovers or buying stuff people wouldn't want to sell you.

Real Estate is another one for just speeding things up when you're not in jail. Home Field Advantage gets you one of the most valuable properties for free. Savings and Loan and Trustbuilding are pretty much just because I have points to spare now. In fact that leaves me with a spare 100. Fuck it, spend it on Fashionable Restructuring to change the version. There might be a version of Monopoly you can exploit with this but I don't know them, so long as it's not that dumbfuck 'lol millenials amirite' version.

Fuck I hate Monopoly.

Anyway, that's basically it. Spend all your time in jail so you're not paying rent to anyone else and you can freely get rent from them, force them to sell to you even if they don't want to buy putting down enough money, your victory is guaranteed. Can even steal a bit from the bank if I need to, so long as I'm careful.

I'm pretty sure whoever made this gauntlet explicitly made it with this exploit build in mind so they could easily get all the goodies with minimal fuss and go on with the rest of the jumpchain as a member of the ultra-wealthy. The perks aren't really that good for the rest of the chain other than landlord's game.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 20, 2021, 10:46:28 PM
Quote from: Ebiris on July 20, 2021, 10:07:14 PM
Never been a fan of gauntlets personality. The fun of the concept is getting cool abilities from world A and taking them to world B to see what wackiness results. Gauntlets and power loss drawbacks just take away from the core conceit that draws me into jumpchain to begin with.

I like them as the occasional change of pace or as a first jump for a measure of insurance for a first time jumper. I do agree with your complaint 100%, but at the same time, the occasional break from that in favor of something else can be good too.

QuoteAlso Monopoly fucking sucks. Like it's an awful shitty boring game. And this gauntlet specifically only benefits the winner of the game so couldn't really work in a multi-jumper setup.

All joking aside I do feel like I'm the only Monopoly fan here, so I was poking at it with my comment about not being that cruel a DM.

Anyway, I used it as a demo because it's badly incompatible with anything for our purposes except as a demonstration. It's fine enough to serve as an example and to ensure it won't see actual gameplay.

But here's a build.

QuoteDominating build

Yeah, pretty much. It's a crushable gauntlet. I'm not sure if the exploits are intention or not. Some jumps have flaws like that, one reason I chose this one was to demonstrate that. Jump design has plenty of space for those sort of things.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 21, 2021, 03:05:03 AM
I do like Monopoly, though I haven't played in years.

Perks: The Landlord's Game [400 CP], Real Estate [400 CP], Home Field Advantage [500 CP], Trustbuilding [600 CP]
Drawbacks: Embarassment [+100 CP], Annoyance [+100 CP]​, Ankle-Biter [+100 CP, requires Annoyance], Just Make It Stop [+200 CP, requires Ankle-Biter], Only The Dead Can Know Peace From This [+300 CP, requires Just Make It Stop], More Of Them [+200 CP], Drunkards and Draughts [+300 CP], Can't Get In Trouble [+400 CP], Can't Catch Them, Can You? [+200 CP, requires Can't Get In Trouble]

I went into a different direction and emphasized the key drawback. Only the winner actually succeeding is lame, but the actual game might as well be fun for some value of fun.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 21, 2021, 06:59:11 AM
Some jumps plainly have 'One True Build' where the jumpmaker specifically prefers a certain build and crafts the jump around it with everything else basically being filler, but gauntlets have the extra problem of having defined starting and win states rather than just being places you visit to do your own thing with a potentially limitless array of existing abilities. So rather than being a chance to grab stuff you think is cool or rounds out your character, you have to puzzle out the jumpmaker's intentions and figure out what the intended solution to the gauntlet is.

Less freeform creative exercise, more solving a puzzle within a defined box.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 21, 2021, 11:55:38 AM
Yeah, not super interested in Monopoly.

Perks: The Landlord's Game [400], Go Already [200], Fast Track [100]
Drawbacks: Embarassment [100], Free Parking [200], Can't Get in Trouble [400]
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 21, 2021, 12:48:25 PM
Okay, all of those posts so far look solid.

Starting around Monday I'm going to announce my plans going forward.  Don't expect too much until then, I'm resting up. I'm not sure when a new game will begin precisely. Some time in August? Depends on how I feel.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on July 21, 2021, 01:10:31 PM
I don't remember enough about Monopoly to do anything complicated here:

Perks: Fast Track, (100), The Landlord's Game (400), Home Field Advantage (500)
Drawbacks: Embarrassment (100), Free Parking (200), Drunkards and Draughts (300), Can't Get In Trouble (400)

Seems simple enough, you start off owning a good thing, and can just buy everything else you need from other people quickly enough to just win. Especially since they're drunk, they won't notice your plan until you've taken your goofy pink thimble around the board enough times.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 21, 2021, 01:35:20 PM
Looks solid enough here, Neph.

Glad all of you seem to have this down now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 23, 2021, 10:06:20 AM
Okay, so today's exercise is the DM seeing what sort of settings interest you. Could each of you give me a list of 5 settings you'd like to visit? Don't worry about if they do or don't have a jump, this is more to see where your interests lie rather than anything else.  There's no wrong answers here. It's also not a guarantee you'll visit any particular setting, to be clear and transparent on that.

I'm looking for particular settings, not genres. So if you wanted to go to Sailor Moon for example, list Sailor Moon, not shoujo or magical girls.
Or thinly veiled proto yuri romps. 90s Japan was a thing.
No huge hurry on this, but I'd like these done by end of day if possible. Feel free to list them as is or include a little bit of information on why. It's optional but I do appreciate the whys of it. That's useful information for me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 23, 2021, 10:39:05 AM
Here's my five in no particular order. Flexible on specifics like Fate Stay/Night and Fate Zero or Fate Grand Order are all equally good, doesn't need to be one in particular.

Star Wars: Swashbuckling space adventures! Laser swords! Force powers! Big galaxy to explore and have adventures in, fly cool spaceships, but still pretty relatable and the sci-fi isn't too hard or complicated.

Fate: I know you don't want to do the companion rules, but picking up a Servant (or Master I suppose) buddy to team up with is a nice perk, and it's a chance to have epic fantasy battles with mythic figures in a modern setting. Or not modern setting if we did Grand Order and went to singularities.

Pokemon: Much like getting a Servant in fate, getting a pet in pokemon would be really cool. Plus it's just a really comfy setting I love and would enjoy exploring and doing all the pokemon activities in.

Dragonball: High power martial arts fun and adventure, and this is one you can have a lot of fun with meta-knowledge like that self insert as Yamcha comic a few years ago showed.

Worm: For all its problems, we've probably all read a ton of fanfic about it, so why not go there and see if we can do better?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 23, 2021, 12:03:22 PM
Tried to pick things that are widely known.

1) Firefly
2) Expanse
3) Marvel
4) Wheel of Time
5) Sword of Truth
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 23, 2021, 12:09:33 PM
Quote from: Ebiris on July 23, 2021, 10:39:05 AM
Here's my five in no particular order. Flexible on specifics like Fate Stay/Night and Fate Zero or Fate Grand Order are all equally good, doesn't need to be one in particular.

Star Wars: Swashbuckling space adventures! Laser swords! Force powers! Big galaxy to explore and have adventures in, fly cool spaceships, but still pretty relatable and the sci-fi isn't too hard or complicated.

Wouldn't be the worst setting, no. I'm only loosely familiar with it and the jumps for it, so I'd have to do homework. (I was always more of a Star Trek fan.)

QuoteFate: I know you don't want to do the companion rules, but picking up a Servant (or Master I suppose) buddy to team up with is a nice perk, and it's a chance to have epic fantasy battles with mythic figures in a modern setting. Or not modern setting if we did Grand Order and went to singularities.

I'm not sure how I'd handle a servant if you all went to Fate, but it's a fair point worth a mention. I'm familiar enough with Fate/Stay Night and Zero, though I'm mostly blank on Grand Order.

QuotePokemon: Much like getting a Servant in fate, getting a pet in pokemon would be really cool. Plus it's just a really comfy setting I love and would enjoy exploring and doing all the pokemon activities in.

It's not likely - I've never been a fan of Pokemon and there's some genuine dislike there as well - but I'll glance at the jump for it and see.

QuoteDragonball: High power martial arts fun and adventure, and this is one you can have a lot of fun with meta-knowledge like that self insert as Yamcha comic a few years ago showed.

It's a really fun setting, absolutely. Just bear in mind it's not an early jump as even the most basic iteration of it has non trivial power levels and Saiyans in it.

QuoteWorm: For all its problems, we've probably all read a ton of fanfic about it, so why not go there and see if we can do better?

Oh sure. Good luck if you do. You'll need it but I think you know that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 23, 2021, 12:17:37 PM
Quote from: Iron Dragoon on July 23, 2021, 12:03:22 PM
Tried to pick things that are widely known.

1) Firefly

Fairly darker/lower tech sci-fi, right? I'm familiar with it through cultural osmosis if nothing else, I'd have to do homework.

Quote2) Expanse

Whazzat?

Quote3) Marvel

Oh yeah, and there's tons of different Marvel jumps too. They tend to be higher end on the power scale so it wouldn't be an early jump. I'd also note I'm not familiar with the MCU, but there's heaps and heaps of jumps for Marvel, MCU, comics and otherwise.

Quote4) Wheel of Time

Passingly familiar with. Jordan's writing style never did it for me personally so I never got far in, but I'm familiar with the concepts.  Possibly homework-able, but it's a dense world so I'd have to read up and decide.

Quote5) Sword of Truth

Never read that one, only very passingly familiar. I'll look it up sometime.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 23, 2021, 12:20:56 PM
Quote from: Anastasia on July 23, 2021, 12:17:37 PM
Quote2) Expanse

Whazzat?

It's an Amazon sci-fi show. It's low-power levels with advanced tech that eventually leads into an extinct alien races' gate system. They were wiped out by "something" and there's an all-consuming techno-goo that cyber-fies anything it infects.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 23, 2021, 12:22:59 PM
After mentioning it in #e, I'd also like to toss in Shadowrun as an option. I didn't think people were familiar with it, as I've never really heard it mentioned, but apparently at least a few people are!
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on July 23, 2021, 12:37:49 PM
You can take or leave any of these, but they're the settings at least I have a great familiarity and fondness for.

Persona
Shadow Hearts
Sailor Moon
Final Fantasy IV
Final Fantasy Tactics
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 23, 2021, 01:34:17 PM
Alright, after going through things with Dune, let me revise my list:

Gate Thus the JDSF Fought there
Starship Troopers
Lovecraft
Marvel
Star Trek
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 23, 2021, 03:49:58 PM
Lists!

El Hazard
Scrapped Princess
Magic Knight Rayearth
The Twelve Kingdoms
Ranma 1/2 (even though DB is cool)

The choices (Ranma aside, arguably) are about exploring a fantasy world, and said world is often the result of sufficiently advanced technology. Also three are some variant of isekai, but that works with jumps so sure why not.

Incidentally, nice choices for Fate and Marvel (Iron Man is a favorite, but Spidey is also always fun), guys.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 23, 2021, 05:24:21 PM
Quote from: Nephrite on July 23, 2021, 12:37:49 PM
You can take or leave any of these, but they're the settings at least I have a great familiarity and fondness for.

Persona

Familiar with. Not a huge fan but I'm familiar with the series.

QuoteShadow Hearts

Also familiar with and think it's solid. But I know that you know that.

QuoteSailor Moon

Duh.

QuoteFinal Fantasy IV
Final Fantasy Tactics

Obviously I'm aware of those. Video games like that are best considered carefully due to instant death abilities and magic. It's not like a phoenix down is going to save your chain if Doom hits you.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 23, 2021, 05:31:15 PM
Quote from: Corwin on July 23, 2021, 03:49:58 PM
Lists!

El Hazard
Scrapped Princess
Magic Knight Rayearth
The Twelve Kingdoms

I'm not actually familiar with any of those. I know El Hazard and MKR a bit from 90s anime osmosis but that's it. I was actually interested in MKR I think, but back then anime was -expensive-.

QuoteRanma 1/2 (even though DB is cool)

I know this one at least and know it quite well.

QuoteThe choices (Ranma aside, arguably) are about exploring a fantasy world, and said world is often the result of sufficiently advanced technology. Also three are some variant of isekai, but that works with jumps so sure why not.

Incidentally, nice choices for Fate and Marvel (Iron Man is a favorite, but Spidey is also always fun), guys.

The basic, overarching theme's entirely workable at least.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 24, 2021, 12:16:32 PM
Game Structure

Each adventure (which likely won't be short as the word adventure implies) will be to accomplish a particular mission in a world. Think a serious goal that you and your group has to accomplish. Good examples of this would be the one of the longer quests in Balmuria, such as all 777 pieces of lore to find Sylvie or Alicia's ongoing relations and sparring with Malcanthet. In other words a reasonable challenge and investment of effort for your party.

