OFFICIAL PLAY TIME: WEDNESDAYS 1:00 EST
Character Information
Steps to Create a Character: 1) Concept. Is your character a weatherbeaten corsair from Lophius? A zerda thief with a quick tongue and a quicker blade? A hagman witch-warrior with a zealous hatred of leechkin? A lilix assassin banished for blasphemy?
2) Assign Ability Sores. You have 24 points to spend. Your abilities - Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma - begin at 10. You have a pool of additional points that you may spend to improve your scores. Each point you spend increases a single ability by 1 point until that score reaches 15. For each point above 15, it costs 2 points to improve an ability. For each point above 17, it costs 4 points to improve an ability by 1. In addition, you can pick one of your scores as a weakness. In such a case, you drop that score to 8 and cannot spend points to improve it at this time. In return, you gain 2 bonus points to spend on your abilities.
Score | Modifier | Score | Modifier |
1 | '"5 | 24'"25 | +7 |
2'"3 | '"4 | 26'"27 | +8 |
4'"5 | '"3 | 28'"29 | +9 |
6'"7 | '"2 | 30'"31 | +10 |
8'"9 | '"1 | 32'"33 | +11 |
10'"11 | 0 | 34'"35 | +12 |
12'"13 | +1 | 36'"37 | +13 |
14'"15 | +2 | 38'"39 | +14 |
16'"17 | +3 | 40'"41 | +15 |
18'"19 | +4 | 42'"43 | +16 |
20'"21 | +5 | 44'"45 | +17 |
22'"23 | +6 | - | - |
You can see a detailed breakdown of each ability on the SRD.
3) Choose your race from the list below.
4) Choose your traits. If you're human, you get 2 of these. Most non-humans only get one. Check the racial description for your number of traits.
5) Choose your class(es). A list is provided at the bottom. If you are non-human and want to multiclass, consider taking levels in your favoured class: otherwise, you will be hampered by an XP penalty.
6) Buy skills (these will be up soon, but they're fairly close to the 3.5 skills in the SRD).
7) Choose Feats. You get 2 at first level and 1 at every even level, so a 4th level character gets 4 feats. Some classes also provide bonus feats.
8 ) Figure Hit Points. You get the highest possible number of hit points at your first level. For the other levels, you must roll to see how many hit points you get. See your class for details. You add your Constitution modifier each level to your hit points.
9) Purchase equipment. You have 3500 obeloi (same as gp). Anything worth less than 1 obelus can be rounded up to 1 obelus.
10) Post character Sheet. Nomadic has provided an excellent example of what a completed character sheet looks like.
11) Launch your character into the blood-spattered madness that is the Cadaverous Earth.
Characters can be posted here.
A collection of important link can be found at the bottom.
All characters begin without their equipment, but their equipment will be returned to them following the first encounter.
After much deliberation and indecisiveness on my part, characters have 3500 obeloi to purchase this starting equipment. Characters begin at level 4, to accommodate races with LAs.Magic items are going to be somewhat downplayed, especially things like magic armor and weapons, which will be relatively rare and unique (this is not a world of generic +1 swords). I'll allow magic weapons to be purchased at the outset so long as they are given a name and a distinctive appearance/history (which I'm sure anyone here wouldf be more than capable of providing). They won't be thick on the ground once the campaign starts, however, nor can one stroll down to ye olde magick emporium and pick one up.
More common would be scrolls, potions, magic amulets and rings, and the occasional wondrous item, preferably with a more macabre name and cosmetic flavor. Grafts and tattoos are very common in Macellaria, though much less common elsewhere (almost nonexistant in Skein, for example).
Masterwork items are widely available. I'll post the Iron Heroes equipment charts up soon, but for now the equipment list in the SRD is fine (they're almost virtually the same - IH just adds on a few descriptors to its weapons). Armor works differently in IH than in D&D, however.
Here are the Saving Throw and Armor Charts:
(http://img17.imageshack.us/img17/4563/leveldependent.jpg)
And here's the list of Equipment (1gp = 1 obelus):
(http://img819.imageshack.us/img819/3153/armorandshields.jpg)
(http://img217.imageshack.us/img217/6457/simpleweapons.jpg)
(http://img3.imageshack.us/img3/8387/martialweapons.jpg)
(http://img685.imageshack.us/img685/8924/exoticweapons.jpg)
Races
HagmanBase speed 30 ft., swim 40 ft.
Hagmen have the aquatic subtype.
+4 Hide in swampy vegetation.
+2 Listen, -2 Spot. Hagmen have poor eyesight, but they have adapted their other senses.
+2 on Fortitude saves versus poisons and diseases. Hagmen have natural resistances from dwelling the the swamps.
Amphibious: Hagmen can breathe both water and air. Hagmen can spend one day per point of Consitution without being immersed in water. After that they must make a Constitution check (10+1 per previous check) or take 1 point of subdual damage per day until they immerse themselves in water. Until they are immersed they cannot heal this subdual damage and are fatigued.
Hermaphrodism: Hagmen can change their sex at will. The process takes one week to complete. They can also choose to arrest their metamorphosis at any point, producing seven 'liminal' genders which have various significance in Hagman culture.
Scent: Hagmen have the Scent ability, which functions in water. This greatly assists them while hunting.
Hagmen still get a Background trait but do not receive an additional trait.
Favoured Class: Hunter
Automatic Languages: Glatch, Shambles
Ghul+2 Constitution, -2 Charisma
Base speed 30 ft.
Darkvision 60 ft.
Grave-Spawn: Ghilan are immune to disease, aging, poison, and death effects. Grave-spawn cannot receive organic grafts, though pre-existing and mechanical grafts are permitted.
Natural Weapons: Claws 1d3, bite 1d4.
Light Sensitivity: Ghilan are
dazzled in direct sunlight.
Carnivorous: Ghilan can only digest meat.
Ghilan get one trait, but it cannot be a Background trait (amnesia).
Favoured Class: Any
Automatic Languages: Shambles
LilixMales: +2 Strength, -2 Intelligence
Females: +2 Dexterity, -2 Constitution
Base speed 30 ft.
Darkvision 30 ft.
+2 Bluff
Arachnoid: Lilix have six arms (and two legs). They have one primary hand and five off hands for combat purposes. They can, of course, take Multiweapon Fighting to ameliorate the normal penalty for fighting with additional weapons.
Liquid Diet: Lilix can only ingest liquid food.
Lilix still get a Background trait but do not receive an additional trait.
Favoured Class: Executioner
Automatic Languages: Spiderchatter, Chattelchatter
LA +1
ShadeIn their natural forms, shades are Oozes with 5d10 HD that take 1 point of damage each round if exposed to sunlight. However, while possessing a host, Shades are represented by a template:
'Shade' is a template that can be applied to any humanoid, monstrous humanoid, animal, magical beast, or aberration (hereafter referred to as the 'host') of Huge size or smaller.
The host loses its class and all associated features (HD, skills, etc) but gains those of the shade (NOT its Ooze HD - its class HD, which don't apply when the shade is in Ooze form), which are only active while the shade is in possession of a host. The shade is only expelled from the host if the host is killed or if they are exposed to direct sunlight, in which case they must make a Constitution check (DC 10 +1 per round) every round or be expelled from their host. Shades can also voluntarily leave their host bodies.
Shades still get a Background trait but do not receive an additional trait.
Darkvision 60 ft.
Grave-Spawn: The host is immune to disease, aging, poison, and death effects. Grave-spawn cannot receive organic grafts, though pre-existing grafts and mechanical grafts are permitted.
Shades are immune to mind-influencing effects and critical hits: Shades have alien psychologies, and do not perceive pain as their hosts do. Chop off a host's head, and the shade can continue fighting with it.
Attributes: The host retains its physical attributes. Its mental attributes are replaced with those of the shade, all of which have a +2 bonus.
The host bodies of shades eventually begin to decompose unless measures are taken to avoid decay. This manifests as ability damage '" 1 point in each physical attribute a month.
Favoured Class: Any
Automatic Languages: Shambles, Morbis
LA +3
MantidBase Speed 30ft., Fly 10 ft. (poor)
Darkvision 30 ft.
+2 Craft (clockwork)
+4 Jump
Natural Attacks: Mantids have two claw that function as natural attacks identical to scythes (1d6, can make trip attacks). One claw is primary, the other secondary (-5). They can wield normal weapons at the same time (they have four arms), though they suffer normal penalties for multiweapon fighting if they do so.
Carnivorous: Mantids can only digest meat.
Mantids still get a Background trait but do not receive an additional trait.
Favoured Class: Weapon Master
Automatic Languages: Bugspeak, Shambles
LA +1
ZerdaSmall size
Base speed 30 ft.
Low Light Vision (4x)
+2 Dexterity, -2 Strength, -2 Intelligence
Natural Weapons: Bite 1d4 and two claws 1d3 each (one primary, one secondary).
Heat Endurance: +4 on Fortitude saves versus hot weather.
+4 Listen
+2 Move Silently, Spot, Survival
Zerda still get a Background trait but do not receive an additional trait.
Favoured Class: Harrier
Automatic Languages: Zerda; most zerda know enough Shambles to piece a sentence or two together
Leechkin+2 Strength, -4 Charisma - Leechkin are surprisingly powerful for such spindly creatures, but they lack essential drive or ambition.
Base speed 20 ft. Leechkin are generally sluggish.
Leechkin have the aquatic subtype.
+2 Hide in swampy vegetation.
+4 Swim.
Amphibious: Leechkin are fully amphibious and can breathe both water and air. They do not have a Swim speed, however,
Naturals Weapons: Two bites for 1d4 each (one primary, one secondary).
Blood Drain (Ex): A leechkin can suck blood from a living victim with its mouths by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d2 point of Constitution drain each round the pin is maintained. On each such successful attack, the leechkin gains temporary hit points equal to the amount of Constitution it drained.
Haematophage: Leechkin only consume blood. They follow the normal rules for thirst, but in addition to taking subdual damage they must make a Will save (DC 10 +1 per previous check) every hour or attack the nearest non-leechkin. They do not get fatigued from thirst; however they do gain a temporary +2 Strength and +2 Constitution until they feed, and their base speed doubles (40 ft.).
Leechkin can smell blood. This functions like the Scent ability, but only on creatures with warm blood (i.e. a leechkin could sense a living human but not a shade).
Leechkin do not earn traits - they are too apathetic.
Favoured Class: Berserker
Automatic Languages: Shambles, Leechdance
JatayiBase speed 30 ft., Fly 30 ft. (average)
Low Light Vision (x4) '" can also perceive magnetic fields
Jatayi always take the Desert Born Background trait and the Eidetic Memory trait, but don't get additional traits.
Necrophagic: Jatayi only eating decomposing meat.
+2 Perform: Jatayi are natural performers, particularly when it comes to songs and stories.
Favoured Class: Bard. Jatayi are the only race with a Bardic tradition. Jatayi Bards are usually called Fablers.
Automatic Languages: Jatayi, Shambles
LA: +1
Anthropophagoi+2 Wisdom, -2 Charisma '" Anthropophagoi are resistant to mind-influencing effects (likely an adaptation due to constant ghostgrass exposure), but lack social graces.
Base speed 30 ft.
-4 Listen.
+2 Hide, Move Silently, and Survival.
Unusual Anatomy: Because of their strange body shapes anthropophagoi have to wear specially made armour. If they don regular armour they are unable to see, hear, or smell.
Carnivorous: Anthropophagoi can only digest meat.
Shriek: Anthropophagoi can shriek hideously as a standard action. All enemies within 60 ft. of the anthropophagus must make a Fear save (DC 10 + the anthropophagus' level) or be Shaken (-2 on attack rolls, saving throws, skills checks, and ability checks).
Natural Weapon: Bite 1d6.
Witch-Doctors: Anthropophagoi cast using Wisdom rather than Intelligence as their base attribute. They cannot cast Abjuration spells or Evocation spells but can prepare an additional Necromancy spell per spell level per day, and get a +2 to Witchcraft checks to learn Necromancy spells.
Anthropophagoi always take the Savage Appearance trait and the Bloodthirsty trait but receive no other traits.
Favoured Class: Berserker. Many anthropophagoi who multiclass become Berserker/Hunters.
Automatic Languages: Anthropophagoi (sign language).
Classes
The standard Iron Heroes classes are all available. The spellcasting class is the Wizard (renamed Witch). Instead of summoning a typical familiar the Witch can either craft a servitor (treat as a human, medium zombie), bind a demon with a silver chain (treat as a quasit or an imp), or create an alchemical homunculus (as in the MM). All spells, including those from other spell lists (druid, cleric, etc), are available, save those that refer to alignment. However, players are
required to rename their spells, and are encouraged to add their own cosmetic descriptions as well.
New ClassTo create the Witch class, just take the Wizard (http://www.d20srd.org/srd/classes/sorcererWizard.htm) and add on the Feat Masteries and Defense Bonuses of the Arcanist.
The Witch also gets the Arcanist's 1d4+2 HD per level!Also, if desired, Scribe Scroll can be swapped out for Craft Eldritch Tattoo!
Here are the custom familiars:
Medium Zombie, called a servitor - +2 Fortitude Saves
Quasit or Imp (treat as a generic "demon" familiar, like those of the magisters of Skein) - +3 Knowledge (demonology) checks
Fiendish Animal (again, a demonic familiar - feel free to customize it cosmetically) - +3 Knowledge (demonology) checks
Homunculus, as in the MM (an alchemical construct) - +3 Craft (Alchemy) checks
(http://img814.imageshack.us/img814/5268/arcanistclassfeaturesan.jpg)
(http://img816.imageshack.us/img816/6318/archerclassfeaturesandm.jpg)
GUNFIGHTER
Hit Die: 1d4+4/level
SKILL GROUPS
Gunfighters learn to fight on the run, and their long hours of practice with ranged weapons hone their senses to a fine edge. They gain access to the Agility, Athletics, and Perception skill groups and may purchase skills from other groups as normal. A Gunfighter needs good Spot and Listen skill ranks to notice enemies before they can draw too close. Agility and Athletics allow her to escape from dangerous situations or reach spots that offer excellent sniping opportunities.
Skill Points at 1st Level: (4 + Intelligence modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence modifier
FEATS
Gunfighters focus on ranged combat and, as such, they gain excellent mastery with Projectile feats. They gain average mastery with Defense feats, as they learn to avoid blows and flee melee for a safe firing position. They gain some mastery in Finesse, too'"when they must fight in melee, they generally prefer light weapons that take advantage of their excellent agility.
CLASS FEATURES
The Gunfighter's class abilities revolve around access to the aim token pool. The aim pool represents a Gunfighter's genius at locking onto one target, taking careful aim, and firing a single dart with incredible precision. A skilled Gunfighter not only hits her target, she strikes him at the exact point she chooses.
Weapon and Armor Proficiency: Gunfighters are proficient with all simple weapons, all firearms, and light armor. As a Gunfighter, you trained to hit opponents from a distance. You studied melee combat only as a tactic of last resort.
Ranged Base Attack Bonus: Gunfighters focus much of their
training on firearms. When using a pistol or long arm, use the ranged base attack bonus on the Gunfighter Class Features and Mastery table (see page 33). When armed with any other sort of weapon, use the normal base attack bonus. If you take levels of other classes, add the ranged base attack bonus to your other class' base attack bonus to determine your modifier when using projectile and thrown weapons. Add in the Gunfighter's normal base attack bonus for all other circumstances.
Aim Pool: At the start of your turn, you may designate a single opponent that you can see (a creature or object) as the target of your aim token pool. You earn 1 aim token against him if you spend a move action doing nothing but aiming at him. You earn 2 aim tokens if you spend a standard action doing nothing but aiming at him. You earn 4 aim tokens if you spend a full-round action drawing a bead on him, doing nothing but aiming. In addition, you automatically earn an additional aim token if your target did not move between your last action and your current one. You can take aim against a motionless enemy with ease. You gain this token at the start of your action. You spend aim tokens to power various Gunfighter class abilities, described below. The longer you aim, the better your shot. In other words, if you spend more aim tokens on an attack, it garners more powerful effects.
You keep building up aim tokens until you select a different opponent as the target for your aim pool. You can never have more tokens than 10 + your level in a pool at once. You lose any extra tokens you build up above this limit. At some point, additional aiming fails to improve your accuracy. When you select a new foe as your target, you lose the aim tokens you have built up and must start accruing them again. Aim tokens that go unspent upon a particular target grant you no special benefits; you must discard them and may begin accumulating new tokens against a different target. You cannot carry aim token pools against more than one target at the same time.
Action Spent Aim Tokens
Aiming Gained
Move 1
Standard 2
Full-round 4
Opponent remains still 1
Deadeye Shot: Each time you gain deadeye shot (at 1st, 3rd, 5th, 7th, and 9th levels), you select a new ability from those listed below. Each deadeye shot ability costs a number of aim tokens to use. You spend aim tokens as a free action and apply the effects to the shots you take for the rest of your turn. You can complete this free action before taking a shot, but you cannot use aim tokens to benefit more than one deadeye shot ability in a given attack. Unless otherwise stated, a deadeye shot ability costs 1 aim token to use. You can spend more than one aim token on a single ability to gain its benefits multiple times. For example, if you spend 2 tokens on distant shot, you reduce the range penalty to your attacks by 4. You cannot reduce a penalty beyond 0 to turn it into a bonus. Where noted below, certain abilities are not available to use more than once in a single attack. Unless otherwise stated, a deadeye shot inflicts normal damage in addition to the effect described below. You can gain the benefits of deadeye shot abilities only against the target of your aim pool.
Vital Shot You can spend two aim tokens to add 1d6 to your damage roll. In the case of a critical hit, the extra damage is not multiplied. You cannot use this ability more than once on a given attack, but it can be combined with Deadly Shot or other abilities that deal additional damage.
Accurate Shot: You take aim at the smallest bit of an exposed foe, hitting him despite cover. Accurate shot reduces your opponent's defense bonus due to cover by 2 points for each token spent. You cannot reduce the defense bonus of an opponent who enjoys full cover from you if that cover blocks your line of sight to him.
Armor Piercing Shot: You take aim at a chink in your opponent's armor, hoping to overcome his defenses by hitting a poorly defended spot. Your shot inflicts a '"1 penalty to your foe's damage reduction for each token spent. However, you
cannot reduce the damage reduction below 0.
Deadly Shot: You target a particularly sensitive or vulnerable area on your opponent's body, such as the eyes. By spending 2 aim tokens, your attack grants you a bonus to damage equal to half your Dexterity bonus. You cannot use this ability more than once on a given attack.
Disrupting Shot: You shoot an arrow at an opponent's hand, weapon, talon, or paw to disrupt his attacks. Rather than inflict damage, you cause him to suffer a '"1 penalty to his attacks until the end of his next action for each token spent, unless he succeeds in a Fortitude save (DC equal to your attack's result).
Distant Shot: Even at long range, your shots hit with uncanny accuracy. You reduce the range penalty to your attacks by 2 points per token spent.
Hamstring Shot: To use this ability, ready an action to fire at your target when he moves. If your readied attack hits, your opponent must succeed at a Fortitude save (DC 10 + half your Gunfighter level + number of tokens spent on this shot) or move at half his normal speed until the end of his current action.
Unerring Shot: Before you resolve your attack, your opponent must attempt a Reflex save (DC 10 + half your Gunfighter level + number of tokens spent on this attack). If his save fails, he loses his active bonus to defense against your next shot. This ability does not apply to subsequent shots.
Bonus Feats: At 2nd, 6th, 10th, 14th, and 18th levels, you gain a bonus feat that must come from the Projectile feat category. Otherwise, you can spend this selection on any feat of your choice, provided that you meet its mastery requirements. Bonus feats are in addition to the feat a character gets at every even-numbered level.
Improved Aim Pool: You can now fill your aim pool faster than before, as you quickly assess a target and prepare to fire; see the table below for the improved token values for time spent aiming. Note that you can take a free action to aim only once per round.
Action Spent Aim Tokens
Aiming Gained
Free 1
Move 2
Standard 3
Full-round 4
Opponent remains still 2
Sniper Shot: Each time you gain sniper shot (at 11th, 13th, and 15th levels), you may select one of the abilities described below or one of the deadeye shot abilities above. You spend your aim tokens on sniper shots in the manner described for deadeye shot abilities. You may spend tokens on both a deadeye shot and sniper shot ability at the same time.
Improved Vital Shot: You can spend two aim tokens to add 2d6 to your damage roll. In the case of a critical hit, the extra damage is not multiplied. You cannot use this ability more than once on a given attack, but it can be combined with Deadly Shot or other abilities that deal additional damage.
Critical Shot: If you take careful aim against an opponent, you can make a deadly shot to his eyes, throat, or other vulnerable spot. With some luck, you can strike a foe dead in
one shot. Using this ability requires an expenditure of 8 aim tokens. Make a single attack as a full-round action. If your attack succeeds, you automatically cause a critical hit. You cannot use this ability more than once on a given attack.
Daunting Shot: You fire an arrow that nicks a creature's ear, creases his skull, sticks directly in the center of his coat of arms, or otherwise demonstrates your uncanny accuracy. Your target must make a Will save (DC 10 + half your Gunfighter level + the number of aim tokens spent) or become shaken for 2d4 rounds. You cannot use this ability to impose a condition worse than 'shaken' upon a creature.
Flanked Shot: When your target is flanked or denied his active bonus to defense, you can inflict extra damage if you are within 30 feet of him. For every 2 aim tokens spent, your
attack causes +1d6 points of damage. Do not multiply this damage on a critical hit. Creatures immune to criticals are also immune to this ability.
Sundering Shot: You can shoot small items off a creature's body, cut belts, and destroy similar little items. By spending 4 aim tokens, you may make an attack against a single item carried by your target; the item must have a hardness of 2 or lower. Your shot suffers a '"4 penalty. On a success, you damage the item as normal. You can choose to damage an item directly, thus possibly destroying it, or sever a belt or pouch to knock it to the ground at the target's feet. You cannot use this ability more than once on a given attack.
Volley Shot: You use your first shot to guide the rest of your attacks as part of a full-attack action. If your first arrow strikes home, the rest will almost invariably follow into the target. If it misses, your arrows hit nothing but air. Before making your attack, spend 4 aim tokens. Roll a single attack against your opponent as normal. For your iterative attacks (the extra attacks you gain from having a high base attack bonus), use the following method to determine whether they hit: Subtract 3 points from the first attack's result. This total is the result for your second arrow. Subtract another 3 (6 total) for the third arrow's result, and 3 more (9 total) for the fourth arrow's result. Use this method in place of rolling your attacks and using your iterative attack bonuses. When using a volley shot, you cannot employ feats that grant you additional attacks. You may use this ability only once on a given attack.
Vulnerable Shot: To use this ability, you must spend 2 aim tokens and ready a ranged attack for when your target suffers
damage from any other source. Your target loses his active bonus to defense against your readied attack. In addition, you inflict bonus damage equal to your Dexterity bonus. You may use vulnerable shot only once on a given attack.
Supreme Aim Pool: As with the improved aim pool ability, above, you gain even more tokens for spending actions to aim, as shown in the following table.
Action Spent Aim Tokens
Aiming Gained
Free 2
Move 4
Standard 6
Full-round 8
Opponent remains still 4
Killing Shot: Each time you gain a killing shot (at 17th and 19th levels), you can select one of the abilities described below or one of the deadeye or sniper shot abilities above. You spend aim tokens on killing shots in the manner described for deadeye shot abilities. You may spend tokens on a deadeye, sniper, and killing shot ability at the same time.
Death Shot: You put an arrow into a foe's eye, skewer his throat, or pierce his heart. Using this ability requires an initial expenditure of 8 aim tokens. Then you must spend additional tokens to establish this attack's Fortitude save Difficulty Class (DC 10 + half your Gunfighter level + number of additional tokens spent). Make a single ranged attack as a full-round action. If you hit and inflict damage, your target must succeed at the Fortitude save described above or immediately fall to '"1 hit points. This ability remains a favorite of snipers and others who can hide and observe a target for several minutes. You cannot use this ability more than once on a given attack.
Improved Deadly Shot: By spending 2 aim tokens, you gain a bonus to damage equal to your Dexterity bonus on all your ranged attacks against your target. This bonus lasts until your next action. You cannot use this ability more than once on a given attack.
Power Shot: You may spend 2 aim tokens to use your ranged weapon as a melee weapon against your chosen target. You threaten him if he is within your natural reach. You do not provoke attacks of opportunity for making ranged attacks against him while he is within your natural reach. You gain double your Strength bonus to damage on shots made in this manner if you wield a weapon that allows any Strength bonus to damage. You gain this benefit even if your bow normally has a cap on the bonus damage. You cannot use this ability more than once on a given attack.
Ranged Disarm: You fire an arrow to knock a weapon from an opponent's hand. Spend 4 aim tokens and make a single attack as a standard action; your foe makes an opposed attack. If your result is higher, you knock his weapon to the ground in his current space. The target gains a +4 bonus if his weapon is two-handed. If his weapon is larger than yours, he gains an additional +4 bonus for each size category of difference between his weapon and yours. You do not gain a benefit if you wield a larger weapon. You cannot use this ability more than once on a given attack.
Ranged Trip: As a normal attack, you may spend at least 4 aim tokens to attempt to trip a target. Resolve your attack as normal. If you hit and inflict damage, your target must succeed at a Reflex save (DC 10 + half your Gunfighter level + number
of tokens spent) or be knocked prone. He gains the benefits of being prone (and the drawbacks, if applicable) against the rest of your attacks on your action.
Legendary Shot: The legendary shot, gained at 20th level, is the stuff of epic tales. It is the ultimate expression of the Gunfighter's talents, and those who witness these demonstrations of supreme mastery rarely forget them. To attempt a legendary shot, you must spend 10 aim tokens before your attack. You then may fire at your chosen target with one of the following special benefits:
'¢ All of your shots for the rest of your action hit, as long as you have line of sight to your target. Do not roll to resolve your attacks.
'¢ Any shot that hits automatically inflicts maximum damage. Treat all damage dice rolled as maximum values.
'¢ You may take a single shot at an opponent who is out of your line of sight by banking and ricocheting shots. You suffer a '"4 penalty to all your attacks, and your opponent must have been in your line of sight on your previous action. This attack assumes that a clear, physical path exists between you and your target.