The upside is that this means the challenge is made with your group in mind. So you don't have to expect level 50 quests when you're level 3. On the downside, that means it's tougher to out escalate them. Moreso because you have a Benefactor behind them who has his or her own goals. This includes companions if the group recruits them. So if you go companion heavy, expect your missions to take your manpower into account.

Your Benefactor will usually go no further than the choice of jump and mission, but if you prove worthy enough they may occasionally insist on certain drawbacks, either in jump or custom ones. This is more of a long term concern and should drive home the point - you have a patron behind this all and that patron has their own reasons for this.

---

In general, each jump will have three phases.

1. Prejump

This covers the introduction of the jump, your task, any miscellaneous information required and finally the selection of perks. While I intend to try this game as an IRC game, this phase will usually be set up at the end of session when possible and rely on board posting between then and the next session to hammer out builds, questions and any in character discussion needed.This also gives me time in the event you have companions who make their own purchases that I need to figure out Then of course I have to sort out your final choices so that I can adjudicate them mechanically.

2. Jump

The actual jump and the longest phase of a jump by far. You go in, do things and try to get your mission done. This is the most obvious and straight forward part of the jump.  I don't think I need to say a lot here, it goes on until you succeed, you fail or you all die.

3. Postjump

You always end up here afterwards. If you failed or died, this is your grand finale before your Benefactor says goodbye and the party is sent home. Consider it your swan song if that sad chain of events comes to pass.

Should you have succeeded in your jump, your patron will talk to you and ask if you want to continue your chain, stay here and end your chain or go home and end your chain. As I noted before I want PCs who are going to be heavily slanted towards going on with the chain, so this is meant to be a formality most of the time. Otherwise this will cover any odds and ends with the end of the jump, the award of any extra prizes or benefits the jump stated you get or otherwise deal with any unfinished business before the cycle repeats itself with a new jump.

---

Your Benefactor's exact name, role, personality and motives will be revealed as the game goes on. Benefactor's a generic title that some use and may or may not be used in the game itself. You'll have to play to find out more about them.

---

So with all that said, any related questions? I may not be able to answer if I consider the answer spoilers but feel free to ask.

Also, how are your PC ideas going?
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 24, 2021, 02:27:57 PM
I'm strongly leaning towards Okarin.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 24, 2021, 02:41:06 PM
Quote from: Corwin on July 24, 2021, 02:27:57 PM
I'm strongly leaning towards Okarin.

Okay, and who is that?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 24, 2021, 02:50:28 PM
My concept is probably going to be a Vtuber. Maybe with health or other issues that going on a jumpchain would alleviate, and otherwise being the sort of person that's not so comfortable in her own skin but really good at playing the extroverted entertainer type online especially with the help of an anime persona between her and the audience. Sort of person that might enjoy having different lives in each jump and trying different personas.

As far as skills probably isn't bringing more to the table than singing, playing videogames, and spouting memes. But that doesn't really matter because all the skills and powers are coming from the jumps.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 24, 2021, 02:53:30 PM
He is a mad scientist working tirelessly against a shadow organization that seeks to take over the world! Alongside that important work, he also runs a laboratory inventing useful gadgets, such as a gun that works as a tv remote or an optical camouflage device made of a sphere of CRT displays. Currently experimenting with combining a microwave with a mobile phone.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 24, 2021, 02:56:06 PM
Quote from: Ebiris on July 24, 2021, 02:50:28 PM
My concept is probably going to be a Vtuber. Maybe with health or other issues that going on a jumpchain would alleviate, and otherwise being the sort of person that's not so comfortable in her own skin but really good at playing the extroverted entertainer type online especially with the help of an anime persona between her and the audience. Sort of person that might enjoy having different lives in each jump and trying different personas.

As far as skills probably isn't bringing more to the table than singing, playing videogames, and spouting memes. But that doesn't really matter because all the skills and powers are coming from the jumps.

Okay, seems reasonable. Definitely feels like someone who might fit into a jumpchain party.

I like the idea of changing personas each jump and finding out who she really is.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 24, 2021, 02:58:47 PM
Quote from: Corwin on July 24, 2021, 02:53:30 PM
He is a mad scientist working tirelessly against a shadow organization that seeks to take over the world! Alongside that important work, he also runs a laboratory inventing useful gadgets, such as a gun that works as a tv remote or an optical camouflage device made of a sphere of CRT displays. Currently experimenting with combining a microwave with a mobile phone.

Okay, I need to ask since I'm not that familiar with Steins;gate and I rather ask you first before I wikidive. Would he fall afoul of this:

Quote- You can be from any world you want, so long as you are entirely human in ability. No super powers, nothing of note brought in with you. Basic talents are fine of course. Young, old, in between, whatever. It doesn't matter much, just go with your concept, but for the sake of everything please choose adult (18 years old or older) characters.

- Additionally the world you come from must be no more advanced than than our world in 2021.

Would his general MO or capabilities fit those two character guidelines? I don't see any problem with him if they do fit and he's a good fit for the party, but I'm not sure about those so let's clear this up right now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 24, 2021, 03:03:28 PM
I think it should be okay? Steins;gate has a bullshit microwave-based time travel thing but it really hasn't been invented at this point, plus it has a bunch of alternate timelines so that could also work.

Okarin-wise, he's a flamboyant engineer so he'd have those skills, but within the limits of reason. His friends are the ones who are geniuses bordering on the supernatural, he's just decently capable. And naturally he's human.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 24, 2021, 03:05:13 PM
Quote from: Corwin on July 24, 2021, 03:03:28 PM
I think it should be okay? Steins;gate has a bullshit microwave-based time travel thing but it really hasn't been invented at this point, plus it has a bunch of alternate timelines so that could also work.

Okarin-wise, he's a flamboyant engineer so he'd have those skills, but within the limits of reason. His friends are the ones who are geniuses bordering on the supernatural, he's just decently capable. And naturally he's human.

Okay, that should be fine as long as that's understood. An inventor type is fine and goodness knows the chain has perks to build on that archetype.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 24, 2021, 05:18:29 PM
Concept is an Alaskan who wanted to be a veterinarian her whole life. She was always outside and rambunctious, finding every animal possible and always mothering and nursing any hurt animal she found. As she grew, her desire became more intense and went to school for it, eventually opening her own practice.

Unfortunately, her practice was essentially breaking even and she was drowning in student debt. While she was treading water, she knew she had to do something to secure her finances. So to get out of the red, she joined the Coast Guard to get her school paid off.

After serving as an Emergency Medical Technician on a Search and Rescue team for two years, her ship was sent out on a rescue. As they were pulling the panicking people out of the water, one of them scrambled and fought to get over the rail, knocking her overboard. As she fell, her knee slammed into the railing and side of the ship, breaking it.

She was medically discharged and has worn an knee support brace ever since. On returning home, she found her practice had been replaced by a different vet while she was gone, which effectively left her without a job. She had a homestead in the area, and had built her home, so she searched for a job that let her be out in nature and became a Game Warden, though her knee brace made it a very close thing.

I plan for her skill set to be medical, tracking/survival, nature, and leadership (if we actually need that or if it matters for companion/follower stuff), and law-enforcement aligned, with good-will and a desire to help people.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 24, 2021, 05:20:36 PM
That sounds solid enough, Iddy. I like it.

Okay so as of now we have the following:

A mad scientist type.

A V-tuber girl.

A wilderness/vet type.

Neph, what are you thinking of?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 25, 2021, 02:32:50 PM
As we await Neph's input, a question for all of you.

On a scale of 1-10, how interested are you in having companions along with you? I can tailor the companion rules with your interest in mind.

As a refresher: Companions are various people from the worlds you visit that come along with you. While they aren't full jumpers, they often have means to get character points and make purchases from jump docs like you. They're allies in other words. Often the appeal is to bring along characters from various series that you like. (E.g. recruit Bruce Wayne from Batman.)
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 25, 2021, 02:35:12 PM
I'd say 8? We don't need to have a massive swarm or anything but the problem of jumpchain is once you leave a jump behind that's it, it's gone and so is everyone in it. Having a consistent cast is important for being invested.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on July 25, 2021, 03:09:09 PM
Let's go with 10, if the question is about having a companion, ever.
I think jumpchains are similar to time loops. At a certain point, and that usually comes pretty early, only those in the loop matter in a certain way. The rest are often held at an arm's length.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 25, 2021, 05:46:15 PM
If we're talking like *one* companion each, I'd say I'm about a 6-8.

If we're talking like multiple each? 0. Not worth it, too much trouble/effort/work IMO. Just look at what a workload it was leveling up a single node.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 25, 2021, 06:23:31 PM
On a different note, I'm also considering a character that's more of a medieval type character. Perhaps a type of bounty hunter, or a outrider/anti-poaching version of what I posted before.

This is incase Neph decides to do a non-modern character, for my previously stated reasons.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 25, 2021, 06:38:41 PM
Okay, Balmuria talk a sec. I'm pegging this as a month or so  (from new game start) break from B6. Perhaps less if it fails or fizzles, perhaps more if it catches fire. As such there's a certain amount of upkeep to do on my end to prepare for this gap. Is there anything any of you need brought up, mentioned or kept in mind for this?

I don't have anything in mind with answers here, it's just a general check.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on July 25, 2021, 06:43:16 PM
Not really for me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on July 25, 2021, 06:56:20 PM
I got nothing.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 25, 2021, 07:18:36 PM
FROM THIS POINT ON, ALL NEW GAME RELATED DISCUSSION CAN GO ON THAT GAME'S DISCUSSION BOARD.

Feel free to copy/quote anything you need for those replies. Balmuria talk will remain here.

https://www.soulriders.net/forum/index.php/topic,104462.msg1196193.html

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on July 26, 2021, 08:03:28 AM
DM notes posted in each topic for own organization on return.

On a related aspect, I may revise some node goals to refresh them on return. I'll cross that bridge when we get there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on August 02, 2021, 06:51:20 PM
Let's do some support work.

Oberuth reaches level 36.

- Fighter 36 and Dwarven Defender 26.
- Maximum hit points per hit die for a total of 35 hit points and a grand total of 1240 hit points.
- +1 BAB for a total of 36.
- Gains impossible strike.
- No change to saves.
- Skills go up as normal.
- His feats are Great Ability(Dexterity)(36) and Penetrate Damage Reduction(Cold Iron). The dex boost is so he can get improved combat reflexes soon.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 05, 2021, 08:16:37 PM
As far as B6 is going? I feel better towards it. Absence and the heart, you know? This time away from B6's workload has done me a lot of good to recharge my batteries. The real question is that when we do return to this, how should this game be ran and engaged with? I'm not sure as of now but I'll let you all know as I work through this.

No matter what this a story I want to finish. Everyone involved has poured thousands of hours of work into this setting, and more than anything else, it deserves a genuine ending. The question is how to get there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 11, 2021, 04:39:00 PM
Okay, so now that you all have some more hands on experience, what do you all think of the Balmuria jumpchain?
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on September 11, 2021, 04:42:00 PM
My thoughts on it were pretty fully formed so I don't have much else to add. Could work out a build for Samantha but since we're not going to be jumping there it'd just fill me with a feeling of missing out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on September 11, 2021, 04:44:36 PM
Quote from: Ebiris on September 11, 2021, 04:42:00 PM
My thoughts on it were pretty fully formed so I don't have much else to add. Could work out a build for Samantha but since we're not going to be jumping there it'd just fill me with a feeling of missing out.

That's not 100% true. From the relevant topic:

Jumps I won't consider:

For now, none. This is just in case I need it.

Jumps I won't send you to anytime soon:

Balmuria: Part of this game's reason to exist is as a break from B6, so this would be highly counter productive. I'd also rather not have D&D stuff and class levels be a big early influence on all of you, purely for the sake of variety. This jump could happen later but not right now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on September 11, 2021, 05:15:22 PM
I think it'd be okay, and I think the build I had would be at least 80% the same.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 07, 2021, 12:37:17 PM
Monthly update: Feeling further refreshed, the main question is how to finish this properly and what I can manage to finish myself. I'm still debating that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 12, 2021, 07:42:54 PM
The question is how to continue B6.

It's not a question of if, I do want to conclude this game. The only question is how. The underlying problem is that the B6 I imagined doesn't line up with the health or energy level of the DM. Any single node could be focused on to be the meat of an entire game by itself. Running 4 or 5 at once might've been possible for me in my better days, but those days are past so we have to work with what have.

I trimmed content to try and keep B6 going, but as it worked out that wasn't enough. To continue this game a more radical restructure would be required. It's likely to involve a lot of prep as well as more rails to move the plot along. Faster level ups as well, keep the pace moving to get to the end of this.

I also want to get it done before things get too stale in our minds, so I'm tentatively planning to resume B6 either when the Ranma 1/2 jump finishes OR once we reach 2022. This is still tentative, but information decay in our minds is a concern and I'd rather avoid that setting in too deeply. Jumpchain Adventures will be paused to finish this.

It also involves focusing on a smaller cast and narrowing down who you focus on. This isn't to eliminate any NPCs or characters, but a simple acknowledgement that as it stands now I need to focus to get this game done. So here's my first draft of plans for this.

1. Focus on the four nodes. I haven't asked Yuth officially yet, but I deeply doubt he'll be up for picking up Tryll. I have something planned out for that so it won't be a concern. (Yuth if you see this and I'm wrong, now's the time to speak up.)

2. Focus on the PC in the node as well as 1-2 NPCs each. Probably 2. The others won't vanish but those will be the focus of most events and the others will be in a more supporting role. They'll often be doing things that need to be done but not necessarily on screen.

3. Focus on tightly wound plot adventures that often have nodes working together. This reduces DM overhead a lot as well. PCs will PC as they will so obviously I'm sure I'll get surprises, but the idea is to keep the plot on the forefront now.

4. After every adventure set for all the nodes - preferably coordinated timewise but that's always tricky - see if level ups are appropriate.

As for NPCs who will likely get DMside focus and be relevant?

Oberuth comes to mind right away, as he's Sylian's gambit in this entire mess. Whatever he's becoming, it seems entirely focused on whatever perceived necessity Sylian sees in his efforts in the anti-Ao conspiracy. He doesn't always see the most screen time, but he's still (at least technically) mortal in most ways that matter. That also makes him valuable to do certain things that are difficult for all of you after apotheosis or for political reasons.

Antenora's likely tangled into this as well. Her early success to become One considerably affected the game. It's been stated (by Asmodeus or Zaphkiel, I forget which off the top of my head) that the fragments of the Incarnation of Law hope that by doing the nigh impossible twice (her alignment change, her apotheosis) that she can manage is a third and final time when it matters against Shar or Ao.

Sylvie's likely with a role here as well due to everything she went through. She's less directly needed as others, her story came to its conclusion previously, but it's worth mentioning.

This is a first draft as well as a way to air out my own thoughts. Feedback's welcome along with suggestions.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on October 12, 2021, 08:00:39 PM
Yeah information decay is a problem. There was a bunch of stuff at the end of B1 that basically got forgotten and never applied in B6 even if it perhaps should have. I'd be fine with pruning Sylica back to just having Anty as the sole active/relevant NPC.

The big problem is we're not set up to handle Shar and doing so is a lot of levels and divine ranks away. Even if we gained one a month, that's still a lot of game to close the gap.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 12, 2021, 08:03:09 PM
Quote from: Ebiris on October 12, 2021, 08:00:39 PM
Yeah information decay is a problem. There was a bunch of stuff at the end of B1 that basically got forgotten and never applied in B6 even if it perhaps should have. I'd be fine with pruning Sylica back to just having Anty as the sole active/relevant NPC.

The big problem is we're not set up to handle Shar and doing so is a lot of levels and divine ranks away. Even if we gained one a month, that's still a lot of game to close the gap.

Yeah, basically. I needed the time off but I don't want it go past half a year away for exactly that reason.

Shar is a problem but we'll work on and with it as we can. I'm still getting ducks in a row about how I want to sort this out, but that is a concern I identified as well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 12, 2021, 08:21:12 PM
I have no objections to the idea to pair things down like this - is there anything else that can be done to help? I know I always say I'd make spells and usually never deliver on that, but if that's something that would help I could just brainstorm a bunch up - but if it ends up just being more work for you to course correct them into usability then I don't want to just make things worse.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 12, 2021, 08:41:05 PM
Spells are always good, yes. Go for it. I may have more requests in the future.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on October 12, 2021, 10:05:20 PM
Sounds good to me. Restructuring to continue and more focused gameplay is perfectly fine with me and something I agreed with. I believe I often asked you in PM how my various adventures were advancing the Shar fight so I could keep myself focused, so narrowing down on that is something I support.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 12, 2021, 10:15:26 PM
So noted, Iddy, cool.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 13, 2021, 11:52:11 AM
Okay, follow up after a night's sleep and some chats to further firm this up.

Once we begin this the schedule is roughly something like this:

3 weekdays for B6. Ideally only one session per day so I'm not burning it at both ends with an evening session too, but we'll see how schedules permit. My most preferred option is Tuesday through Thursdays but we'll see how this works out.

1 weekend day for Jumpchain Adventure. Probably Saturday though switching to Sunday in the offseason's an option. The jump after Ranma's better suited to weekly adventures. This will depend on how scheduling for it looks, but I suspect Saturday makes the most sense.

Contrary to what I posted last time, it may make more sense to have Jumpchain Adventures as a weekly game rather than pause it entirely. This is all tentative so we'll see. Regardless odds are unless we finish Ranma before the end of November we won't start B6 back up until into 2022. This is due to December being December, and if possible I'd like to take a few weeks off in mid/late December for full on B6 prep and holiday celebrations.

Right now I'd like a list of which two NPCs from your nodes you'd like to focus on. Nothing binding, this is just a check to see where you're at on it. Eb, you're in a unique situation so one of those 'NPCs' in this case may be Marie but figure that out later. Mechanical considerations are more than okay here, so feel free to bring them up.

Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on October 13, 2021, 11:57:07 AM
Yeah I'll just pick Antenora and Marie as my two focused NPCs, makes sense.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on October 13, 2021, 10:07:06 PM
Emily and Jarem, I think. They're the two most developed and have been with Alyssa the longest.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 14, 2021, 07:36:08 PM
Sounds good for both. This isn't final or anything so feel free to think it over, but this helps me mentally plan.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 15, 2021, 06:59:06 PM
Sylvie and Xandra. If Sylvie is separate, then Xandra and Jetina.

My concern with this will be Cresiel and Kaja were the two melee powerhouses we had, so I would be a bit concerned about losing some fighting ability there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 15, 2021, 07:01:34 PM
It's a bit of an odd split, yeah. I'll see where we're at mechanically when this gets closer and choices are finalized.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 15, 2021, 07:38:20 PM
Quote from: Nephrite on October 15, 2021, 06:59:06 PM
Sylvie and Xandra. If Sylvie is separate, then Xandra and Jetina.

My concern with this will be Cresiel and Kaja were the two melee powerhouses we had, so I would be a bit concerned about losing some fighting ability there.

DM Disclaimer: This is purely mechanical analysis. Please don't read anything into it beyond that, not trying to influence RP or character related reasons here.

I do think Jetina's unique in that she's by far the best healer in any of the nodes. Like the best melee warrior's arguable - probably Donald, Antenora or Kaja for various reasons - or best mage - most of Seira's node, Xandra or Emily - but there's really no contest that Jetina's the best healer by a lot. That does give her a certain value but if that's enough to matter is another question.

Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 15, 2021, 09:06:48 PM
In the grand scheme of things, if I keep Sylvie then it isn't a huge deal since Moore makes her about as terrifying as anyone.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 15, 2021, 10:16:09 PM
Quote from: Nephrite on October 15, 2021, 09:06:48 PM
In the grand scheme of things, if I keep Sylvie then it isn't a huge deal since Moore makes her about as terrifying as anyone.

Yeah, basically. Moore makes it so that anyone of your node can contribute in melee, and honestly, none of them are truly bad at it. Xandra's the worst and she's so-so, everyone else is good. Heck, even Jetins's good at melee despite her healer status. (She's actually a smite machine if she ever needs to be.)
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on October 21, 2021, 01:08:04 AM
Seira is the best mage! Fight me.

Incidentally, you commented on other nodes but not on mine, what are your recs for my NPCs?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 21, 2021, 08:46:54 AM
Quote from: Corwin on October 21, 2021, 01:08:04 AM
Seira is the best mage! Fight me.

Quite possibly, but I was talking about NPCs. I know them the best.

QuoteIncidentally, you commented on other nodes but not on mine, what are your recs for my NPCs?

I haven't commented because you haven't commented yet. I've refrained from comment until PCs have made their opinions known, so as not to influence the choice unduly. In other words I'm waiting on you to post about it before expressing my own thoughts. I want your honest opinion on which, rather than something I influence by what I say.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 23, 2021, 08:51:15 PM
For real Cor, curious as to who you'd choose and my responses to you are waiting on that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on October 24, 2021, 05:39:19 AM
Right, that's fine. I do want to understand the intent better, first. For example, let's say I pick Donald and Sanzha, does it mean the others don't even feature in social events, or does it just affect the combat loadout, so to speak?

What about the others, either way? When we all level, do they keep frozen or do you level them up too? What about exceptions, like if I want to finish the Lost Chalice plot with Amaryl, but otherwise want to choose others for the regular dungeons and Shar fight?

Do we run them in any capacity in battle, or is it all you? If the latter, for example, I'm not going to choose a mage or a factotum but focus on fighters and bards.

What about quest NPCs? To return to the Lost Chalice example, does this mean Xera won't be able to come with next time, whoever I choose from my companions?

What about the threat level? If we do a lot of collabs, and Moore is around, picking Sanzha is somewhat pointless. But if I still adventure plenty without him, not picking her is suicidal given the massive boost Divine Bards give. Even if you adjust enemy/threat levels, I think it is going to feel off if a now-stronger enemy can be hit with 20 less to attack, and so on. Hardly impossible to handle, but I do want to match our expectations ahead of restarting the game.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 24, 2021, 10:28:50 PM
Quote from: Corwin on October 24, 2021, 05:39:19 AM
Right, that's fine. I do want to understand the intent better, first. For example, let's say I pick Donald and Sanzha, does it mean the others don't even feature in social events, or does it just affect the combat loadout, so to speak?

To quote myself: 2. Focus on the PC in the node as well as 1-2 NPCs each. Probably 2. The others won't vanish but those will be the focus of most events and the others will be in a more supporting role. They'll often be doing things that need to be done but not necessarily on screen.

I'm sure they'll show up at least form time to time if not more, but the point is to focus.

QuoteWhat about the others, either way? When we all level, do they keep frozen or do you level them up too? What about exceptions, like if I want to finish the Lost Chalice plot with Amaryl, but otherwise want to choose others for the regular dungeons and Shar fight?

To be clear first and foremost: I'm not going to do a situation that end runs the the intend of this focus. It defeats the purpose of what I'm doing. With that said, I'll do what I can with what we have and seek to work out things reasonably. Level ups will be as needed and as my work load permits.

QuoteDo we run them in any capacity in battle, or is it all you? If the latter, for example, I'm not going to choose a mage or a factotum but focus on fighters and bards.

I'll be running them with the exception of Marie.

QuoteWhat about quest NPCs? To return to the Lost Chalice example, does this mean Xera won't be able to come with next time, whoever I choose from my companions?

Total honesty, let me see when we get there but I'll figure something out.

QuoteWhat about the threat level? If we do a lot of collabs, and Moore is around, picking Sanzha is somewhat pointless. But if I still adventure plenty without him, not picking her is suicidal given the massive boost Divine Bards give. Even if you adjust enemy/threat levels, I think it is going to feel off if a now-stronger enemy can be hit with 20 less to attack, and so on. Hardly impossible to handle, but I do want to match our expectations ahead of restarting the game.

In all honesty, the mechanical end of balancing this is something you all should have in mind at least as a small factor. Some of this is in your hands - you all having conversations about mechanical needs to be filled is absolutely a good idea. At the same time I'll figure out things balance wise more once we get closer and have a cast worked out.

But in general none of you are weak and are in fact extremely strong, capable and versatile epic level 3.5 characters. Some more than others but none of you should be unable to rise to challenges, and neither should NPCs. As a side note I may tweak an NPC chosen if needed, though most of the ones favored so far don't strike me as needing it. So while mechanical considerations should be a factor in your calculus, it shouldn't be the only one or the dominant one.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 24, 2021, 10:38:41 PM
Also, unless the Ranma jump ends earlier than anticipated I'll start posting more concrete things about this around Thanksgiving or so (late November). December should see things firm up and settle in. We'll start in January, I'm guessing the week of the 3rd or the 10th, but that's a guess that could be wrong.

I'll likely take the week before B6 is scheduled to resume as a vacation as well as a chance to do any prep work that's left.

I'm leaning towards a Tuesday/Wednesday/Thursday schedule for B6 as of now. If I can pull off long sessions each of those days (big if unfortunately) that'll work well. If I need more leeway or space I may mix in Fridays as an optional day as pace demands. Saturday will be for JC adventures. Sunday and Monday will be my weekend, and Friday an off day when it's not needed.

This all assumes that works schedule-wise.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 27, 2021, 10:07:52 PM
Some points of interest.