'¢ You may attack your target at up to double your weapon's maximum range without range penalties. Choose one benefit from the list above; you cannot spend tokens to gain more than one of them at the same time. You may combine a deadeye, sniper, or killing shot ability with a legendary shot.
New Traits Trait: Fleshy (Physical)You are a graftpunk, swapping your own body parts for alien flesh.
Mechanics: You begin with one free graft worth 1000 obeloi or less.
New FeatsWeapon Proficiency: FirearmsPrerequisites: None.
Benefit:You are proficient with firearms.
Multiweapon Fighting [Finesse, Power]Prerequisites: Dex 13, three or more hands.
Benefit: Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands.
Normal: A creature without this feat takes a -6 penalty on attacks made with its primary hand and a -10 penalty on attacks made with its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting.
Special
This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.
Expanded Mastery: 2. When wielding a double weapon or two or more weapons (not including natural weapons or unarmed strikes), you enjoy a +1 shield (passive) bonus to your defense. When you are fighting defensively or using the full defense action, this shield bonus increases to +2.
Expanded Mastery: 3. You can distract an opponent with one of your off-hand weapons or one end of your double weapon. If you use a full attack action but do not use that weapon or end of your double weapon to attack, you gain a +2 bonus to attacks against one opponent you threaten. You gain this benefit until the end of your current action.
Expanded Mastery: 4. In addition to the standard extra attacks you get with off-hand weapons, you get a single second attack with one off-hand weapon, albeit at a '"5 penalty.
Expanded Mastery: 5. If you score a critical hit with one of your weapons, you increase the critical threat range for your other weapon by 1. As your first attack drives into your foe, you use the leverage of the impact to yank him into a precarious position.
Expanded Mastery: 6. When you fight with multiple weapons or with double weapons, you cannot be flanked. You use both ends of your weapon, or several weapons, to ward off attacks from multiple directions.
Expanded Mastery: 7. You get a third attack with one of your offhand weapons, albeit at a '"10 penalty. You must also have the expanded mastery 4 ability to select this expanded feat option.
Expanded Mastery: 8. You can make a special rend attack with your two weapons. If you strike an opponent at least once with several weapons, or with both ends of a double weapon, you inflict additional rending damage equal to your primary weapon's damage plus double your Strength bonus. When you hit your opponent with both attacks, you rip him apart with several weapons at once.
Expanded Mastery: 9. When you use the charge action or a standard attack, you gain all of your off-hand attacks with a second weapon or the second end of your double weapon.
Expanded Mastery: 10. When you use a full attack action, you confuse your opponent with a flurry of attacks from your weapon. For each one that hits, you gain a +1 bonus to your remaining attacks. This bonus, which stacks with each successful hit, lasts until the end of your current action.
Graft Flesh (Item Creation) - Lore, Base Mastery 1
Prerequisites: Craft (Alchemy) 6 ranks, Heal 6 ranks, Craft (Tailor) 6 ranks, Caster level 1st
Benefits: You can graft alien flesh using eldritch techniques and good old fashioned stitches. Grafts take one hour per 100 obeloi in its price and require a Craft (Tailor) check of DC 10 +1 for every 1000 obeloi in its price. If you succeed, the graft is complete; if you fail, the process has failed. If fail by more than 5, the raw materials are lost. There is no XP cost (XP costs are stupid).
Expanded Mastery 2: You no longer spoil the raw materials if you fail a graft check.
Expanded Mastery 3: Grafts now take only a half hour per 100 obeloi.
Craft Eldritch Tattoo - Lore, Base Mastery 1
Prerequisite: Caster level 1st
Benefit: You can create an arcane tattoo of any spell that you know. Creating the tattoo takes one hour for each 100 obeloi in its base price. The base price of a tattoo is its spell level × its caster level × 50 obeloi. To create the tattoo, use up raw materials costing one-half of this base price. There is no XP cost (XP costs are very silly).
Eldritch tattoos function exactly like scrolls, and can be used only by those "wearing" the tattoo. However, no spellcraft check/read magic spell is necessary. Following a tattoo's use, it fades from the user's flesh. A medium sized indidivudal can have up to 13 tattoos at any one time: 2 on each limb, 2 on their back and chest, and one on their face or neck.
Expanded Mastery 2: Your tattoos can now be crafted as permanent for spell level × its caster level × 500 obeloi. Their powers are usable once per day.
Cast Glyph Bullet - Base Mastery 1, Projectile
Prerequisites: Weapon Proficiency (Firearms), Cast 3rd, Craft (Gunsmith) 6 ranks
When firing a glpyh-cast bullet you can, as a free action, channel a spell into the bullet. If the bullet hits its target, it does an additional +1d6 force damage per level of the spell channeled into the bullet. Cantrips only add +1d3 damage.
Casting glyph bullets is a very intensive process, requiring molten and powdered metals and meticulous spellwork. Casting glyph bullets requires a properly equipped gunner's kit and the appropriate skill check (Craft (Gunsmith)). The material cost, in addition to the standard bullet cost, is 1 obelus for each glyph-cast bullet, which are regularly lead and gold shavings or dust'"indispensable for its conductive properties. Once the lead is liquefied, the gold is sprinkled into the molten metal and, as the rounds cool, manifests as flecks. Thereupon the caster etches his signature mark '" a glyph'" with gold shavings onto the bullet. This mark acts as the receiving point for the caster`s spells, and the flecks carry the spell throughout the bullet.
Casters normally are able to cast and etch 5 bullets per hour, but the cost is exacting and requires focus. Every hour after the first, a caster must make a Concentration check (DC 12). If the check fails,the caster is fatigued and must wait an hour before attempting to cast more bullets. Magnifying glasses and superior etching tools can lower this DC.
Etching the very precise runes is meticulous, especially difficult on the eyes even under the best lighting. A bleary eyed crafter takes a temporary penalty of -1 to all attacks per hour spent casting glyph bullets. These points are recovered at a rate of 1 point every hour provided the caster is no longer etching glyphs.
Expanded Mastery 2: You no longer need to make Concentration checks while crafting bullets.
Expanded Mastery 3: the gun crafter's glyph-cast bullets are treated as having a +1 enhancement bonus when spell levels are channeled into the bullet, allowing it to overcome resistances to non-magical weapons, as well as dealing the additional damage bonus.
Expanded Mastery 4: You are no longer bleary-eyed after crafting bullets.
Expanded Mastery 5: The enhancement bonus is increased to +2. This can only be selected if you have Expanded Mastery 3.
Expanded Mastery 6: You can craft 10 bullets per hour.
Expanded Mastery 7: The enhancement bonus is increased to +3. This can only be selected if you have Expanded Mastery 5.
Expanded Mastery 8: You can craft 20 bullets per hour. This can only be selected if you have Expanded Mastery 6.
Expanded Mastery 9: The enhancement bonus is increased to +4. This can only be selected if you have Expanded Mastery 7.
Expanded Mastery 9: The enhancement bonus is increased to +5. This can only be selected if you have Expanded Mastery 9.
GraftsChitin Plates: Scavenged from the corpse of some monstrous insect, these plates are fused into your flesh, giving you a rigid exoskeleton. This provides a Passive Defence Bonus without a check penalty, similar to a buckler; this stacks with a shield.
1000 obeloi (+1), 4,000 obeloi (+2), 9,000 obeloi (+3), 16,000 obeloi (+4), 25 0000 obeloi (+5), 36 000 obeloi (+6)
Squamous Skin: Your fragile skin is replaced with a thick layer of scales or other resilient hide. This provides Damage Reduction and has no check penalty; this stacks with armour.
1000 obeloi (1/magic), 4,000 obeloi (1d2/magic), 9,000 obeloi (1d3/magic), 16,000 obeloi (1d3/magic), 25 0000 obeloi (1d6/magic), 36 000 obeloi (1d8/magic)
Fangs: Wrenched from the mouth of a dog, big cat, crocodile, or some toothy abomination, these fangs replace your regular teeth. You gain a bite attack as a natural attack.
500 obeloi (1d2), 750 obeloi (1d3), 1000 obeloi (1d4), 3000 obeloi (1d6), 6000 obeloi (1d8)
Clawed Hand: One of your hands is replaced with that of a clawed beast of some description. This provides you with a single natural Claw attack.
500 obeloi (1d2), 750 obeloi (1d3), 1000 obeloi (1d4), 3000 obeloi (1d6), 6000 obeloi (1d8)
Antitoxin Gland: Drawn from the innards of some venomous creature, this small organ can be discretely implanted and hooked up to the bloodstream. It provides a bonus to Fortitude saves versus poisons.
500 obeloi (+1), 1000 obeloi (+2), 4000 obeloi (+3), 9000 obeloi (+4), 16000 obeloi (+5)
Tentacle: Harvested from one of the many aqueous horrors of the Sallow Seas or the Fevered Ocean or else culled from something even stranger, this graft usually replaces a limb with a suckered tentacles, though for an additional charge it can be sutured on in addition to other limbs. Treat the tentacle as a natural weapon dealing 1d3 damage. It is fully prehensile.
750 obeloi (extra arm version is 2750 obeloi)
Extra Limb: Wrenched from the socket of one of the more humanoid denizens of the Cadaverous Earth, this extra limb is a must for any fleshy looking to multitask. The limb counts as an extra off hand. To wield more than two weapons at once with reduced penalties, take the multiweapon fighting feat.
2250 obeloi
Weapon Graft: While most grafts are living tissue attached to another living body, a weapon graft is exactly what the name suggests: a normal, masterwork, or magic melee weapon grafted onto the hand so it is never unarmed. The weapon actually becomes a natural weapon, though its other properties are unchanged. The grafted creature receives a +1 bonus on all attack and damage rolls with the weapon, as long as it is proficient with the weapon. However, it cannot use the hand with the graft for anything but combat, and it takes a '"2 penalty on all skill checks requiring the use of hands (if it only has one additional hand).
Weapon price + 1,000 obeloi (extra arm version is 3000 obeloi)
FirearmsPistolsFlintlock Pistol: 2d4/x3, Range 10 ft., Single Shot (1), Medium Size, 200 obeloi
Blunderbuss Pistol: 2d8/x3, Range 5 ft., Single Shot (1), Medium Size, 6 lb, 175 obeloi
Four-barrelled Pistol: 2d4/x3, Range: 15 ft., Single Shot (4), Medium Size, 3 lb, 375 obeloi
Wheellock Duelling Pistol: 2d6/x3 20 ft., Single Shot (1), Medium Size, 3 lb, 300 obeloi
Pepperbox: 2d4/x3, Range: 15 ft., Single Shot (8), Small Size, 2 lb, 500 obeloi
Revolver: 2d6/x3, Range: 15 ft., Single Shot (6), Medium Size, 3 lb, 650 obeloi
Long ArmsFlintlock Musket: 2d8/x3, Range: 30 ft., Single Shot (1), Large Size, 12 lb, 400 obeloi
Blunderbuss: 2d10/x3 5 ft., Range: 5 ft. Single Shot (1), Large Size, 12 lb, 350 obeloi
Repeating Rifle: 2d10/x3, Range: 70 ft. Single Shot (6), Large Size, 10 lb, 600 obeloi
Combat in Iron Heroes
RESERVE POINTS
Reserve points represent your resiliency, toughness, and willpower. Since hit point damage has no effect on characters until they reach 0, most effects that damage you cause no more than superficial bleeding, minor scrapes, and bruises. While these injuries can prove life threatening if you sustain many of them in a short period, you can rally your strength quickly if you have time to rest. Reserve points represent your capacity to recharge your energy and shrug off the effects of minor injuries. You have reserve points equal to your maximum hit points. Whenever you engage in nonstrenuous activity, you may choose to convert 1 reserve point to heal 1 hit point per minute. Remember that whenever you receive healing, you heal an amount of nonlethal damage equal to the hit point damage at the same time. During these minutes, you catch your breath, the pain from a twisted ankle fades, or a cut stops bleeding and slowly starts to heal. You do not gain reserve-point healing while engaged in combat or undertaking other strenuous actions such as climbing a wall or running a long distance. If you have suffered nonlethal damage, you may use 1 reserve point to heal 4 points of nonlethal damage. When you choose this option, you do not heal 1 hit point with that reserve point, only nonlethal damage. A successful Heal skill check to treat wounds as described in Chapter Four restores a number of reserve points to your pool equal to the healer's number of ranks in Heal. After a successful Heal check to offer long-term care, you recover reserve points at twice the normal rate.
REPLENISHING RESERVE POINTS
Any healing you receive above and beyond your maximum hit points replenishes your reserve point pool. You also regain reserve points via rest and relaxation. If you rest eight hours straight during a day, you regain reserve points equal to your Constitution score + your level. If you spend a full day doing nothing but resting, you regain reserve points equal to double your Constitution score + your level. You do not regain reserve points if your hit points are at or below 0.
CONSTITUTION CHANGES
If your Constitution score goes up or down, your reserve points go up or down just like your hit points. If your reserve points drop below 0, you suffer no additional effects or damage. You simply do not have any reserve points to spend on healing yourself.