1. Go ahead and continue to think about what NPCs you'll choose. There's time yet before I need word, but on eyeing prep I may move this up earlier than anticipated. As such don't take forever on the question.
1.5 Oberuth is prepared and will be more prepared soon. Are you?
2. If you want to do any homebrew, feel free to. Getting it posted for review sooner than later is appreciated. On a related note, if you need anything of your own done by me, post ASAP. Preferably before the end of November, but the sooner the better.
2.5 Bad guy homebrew is mostly complete. It may not be who you expect.
3. I need to review threads and make sure I have current events in a neat row. I'll sort out threads in progress and see where we're at, but in general unless it's something important I'll likely move people along to fresh content. Related note for Alicia: Due to the transfer and pause I may slightly push back Mystra's move against Shar to fit in whatever Alicia's first adventure is. Let me see where we're at at and what we're doing before I commit to a big event like that. Practically, odds are everyone's second events will involve that, but it's a bit heavy to start with as an opener. I don't want to overdo it or burn myself swinging for the fences adventure one.
3.5 Fear not the Godsrush. Welcome it. It is nothing to fear. It is the beginning of the end. Soon.
4. I'd like all of you to refresh yourselves as well. Read the most recent thread or two, maybe go over important events. Refresh yourselves. I'd recommend rereading the visit to Chronias as well at a minimum, just so you have your plot information straight. If there's a scene you want to read and can't find it, let me know, I may be able to help.
4.5 Bonus points if you notice which LotN's plot is almost all background but keeps coming up.
5. Likewise, if you have any plot questions I can reasonably answer or refresh you on, feel free to post 'em here.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on October 27, 2021, 10:38:32 PM
I'm going to revise mine to Sylvie and Jetina. Again, if Sylvie is included anyway, then Jetina and Xandra.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on October 27, 2021, 10:43:22 PM
So noted, Moore. I'll ask again when it's for reals but noted for pre prep.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 02, 2021, 12:46:55 AM
Oberuth reaches level 37.

- Fighter 37 and Dwarven Defender 27.
- Maximum hit points per hit die for a total of 35 hit points and a grand total of 1275 hit points.
- +1 BAB for a total of +37.
- Gains another daily use of defensive stance.
- Impossible step now allows Oberuth to maintain a defensive stance and move at the same time.
- Favored enemy (beyond) rises by 2 to +8.
- Oberuth's regeneration rises by 20.
- No change to saves.
- Gets a belated stat point from level 36. He chooses Constitution which rises to 40.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 05, 2021, 12:22:49 PM
I'll be asking for NPC final choices within a week.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 06, 2021, 02:55:21 PM
Donald and Sanzha make too much sense.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 11, 2021, 10:08:46 PM
Okay, final choices time. This choice is binding, so select your NPCs.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 11, 2021, 10:44:17 PM
Sylvie, Jetina, Xandra.

Since I don't know if Sylvie's automatic or not, but if she isn't then those two.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 11, 2021, 11:07:55 PM
Then those two what? Sylvie and Jetina, just to be clear?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 11, 2021, 11:22:25 PM
If Sylvie isn't automatic, then the first two, Sylvie and Jetina, yes.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 12, 2021, 07:45:23 AM
Confirming it's Antenora and Marie for team Alicia.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 12, 2021, 11:36:25 AM
Emily/Honeydip. Provides way too much flexibility to pass up, I think.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 12, 2021, 12:43:01 PM
Donald and Sanzha.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 12, 2021, 09:06:51 PM
Locked in all. Good luck!

I also did a bit of maintenance posting.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 15, 2021, 02:20:23 PM
Please rank the following in order of interest and desire to see. No ties, please.

- Node goals.
- Realm updates.
- Exploring the faith/worshipers.
- Miscellaneous background work such as realm details and faith organization.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 15, 2021, 02:27:46 PM
Quote from: Anastasia on November 15, 2021, 02:20:23 PM
Please rank the following in order of interest and desire to see. No ties, please.

- Node goals.
- Realm updates.
- Exploring the faith/worshipers.
- Miscellaneous background work such as realm details and faith organization.

- Exploring the faith/worshipers.
- Realm updates.
- Miscellaneous background work such as realm details and faith organization.
- Node goals.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 15, 2021, 02:28:04 PM
- Miscellaneous background work such as realm details and faith organization.
- Realm updates.
- Exploring the faith/worshipers.
- Node goals.

Honestly I'm not that fussed about any of them. Realm updates is probably the one most relevant towards building towards the final battles, but the realm stuff got backburnered for a while so is already obsolete and would take more work to get it up to date never mind relevant for fighting Shar.

Node goals are pretty much irrelevant with the stripped down cast. The other two things are fluff... but I like fluff?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 15, 2021, 07:09:17 PM
- Miscellaneous background work such as realm details and faith organization.
- Realm updates.
- Node goals.
- Exploring the faith/worshipers.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 16, 2021, 01:56:52 AM
- Realm updates.
- Exploring the faith/worshipers.
- Miscellaneous background work such as realm details and faith organization.
- Node goals.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 17, 2021, 09:23:32 PM
RESULTS

1st: Realm updates.
2nd: Miscellaneous background work such as realm details and faith organization.
3rd: Exploring the faith/worshipers.
4th: Node goals.

Alright then, this will be reflected in future posts.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 17, 2021, 10:47:17 PM
This book, recovered by an unknown spy and cultist, is a rambling analysis of a handful of the new faiths born from and related to the Godsrush.

Lady Sanzha

Zahsim.

Lower threat but dangerous. Spread out and highly varied. Case by case basis. Avoid intrigue and suberfuge when possible. Simple, bold assassinations best when small problem. When bigger, long term investment to out maneuver them. More likely to be a single or small group problem. Avoid provoking the entire faith and surgical removal of a few potentially possible.

AVOID WATER. Obvious. Fight them on dry land if possible. Air threat but less so.

Be adaptable. Faith is disparate. Don't be afraid to use reliable servants and carefully trim down numbers. Like other chaotic faiths in that regard. Consider if best to allow to leave and move on. Not all travelers, though.

Beware of Cauldron reinforcements. Expected and the biggest complication. Servants of the Coral Throne potentially hostile, use against Zahsim. Same for Imix's, but far less likely after recent events. Imix's faith in defensive holding pattern. Expect it to change if you provide an easy opportunity to them?

Odds of good plunder from them due to wealth and focus of faith. Doesn't apply to elementals.

Ultimately, don't overblow the threat and like a wave, it may be best to let it move on or dash itself against the shore than breaking it yourself.

Jessica Reynes

Jessites. DUMB NAME.

Shadow bitches. Somewhat ineffective. Have to be. Lacks the killer instinct of dogai, of any of the 'loths really, of glooms, of almost any other creature of shadows. Best eliminated by the destruction of their hidden temples.

Beat them by making them come out from the shadows, something they have to stop. Direct violence. Wanton murder. They care. They'll surrender their strength if they feel it needed. Expect support from her sister's and friends. May need to eliminate them first, likely while a counter assassination is made against you. May not work in more entrenched and supported areas. Persistent pressure. Like lancing bad blood from a body.

Main danger reactive. Do not let them rule shadows. Don't rely on shadows. Force them into light!

Strike and eliminate any known clergy in their public life, if possible. Only do when enough can be done that it's worth it. Too early and it tips hand, leads to potentially costly reprisals. Use divinations, expect wards and counters.

Longer term, poison the faith. Strike families of faithful. Hurt them if you can't kill them. Repeat history with that.

Beware Night Avengers. Use light against instincts, deprive them of shadows to use?

Sylvie

Secret, not widely known that she is divine. Plot? Plan? History largely unknown and unknowable to magic. No known faith. Puppet of Oghma? Plot between Celestia and Oghma? Aurora? More details needed.

Attack the mind. Destroy the mind. Use overwhelming force resourcefulness can't overcome. Servants unclear? New creatures? Mortals? Archons don't fit. Not enough known.

Has son in Hope's Landing. Little information available. No sign son is divine. Son is powerful despite childhood. Inhuman? Not human? Unknown. Child of Hebdomad member? Of Hope's Landing? Supposedly mortal child. Not believable. Triad's child? Simply not known. Ties to Balmuria and the Crimson Guard? Tied to Hellman Oberuth's departure of Balmuria? Potentially his child? Oghma's?

Ties to mercenary group Whimsical Sweets?

Avoid. Situation entirely unknown. Observe.

Jarem

Jaremites (?).

Not well established yet. Mostly strategies and tacticians. Smart but flip the table. Don't play the game, punch them in the face instead. Make them react and make mistakes. Use surpise attack to take initiative and never let it go. Strong, directed effort to force mistakes and a victory. Don't let them get in a position to use their strategic and tactical skills.

Same strategies as dealing with those of the Red Knight applies. Very similar thus far.

Expect mage backup. Standard means to stop wizards should work. If not possible do not engage.

Use lack of establishment. Uproot them, make them move or get wiped out.

BLOCK DIVINATIONS. Strategy priests, expect divinations.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 27, 2021, 04:19:15 PM
Today's question:

What are a handful of divine relations you have that you'd like your group to improve on? Existing or new are both fine.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 27, 2021, 05:38:40 PM
Lliira, Crystalle, Mystra.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 27, 2021, 06:31:24 PM
Shaundakul, Red Knight, and Mystra.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 27, 2021, 10:09:45 PM
Quote from: Nephrite on November 27, 2021, 05:38:40 PM
Lliira, Crystalle, Mystra.

Makes sense for all three.

I recall you had an interaction or two with Lliira. Was there anything about that interaction that popped to you?

As far as Crystalle goes, you have a strong and close friendship with him by now. What's your aims there?

Mystra I'd just like to hear your thoughts towards that one in general.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 27, 2021, 10:10:38 PM
Quote from: Iron Dragoon on November 27, 2021, 06:31:24 PM
Shaundakul, Red Knight, and Mystra.

Sensible.

Shaundakul makes good sense for obvious reasons. Is there any sort of goal or aim you have for that?

As far as the Red Knight goes, do you generally mean through Jarem or a more one on one matter?

Finally, Mystra's popular today. What draws you towards interest in her?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 27, 2021, 10:16:11 PM
Quote from: Anastasia on November 27, 2021, 10:09:45 PM
Quote from: Nephrite on November 27, 2021, 05:38:40 PM
Lliira, Crystalle, Mystra.

Makes sense for all three.

I recall you had an interaction or two with Lliira. Was there anything about that interaction that popped to you?

As far as Crystalle goes, you have a strong and close friendship with him by now. What's your aims there?

Mystra I'd just like to hear your thoughts towards that one in general.

The last time they spoke was when she more or less congratulated him for growing as much as he had. I think Moore wants to talk to her again to show her how he's progressed into his own sphere of things, and isn't just another "copy" of what she does.

Crystalle I think Moore would just like to learn more about the crystals he had that could clearly communicate even though they may have just been inanimate objects. Beyond that, he'd also just like to cultivate more of a relationship with him and the denizens of Mineral, since Celestia is actually a perfect place for them to trade with since they see no intrinsic value in what Mineral's minerals (hah) represent.

Mystra Moore would just like to talk to her more about what having the magic domain actually entails and better understand how he'd fit into things with Dweomerheart in general.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 28, 2021, 12:20:26 AM
Quote from: Anastasia on November 27, 2021, 10:10:38 PM
Quote from: Iron Dragoon on November 27, 2021, 06:31:24 PM
Shaundakul, Red Knight, and Mystra.

Sensible.

Shaundakul makes good sense for obvious reasons. Is there any sort of goal or aim you have for that?

Not specifically, but I'd like to offer a haven for his followers and see if I can't help him expand his worship base. He personally doesn't care much about it, and they're not really organized, but hey, he was my original patron, so I wanna help him out. He's also one of the oldest deities around, so he's *sure* to know a lot of things others don't.

Quote from: Anastasia on November 27, 2021, 10:10:38 PMAs far as the Red Knight goes, do you generally mean through Jarem or a more one on one matter?

More one on one. Jarem's going to be doing his own thing eventually, and I already have a strong connection to him, but she's more of a friend of a friend right now, and she was my second patron, so I wanna make that more real.

Quote from: Anastasia on November 27, 2021, 10:10:38 PMFinally, Mystra's popular today. What draws you towards interest in her?

Fellow magic deities, mainly. I already started to make inroads by having her people come and teach at the academy. She and her people have a ton of knowledge and theory on magic that my people don't yet, so she can help bolster that. On top of that, I figure magic deities should stick together.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 28, 2021, 09:46:35 AM
I guess for team Alicia we'd want stuff with Garl Glittergold since he's Marie's buddy and Selune for the Shar sister gossip.

Maybe some local NG Elysium deities since they're our new neighbours but I don't have a specific lean there and domestic stuff like that probably doesn't merit much focus if we're tightening things up to rush the endgame.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 28, 2021, 02:22:04 PM
I think elven pantheon and the elemental powers for me, group-wise. While I maintain good relations with a lot of powers, those are the ones I'm most involved with. As for personally, Waukeen alongside with Carl Glittergold (obviously).

I don't mind being surprised by a fun deity, either.

Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 28, 2021, 10:35:39 PM
QuoteThe last time they spoke was when she more or less congratulated him for growing as much as he had. I think Moore wants to talk to her again to show her how he's progressed into his own sphere of things, and isn't just another "copy" of what she does.

So a sense of independence and growth? That makes sense, if for no other reason than to stand apart as an equal rather than be suborned as a servant. Not that Lliira generally would.

QuoteCrystalle I think Moore would just like to learn more about the crystals he had that could clearly communicate even though they may have just been inanimate objects. Beyond that, he'd also just like to cultivate more of a relationship with him and the denizens of Mineral, since Celestia is actually a perfect place for them to trade with since they see no intrinsic value in what Mineral's minerals (hah) represent.

I think that's not precisely true. I'd say any archon with enough intelligence to think it over - any besides lantern archons probably - would come to more or less the correct conclusion. Namely that while the riches in Mineral would have some value, they don't need them or desire them. That's an important distinction. They have their own if they truly need precious metals and gems, and even if they didn't, it doesn't justify them taking what Mineral wishes to keep.

But you're also right. At the end of the day trade for Celestia's never about profit in coins or goods. A genuine, established trade there would be of great value. Not for whatever's trade it, they could trade rock dust and old socks for all the archons care. The ability to get a foothold in Mineral and be able to trade ideas is far more important. Were Crystalle and Mineral brought closer to righteousness, the true profit from that would be incalculable.

QuoteMystra Moore would just like to talk to her more about what having the magic domain actually entails and better understand how he'd fit into things with Dweomerheart in general.

Fair enough. Some of Mystra's best scenes are talking about that or about herself, away from all the demands of divinity, to Alicia. There's absolutely room for that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 28, 2021, 10:48:11 PM
QuoteNot specifically, but I'd like to offer a haven for his followers and see if I can't help him expand his worship base. He personally doesn't care much about it, and they're not really organized, but hey, he was my original patron, so I wanna help him out. He's also one of the oldest deities around, so he's *sure* to know a lot of things others don't.

Sure, that's all reasonable. To a degree this would happen by nature since you're both subsets of the Gates of the Moon, but a greater degree of understanding and cooperation there would be beneficial to both sides. He's up there in age too, he's one of the original ones. Tastes of what you can get out of them come from some of the little gossip bits Waukeen and Mystra have let drop. Erathaol to a lesser degree, but his nature tends to be conservatively careful with what information he gives (and is overseen by Zaphkiel, who absolutely has an interest in Moore's development).

A good example is are the segments recorded here. (https://www.soulriders.net/forum/index.php/topic,104249.0.html)

QuoteMore one on one. Jarem's going to be doing his own thing eventually, and I already have a strong connection to him, but she's more of a friend of a friend right now, and she was my second patron, so I wanna make that more real.

That makes sense. Better to be a friend rather than a friend of a close friend. Good, solid sense there.

QuoteFellow magic deities, mainly. I already started to make inroads by having her people come and teach at the academy. She and her people have a ton of knowledge and theory on magic that my people don't yet, so she can help bolster that. On top of that, I figure magic deities should stick together.

Reasonable all around. Mystra's in a position that she's absolutely in control of the Weave. This lets her be a bit more hands off with other deities who claim magic than deities who have to deal with that in other fields. She doesn't need to go full court press over it, because it's nigh impossible someone could steal her Incarnation granted duties and powers, and even if they did, such an event would almost certainly get Incarnation attention immediately.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 28, 2021, 10:51:38 PM
Quote from: Ebiris on November 28, 2021, 09:46:35 AM
I guess for team Alicia we'd want stuff with Garl Glittergold since he's Marie's buddy and Selune for the Shar sister gossip.

Maybe some local NG Elysium deities since they're our new neighbours but I don't have a specific lean there and domestic stuff like that probably doesn't merit much focus if we're tightening things up to rush the endgame.

Garl's sensible and was on the agenda anyway, so that fits well. I gave him some offscreen time because, to put it bluntly, he had a lot of stuff to sort out and deal with. He's about due to come back in focus further now that he's had a bit of time to deal with some of it. As much as he can anyway, really fixing that is the work of more eons than I can easily reckon.

Selune also makes sense for a variety of reasons. I think you know them so I won't rehash them here.

As far as the last, I agree but it's probably relatively minor for now. There's a good possibility an adventure or two of yours will involve them, so it's certainly something to keep an eye on. We'll see how events begin to unfold as adventures are handed out.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 28, 2021, 10:57:49 PM
Quote from: Corwin on November 28, 2021, 02:22:04 PM
I think elven pantheon and the elemental powers for me, group-wise. While I maintain good relations with a lot of powers, those are the ones I'm most involved with. As for personally, Waukeen alongside with Carl Glittergold (obviously).

I don't mind being surprised by a fun deity, either.


Latter two make a lot of sense. Garl I already touched on but Waukeen is obvious. I enjoy how she treats you, sort of one part friend and one part niece to dote on. It's a fun relationship all around, one that's a bit removed from how you might expect her to act. It's nice to see her let her hair down a little, since only other deities generally see that part of her. Most just know her as a face on gold coins at best.

As far as the elven and elemental pantheons, anyone in particular there for the sake of narrowing it down? There's a lot of names there so if you have particular interests that would really help me focus my efforts.

I assume Kossuth's on the list due to plot reasons, or at least a working relationship with the trouble the Crimson Firebrand's raising.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 29, 2021, 05:15:41 AM
Kossuth and Zaaman Rul are obvious due to plot. I like Chan!

Elves... from the Seldarine, I do have ties to Hanali and somewhat recently met Labelas who was nice. Corellon isn't bad!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 29, 2021, 03:34:47 PM
Quote from: Corwin on November 29, 2021, 05:15:41 AM
Kossuth and Zaaman Rul are obvious due to plot. I like Chan!

Elves... from the Seldarine, I do have ties to Hanali and somewhat recently met Labelas who was nice. Corellon isn't bad!

Those all work, thanks.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 29, 2021, 09:22:25 PM
Today's question: Are there any particular treasures, items or shin y things you'd like to get your hands on?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on November 29, 2021, 09:49:05 PM
Quote from: Anastasia on November 29, 2021, 09:22:25 PM
Today's question: Are there any particular treasures, items or shin y things you'd like to get your hands on?

It's difficult to answer this since B6 has such a depth of custom-created things and we've moved past all the Magic Item Compendium stuff. Nonetheless, I'd say the following:

The actual other pieces of the Syllen set, especially to see what Will can do when all of them are together to potentially enhance them.

I think it'd be cool if Moore got his own Artifact at some point. A lot of the long-time deities have something (which makes sense, obviously) or can be assumed to have something on that level.

It's difficult to come up with anything else without knowing what items other folks have that I may not know about, but those are pretty good options anyway.

Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on November 29, 2021, 10:11:46 PM
Quote from: Anastasia on November 29, 2021, 09:22:25 PMToday's question: Are there any particular treasures, items or shin y things you'd like to get your hands on?

I think Neph kind of said it; I don't think I have a 'set' of anything beyond my crown, and none of the loot I've come across has ever really 'jumped out' at me, so to speak, so I'd have to go with Neph here and say a general Artifact that helps define/represent/boost a key portion of her power/place/status is all that really comes to mind.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on November 30, 2021, 01:02:57 AM
Metamagic, both lowering costs and perhaps new options.

Also, something to actually drop divine magic (cleric style, now that there's no cleric). I've always missed not being able to grant spells and miracles more directly, using arcane spells as substitutes felt on the fake side for that.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on November 30, 2021, 08:41:50 AM
I mean I'm pretty happy with my stuff and I've got Latha handy to make artifacts on demand.

A giant anti-Shar fighting robot would be nice.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 01, 2021, 02:56:19 PM
Quote from: Nephrite on November 29, 2021, 09:49:05 PM
Quote from: Anastasia on November 29, 2021, 09:22:25 PM
Today's question: Are there any particular treasures, items or shin y things you'd like to get your hands on?

It's difficult to answer this since B6 has such a depth of custom-created things and we've moved past all the Magic Item Compendium stuff. Nonetheless, I'd say the following:

The actual other pieces of the Syllen set, especially to see what Will can do when all of them are together to potentially enhance them.

I think it'd be cool if Moore got his own Artifact at some point. A lot of the long-time deities have something (which makes sense, obviously) or can be assumed to have something on that level.

It's difficult to come up with anything else without knowing what items other folks have that I may not know about, but those are pretty good options anyway.



Okay, seems reasonable.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 01, 2021, 02:56:40 PM
Quote from: Iron Dragoon on November 29, 2021, 10:11:46 PM
Quote from: Anastasia on November 29, 2021, 09:22:25 PMToday's question: Are there any particular treasures, items or shin y things you'd like to get your hands on?

I think Neph kind of said it; I don't think I have a 'set' of anything beyond my crown, and none of the loot I've come across has ever really 'jumped out' at me, so to speak, so I'd have to go with Neph here and say a general Artifact that helps define/represent/boost a key portion of her power/place/status is all that really comes to mind.

I can keep 'your own artifact' in mind, sure. I'll talk to you about it closer to the date.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 01, 2021, 02:57:33 PM
Quote from: Corwin on November 30, 2021, 01:02:57 AM
Metamagic, both lowering costs and perhaps new options.

Also, something to actually drop divine magic (cleric style, now that there's no cleric). I've always missed not being able to grant spells and miracles more directly, using arcane spells as substitutes felt on the fake side for that.

Elaborate on what 'drop divine magic' means here?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 01, 2021, 02:57:46 PM
Quote from: Ebiris on November 30, 2021, 08:41:50 AM
I mean I'm pretty happy with my stuff and I've got Latha handy to make artifacts on demand.

A giant anti-Shar fighting robot would be nice.

Primus sneezes. But noted anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 01, 2021, 06:06:06 PM
Today's question: Besides Shar and Ao, who are 2-3 people you'd like to oppose or otherwise take revenge against?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 01, 2021, 06:10:58 PM
Quote from: Anastasia on December 01, 2021, 06:06:06 PMToday's question: Besides Shar and Ao, who are 2-3 people you'd like to oppose or otherwise take revenge against?

Alyssa hasn't actually gotten any enemies yet, I don't think? Besides that guy who's name sounds like when you gargle mouthwash.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 01, 2021, 06:11:58 PM
Quote from: Iron Dragoon on December 01, 2021, 06:10:58 PM
Quote from: Anastasia on December 01, 2021, 06:06:06 PMToday's question: Besides Shar and Ao, who are 2-3 people you'd like to oppose or otherwise take revenge against?

Alyssa hasn't actually gotten any enemies yet, I don't think? Besides that guy who's name sounds like when you gargle mouthwash.

It says something about names when I have to ask for more details there.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 01, 2021, 06:15:05 PM
Quote from: Anastasia on December 01, 2021, 06:11:58 PM
Quote from: Iron Dragoon on December 01, 2021, 06:10:58 PM
Quote from: Anastasia on December 01, 2021, 06:06:06 PMToday's question: Besides Shar and Ao, who are 2-3 people you'd like to oppose or otherwise take revenge against?

Alyssa hasn't actually gotten any enemies yet, I don't think? Besides that guy who's name sounds like when you gargle mouthwash.

It says something about names when I have to ask for more details there.

Gargauth, I think?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 01, 2021, 06:17:54 PM
Okay then, just wanted to be clear.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on December 01, 2021, 06:20:00 PM
With the recent non-aggression pact with Malcanthet and the whole arrangement with Hell, Alicia doesn't really have anyone else she meaningfully wants to go after to be honest. It's all small potatoes next to Shar.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 01, 2021, 06:41:24 PM
Quote from: Anastasia on December 01, 2021, 06:06:06 PM
Today's question: Besides Shar and Ao, who are 2-3 people you'd like to oppose or otherwise take revenge against?

Antenora

"Talona comes immediately to mind, to ensure that she knows that Sylica is not weak and will not be brushed aside after that previous meeting. No matter his purpose or meaning, the False Celestial can't be forgotten. We may not be able to, it may have nothing to do with our great quest, but I will not forget him. He will not escape justice one day."

Sylvie

"That's easy. The Adversary. He's crossed a few of our groups now and rarely makes mistakes or leaves himself vulnerable to attack. That's the evil you fear. Not the rampaging balor or war cornugon that crushes your soldiers. No, you fear the one that is reasonable, who is an evil that makes you deal with him.

We can't forget Gathgorian, even if we have to work with him. Another reason why the evils willing to talk and present themselves as civilized are the most dangerous. He's able to do that just enough."

Jetina

"Oh! I think you're right, Antenora, I remember what you brought me. Talona is terrible. Also Orcus, we grow stronger and he could become back to menace us. We shouldn't grow lax there after our last meeting with him. "

Emily

"How about Tor Salinus? Mother had an encounter with him, and if we beat him, it would be a huge win for us. He has quite a reputation, but he's also powerful and dangerous. Perhaps Malcanthet, I remember she sent you a few letters, didn't she? That's another opportunity for us to advance."