RESERVE POINTS IN THE GAME
Reserve points make it possible for characters to soak up a fair amount of damage in combat without worrying about healing. Reserve points work too slowly to provide relief during a battle, making a character's maximum hit points as important as ever. However, once a fight ends, injured characters can quickly restore themselves to maximum hit points. And even with this healing, a series of tough encounters can prove deadly. As a character's reserve points drop to 0, he loses the ability to boost his hit points between fights. Players must pay careful attention to their reserve pools to avoid spending their strength before an important battle. More importantly, reserve points have little effect on the lethality of a given encounter. They work too slowly to provide any relief during a battle. Instead, they make it possible to run three or four deadly fights in the course of a day without the action grinding to a halt as the PCs seek out healing. Reserve points don't make the current fight any less lethal. Instead, they create a cushion that causes the current battle to have less of an impact on the party's chances in the next fight.
WHO HAS RESERVE POINTS?
Only characters and creatures with levels in the Iron Heroes core classes gain access to a reserve pool, unless otherwise noted in a monster or NPC class' description. The NPC classes'"warrior, adept, commoner, and others'"do not gain access to reserve points, and neither do most monsters that lack class levels. Unless a creature's description specifically lists a reserve point total, it does not have one.
COMBAT CHALLENGES
A skilled weapon master slashes at a gray ogre's eyes, drawing
blood that temporarily blinds it. If the master's aim were the
slightest bit off, his attack might have missed. An armiger shrugs
off his opponent's blows, allowing his armor to absorb the hits
as he prepares to deliver the killing strike. In these situations, a
warrior accepts a level of risk in return for a potential reward.
Combat challenges work a lot like the skill challenges presented
in Chapter Four. In return for a penalty to your attack
or defense, you gain a bonus to your actions or inflict a
penalty on your foe. Normally, this penalty is '"2 to either
your attacks or defense, but in some cases it is steeper. In
return for this penalty, your attack gains an additional effect,
such as a bonus to damage. A defensive challenge might give
you the option to move faster or provide a bonus to a skill
check. Attack challenges increase the risk that your strike
may miss. Defensive challenges lower your defense, making
you more vulnerable to your foe's attacks.
ACCEPTING A CHALLENGE
You can take on one attack challenge and one defensive challenge
per round. You must state that you wish to accept an
attack challenge at the beginning of your turn, before you take
either your move or standard action. You could not move,
draw an attack of opportunity, and decide to accept a defensive
challenge before striking. Even if you do not gain any of
the benefits of the challenges, you still suffer the penalties.
These penalties last until the start of your next action, though
all of your attacks gain their benefits. An attack challenge's
penalties and benefits apply to any attacks of opportunity you
make, in addition to your normal attacks. Note, however, that
many of these effects cause named penalties. Be sure that
their effects stack depending on their type. (For more on
stacking effects, see the sidebar on page 179.)
Defensive challenges work a little differently than attack
challenges. To gain a defensive challenge's benefits, you first
must expose yourself to the risk associated with it. You can
use a defensive challenge only if at least one opponent
threatens you. You gain its benefits only to melee attacks.
When making a reckless strike, you allow an opponent to
take an easy shot at you. In return, you throw your full
weight behind a strike and batter aside his defenses.
If you want to use a defensive challenge, you must declare
your intention during your action. You then suffer the
appropriate penalty to your defense until your next action.
On that action, you gain the challenge's benefits. This stricture
ensures that a character suffers exposure to the challenge's
drawbacks. From a realism standpoint, it makes sense
that you would have to drop you guard before gaining the
benefits offered by a defensive challenge.
Each challenge provides a different benefit. The minimum
drawback you can suffer is a '"2 penalty to defense or
attacks, though some grant you greater benefits in return
for a stiffer penalty.
ATTACK CHALLENGES
Attack challenges break down into three categories based on
the penalty they levy. Lesser attack challenges cause a '"2 attack
penalty, moderate ones inflict a '"4 penalty, and major ones
carry a '"6 modifier. Each category presents successively
greater benefits, as befits the penalties they cause. Unless
otherwise noted, an attack must hit and inflict damage (in
other words, your damage beats the target's damage reduction)
in order to grant you the challenge's benefit.
You only gain an attack challenge's benefits if you make an
attack during your action. If you do not attack, you gain neither
the benefits nor the drawbacks levied by the challenge.
Following are examples of attack challenges you can accept.
LESSER ATTACK CHALLENGES ('"2)
Bonus Damage: You make a wild swing at your opponent,
one that compensates for its inaccuracy with raw power. You
gain a +1 bonus to melee damage.
Fight Defensively: You keep back from your opponent,
making tentative strikes as you focus on defense. You gain
a +1 active bonus to defense.
Hamper Movement: You tangle your opponent's legs,
slash at his thighs, or otherwise make it tough for him to
move. He suffers a '"1 square injury penalty to movement
for 1 round.
MODERATE ATTACK CHALLENGES ('"4)
Force Movement: You drive your foe back with a mighty
blow, forcing him to cede ground in the face of your advance.
Your target must move one square to allow you to move into
at least one square that he occupied. Your opponent chooses
where he wants to move. If all the available spaces present
any sort of physical or environmental threat, such as a fire or
a pit, he does not have to move. You can force an opponent
to move only once per round, and you do not gain this benefit
on attacks that are not made as part of your standard or
full-round action. For example, you do not gain this benefit
on attacks of opportunity.
Improved Bonus Damage: As described above for the
bonus damage lesser attack challenge, except you gain a
+3 bonus to damage.
Improved Fight Defensively: You make only a few careful
swipes at your foe, preferring instead to concentrate on parrying.
You gain a +2 active bonus to defense.
Wild Flurry: You gain an additional, highly inaccurate
attack. You strike one extra time without the benefits of your
base attack bonus and Strength or Dexterity bonus to attacks
and damage. Your other bonuses apply as normal, as does
the challenge penalty. You may use this option as part of a
standard or full-round action.
MAJOR ATTACK CHALLENGES ('"6)
Improved Force Movement: As described for the force
movement moderate attack challenge above, except you
choose where your opponent moves. If you attempt to force
him into a square that would inflict damage to him, such as a
burning fire or a pit, your target may attempt a Reflex save
(DC 10 + half your base attack bonus) to cancel the movement.
In the event of a successful saving throw, your target
does not move and you cannot move him. Additional attacks
against him lose the benefits of this challenge until your
next action.
Improved Wild Flurry: As above for wild flurry, except you
gain the benefit of your Strength or Dexterity bonus to your
attack and damage, if applicable.
Superior Bonus Damage: As the bonus damage lesser
attack challenge, except you gain a +6 bonus to damage.
DEFENSE CHALLENGES
Defense challenges, like attack challenges, break down into
three categories based on the penalty they levy. Lesser defense
challenges cause a '"2 defense penalty, moderate ones inflict a '"4
penalty, and major ones carry a '"6 modifier. Each category presents
successively greater benefits, as befits the penalties they
cause. Remember, you only gain the benefits of a defensive
challenge after you have accepted its penalties for 1 round.
LESSER DEFENSE CHALLENGES ('"2)
Defensive Roll: You roll with each hit you suffer, making
yourself easier to strike but harder to injure. You gain a +1
bonus on all damage reduction checks for armor. This option
works best against highly skilled opponents who have an
excellent chance to hit you.
Reckless Strike: You drop your guard to focus solely on
hitting and injuring your opponent. You gain either a +2
bonus to damage or a +1 bonus to attacks for 1 round after
accepting this challenge.
Steely Focus: You set aside the chaos and din around you
to focus on an action. You gain a +2 bonus to a single skill
or ability check of your choice as you lower your defenses to
complete the task before you. You must complete this check
on your next action after taking on this challenge.
MODERATE DEFENSE CHALLENGES ('"4)
Heedless Strike: You pay little mind to your defenses as
you leap forward to attack. You gain either a +4 bonus to
damage or a +2 bonus to attacks for 1 round after accepting
this challenge.
Hustle: You press ahead, reducing your defenses in favor
of covering ground. You gain a +1 square (5-foot) bonus
to speed. This bonus applies to your base walking speed.
Determine other movement modes, such as climbing, based
on your improved speed.
Improved Defensive Roll: As for the defensive roll lesser
defense challenge, except you gain a +2 bonus to damage
reduction checks.
Improved Steely Focus: As for the steely focus lesser
defense challenge, except you gain a +4 bonus to your skill
or ability check.
Lashing Strike: You gain the ability to make an additional
attack of opportunity on the round after you accept this challenge.
This extra attack works just like any other attack of
opportunity'"you gain no special ability to make multiple
attacks of opportunity against a single target, for instance.
MAJOR DEFENSE CHALLENGES ('"6)
Focused Determination: You reduce your defenses to buy
yourself time for a skill or ability check. After you suffer this
challenge's defense penalty for 1 round, you may attempt a
skill or ability check without provoking attacks of opportunity.
Improved Hustle: As for the hustle moderate defense challenge,
except you gain a +2 square (10-foot) bonus to speed.
Suicidal Strike: Your opponent's blows slam into you with
vicious accuracy, but you shrug them off in your relentless
drive to conquer your foe. You gain either a +6 bonus to
damage or a +3 bonus to attacks for 1 round after accepting
this challenge.
Superior Defensive Roll: As for the defensive roll lesser
defense challenge, except you gain a +3 bonus to damage
reduction checks.
STUNTS
A stunt is an action in combat that falls outside the normal
bounds of the rules. Iron Heroes defines a wide variety of different
combat actions you can take. The stunts cover everything
else. These rules are a tool to help you come up with
imaginative, clever, and exciting actions in combat. If you
can imagine it, the stunt rules allow you to attempt it. You
might throw a fistful of sand in an opponent's face to blind
him, run along the narrow top of a wall to maneuver around
a foe, or crack open a keg of beer to send a stream of liquid
into an opponent's face. Stunts reward you for coming up
with interesting and visually engaging actions in combat.
STUNT MECHANICS
The mechanics behind a stunt are relatively simple. When
you attempt a stunt, first you pick out the effect you want to
create. The following sections list several different possible
results for a stunt, broken down into three categories: offensive
stunts, defensive stunts, and maneuver stunts.
Next you describe the stunt. How do you attempt it? Do
you use the terrain and combat situation to your advantage?
What do you expect to happen if the stunt succeeds? Think
of the game as if it were a movie, and describe the scene as
you put the stunt into action. As part of this step, you must
choose the mechanical effect you want to gain from the
stunt. For example, the inflict penalty offensive stunt allows
you to force an opponent to take a penalty to his defense or
attacks. When you attempt the stunt, you announce the
total penalty you wish to inflict. A small penalty calls for a
much lower Difficulty Class than a higher one. In the case of
an opposed check, seeking more powerful effects forces you
to accept a penalty to your check.
The DM then picks one or more skills for you to use for
the stunt. You make this 'stunt check' against a Difficulty
Class chosen by the DM or one determined by the effect you
are seeking. Some stunts allow one of your opponents, such
as the target of an offensive stunt, to make a skill, ability, or
base attack check to foil your stunt. If the stunt check succeeds,
you gain its benefits or your foe suffers its effects.
STUNTS AND ACTIONS
Listed next to the name of each stunt is the action required
to complete it. Most stunts require a standard action to complete,
but a few qualify as attack actions. The attack action
stunts require either a standard attack or a full attack action.
STUNTS AND SKILLS
The DM chooses the skill you must use to complete a stunt
and the skill your target uses to oppose your efforts, if applicable.
He can also decide to replace a skill check with a base
attack/defense check or an ability check. Each of the stunt
types includes a short list of skills that are a good match for
its effects. While the DM can choose any skill he wants, he
should pick one that makes logical sense based on your
description of the stunt. Remember, though, that the DM
has final say on how a stunt works.
When you announce a stunt, you can choose to cancel it
and use a different action if you do not agree with the skill the
DM decides to use. Never argue with the DM on this point.
Wait until the game session is done if you have any concerns.
For DMs, remember that the players trust you to make fair,
impartial decisions. Don't pick skills simply to penalize the
players or make stunts more difficult than normal. By the
same token, be consistent when the NPCs attempt stunts. If
you consistently force the PCs to make illogical skill checks
to defend against stunts, particularly if you choose skills that
they have few ranks in, the players will quickly become frustrated
with your game.