Honeydip

"The demons have to be stopped. All of them. Pale Night...is a monster. If you saw what she let happen to those eladrin children...

No. Not again. Never again. Zquujaj too. Both of them."

Donald

"Huh? Oh, Imix is one no matter what, even if politics get in the way. Bah, politics. That means the Sultan too, right? Well, that one's gonna be a tall order from what I'm hearing, but he's a good target. Of course there's Tor Salinus too, Seira. How about we go over there and pay him a visit? What could possibly go wrong?"

Sanzha

"It really is a shame Imix and Eblis are both indisposed now. It's almost as if the two fragments of the Incarnation of Law want us beating up on Chaos instead. I suppose a puddle can only be a puddle, no matter how far it grows."
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 01, 2021, 08:42:18 PM
Quote from: Anastasia on December 01, 2021, 06:06:06 PM
Today's question: Besides Shar and Ao, who are 2-3 people you'd like to oppose or otherwise take revenge against?

Moore does indeed need to take Orcus down a peg after his kerfuffle with him a while back.

It isn't so much "take revenge against" but Moore does also need to see the whole situation with the Hecatoncheires through, so maybe that counts?

Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 02, 2021, 03:40:56 AM
Quote from: Anastasia on December 01, 2021, 02:57:33 PM
Quote from: Corwin on November 30, 2021, 01:02:57 AM
Metamagic, both lowering costs and perhaps new options.

Also, something to actually drop divine magic (cleric style, now that there's no cleric). I've always missed not being able to grant spells and miracles more directly, using arcane spells as substitutes felt on the fake side for that.

Elaborate on what 'drop divine magic' means here?

The two aspects I mentioned. Like, clerics clearly pray to me and get divine spells. But I don't have them. It's so weird for me. I mean, surely as a balance issue I don't get to gain a whole new casting aspect just because, but just as resources are largely abstracted for us I figure a Mythal or a Spellpool or some other artifact could surely provide it? I could make items myself, especially one-off divine scrolls and such, but having something that my realm and power provide me would feel better.

As for miracles, that's probably self-explanatory. I can beat up just about anything, and I can give great displays of arcane might, but I don't think I can do genuine miracles in the context of my followers. It feels like emulation, sort of like using Wish to emulate low-level divine spells. I can't even do the cool spell that causes my zealots to be set on fire and explode (with righteous goodness)!

Anyway, it's a bit of a dissonance with me. I'm a deity and these things are set in my conscious idea of what a deity is, but I can't do them.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 02, 2021, 03:48:02 AM
Imix is gonna get killed. So sad I didn't roll well enough to do it before.

Tor Salinus

Dispater, to rescue the Lost Chalice and because he's a douche.

The devil-aligned Mercane leadership (maybe?). Due to the refocus, I'm not going to pursue this overmuch unlike the aforementioned three, but if the plot involves them....
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 02, 2021, 11:31:09 AM
Quote from: Corwin on December 02, 2021, 03:48:02 AM
Imix is gonna get killed. So sad I didn't roll well enough to do it before.

Tor Salinus

Dispater, to rescue the Lost Chalice and because he's a douche.

The devil-aligned Mercane leadership (maybe?). Due to the refocus, I'm not going to pursue this overmuch unlike the aforementioned three, but if the plot involves them....

Those all sound excellent, Seira.

As far as the other post, chewing over my exact response so that may be a bit.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 02, 2021, 03:29:04 PM
Today's question is a nostalgic one.

As the battles against Shar intensify, it seems Aurora may have a role in this. Are there any NPCs from Aurora (and not otherwise seen or available in game, such as Kascha or Sylvie) that you'd like to see get some screen time?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 02, 2021, 03:32:15 PM
Quote from: Anastasia on December 02, 2021, 03:29:04 PM
Today's question is a nostalgic one.

As the battles against Shar intensify, it seems Aurora may have a role in this. Are there any NPCs from Aurora (and not otherwise seen or available in game, such as Kascha or Sylvie) that you'd like to see get some screen time?

The Amalgam of Sylvie and Moore and the others that came out of Mystra's spooky library.

I realize it isn't from Aurora, but Moore would actually like to talk to Makim again - assuming he'd want to talk to Moore, anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Ebiris on December 02, 2021, 03:37:04 PM
Afina deserves a chance to kill Gathgorian.

Well realistically the ship has sailed, and honestly I actively resent any time spent on Gathgorian because it just reminds me of how disappointing the end of B3 was. Had to be said though.

We're pretty much moving out of Aurora's weight class so no one there has much relevance going forward. Maybe Baleruk.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 02, 2021, 04:22:27 PM
Quote from: Anastasia on December 02, 2021, 03:29:04 PM
Today's question is a nostalgic one.

As the battles against Shar intensify, it seems Aurora may have a role in this. Are there any NPCs from Aurora (and not otherwise seen or available in game, such as Kascha or Sylvie) that you'd like to see get some screen time?

You know who. He already swings above his weight class when used right.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 02, 2021, 04:33:52 PM
Quote from: Iron Dragoon on December 02, 2021, 04:22:27 PM
Quote from: Anastasia on December 02, 2021, 03:29:04 PM
Today's question is a nostalgic one.

As the battles against Shar intensify, it seems Aurora may have a role in this. Are there any NPCs from Aurora (and not otherwise seen or available in game, such as Kascha or Sylvie) that you'd like to see get some screen time?

You know who. He already swings above his weight class when used right.

Please be specific? I'm pretty sure you mean Surru but assumptions can go wrong.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 02, 2021, 04:38:56 PM
Quote from: Nephrite on December 02, 2021, 03:32:15 PM
Quote from: Anastasia on December 02, 2021, 03:29:04 PM
Today's question is a nostalgic one.

As the battles against Shar intensify, it seems Aurora may have a role in this. Are there any NPCs from Aurora (and not otherwise seen or available in game, such as Kascha or Sylvie) that you'd like to see get some screen time?

The Amalgam of Sylvie and Moore and the others that came out of Mystra's spooky library.

I realize it isn't from Aurora, but Moore would actually like to talk to Makim again - assuming he'd want to talk to Moore, anyway.

Noted on both.

I also note it was talking that got you into trouble with Makim the first time.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 02, 2021, 04:40:35 PM
Quote from: Ebiris on December 02, 2021, 03:37:04 PM
Afina deserves a chance to kill Gathgorian.

Well realistically the ship has sailed, and honestly I actively resent any time spent on Gathgorian because it just reminds me of how disappointing the end of B3 was. Had to be said though.

We're pretty much moving out of Aurora's weight class so no one there has much relevance going forward. Maybe Baleruk.

I generically nod to the first part. I don't wanna get into that, and any sort of confrontation between the two would likely be post game and beyond the scope of B6. Afina catching up to him and finally confronting Gathgorian could be fun, but it's simply outside of what B6 is covering. It might make a fun side game one of these days, though. Obviously assuming he survives B6, which is not a sure thing.

I do agree with the last sentence. It's more just a chance if you wanna see anyone, it doesn't have to be combat related. None of Aurora can really compete with you all now.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 02, 2021, 04:44:25 PM
Quote from: Anastasia on December 02, 2021, 04:33:52 PM
Quote from: Iron Dragoon on December 02, 2021, 04:22:27 PM
Quote from: Anastasia on December 02, 2021, 03:29:04 PM
Today's question is a nostalgic one.

As the battles against Shar intensify, it seems Aurora may have a role in this. Are there any NPCs from Aurora (and not otherwise seen or available in game, such as Kascha or Sylvie) that you'd like to see get some screen time?

You know who. He already swings above his weight class when used right.

Please be specific? I'm pretty sure you mean Surru but assumptions can go wrong.

Yes, Surraruthru.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 02, 2021, 10:45:47 PM
Quote from: Anastasia on December 02, 2021, 04:38:56 PM
Quote from: Nephrite on December 02, 2021, 03:32:15 PM
Quote from: Anastasia on December 02, 2021, 03:29:04 PM
Today's question is a nostalgic one.

As the battles against Shar intensify, it seems Aurora may have a role in this. Are there any NPCs from Aurora (and not otherwise seen or available in game, such as Kascha or Sylvie) that you'd like to see get some screen time?

The Amalgam of Sylvie and Moore and the others that came out of Mystra's spooky library.

I realize it isn't from Aurora, but Moore would actually like to talk to Makim again - assuming he'd want to talk to Moore, anyway.

Noted on both.

I also note it was talking that got you into trouble with Makim the first time.

You're not wrong. He's learned how to use his voice without any magic since then, though. :)
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 03, 2021, 05:49:51 AM
A distant glance at our old PCs would be nice, so long as they're off doing cool shit. Killing the First Vampire qualifies.

I really like Mei, whether silent or a gossip.

Maybe someone tried ascending via One? Could be nice so long as it's not Candy, she turned out to be a bitch to Kascha.

Baleruk is always neat, he can become my minion if he wishes. I'm sure I can take care of that pesky abomination thing.

A glance at the Graceful Blow would be neat, along with our old pal Adrian.

If I don't use magic, would The Master want to spar?

Better stop here or we would be here all day.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 04, 2021, 08:32:53 AM
Okay, no question over the weekend. Instead it's a simple reminder. If you need anything mechanical like homebrew, custom spells or tweaks, now is the time. I'll review NPCs  closer to the date to see if they need anything. Last minute requests are going to get the DM gaze of doom.

Likewise, I suggest that you make some of your own homebrew spells for the future.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 06, 2021, 11:58:49 AM
Echo of Healing
Conjuration (Healing)
Level: Clr 14 Drd 15 Hlr 14
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature/5 levels
Duration: 1 rounds/5 levels
Saving Throw: None
Spell Resistance: No

When you cast this spell, all creatures are affected by a Heal spell. At the end of the next round and every two rounds thereafter, those creatures are again affected by a Heal spell.



These are spells that I submitted prior to the hiatus that I don't think were officially adjudicated. I touched some of them up a little bit.

Magic of Yesterday
Divination
Level: Brd 10, Sor/Wiz 13
Components: V, S
Casting Time: 10 minutes
Range: Personal
Area: 300ft radius, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell, which is a modified version of Hindsight, allows the caster to see spells and magic that was used in the past. This spell reaches back 1 day per caster level and informs the caster of any magic used as if it had been cast at the same time and they had used a Greater Arcane Sight spell. You are allowed normal skill checks to identify any spells or magic that Magic of Yesterday uncovers.


Light of the Illuminated Heaven
Evocation [Light, Good]
Level: Clr 14, Pal 12
Components: V, S
Casting Time: 1 full round action
Range: Personal
Area: 70 foot burst, centered on you
Duration: Instant
Saving Throw: Will partial (see text).
Spell Resistance: No

You call upon the light from the highest layer of Mount Celestia to erupt out of you in all directions. This light purges and weakens shadows in its radius as it fills the area completely with light. Any evil creature who is within the spell's radius loses any benefit from magical or supernatural shadows for 7 rounds. Creatures that succeed on their will save find these powers weakened briefly and lose their benefit for one round. This spell acts as Superb Dispelling against magical or supernatural darkness and any shadow-based spells.



Shadowdread Weapon
Evocation [Good]
Level: Sanctified 13
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell removes all normal benefits and properties of a weapon and turns it into a blazing white version of itself. While enchanted like this, the weapon is able to strike those who use shadows as a primary defense; the weapon ignores any miss chance or concealment provided by magical or supernatural shadows or similar effects.

The bonuses from this spell overwrite a weapon's normal properties, but it cannot affect an artifact.

Focus

The melee weapon to be enchanted.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 06, 2021, 08:24:21 PM
Just a quick check, is echo of healing inspired by another spell?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 06, 2021, 08:26:16 PM
Quote from: Anastasia on December 06, 2021, 08:24:21 PM
Just a quick check, is echo of healing inspired by another spell?

I do not think there's anything like it specifically, at least that I know of. In theory, Delayed Blast Fireball is kind of like it, but not exactly? That wasn't the inspiration, anyway.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 06, 2021, 10:43:39 PM
Looking back I already approved Magic of Yesterday. For Illuminated Heaven, did you crib from another spell? I know exactly what the last spell cribs from.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 06, 2021, 10:46:23 PM
I did not, except references to dispelling darkness from similar spells like Sunlight/Daylight/Sunbeam.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 10, 2021, 09:26:19 PM
I'm very tentatively aiming at the week of January 3rd or 10th to pick this back up. Maybe the 17th if prep runs long.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 11, 2021, 09:34:01 PM
Just trying my hand at some gravity-themed spells. They need a bit more work but I figured I'd at least put them here so I didn't forget about them entirely. My big issue with them is I think they'd require a lot of DM fiat to be used, but sometimes that happens. You could make a mass version of the Greater one too if you wanted, assuming any of them are any good to begin with!