To see some stunts in action, turn to
[ooc]This is my pretty much finished character. For those of you that care about such things but don't want to read all of the sheet he is a Ghul Gunslinger with a bit of eldritch skill. His weapon of choice is a repeating rifle called Meteor which he found on him when he woke up as a Ghul. Since then he's taken on a life of scavenging and fortune hunting out on the wastes and has gleaned a fair bit of knowledge on the safe traversing of the open lands. He recently shot someone trying to rob him of a find. Unfortunately the person he shot didn't ultimately die and used their leverage with the local law to get Eareg arrested under the claim that he had actually stolen the find from them.[/ooc]
Eareg Maar
[spoiler=Stats]
Ghul Witch 1/Gunfighter 4
STR: 10 [+0]
DEX: 17 [+3]
CON: 16 [+3]
INT: 16 [+3]
WIS: 12 [+1]
CHA: 10 [+0]
HP: 48
BAB: +3
RBAB: +6/+1
BDB: +4
Feat Mastery
Projectile: 3
Defense: 2
Lore: 2
Finesse: 1
Social: 1
Tactics: 1
Other: 0
Traits:
Eidetic Memory
Feats:
Beast Lore
Craft Eldritch Tattoo
Precise Shot
Point Blank Shot
Rapid Reload
Summon Familiar
Weapon Proficiency: Firearms
Special:
Deadeye Shot: Distant Shot
Deadeye Shot: Vital Shot
Abilities:
Light Sensitivity
Carnivorous
Darkvision 60ft
Immunity to disease, aging, poison, and death effects
Skills:
Concentration [con] - 2 - +5
Escape Artist [dex] - 3 - +6
Hide [dex] - 5 - +8
Knowledge (geography) [int] - 2 - +5
Knowledge (nature) [int] - 1 - +4
Listen [wis] - 5 - +6
Move Silently [dex] - 5 - +8
Ride [dex] - 5 - +8
Spot [wis] - 5 - +6
Survival [wis] - 5 - +6
Attack:
Claws: 1d3 [natural]
Bite: 1d4 [natural]
Flaming Repeating Rifle: 2d10 - Crit: x3 - Range: 70 ft - Single Shot (6)
Defense:
Leather Armor: 1d2/Magic - Max Bonus: +6 - Penalty: 0
Buckler: +1 Passive - Max Bonus: NA - Penalty: -1
Known Spells:
>All 0th Level<
Blood Wind
Burning Hands
Color Spray
Identify
Magic Missile
Mount
Read Magic
Memorized Spells:
0th Level [3]: Acid Splash, Detect Magic, Flare
1st Level [1]: Color Spray
Tattoos
Detect Magic x1
Identify x4
Magic Missile x1
Blood Wind x1
Mount x2
Read Magic x1
[/spoiler]
[spoiler=Inventory]
Money: 534 obeloi
Items:
Grimoire [3 lbs]
Meteor (Flaming Repeating Rifle) [10 lbs]
Bullets x250 [5 lbs]
Leather Armor [15 lbs]
Buckler [5 lbs]
General Supplies:
Backpack [2 lbs]
Explorer's Outfit [Worn]
Tinderbox [0 lb]
Map Case [1/2 lb]
Parchment x10 [0 lbs]
Charcoal Pencil x3 [0 lbs]
Gunsmiths Kit [5 lbs]
Hide Tarpaulin [3 lbs]
Waterskin [4 lbs]
Total Weight: 52 lbs
[/spoiler]
[spoiler=Magic Items]
Meteor
It is an intricately designed repeating rifle, adorned with faintly red glowing eldritch runes that spell out its name and grotesque carvings of demons devouring each other. The entire weapon is pitch black save where winding traceries flow along the stock and barrel in bright lines of red. Upon speaking its eldritch name the tip of the barrel vomits forth flame and when fired the cast shot ignites into a searing heat, leaping from the barrel in an appearance that befits the weapons name. The background of the Meteor is shrouded in mystery, all that Eareg Maar has uncovered is that it once belonged to a Human bandit of some notoriety countless years ago. When he awoke as a Ghul, other than the simple clothing he wore, was the strange weapon. Since then he has carried it with him everywhere.
[/spoiler]
[spoiler=Fluff]
As a ghul, Eareg Maar has no recollection of who he was when he was alive. Unfortunately there have been no records uncovered as to his past, but he has learned to live with that. Awakening as a Ghul for the first time within the rotting remains of what had once been a wooden shack outside of Macelleria, Eareg found himself with nothing but a simple set of clothing and a single item, an extravagantly engraved rifle of obscure origin. Years of researching who he was bore no fruit, save to make him very capable at finding things others could not. So the Ghul took to the slaughterlands and through great luck managed to slowly crawl from the putrid murk of a common Macellerian to the grimy, yet noticeable level of a skilled scavenger. His growing skill attracted notice with the robber guilds and after several requests (some with veiled threats backing them) Eareg eventually took up with the most forceful of them, The Crimson Shadows, mostly to get them off his back. It was here that a dirty Human witch, filled with more drugs than talent, taught him the basics of eldritch control in exchange for several jars of preserved leechkin flesh. A talent that has served the Ghilian fairly well. Since then Eareg Maar has stayed largely out of guild politics. Content in the fact that as long as he sells his finds through their middlemen, he will be left alone. A bit of knowledge proven not quite as true as he would of hoped now that he is sitting in a cell, awaiting combat in the pits. Charged with the crimes of assault and theft from another scavenger. Fabrications that he cannot disprove.
[/spoiler]
Sharpmaw
[spoiler=Familiar]
Owl - Magical Beast
Str: 4
Dex: 17
Con: 10
Int: 6
Wis: 14
Cha: 4
HP: 18
BAB: +2
BDB: +3
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Attack: Talons +5 melee (1d4'"3)
Special Qualities: Low-light vision
Skills:
Listen: +16
Move Silently: +17
Spot: +8 (in shadowy illumination)
Feats:
Alertness
Weapon Finesse
[/spoiler]
Looks great, Nomadic!
Having a look at your tattoos, I've put an upper limit on the number (13) available at any one time (see the feat for details). You're only one tattoo over though, I think.
EDIT: All the Iron Heroes equipment is now up.
Wait, what level does a character start at?
Whoops, forgot to explain LAs to the uninitiated!
Usually characters start at 1st level. However, some of the non-human races have abilities that make them more powerful than a character of the same level, so they have an "LA" or Level Adjustment. A mantid has an LA of +1, for example, so a level 1 mantid gains experience and is otherwise treated as a 2nd level human would be (this to offset powerful abilities such as the mantid's natural weapons and flight abilities).
So, to ensure that even a Shade character (LA +3, because of their abilities) is viable, I'm starting characters at level 4. For those with an LA of +1, such as the lilix, mantid, etc, they'll start at level 3. A shade character would start at level 1.
Skills have now been added to the list of links. The important things to note for D&D veterans are Skill Challanges - basically, increasing a Skill DC to accomplish something more quickly or to perform actions simultaneously - and Skill Groups, which certain Classes give access to: basically, if you have access to a Skill Group you can invest skill points in the group instead of in individual skills, which gives you ranks in all skills under that group (the document explains it better).
Please continue to post any questions - I realize I haven't presented this information in the most organized fashion and have changed my mind on some details here and there. Sorry for any confusion!
What classes are automatically proficient with firearms? Or is it always a specialty.
I fixed your bonuses thing, turned it into a table so it would be easier to read. Also did you say point buy is 2 points after 15 (16 and 17) and 4 past 17 (18+)? Because I like Llum thought it was AT 15 and AT 17. In which case I actually have more points to spend
I checked the Iron Heroes player book thing, it looks to be the way Steerpike said.
Quote from: TheMeanestGuestI checked the Iron Heroes player book thing, it looks to be the way Steerpike said.
Sweet, guess I'll have to re-buy my attributes
Edit: Just did so and the additional points gave me another +1 to int, which means one more level 1 spell :)
My character sheet as of yet. I don't know if I've missed anything or miscalculated, but I hope not. I'll upload some background at some point.
[ic=Character Sheet]
Mr. Carver
Human (macellarian)
Executioner 4
Abilities
Strength: 13 [+1]
Dexterity: 16 [+3]
Constitution: 16 [+3]
Intelligence: 12 [+1]
Wisdom: 15 [+2]
Charisma: 12 [+1]
Attack (standard): Agony Knife +7 (1d4+1 and penalty/19-20)
Attack (razor fiend): Agony Knife +5/+5 (1d4 and penalty/19-20)
Options: venom, power attack, sneak attack
HP: 35
Defense: 18 (+4 BDB, +3 dex, +1 chitinous plates)
Armor: 1d3 (studded leather)
Initiative: +3
BAB: +4
BDB: +4
Traits: City rat (bravo), fleshy (chitin plates)
Abilities: Execution pool (2), sneak attack +3d6, executioner's eye, hindering cut, armor-piercing strike
Skills:
Mastery: Finesse 2, Power 2, Lore 1
Feats: Razor Fiend 1, weapon finesse 1, power attack 1, venom mastery 1
Skill ranks: Perception 7, Stealth 7, Athletics 3, sleight of hand 4, bluff 7, Tumble 7, heal 4, survival 3, knowledge(local: Macellaria) 7
Languages: Shambles, Alleyspeak
Equipment: the Agony Knife (rusty bone-handled Agonizing masterwork dagger covered in sickly glowing purple glyphs; enchanted with pain-enducing hexes), discreet masterwork studded leather outfitted with overt knife scabbards, 12 daggers of various sinister designs, a bowler hat, a dark ancient military coat (haphazardly patched, with three sleeves) dark glasses, humanskin gloves, small lacquered box containing 4 human teeth, various venom ingredients in a pouch, a purse with 736 obeloi in it.
Grafts and modifications: a third half-blind eye (green iris) attached by way of a small lump of deformed muscle to the side of his head, black grafted leechkin muscle on his right arm, a dangling ornamentary vestigial arm in his left side, sharpened teeth, acid burns on hands, small squirming subcutaneous plates (chitinious plates)
[/ic]
[ooc]
Character creation notes: ability bonus added to dexterity. Hit points were rolled with WotC's die rolling engine (3d4: 2,2,2)
Cost: 22 obeloi daggers, 2302 obeloi Agony Knife, 180 oleroi modified mwk studded leather, 50 obeloi assorted clothes and accesories, 200 obeloi ornamental grafts, 10 obeloi lacquered box. 3500-(22+2302+180+50+200+10)=3500-2764=736 obeloi
[/ooc]
Great characters so far, guys!
One thing I noticed, Crow - did you add in the defense bonus for the Chitin Plates?
So, so far we've got a spellcasting ghul rifleman covered in arcane tattoos, a sneaky, knife-fighting graftpunk, and an undead, would-be uberwitch following his old journals on the road back to occult power... very cool.
Thanks for changing the table, Nomadic!
[blockquote=Cataclysmic Crow]What classes are automatically proficient with firearms? Or is it always a specialty. [/blockquote]Gunfighter gets free proficiency, everyone else has to burn a feat.
Yeah, forgot the plates. Although, admittedly, that's the part I'm the least sure about. It's just vastly easier coming up with useless grafts than useful ones :p
Could you stat up a tentacle graft at some point? You can't have a proper flailing patchwork fleshy without tentacles after all.
Ask and ye shall receive. I've added three new grafts to the graft section above. A poison version of the tentacle would be available for more money.
Tentacle: Harvested from one of the many aqueous horrors of the Sallow Seas or the Fevered Ocean or else culled from something even stranger, this graft usually replaces a limb with a suckered tentacles, though for an additional charge it can be sutured on in addition to other limbs. Treat the tentacle as a natural weapon dealing 1d3 damage. It is fully prehensile.
750 obeloi (extra arm version is 2750 obeloi)
Extra Limb: Wrenched from the socket of one of the more humanoid denizens of the Cadaverous Earth, this extra limb is a must for any fleshy looking to multitask. The limb counts as an extra off hand. To wield more than two weapons at once with reduced penalties, take the multiweapon fighting feat.
2250 obeloi
Weapon Graft: While most grafts are living tissue attached to another living body, a weapon graft is exactly what the name suggests: a normal, masterwork, or magic melee weapon grafted onto the hand of a thrall so it is never unarmed. The weapon actually becomes a natural weapon, though its other properties are unchanged. The grafted creature receives a +1 bonus on all attack and damage rolls with the weapon, as long as it is proficient with the weapon. However, it cannot use the hand with the graft for anything but combat, and it takes a '"2 penalty on all skill checks requiring the use of hands.
Weapon price + 1,000 obeloi (extra arm version is 3000 obeloi)
For some reason it never occured to me I should spend some of my finances on grafts...
For the City Rat trait, doesn't it make more sense to have it depend on knowledge(local) or some such? It just seems odd for my character to have survival ranks (pertaining to the outside).
And while we are on knowledge(local) is it area-specific?
What do people intend the crimes they were caught for to be? My character is probably a murderer, but my working concept is that they caught him for something else.
I would have thought so too, but I think what they're going for is someone adept at foraging/begging for food and drink on the streets, hence the Survival. It is a little weird about the locating dealers thing being keyed to Survival, though.
Knowledge (local) would be keyed to one of the nine cities. It will also be very useful for getting around Macellaria - with a successful Knowledge (local) check of DC 10 to get from one district to another without having to slog through a maze of streets, DC 15 to find short cuts and hidden ways and the like (DC 20 for really obscure stuff, like the secret entrance to a temple or something similar).
Ok just have my fluff left to write up.
Sounds great - we're going to have a very interesting group.