I added spell resistance to the targeted versions because that seemed to make sense, although I could see you not doing that since you're really just affecting the gravity around them and not the creature themselves, but I'm not really sure how that works in practice. For reference, Reverse Gravity has no saving throw or spell resistance (well, it does, but only if you've got something to hold onto or can just fly) I'm fine with refining these, at any rate.

Increase Gravity
Transmutation
Level: Drd 6, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: None; see text
Spell Resistance: Yes

This spell changes the gravity around one creature. For the duration of the spell, this creature treats gravity one stage worse (Light to Normal, Normal to Heavy), to a maximum of Heavy Gravity.


Mass Increase Gravity
Transmutation
Level: Drd 8, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to one 10-ft. cube per two levels (S)
Duration: 1 round/level (D)
Saving Throw: None; see text
Spell Resistance: No

This spell functions like Increase Gravity, except as noted above.


Greater Increase Gravity
Transmutation
Level: Drd 11, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: One creature
Duration: 1 round/level (D)
Saving Throw: None; see text
Spell Resistance: Yes

This spell functions like Increase Gravity, except that it increases it by three levels and there is no upper limit to the strength of the planar trait.


Gravitational Crush
Transmutation
Level: Drd 13, Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: One creature
Duration: 1 round/5 levels (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell causes gravity around one subject to increase to such a point as to begin to cause damage. This spell does 1d8 force damage per level (Maximum 35d8) and afflicts a target as if by a Slow spell. In addition, the target is treated as if being under the heaviest possible planar trait for gravity for the duration of the spell. A successful fortitude save halves the damage and negates the Slow, but the target is still treated as being under this gravity.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 13, 2021, 10:57:37 PM
Quote from: Nephrite on December 06, 2021, 11:58:49 AMMagic of Yesterday
Divination
Level: Brd 10, Sor/Wiz 13
Components: V, S
Casting Time: 10 minutes
Range: Personal
Area: 300ft radius, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell, which is a modified version of Hindsight, allows the caster to see spells and magic that was used in the past. This spell reaches back 1 day per caster level and informs the caster of any magic used as if it had been cast at the same time and they had used a Greater Arcane Sight spell. You are allowed normal skill checks to identify any spells or magic that Magic of Yesterday uncovers.

Magic Of Yesterday is fine, I approved it before the break. Added.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 13, 2021, 10:59:25 PM
Quote from: Nephrite on December 06, 2021, 11:58:49 AM
Echo of Healing
Conjuration (Healing)
Level: Clr 14 Drd 15 Hlr 14
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature/5 levels
Duration: 1 rounds/5 levels
Saving Throw: None
Spell Resistance: No

When you cast this spell, all creatures are affected by a Heal spell. At the end of the next round and every two rounds thereafter, those creatures are again affected by a Heal spell.

So it the round it is cast, the round after and then two rounds after? So 1, 2, 4, 6, 8 and so on?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 13, 2021, 11:02:30 PM
Technically, yes -

Round 1: Cast the spell, it works like Heal, except on everyone (so it isn't Mass Heal's 250, just Heal's 150)
End of Round 1: Nothing happens
End of Round 2: Heal
End of Round 4: Heal

So you are correct, with the clarification that the only healing is from that spell itself when it is cast.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 13, 2021, 11:03:12 PM
QuoteLight of the Illuminated Heaven
Evocation [Light, Good]
Level: Clr 14, Pal 12
Components: V, S
Casting Time: 1 full round action
Range: Personal
Area: 70 foot burst, centered on you
Duration: Instant
Saving Throw: Will partial (see text).
Spell Resistance: No

You call upon the light from the highest layer of Mount Celestia to erupt out of you in all directions. This light purges and weakens shadows in its radius as it fills the area completely with light. Any evil creature who is within the spell's radius loses any benefit from magical or supernatural shadows for 7 rounds. Creatures that succeed on their will save find these powers weakened briefly and lose their benefit for one round. This spell acts as Superb Dispelling against magical or supernatural darkness and any shadow-based spells.

I'd change the flavor of this, the light of Chronias isn't something so easily wielded. That aside since it's a flavor issue and not a mechanical one - just revise it to Jovar or something else that works for you - I have a few questions.

1. What precisely do you mean by magical and supernatural shadows? This feels like it needs further elaboration. Do you mean spells with the darkness or shadow descriptor? Something else?

2. So regardless of that, it's meant to hit them with Super Dispelling as well? Something like shadow descriptor spells?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 13, 2021, 11:09:18 PM
Quote
Shadowdread Weapon
Evocation [Good]
Level: Sanctified 13
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell removes all normal benefits and properties of a weapon and turns it into a blazing white version of itself. While enchanted like this, the weapon is able to strike those who use shadows as a primary defense; the weapon ignores any miss chance or concealment provided by magical or supernatural shadows or similar effects.

The bonuses from this spell overwrite a weapon's normal properties, but it cannot affect an artifact.

Focus

The melee weapon to be enchanted.

I'd allow it to have a saving throw as you use it to remove the properties for a weapon another creature holds or uses if you touch it. That doesn't feel like intended use, am I right? More accurately I don't feel it should need a save, because it feels like a spell you cast on your own weapon or that of an ally.

I'd also add that it can strike incorporeal creatures like shadows, as that miss chance isn't necessarily from the shadows themselves, but from the incorporeal subtype. That's arguable and an interpretation issue, so best to head it off and just note it hits incorporeal as well. It's one of those situations where being explicit saves everyone a possible misunderstanding.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 13, 2021, 11:11:13 PM
Quote from: Nephrite on December 13, 2021, 11:02:30 PM
Technically, yes -

Round 1: Cast the spell, it works like Heal, except on everyone (so it isn't Mass Heal's 250, just Heal's 150)
End of Round 1: Nothing happens
End of Round 2: Heal
End of Round 4: Heal

So you are correct, with the clarification that the only healing is from that spell itself when it is cast.

This one I'm very borderline on. It feels extremely good at what it does. I might allow it as a healer only spell, but I'm very hesitant to allow it for clerics and druids. Can you find any spells that are similar to this besides Fortunate Fate that I've allowed in the SC?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 13, 2021, 11:12:42 PM
Quote from: Anastasia on December 13, 2021, 11:03:12 PM
I'd change the flavor of this, the light of Chronias isn't something so easily wielded. That aside since it's a flavor issue and not a mechanical one - just revise it to Jovar or something else that works for you - I have a few questions.

1. What precisely do you mean by magical and supernatural shadows? This feels like it needs further elaboration. Do you mean spells with the darkness or shadow descriptor? Something else?

2. So regardless of that, it's meant to hit them with Super Dispelling as well? Something like shadow descriptor spells?

I can change the name to "Light of the Seven Heavens" and just say "you wield the light of Mount Celestia" instead, that's fine.

1. It is intended to suppress the following:

*Magical darkness
*Magical spells that give concealment or miss chance via shadows / darkness
*Supernatural abilities that give concealment or miss chance via shadows / darkness

It is very much a "please fuck off Shar" spell by its nature to the point of rather hyperspecialization in its creation.

2. Yes, it's supposed to also work as Superb Dispelling on any of the Shadow Conjuration and other sort of spells as well.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 13, 2021, 11:14:09 PM
Quote from: Anastasia on December 13, 2021, 11:11:13 PM
This one I'm very borderline on. It feels extremely good at what it does. I might allow it as a healer only spell, but I'm very hesitant to allow it for clerics and druids. Can you find any spells that are similar to this besides Fortunate Fate that I've allowed in the SC?

That was why I had limited it to just Heal. I don't think there's anything else that works like this (at least as a 'cast it and then it happens later') sort of thing unless it's like... Delayed Cast Fireball, but that's obviously different. I will double-check though.

I guess there is Repeat Spell, too.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 13, 2021, 11:15:30 PM
Quote from: Anastasia on December 13, 2021, 11:09:18 PM
I'd allow it to have a saving throw as you use it to remove the properties for a weapon another creature holds or uses if you touch it. That doesn't feel like intended use, am I right? More accurately I don't feel it should need a save, because it feels like a spell you cast on your own weapon or that of an ally.

I'd also add that it can strike incorporeal creatures like shadows, as that miss chance isn't necessarily from the shadows themselves, but from the incorporeal subtype. That's arguable and an interpretation issue, so best to head it off and just note it hits incorporeal as well. It's one of those situations where being explicit saves everyone a possible misunderstanding.

You have the right of it. I didn't intend it to be used on an enemy weapon.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 13, 2021, 11:16:15 PM
Quote from: Nephrite on December 11, 2021, 09:34:01 PM
Just trying my hand at some gravity-themed spells. They need a bit more work but I figured I'd at least put them here so I didn't forget about them entirely. My big issue with them is I think they'd require a lot of DM fiat to be used, but sometimes that happens. You could make a mass version of the Greater one too if you wanted, assuming any of them are any good to begin with!

I added spell resistance to the targeted versions because that seemed to make sense, although I could see you not doing that since you're really just affecting the gravity around them and not the creature themselves, but I'm not really sure how that works in practice. For reference, Reverse Gravity has no saving throw or spell resistance (well, it does, but only if you've got something to hold onto or can just fly) I'm fine with refining these, at any rate.

Increase Gravity
Transmutation
Level: Drd 6, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: None; see text
Spell Resistance: Yes

This spell changes the gravity around one creature. For the duration of the spell, this creature treats gravity one stage worse (Light to Normal, Normal to Heavy), to a maximum of Heavy Gravity.


Mass Increase Gravity
Transmutation
Level: Drd 8, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to one 10-ft. cube per two levels (S)
Duration: 1 round/level (D)
Saving Throw: None; see text
Spell Resistance: No

This spell functions like Increase Gravity, except as noted above.


Greater Increase Gravity
Transmutation
Level: Drd 11, Sor/Wiz 10
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: One creature
Duration: 1 round/level (D)
Saving Throw: None; see text
Spell Resistance: Yes

This spell functions like Increase Gravity, except that it increases it by three levels and there is no upper limit to the strength of the planar trait.

Okay, I think there's some structural issues here that need to be addressed.

1. It's entirely possible to do these as area effect rather than creature targeted. To be honest that what I assumed you were going for when you mentioned these and Reverse Gravity. That's my mistake for not asking. If they're creature targeted I'd be more inclined to allow a save.

2. I'm not sure the baseline spell is a 5th or 6th level spell. I'd have to check since I'm out of practice but it feels too high. Same with the mass version.

3. For greater, what do you mean by no upper limit? The MoP provides the Heavy Gravity trait, which has several effects, but you'd need to specify how these proposed stronger levels of it would work.

QuoteGravitational Crush
Transmutation
Level: Drd 13, Sor/Wiz 12
Components: V, S
Casting Time: 1 standard action
Range: Short
Target: One creature
Duration: 1 round/5 levels (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell causes gravity around one subject to increase to such a point as to begin to cause damage. This spell does 1d8 force damage per level (Maximum 35d8) and afflicts a target as if by a Slow spell. In addition, the target is treated as if being under the heaviest possible planar trait for gravity for the duration of the spell. A successful fortitude save halves the damage and negates the Slow, but the target is still treated as being under this gravity.

See 3 here for this spell. The idea's basically fine otherwise but it needs polishing. Let me punt that until the issues in the previous spells are sorted since those will impact this.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 13, 2021, 11:20:33 PM
Quote from: Anastasia on December 13, 2021, 11:16:15 PM
Okay, I think there's some structural issues here that need to be addressed.

1. It's entirely possible to do these as area effect rather than creature targeted. To be honest that what I assumed you were going for when you mentioned these and Reverse Gravity. That's my mistake for not asking. If they're creature targeted I'd be more inclined to allow a save.

2. I'm not sure the baseline spell is a 5th or 6th level spell. I'd have to check since I'm out of practice but it feels too high. Same with the mass version.

3. For greater, what do you mean by no upper limit? The MoP provides the Heavy Gravity trait, which has several effects, but you'd need to specify how these proposed stronger levels of it would work.


See 3 here for this spell. The idea's basically fine otherwise but it needs polishing. Let me punt that until the issues in the previous spells are sorted since those will impact this.

1. I'm fine just making them all area, if that's easier. It just seemed like (most) other spells have Single, Mass, etc versions so I was trying to work backwards with Reverse Gravity as a base. I can work on them more, it's no trouble.

3. I don't know how specific to get with them - logically speaking there should be something heavier than "Heavy Gravity," right? Like... I mean, there has to be, doesn't there? I can try and come up with some sort of specific mechanical explanation for this, but it didn't seem to make a lot of sense for it to just cap out at "heavy gravity," if that makes sense?

https://www.d20srd.org/srd/planes.htm Did the MoP go into further detail than the original SRD about gravity?
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 13, 2021, 11:28:57 PM
Quote from: Nephrite on December 13, 2021, 11:12:42 PM
Quote from: Anastasia on December 13, 2021, 11:03:12 PM
I'd change the flavor of this, the light of Chronias isn't something so easily wielded. That aside since it's a flavor issue and not a mechanical one - just revise it to Jovar or something else that works for you - I have a few questions.