[spoiler=Old Character]
Hungermoth Crimsaad
[spoiler=Stats]
Human Man-At-Arms 4
STR: 13 [+1]
DEX: 14 [+2]
CON: 14 [+2]
INT: 20 [+5]
WIS: 10 [+0]
CHA: 14 [+2]
HP:
44
Languages
Shambles
Jangle
Fingerspeak
Filchspeak
Morbis
Hextongue
Hellspeak
Spiderchatter
Chattlechatter
Serpentine
Leechdance
Feat Mastery
All 2
Traits:
Noble Born[Well Educated]
Weapon Bond(Int): Greatsword
Feats:
Tactics of the Mind
Weapon Focus: Greatsword
Armor Mastery
Healing Lore
Overwhelming Prescence
Elusive Target
Skills:
Academia
-Appraise (Int): 7+5 = 12
-Concentration (Con): 7+2 = 9
-Decipher Script(Int): 7+5 = 12
-Heal (Wis): 7+0 = 7
-Knowledge(Nobility) (Int): 7+5 = 12
-Speak Language(none): 7
Robbery
-Disable Device (Int): 7+5 = 12
-Forgery (Int): 7+5 = 12
-Open Lock (Dex): 7+2 = 9
-Sleight of Hand (Dex): 7+2 = 9
Perception
-Listen (Wis): 7+0 = 7
-Search (Int): 7+5 = 12
-Sense Motive (Wis): 7+0 = 7
-Spot (Wis): 7+0 = 7
Intimidate (Cha): 1+2 = 3
Hide(Dex): 7+2 = 9
Move Silently(Dex): 7+2 = 9
Craft(Clockwork)(Int): 7+5 = 12
Craft(Weaponsmithing)(Int): 7+5 = 12
Knowledge(Demonology)(Int): 7+5 = 12
Knowledge(Geography)(Int): 7+5 = 12
Use Magical Device(Cha): 7+2 = 9
Gather Information(Cha): 7+2 = 9
Abilities:
Glyph Tattoo: Amplify Self 1/day (Enlarge Person as caster level 2)
Combat:
Masterwork Greatsword: +11 (2d6+7 - 19-20x2)
Defense: 18 (4 BDB + 2 Overwhelming Prescence + 2 Dex)
Armor: Masterwork Studded Leather: 1d3+1/Magic - Max Dex Bonus: +5 - Penalty: 0
Initiative: +2
Saves: +4
[/spoiler]
[spoiler=Inventory]
Money:
1082 Obeloi
Items:
Sarcad's Savior (Headband of Intelligence +2)
Masterwork Greatsword 8lbs
Masterwork Studded Leather 20lbs
Scabbard, Medium Zombie Servitor. Carries items for Hungermoth.
General Supplies:
Thieve's Tools, Masterwork 2lbs
Artisan's Tools, Masterwork 5lbs
Backpack 2lbs
Bedroll 5lbs
Tattered Nobles Outfit 10lbs
Total Weight: 52lbs
[/spoiler]
[spoiler=Magic Items]
Sarcad's Savior (Headband of Intelligence +2)
Sarcad was a recent ancestor of House Crimsaad. While exceptionally wise and charismatic, the man was to be put bluntly something of a dunce. As he grew of age and was unable to master the simplest of magics his family grew worried, for how could one become a proper magister without a demoniac familiar as proof of position. Under guise of a comming of age gift Sarcad's father had this torc crafted to his specification. After being presented with his gift Sarcad amazed many by successfully completing his first summoning and shackling an imp. After decades of experience the aged Sarcad no longer required the torc to summon his familiar and it was kept around as a family curio.
As a young man, Hungermoth showed little aptitude for magics, due to apathy and disinclination. However his family thought he was another Sarcad and so gifted him with the torc at a young age. He never corrected anyone in his family about their wrongful assumption and failed to return the curio to its proper place before he left Skein.
Shocking Masterwork Large Greatsword
[/spoiler]
[spoiler=Fluff]
Hungermoth was the son of a noble house, well educated and a quick learner he was given several tutors to sate his appettite for learning. From these tutors Hungermoth also picked up several bad habits, one of wich is canabalism. As scandal and rumors relating his appetites grew his family eventually exiled him, tired of being embarrased. Hungermoth made his way to Macellaria, where he was arrested and thrown into the pits.
Physically Hungermoth would be lean and not too muscled, he fights more using tactics and overwhelming presence than brute strength. He'd have several large scars and maybe some kind of metallic/clockwork teeth for aethetic purposes. He's also completely hairless and has violet eyes. His clothing consists of a black leather vest embossed with intricate patterns of clockwork gears and silkmoths picked out in silver. On top of that a large silken haori in riotus red, violet and yellow that falls to his knees. Leather breeches made from a deep crimson leather tucked into black boots embossed with patterns to match the vest also picked out in silver. A silver torc is clasped about his neck fashioned into the likeness of a horde of wasps with eyes picked out in carnelians and locusts with eyes picked out in bloodstones. About his left wrist is a silver manacle graven with frosty blue glyphs from which hang several feathers, charms and a miniature length of chain. He also sports a modest tricorn with a handfull of silver plumes. He has two separate masks, befitting his rank. The first is made to resemble a zerda, made from a zerda skull and silk. The second is a metallic thing beated from silver with large bulbous glass eyes reminiscient of a Mantids compound eyes.
[/spoiler]
[/spoiler]
First of all, I like the concept - a kind of brilliant polymath fighter, as skilled in tongues and esoteric knowledge as in swordplay, with dark appetites beneath his learned exterior. Very cool.
Background-wise you might consider making him one of the following:
- A former magister-in training from Skein who preferred the training-yard to the demonist's summoning circle. The great sword would likely be a curved sword similar to a dai-katana in this case. People from Skein are amongst the only residents of CE to frown on cannibalism.
- One of the rugged nobles of the Northern Baronies, vassals to the Lords and Ladies Revenant. Despite their loyalties some Northmen have a distaste for grave-spawn and resent their undead liege-lords.
- A merchant princeling from Crepuscle, where titles are for sale and those with the most money are the royalty.
[blockquote=Llum]I calculated my skills as if I've had the headband of intelligence since character creation. Dunno if that's correct or not. Some questions for Steerpike, what kind of knowledge and crafts are there that I could take? I'm also guessing I need a separate Artisan's kit for every Craft skill?[/blockquote]There was actually a big controversy over this very issue, and eventually they changed it so that the Headband no longer affected skill points:
"This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. The headband adds to the wearer's Intelligence score in the form of an enhancement bonus of +2, +4, or +6. This enhancement bonus does not earn the wearer extra skill points when a new level is attained; use the unenhanced Intelligence bonus to determine skill points."
I actually think you only need one set of Artisan's Tools. The text seems to suggest so, but it's ambiguous... I'll say one set is fine.
For a Man-at-Arms, I might suggest Craft (Armourer) or Craft (Weaponsmithing). Knowledge-wise, Knowledge (geography) is often useful, as is Knowledge (arcana), and Knowledge (history). Since your character is from the nobility, Knowledge (nobility) might be appropriate. If you decide to make him a nobleman from Skein, Knowledge (demonology) might also be appropriate.
[blockquote=Llum]Shocking Masterwork Large Greatsword: +10 (3d6 +1d6 electrical - 19-20x2) [/blockquote]Just want to double check your calculations here. You get +4 BAB, +0 Strength (10), +1 Masterwork, +1 Weapon Focus (Greatsword), for a total of +6 - I'm missing +4. Not saying the additional +4 isn't there, but I'm not seeing where it's coming from.
Also, a Greatsword is 2d6, not 3d6, unless again I'm missing something.
Make sure to use a move action to initiate your Overwhelming Presence during combat - otherwise your Defense will drop by 2.
Otherwise, the build looks clean to me! And kudos for building a fighter-type with only 10 Strength, and for taking language and craft skills, which many brutish brawny characters ignore!
By the way, if you're into tactics for this guy, consider taking Hunter levels - sticking with Man-at-Arms would be fine as well, of course, but Hunter has some interesting tactical abilities.
EDIT: Sorry, I realized it's a Large Greatsword! Nevermind about the 3d6 thing, that's totally correct.
Not sure how many skills I should have for my arcanist levels or exactly how spellcasting or the "feat mastery" bonuses work, but here is my best understanding of how to create a character:
(As far as I understand it the feat mastery points do not mean I get extra feats to spend on mastery, but that I can buy "up to that level" of mastered feats.)
I think that although the Arcanist chart is up, all the information for it is not in the Classes.doc and that may be the origin of my confusion.
-
(See next post)
Cacaphonous-Whisper-of-the-Desert "Wispy" "That Damn Bird"
[spoiler=Stats]
Jatayi Bard 1/Arcanist 2 (LA 1)
STR: 10 [+0]
DEX: 16 [+3]
CON: 15 [+2]
INT: 16 [+3]
WIS: 8 [-1]
CHA: 16 [+3]
HP: 25 (10 + 15) (arcanist and CON)
BAB: +1
BDB: +1 (unsure if it's 1 from the arcanist 2 levels and 1 bard level; or if it's 3 as the base chart implies above)
Ref = 8 (bard 2, base 3, mod 3)
Fort = 5 (base 3, mod 2)
Will = 4 (base 3, mod -1)
Initiative = +7 (feat, dex)
Speed = 30 feet / 30 feet fly (normal)
Vision = Low Light x 4 (Also see magnetic fields)
Feat Mastery
Projectile: 0
Defense: 1
Lore: 2
Finesse: 0
Social: 3
Tactics: 1
Other: 0
Traits:
Desert Born (+2 save v. fire; +4 survival in desert)
---Dunestalker (+2 Balance/Tumble in desert)
Eidetic Memory (+1 all Know Checks ; +2 Spot v. Disguise)
Necrophagic (Eat Decomposing Meat)
Feats:
Diehard (Auto-Stabilize at -1)
Endurance
Exotic Weapon: Jayati Bolt
Imp. Initiative
Quick Draw (draw hidden as move action)
Special:
See Speed and Vision above
Abilities:
Bardic Music 1x/day
--Countersong (Others may use my perform check as a save. 10 rounds.)
--Fascinate (30 feet of bard. 10 rounds)
Skills:
BARD 6+INT(3) x 4 =36
+Arcanist levels 2+3=5x2levels=10
TOTAL (RANKS+MODIFIER)
10 (7+3) Bluff
3 (1+2) Concentrate
7 (4+3) Diplomacy
6 (3+3) Escape Artist
10 (7+3) Gather Info
8 (5+3) Hide
5 Knowledges (Bardic Knowledge Level 1+3 INT+ 1 Eidetic)
+3 additional to KNow (Demonology)
8 (5+3) Listen
5 (2+3) Move Silent
9 (4+3+2(racial)) Perform
5 (2+3) Sleight of hand
3 (3+0) Swim
6 (3+3) Tumble
Attack:
Mstwk. Jatayi Bolt (1) ATTACK +5 (1+dex+mstwk) ; DAMAGE 1d6 (exotic) ; 2 lbs ; 150+300=450 obeloi
Mstwk. Jatayi Bolt (1) ATTACK +5 (1+dex+mstwk) ; DAMAGE 1d6 (exotic) ; 2 lbs ; 150+300=450 obeloi
Defense:
Mstwk. Studded Leather DR=1d3/magic ; max. dex +5 ; weight 20 lbs ;25+150 obeloi
Known Spells:
BARD- (x=prepared)
LEVEL 0
x 1="Cacaphonous Tinnitus" Lullaby (-5 spot/listen; -2 will v. sleep)
x 2-"Fulgent (Blinding) Ambridescence" Dancing Lights
3- "Cacaphonous Rant" Ghost Sound
4- "Tittering Sending" Message
WITCH-
LEVEL 0 (4)
"Magic Dowsing" Detect Magic
"Contagion Dowsing" Detect Poison
"Discombobulation" Daze
"Randomized Magical Trick" Prestidigitation
LEVEL 1 (2)
"Honeyslick" Grease
"Morning Fog" Obscuring Mist
Tattoos
None.
[/spoiler]
[ic=Inventory]
Items:
Mstwk. Studded Leather DR=1d3/magic ; max. dex +5 ; weight 20 lbs ;25+150 obeloi
Mstwk. Jatayi Bolt (1) ATTACK +5 (1+dex+mstwk) ; DAMAGE 1d6 (exotic) ; 2 lbs ; 150+300=450 obeloi
Mstwk. Jatayi Bolt (1) ATTACK +5 (1+dex+mstwk) ; DAMAGE 1d6 (exotic) ; 2 lbs ; 150+300=450 obeloi
Jayati Crossbow Bolts (25)
Jayati Playing Sticks (like pick up sticks mixed with cards)
Traditional Necklace Wards against demons (probably don't work the way he hopes they do.)
Grimoire: -15 obeloi 3 lbs,
Backpack 2 gp 2 lb.
Bedroll 1 sp 5 lb.
Bottle, wine, glass 2 gp '"
Case, map or scroll 1 gp ½ lb.
(6) Flask (empty) 3 cp 8 lb.
Flint and steel 1 gp '"
Grappling hook 1 gp 4 lb.
Hammer 5 sp 2 lb.
(5) Oil (1-pint flask) 1 sp 5 lb.
Paper (sheet) 4 sp '"
Parchment (sheet) 2 sp '"
Piton 1 sp ½ lb.
Pouch (holding several of mother's feathers (blackened from when the demon blasted her into a thousand bits)
Rope, silk (50 ft.) 10 gp 5 lb.
Sack (empty) 1 sp ½ lb.1
Sealing wax 1 gp 1 lb.
Sewing needle 5 sp '"
Signal whistle 8 sp '"
Signet ring 5 gp '"
Vest (Holds alchemists fire, etc)
Vial, ink or potion 1 gp 1/10 lb.
Waterskin 1 gp 4 lb.
Chalk, 10 pieces 1 cp '"
(3) Alchemist's fire (flask) 20 gp 1 lb.
(1) Holy water (flask) 25 gp 1 lb.
(1) Smokestick 20 gp ½ lb.
(1) "Walkersbane" Tanglefoot bag 50 gp 4 lb.
(1) "Big Thunder" Thunderstone 30 gp 1 lb.
(2) "Firestarter" Tindertwig 1 gp '"
Total Weight: ~48 lbs.[/spoiler]
Magic Items
Pearl of Power (level 1 spells; extra 1/day) (1K)
Bracers of Armor +1 (1K)
"Holy" Longsword (Mstwk.) I don't intend to use it. He stole this from someone and it makes no sense for him to use a sword anyway. (it should eventually be +1 v gravespawn but I don't have the obeloi to afford that.) (365 obeloi)[/ic]
[ic=Background]
Coming from Skein, the Clockwork City, this Jatayi Witch lived far from the main brood; the Jatayi Fablers come from Macellaria while Cacaphonous Whisper-of-the-Desert, "Wispy", was raised by a half-mad, drug-addled sapfiend hen who was exiled from the tribe because she trafficked with demons and did unspeakable things each moon-lit night.
Wispy arrived near Macellaria with ruffled feathers, a contract out on him and a holy sword he 'borrowed' from his last adventuring ally, who he thinks he left to die lost and alone in the desert.
Wispy is always ready to run, to dance, to disappear when trouble gets too dire and he is prepared to endure great privations in order to survive.[/ic]
Familiar
ViceBite
Fiendish Animal
Str: ??
Dex: ??
Con: ??
Int: ??
Wis: ??
Cha: ??
HP: ??
BAB: +??
BDB: +??
Initiative: +??
Speed: ??ft. (2 squares), fly ??ft. (average)
Attack: ??
Special Qualities: Low-light vision
Skills:
??
Feats:
??
Notes
ViceBite is a Clockwork ID Bird, a demonic creature that Wispy's mother summoned to keep watch over the family. When she died, the creature decided to bond with Wispy. Every now and then it forgets its mission and eats some of Wispy's feathers. This has led to a strained relationship between the two.
Wealth Left 3 Obeloi. (Poor Bird).
Quote from: LlumShocking Masterwork Large Greatsword: +10 (3d6 +1d6 electrical - 19-20x2) [/blockquote]Just want to double check your calculations here. You get +4 BAB, +0 Strength (10), +1 Masterwork, +1 Weapon Focus (Greatsword), for a total of +6 - I'm missing +4. Not saying the additional +4 isn't there, but I'm not seeing where it's coming from.
First of all, I like the concept - a kind of brilliant polymath fighter, as skilled in tongues and esoteric knowledge as in swordplay, with dark appetites beneath his learned exterior. Very cool.
Background-wise you might consider making him one of the following:
- A former magister-in training from Skein who preferred the training-yard to the demonist's summoning circle. The great sword would likely be a curved sword similar to a dai-katana in this case. People from Skein are amongst the only residents of CE to frown on cannibalism.
For a Man-at-Arms, I might suggest Craft (Armourer) or Craft (Weaponsmithing). Knowledge-wise, Knowledge (geography) is often useful, as is Knowledge (arcana), and Knowledge (history). Since your character is from the nobility, Knowledge (nobility) might be appropriate. If you decide to make him a nobleman from Skein, Knowledge (demonology) might also be appropriate.
[/quote]
I like the former magister-in training from Skein. He would definitley be someone who was well educated. Also fits in well with his background.
Alright for skills I took Craft (Weaponsmithing) and Knowledge (geography)/Knowledge (nobility)/Knowledge (demonology).
Now the Headband of Intelligence, does it have to be a headband or can it be changed to be some other kind of item? Also since the item doesn't grant me bonus skill points, does it grant me a bonus language?
Also, what would clothing be like from Skein? Nobles clothing in particular, I figure Hungermoth has kept his old (now worse for wear) nobles outfit from skein. Would it be some kind of asian influenced clothing (gathering from Skein human physical apperance and the fact that my sword is of an asian style)?
Oh I also noticed something really cheesy, so I was curious if there's some kind of rules errata about it. With Expanded Cleave Mastery 10 you get another attack for every hit that does 15+ damage. With something like a Large Greatsword with a +5 strength bonus, you do a minumum of 8 damage (3d6+5). Add in the Weapon Finesse feats and you can get another 4-6 damage, so that's a minimum of 12-14 damage. With Power attack granting double the damage bonus for 2h weapons, take a simple -2 penalty(not that much) you have a minimum damage of 16-18. Basically you can keep hitting until you miss, every attack.
How did you figure your abilities out Llum? a 20 ability score should be 21 by my calculations (5*1+2*2+3*4), or at least 17 if you spent your free ability bonus on it. Doesn't leave a lot of room for the other abilities.
But I like the concept of the intelligent warrior, using some of those tactics feats to fight in combat. And the name is just brilliant.
And you are talking about expanded mastery 10 for cleave. If you look through the classes there aren't actually a lot of them that gives that level of mastery. You could multiclass, but then you'd miss out on some of the end-game abilities for your class. And you can only cleave other enemies, so it's not much use in a duel or against a gorgefly. Also, you have to take expanded mastery 3, but that's not much of an issue for a Man-at-Arms.
But damn, we have a lot of witches. Good thing we have Hungermoth to keep the enemies at bay (and me to stab them in the back on occasion although that's not a terribly defensive action).
LD, arcanists normally gain 1d4+2 HP per level, but since witches are based off the arcanist I guess you only gain 1d4 per level.
And bards should probably get feat masteries, I just don't think Steerpike has gotten around to it yet. I'd suggest (to Steerpike) that they get high social (as a thief), good lore (from 1 to 9 progression), and perhaps decent finesse (1 to 8 ). Basically, thief with lore instead of defense.
A final question for Steerpike: seeing as most everybody have gone with some kind of enhancement instead of a pure bonus to their magic weapon, is there some kind of pain-enducing enhancement I can enchant it with?
EDIT: LD, you have understood masteries correctly, and the witch/arcanist is described in the first post in this thread.
Llum, reading your abilities over again, it seems you might have just bought them on a 1-for-1 basis?
Quote from: Cataclysmic CrowBut I like the concept of the intelligent warrior, using some of those tactics feats to fight in combat. And the name is just brilliant.
And you are talking about expanded mastery 10 for cleave. If you look through the classes there aren't actually a lot of them that gives that level of mastery. You could multiclass, but then you'd miss out on some of the end-game abilities for your class. And you can only cleave other enemies, so it's not much use in a duel or against a gorgefly. Also, you have to take expanded mastery 3, but that's not much of an issue for a Man-at-Arms.
But damn, we have a lot of witches. Good thing we have Hungermoth to keep the enemies at bay (and me to stab them in the back on occasion although that's not a terribly defensive action).
LD, arcanists normally gain 1d4+2 HP per level, but since witches are based off the arcanist I guess you only gain 1d4 per level.
And bards should probably get feat masteries, I just don't think Steerpike has gotten around to it yet. I'd suggest (to Steerpike) that they get high social (as a thief), good lore (from 1 to 9 progression), and perhaps decent finesse (1 to 8 ). Basically, thief with lore instead of defense.[/quote]
Ya I originally wanted to play a Witch as well, but after seeing how many casters we had I was like "No, I think I should playing something a bit different". Took me a while to find something I was happy with (I didn't want to double up on Gunslinger with Nomadic), but eventually I worked something out.
[blockquote=Cataclysmic Crow]LD, arcanists normally gain 1d4+2 HP per level, but since witches are based off the arcanist I guess you only gain 1d4 per level.
And bards should probably get feat masteries, I just don't think Steerpike has gotten around to it yet. I'd suggest (to Steerpike) that they get high social (as a thief), good lore (from 1 to 9 progression), and perhaps decent finesse (1 to 8 ). Basically, thief with lore instead of defense.[/blockquote]Ah, more conversion issues!
The Witch gets Arcanist HD - actually this will almost certainly affect the other players a lot. Bards get Thief Feat Mastery levels, Defense, and HD.
Light Dragon, the Arcanist has been cut and replaced with the Witch, which is basically the D&D Wizard with the Arcanist's Defense/HD/Feat Masteries, or looked at another way, the Arcanist but with the Wizard's special abilities and spells. Bard is the only other spellcasting class. I posted the Arcanist's chart so that Witches would have access to his feat masteries etc.
[blockquote=Llum]Now the Headband of Intelligence, does it have to be a headband or can it be changed to be some other kind of item? Also since the item doesn't grant me bonus skill points, does it grant me a bonus language?
[/blockquote]It can be a different sort of item (like an Amulet, Broach, or Ring), and it does not grant you a bonus langauge.
[blockquote=Llum]Also, what would clothing be like from Skein? Nobles clothing in particular, I figure Hungermoth has kept his old (now worse for wear) nobles outfit from skein. Would it be some kind of asian influenced clothing (gathering from Skein human physical apperance and the fact that my sword is of an asian style)?[/blockquote]The nobility are distinguished first and foremost by the clothing. Silk is the most common material for clothing, although velvet, fur, cloth-of-gold, lace, and satin are also worn. In contrast with the dull colours of the lower classes the wealthy wear clothing in as vibrant and scintillating hues as possible, frequently with very ornate patterning and embroidering. Silk shirts with leather vests, breeches, and high leather boots are common for men, often worn under a flaring knee-length coat. For women, long gowns are the norm, often with low necklines and clinging fabrics (though gowns are usually still ankle-length). Both sexes wear their hair long or else wear powdered wigs. The upper class are also distinguished by their distinctive masks or veils of fine silk, which are always worn in public as a mark of status; they also wear large hats, often tricornes for men. Magisters and magistra '" the true nobility '" and a few individuals of equivalent status all bear the traditional glyph-graven silver manacle around their wrist (usually the left) with a silver chain running from the shackle to the collar of his familiar, a demon he or she has summoned themselves [This assumes the magister has the proper training - obviously your character missed that, perhaps leaving before his first summoning]. Jewellery is often lavish and is worn by both men and women, often incorporating precious gems such as bloodstones, carnelians, opals, sapphires, emeralds, and rubies [this would work perfectly with your headband, which I was imagining as a family heirloom]. Young men always go clean-shaven, and older men very occasionally sport well-trimmed goatees.
So, sort of somewhere between asian and Restoration British. Fuse a Samurai with a 17th century libertine and you have roughly how I imagine the magisters: arrogant but disciplined, doggedly atheistic but almost paradoxically spiritually aware (demonology), invested both in the worlds of extreme hedonism and in honor. Of course, your character might be reacting to much of this
Thank you for explaining Tactics of the Mind - it had slipped mine.
[blockquote=Cataclysmic Crow]A final question for Steerpike: seeing as most everybody have gone with some kind of enhancement instead of a pure bonus to their magic weapon, is there some kind of pain-enducing enhancement I can enchant it with? [/blockquote]Hmm, cool idea. Here are two options:
Vicious
When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.
Price +1 bonus.
Agonizing
When an agonizing weapon strikes an opponent, the target is wracked with crippling pain. They take a -4 penalty on attack rolls, skill checks, and ability checks for one round after being hit.
Price +1 bonus.
[blockquote=Ligh Dragon](As far as I understand it the feat mastery points do not mean I get extra feats to spend on mastery, but that I can buy "up to that level" of mastered feats.)[/blockquote]That's exactly right.
If you're looking around for another class than the Arcanist and don't want to play a WItch (though you're very welcome to - even if we do have a bunch of em; Witches are pretty common in CE, and everyone can always take different sorts of spells), consider the Thief for a class that gels well with the bard.
Tarim
[spoiler=Description]
Tarim resembles a dried husk, a canvas of parched skin wrapped over a skeletal frame. He is quite tall but slender, and moves with the pride and subtle grace of a peacock. His hair is long, thick and black. A long, narrow beard tapers down from his chin, fashioned with oils and wax into the shape of an undulating vedge. He covers his body from the neck to the feet in a long saffron-colored silk caftan, ornately embroidered with twisting black figures of dancing devils and mystical beasts. The top of his head is wrapped in a black turban decorated with a crimson feather. The talons of his fingers have been replaced with bronzen replicas, long and curved. In place of his teeth he bears a row of black jewels, while a pair of gleaming stones peer from his eye-sockets. He conceals his natural odour with a rich selection of perfumes.
[/spoiler]
[spoiler=Background]
Tarim has no recollections of his past existence as a creature of living flesh; his earliest memory is from his awaking into unlife, laying on a cold stone slab within a dim vaulted chamber hidden under the streets of Marainei. That place was something of a mongrel; a curious hybrid between an occult sanctum and a laboratory. Strange and wicked-looking hieroglyphics and queer, heretical frescoes covered the moldy walls and ceiling, while upon the many shelves and tables lay a disorganized collection of assorted alchemical equipment - vials of poisons and elixirs, contraptions of glass spheres and tubes and cylinders, lenses and syringes, and leather-bound treatises of aged vellum inked with arcane and ancient runes. Vats of necrotic flesh stood in a corner, most of them sealed, one apparently eaten of.