1. What precisely do you mean by magical and supernatural shadows? This feels like it needs further elaboration. Do you mean spells with the darkness or shadow descriptor? Something else?

2. So regardless of that, it's meant to hit them with Super Dispelling as well? Something like shadow descriptor spells?

I can change the name to "Light of the Seven Heavens" and just say "you wield the light of Mount Celestia" instead, that's fine.

1. It is intended to suppress the following:

*Magical darkness
*Magical spells that give concealment or miss chance via shadows / darkness
*Supernatural abilities that give concealment or miss chance via shadows / darkness

It is very much a "please fuck off Shar" spell by its nature to the point of rather hyperspecialization in its creation.

2. Yes, it's supposed to also work as Superb Dispelling on any of the Shadow Conjuration and other sort of spells as well.

Okay, this is a question of verbiage and DND-ese then.

Light of the Seven Heavens
Abjuration/Evocation [Light, Good]
Level: Clr 14, Pal 12
Components: V, S
Casting Time: 1 full round action
Range: Personal
Area: 70ft burst, centered on you
Duration: Instant
Saving Throw: Will negates (see text)
Spell Resistance: No

You call upon the light from the Seven Heavens to erupt out of you in all directions. All spells with the darkness or shadow descriptor within the burst are suppressed for 7 rounds. Evil creatures within the burst who possess supernatural abilities related to shadows also have these powers suppressed and unavailable for 7 rounds. Evil creatures are allowed a Will save to negate the effects of this burst on them and the spells active on them.

Regardless of the outcome of this, any spell with the darkness or shadow descriptor within the burst is also subject to a dispel check as if by a superb dispelling spell (maximum dispel check +40).

Exactly what powers are related to shadows is left to DM discretion, but a deity's abilities would not be subject to this regardless.

This is about how I'd do it. Possible suppression plus a high end dispel. Does that look about right?
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 13, 2021, 11:35:17 PM
Quote from: Anastasia on December 13, 2021, 11:28:57 PM
Okay, this is a question of verbiage and DND-ese then.

Light of the Seven Heavens
Abjuration/Evocation [Light, Good]
Level: Clr 14, Pal 12
Components: V, S
Casting Time: 1 full round action
Range: Personal
Area: 70ft burst, centered on you
Duration: Instant
Saving Throw: Will negates (see text)
Spell Resistance: No

You call upon the light from the Seven Heavens to erupt out of you in all directions. All spells with the darkness or shadow descriptor within the burst are suppressed for 7 rounds. Evil creatures within the burst who possess supernatural abilities related to shadows also have these powers suppressed and unavailable for 7 rounds. Evil creatures are allowed a Will save to negate the effects of this burst on them and the spells active on them.

Regardless of the outcome of this, any spell with the darkness or shadow descriptor within the burst is also subject to a dispel check as if by a superb dispelling spell (maximum dispel check +40).

Exactly what powers are related to shadows is left to DM discretion, but a deity's abilities would not be subject to this regardless.

This is about how I'd do it. Possible suppression plus a high end dispel. Does that look about right?


That dastardly DnD-ese. Yes, that's fine. Ultimately if Shar has a SDA that gives her big shadow dodge we're not going to be able to do a lot about it anyway. I would say you can probably bump it down to a standard action though, but I leave that up to your expertise. I'd left the full round part because of the one-round negation.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 13, 2021, 11:42:51 PM
Something like this for gravity, Moore?

Extended Heavy Gravity Table

This presumes that you're familiar with the Heavy Gravity planar trait (MoP 9), this directly references it and how it escalates when doubled, tripled or more.



   
   
   
   
   
   
   
   
GravitySkill Check PenaltyAttack Roll PenaltyItem Weight MultiplierWeapon Ranges Falling Damage (10ft)Maximum Falling Damage (200+ft)
Heavy-2-2x2Halved1d1020d10
Double Heavy-4-4x3Quartered1d1220d12
Triple Heavy-6-6x4**2d640d6
Quadruple heavy-8-8x5**2d840d8
Quintuple Heavy-10-10x6***2d1040d10
Sextuple Heavy-12-12x7***2d1240d12
Septuple Heavy-14-14x8****4d680d6

** Ranged attacks are impossible unless you have a strength score of 30 or higher. If you do, treat weapon ranges as quartered.
*** Ranged attacks are impossible unless you have a strength score of 40 or higher. If you do, treat weapon ranges as quartered.
****Ranged attacks are impossible unless you have a strength score of 50 or higher. If you do, treat weapon ranged as quartered.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 13, 2021, 11:45:15 PM
Yes, that would be perfect.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 16, 2021, 03:50:59 PM
Added Light Of The Seven Heavens to the collection.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 27, 2021, 10:46:47 AM
Our scheduled resumption date is the week of January 17th. So pursuant to that, what days are good for people right now?
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 27, 2021, 11:08:27 AM
Barring meetings and stuff, any day should be fine for me.
Title: Re: DM Nagging: It's pretty much my job
Post by: Corwin on December 27, 2021, 11:59:30 AM
Mondays are busy for me, but I'm good otherwise.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 27, 2021, 12:31:00 PM
I will be back in the office on Thursdays and Fridays but can phone post those days. Any other day is preferred, but I can make the other two work too.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 27, 2021, 12:34:19 PM
Okay. Our days will be Tuesday, Wednesday and Friday for B6. I'd like the day off of Thursday in between and it gives me flexibility if I need to reschedule Wednesday or Friday.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 30, 2021, 02:38:02 PM
Okay, anything I need to do for any of you? General callout while I'm doing DM stuff.
Title: Re: DM Nagging: It's pretty much my job
Post by: Nephrite on December 30, 2021, 03:56:45 PM
I think I'm good, we've got our various goals and things to do.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on December 30, 2021, 06:42:48 PM
Think I'm good.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 30, 2021, 07:38:37 PM
Good to hear.
Title: Re: DM Nagging: It's pretty much my job
Post by: Iron Dragoon on January 02, 2022, 07:09:39 PM
Proposed spell 1:

Blade of the Nosferatu
Transmutation
Level: Sor/Wiz 10
Components: V,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)

When you cast this spell, a wave of blood coats your weapon and drips, though the blood vanishes before touching the ground.

A weapon enchanted with this spell deals an extra 1d8 per caster level (15d8 maximum) points of damage to any living creature it hits, and you heal damage equal to this amount. The wounds inflicted by this weapon persist for 1 additional round, dealing half of the original damage in that round and healing you.

Proposed spell 2:

Superior Ability Hamstring
Transmutation
Level: Sor/Wiz 15
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One touched living creature
Duration: Special, see text
Saving Throw: Will special, see text
Spell Resistance: Yes

You permanently remove one extraordinary or supernatural ability of your choice from the target creature. You must know of the ability you wish to remove, either from seeing it, experiencing it, with a Knowledge check or some other means. If the creature succeeds on the Will check, the ability is instead suppressed for 1 round per caster level.

If used against a creature with spellcasting, one spell per 4 caster levels is removed from their prepared spells at random. If used against a creature with spell charges, one charge per 4 caster levels is removed instead.

Oozes, constructs or undead are immune to this spell.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 17, 2022, 09:57:58 PM
Realm posts are up. I plan to update these after each adventure unless it doesn't make sense to for whatever reason.

I'll update these after sessions generally or before them, but don't expect quick replies.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 18, 2022, 12:01:15 AM
Got two starting posts up, will get the other two in the morning. Got unanticipatedly sleepy.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 19, 2022, 12:29:02 PM
Node updates will be tonight, overslept this morning.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on January 21, 2022, 12:52:00 AM
Crossposting this from Alyssa's realm thread.

Twomind
Transmutation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minute/level

You create a second mind that thinks just like your normal mind. Any skill check that is purely thought based (such as a Knowledge check) gains a +2 bonus due to your expanded mind, as if it benefited from aid another, but this is only a side effect. Should you suffer Intelligence, Wisdom or Charisma ability damage or drain, your second mind is not affected and retains your full ability. This allows you to ignore such damage for the spell's duration. Once the spell's duration expires you suffer the effects of that damage or drain as normal.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on February 12, 2022, 11:18:27 PM
<Iddy> Thought of a potential nickname for Jarem.
<Iddy> "The Forever Warrior."
> Lemme save that for reference.

Self explanatory.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 03, 2022, 12:00:53 PM
From the DMing archives.

Asmodeus rarely has any need to enter battle. Countless devils will fight for him to the death with but a word, let alone elite servants who can stop almost any threat if called on. Nonetheless there are rare occasions when the Lord of the Ninth sees fit to personally deal with an opponent. This covers his preferred approach. As part of an Incarnation it's likely that he has greater powers than this, but he almost always relies on this.

All the better to switch should he ever face a worthy foe who has researched him enough to anticipate and plan around these strategies, and thus take them by surprise with new tactics.

Round 0

Asmodeus never enters combat without proper spells to bolster himself as desired. Not that such things are generally needed for him, but it's to maintain appearances. Likewise unless he wishes to battle alone, Asmodeus ensures sufficient forces are present to defend him. At a minimum Aesmadeva will be present, but he often supplements this with whatever devils or servants he feels suits the situation. He is able and willing to call on other Lords of the Nine if he desires.

Round 1

Asmodeus will move if needed and prudent, but prefers to sit or stand motionlessly in battle. He projects an aura that combat is beneath him, and instead his infernal aura flares out. Any enemies within 900ft must succeed on a Will save (DC 81) or instantly become a fanatical slave of Asmodeus. The alignment of any affected creature becomes lawful evil. Any who resist are attacks by those who succumbed, any previous bonds irrelevant in face of their new master's command. This ability is a mind-affecting ability but ignores immunity to mind-affecting. Even creatures with no Intelligence score can be affected. Any profane or axiomatic bonuses to Will saves do not apply to this save. Greater deities are not subject to this ability, Asmodeus chooses not to use it against them. It's not clear if they are immune, resistant or if Asmodeus has personal reasons to refrain.

Should this not immediately win the battle, Asmodeus will use a swift action to cast a spell that deals 999 points of hellfire damage to all enemies within his sight. A Reflex save (DC 81) halves the damage and there is a -27 penalty to the saving throw. This spell ignores any fire resistance or immunity as hellfire, and spell resistance does not apply. Evasion and Improved Evasion do not apply to this Reflex save, but they do negate the -27 penalty to the save. Asmodeus will cast this up to two times more (three in a row total) should the first cast not be sufficient.

Round 2

Should a creature somehow survive that first round, Asmodeus will spend his move action to offer them a place in Hell's hierarchy. Any creature who can endure that assault has value and Asmodeus desires that such creatures kneel before him. There is no special power behind this offer.

If this offer is rejected, Asmodeus will cast a spell as a standard action that inflicts a -27 penalty to all ability scores that can affect up to nine targets within 900ft. A Fortitude save (DC 81) negates, but the save must be repeated each round after this, so long as they are in combat with Asmodeus. This spell's duration is permanent.

Round 3

From here Asmodeus will deign to enter combat directly. He will strike with his Ruby Rod; he needs not move, his blows will strike his chosen target so long as they are within sight. He makes nine attacks per round, each one at +180 (though he can increase this as normal if desired) that deals 270 damage. He can choose for this to be vile damage if he wishes. Any creature struck must make three saves, all at DC 81. A Reflex save or suffer an additional 270 points of hellfire damage, a Will save or become a fanatical slave of the Lord of the Ninth as described above and finally a Fortitude save or die instantly. Asmodeus may use the Power Attack or Combat Expertise feats as he desires, treat the maximum penalty he can take for either as -90.

A creature must make all three saves each time they are struck.

There are no known battles against Asmodeus that lasted more than three rounds.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on March 30, 2022, 12:07:42 PM
I'm aware some of the rules topics are messed up. Nested spoiler boxes no longer work so I'll have to adjust them in the future.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 21, 2022, 06:43:40 PM
So guys, you know how I asked all of you for descriptions so I have them if I get character art done? Still not seeing any in my PMs here, y'all. Consider this an official nagging.

I missed nagging.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 22, 2022, 07:02:14 PM
I have a Moore PM. It's a start!
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on November 25, 2022, 05:23:14 PM
I have a partial answer from Iddy. More progress.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 09, 2022, 01:40:28 PM
*eyes PMs*

/me gives a sad little whimper.
Title: Re: DM Nagging: It's pretty much my job
Post by: Anastasia on December 10, 2022, 01:42:24 PM
Administrative note in case it matters: Edited Antenora's sheet today for a typo. Nothing important changed.