From all the evidence, it was clear that the place had belonged to Tarim - or the man that Tarim had once been - and that this man had quite willingly pursued the gift of life beyond death. So much was confirmed by the journal Tarim discovered, written by himself for himself; a precaution against the amnesia that his transformation was wont to inflict. Though it offered a great deal of insight to his forgotten past, the journal was also somewhat disturbing. Flowing chaotically from one rambling passage to the next, the text danced in that murky twilight between ingenuity and insanity. Regardless, it contained the necessary instructions to guide Tarim upon the path of witchcraft, providing necessary keys and ciphers for the eldritch runes and symbols that filled the many scrolls and worm-eaten tomes that lined the shelves of the adjacent library. Tarim had once been a master of witchcraft. One day he would be it again.
Being caught in the machinations of the priesthood ruling Marainein, Tarim invoked the ire of a powerful faction amongst them. Attacked by accusations of heresy, he escaped their wrath by sneaking out of town in the dark of night. His voluntary exile brought him northwards, to Macellaria, where he settled. Having spent a few years pursuing witchcraft in the City of Bodysnatchers he has secured lodging in the Wormhive, a dwelling inconspicous enough on the outside not to scream "witch's lair", yet close enough to the Hexwarren to keep conducting business easily.
Tarim has forged some connections during his stay in Macellaria. Though he hasn't formally joined the House of Hungry Ghosts, he sympathizes with their public agenda, and has had some dicreet dealings with their agents in the past
[/spoiler]
[spoiler=Into the Pits]A less fortunate affair has been his involvement in the so-called Black Scroll Incident. A secretive ring of witches were undertaking to study an ancient scroll, written on black paper and stolen - it was whispered - from the House of Iridescent Angles. The scroll was sealed with such powerful wards that only the combined effort of several witches could force it's opening. Tarim had been contacted by the ring's leader and offerend membership, to which he had agreed. The cabal gathered in an abandoned building after dark and began an elaborate ritual, unlocking the black scroll's wards one by one.
The ceremony lasted for hours, and some of the witches perished from the effort, but in the dark of night before dawn the final lock was unravelled. Grinning triumphantly, the leader of the ring took up the scroll while the other members were struggling to recover from the exhausting effort. As he rolled open the ancient sheet however, his countenance was suddenly struck with surprise and fear. The lesser spell-weavers watched in horror as smoke-like tendrils crept out from the black scroll, which was now glowing with eerie light. The very building around them began to bend and twist, it's shapes and angles distorting in nauseating ways that defied the rules of geometry. The ringleader struggled with all his might, but in vein as an unseen force took hold of his body, pulling it savagely; he was sucked into the pulsating vortex that had become of the scroll.
Panic set in and the witches sought to escape. Finding a way out of the wildly shifting and blending architecture was nearly impossible though, and the pull of the shadowy vortex grew stronger by every passing moment, hungrily swallong witches into it's yawning maw. It was through sheer luck that Tarim managed to avoid their fate, diving out through a distorted window. There was a violent trembling, and the entire building collapsed inwardly. When Tarim was able to gather his wits, there was nothing left but rubble, and atop that ruin the Black Scroll sat, having rolled itself closed again. Before he had time to do anything, a group of guards appeared, accompanied by an agent of the House of Iridescent Angles. That smug human casually collected the scroll, while the guards arrested Tarim, accusing him of the destruction of the building and of his colleagues. He was thrown into a detention cell and sentenced to die in thePulsetown Pits.
[/spoiler]
[spoiler=Stats]
[ooc]
[spoiler=Old changes (2010)]
July 15th:
* cast spells Deceptive Visage, Harden the Skin, Ray of Enfeeblement, Corrosive Lash
* activate tattoo Harden the Skin (permanent, so will be usable next day)
* -1 obelus (tip)
* -2 obeloi (meal)
* -6 obeloi (extra for barkeep)
* -5 obeloi (bribe the guards)
* +233 obeloi from loot
=> from 51 to 270 obeloi
* used 2 hellfire bombs
* +850 XP
July 20th:
* Spells prepared. Cast Vanishment.
* -15 obeloi for rent
* +31 obeloi (loot)
=> from 270 to 286 obeloi
* used 1 flesh melter
* +600 XP
July 27th:
* +454 obeloi from selling loot
=> from 286 to 740 obeloi
* 10 damage taken
=> 27-10=17 hp
July 29th:
* 1 Hellfire Bomb used
* 1 Flesh Melter used
* +1350 XP for servitors fight
* +5 XP for being super helpful ooc
* +100 XP for interrogating Needlefingers
* +50 obeloi for guarding the shrine
* -500 obeloi for a permanent 1st-level True Strike tattoo
=> from 740 to 290 obeloi
August 3rd:
* Healed 2 HP due to a night's rest
=> HP from 17 to 19
* Reverve points bring HP to full
=> HP goes from from 19 to 27, 8 reserve spent
* Spells prepared - some spells changed
* Daily eldritch tattoos recharged
August 10th:
* +6 HP to reserves from Hellcream drink
=> Reserve points go from 19 to 25
* -11 obeloi for food & drinks
* +50 obeloi for bringing Immanuel to Merris
=> From 290 to 329 obeloi
* Collar of Cadaverous Communion for bringing Immanuel to Merris
* +600 XP
=> Total XP is now 10,005, thus Level-up to 5th level Witch
* "Demon's Ego" bonus spell gained
August 11th:
* 8 damage taken
=> HP from 32 to 24
* acquired blunderbuss pistol and 23 charges + bullets
* +450 XP from the top floor scuffle
* +1000 XP for the charm spell and its results
=> Total XP is now 11,455
August 18th:
* a few vials of yellowish liquid, from the Masticator's asylum
* used permanent tattoo, True Strike
* used one-shot tattoos, Ray of Enfeeblement x2
* Used 1 flesh-melter
* Fired 1 bullet
* +265 obeloi
=> from 329 to 594 obeloi
* +1300 xp
=> Total XP is now 12,755
August 25th:
* Gained the spell Hideous Laughter
* +5 bonus XP for recalling the hunger-causing worm parasite thingy
=> from 12,755 to 12,760 XP total
* +500 obeloi for returning Glut's teeth
* -200 obeloi for adding Hideous Laughter to grimoire
* Purchased Entropic Shield, Mirror Image and Necrotic Cyst
* -750 obeloi for these 3 spells
* -100 obeloi placed as a bet on Gorethirst's victory over Izar
* Shopping for supplies:
* -10 obeloi for a tent
* -1 obelus for a bedroll
* -10 obeloi for rations for 20 days
* -1 obelus for 50 ft of hemp rope
=> from 594 to 22 obeloi total
* Spells prepared
* Healed 2 HP due to a night's rest
=> HP goes from 24 to 26
* Reverve points bring HP to full (32)
=> Reserve points drop from 19 to 13
August 28th:
* 1 Flesh-Melter used
* 1 Hellfire Bomb used
* Learned a way to summon the demon Pazzun
* +750 XP
=> Total XP upped to 13,510
* +2000 obeloi from the sword retrieval for Cräen
* -300 obeloi to cover the new eyes for Mr. Carver
=> Total money is now 1744 obeloi
* Used two days' rations
* Captured a grimoire from the Iridescent Angles scavenger party
August 31st:
* +500 obeloi from the Bloodthorn Clansmen
=> Total money is now 2244 obeloi
* +400 XP
=> Total XP is now 13,910
* Rested 8 hours, recovering 19 reserve points (from 13 to 32)
* New spells prepared
September 1st:
* +264 obeloi
=> Total money is 2508 obeloi
* 2 damage taken from the rotmist
* 5 damage taken from a fetch
* Used a Corrosive Lash tattoo
* +360 XP for the fetch battle
=> Total XP is 14,270
* Fired a bullet
* healed 5 hp during rest
* 2 hp healed from reserve points
* 2 reserve points recovered from rest
September 20th:
* Used a flesh-melter
* Fired a bullet
* +375 XP
September 22nd:
* -10 obeloi (gambling)
* +50 XP
=> Total XP is now 14,695
September 28th:
* +100 xp
=> Total XP is now 14,795
October 5th:
* Used a flesh-melter
* 8 Shock damage taken
=> Reserve points are down to 24
* +360 xp
=> Total XP is 15,155
=> Level up to 6th level Witch
Nov 8th:
* Fired a bullet
* +10 XP for fangs antics
* 1 Damage taken from familiar bite
* Received a pair of ornate bracers
Nov 15th:
* Fired a bullet
* Got 25 blunderbuss shots
* Got a repeating rifle
* Got a black gem from Carver, to be examined for sorcery
* 14 Damage taken
=> Reserve points down to 15
* +1500 XP
=> Total XP is now 16,665
* +1296 obeloi
=> Total money is now 3530 obeloi
[/spoiler]
[spoiler=Old changes (2011)]
March 7th (pre-game):
* Charsheet brought up to date.
* Reserve points reset, new spells prepared, etc.
* Spent 700 obeloi on learning new spells.
* Got 750 obeloi from working
* Spent 100 obeloi on living expenses
* Got 500 obeloi fro the statuette idol quest
=> Total money is now 3880 obeloi
March 7th (post-game):
* Cast Harden the Skin and Haste
* Fired a shot w/ the repeating rifle
* 5 points subdual (heat) damage taken
* 2 damage taken
* 1 con damage taken (con bonus goes down by 1, -6 hp)
=> Current HP is 30/32 (normally 38)
March 14th:
* took 4 damage and 1 Con damage
=> HP goes to 26/32 (normally 38)
=> With reserve points, it's now 32/32
* received 150 obeloi
=> Current money is 4030 obeloi
* 750 xp each for the goreflies quest
=> Current XP is 17,415
* Prepared new spells (assuming a chance to do so)
March 15th:
* 900 XP gained
=> Current XP is 18,315
* Found a damascened reddish dagger
* Found a grimoire
* Found a syringe of golden liquid
* Found 34 obeloi
=> Total money is now 4064 obeloi
March 30th:
* Spent 250 obeloi for a wounded giant tortoise, Onacha
=> Total money is now 3834 obeloi
* Stabling & feeding in the city will cost 1 obelus per day
* Used hemp rope to bind Immanuel; rope destroyed by an animated sword of jaws
* Used up an eldritch tattoo of Darkness
* 1400 XP gained
=> Current XP is 19,715
April 5th:
* Spells prepared before entering the catacombs
* 14 Damage taken (fall)
* Cast Lighten the Flesh from a tattoo
April 15th:
* Cast some spells
* Got 1 negative level
-> loss of 5 hit points
==> current HP is now 13/32
-> lose one spell from the highest spell level castable
==> lost Venomous Vapours
April 23rd:
* CON damage from gorgefly bite healed
=> HP is now 13/38
* 1600 XP gained
=> Current XP is 21,315
=> Level up to 7th level Witch
* Gained a new spell slot @ 1st, 2nd and 4th spell levels
* 4th level spell: Animate Dead
* 4th level spell: Black Tentacles
* Skills increased:
- Balance 1 (crossclass)
- Use Rope 1 (crossclass)
- Academia group 1
- Social group 1
* Level-up HP: to be rolled next game
April 25th, pre-game:
* New spells prepared
* 1/day tattoos recharged
* 19 reserve points to heal HP to max-5
=> total HP become 33/38, reserve points at 2/38
* 9 reserve points regenerated during rest
=> total reserve points go at 13/38
* Negative level removed
=> recover 5 HP
==> total HP becomes 38/38
* Highest level spell slot recovered
* Rolled 5 for level-up HP
=> Total HP is now 43/43, Reserve points are 18/43
April 25th, post-game:
* Learned two spells: Wall of Gloom and Wither Limb
* Got 250 obeloi (looted money from the trapped chest, divided 8 ways)
* Spent 8 obeloi on a glass of good wine
* Got 164 obeloi (looted treasure sold, money divided 7 ways)
* Bought various items for 151 obeloi
=> Total money is now 4089 obeloi
May 4th:
* Paying the beastmaster Shebb Greyghast 150 obeloi to tend to Onacha (forgot to add this earlier)
* Purchased Enervation and the Curse of the Putrid Husk, for 150+200 obeloi
* Wagered (and won) 100 bones on Kryz's arena fight
=> Total money is now 3689 obeloi
* Fatigued due to the howling of the watchdogs
* Preserve Organ, Read Hexes and Ghost Sound cantrips un-memorized due to the howling of the watchdogs
May 18th:
* Used a jar of oil
* Used a hellfire bomb
* Acquired a beetle automaton and a rune-inscribed gauntlet
May 31st:
* Cast Vanishment
* Rested; new spells prepared
* 9 reserve points regenerated during rest
=> Reserve points now at 27/43
* Cast Deceptive Visage
* Got 200 XP
=> Total XP is now 21,515
Jun 13th:
* Changed some of prepared spells
* Got 5 fragmentation grenades from the militia armoury
* Animated 7 zombies, 2HD each
* Got 250 xp
=> Total XP is now 21,765
Jun 21st:
* 2 zombies destroyed, one badly damaged
=> Currently 5 zombies
Jun 28th:
* Took 22 damage from acidic regurgitation
=> HP at 21/43
* Used a frag grenade
* Used a jar of oil
* Got 1050 XP
=> Total XP is now 22,815
Jul 5th:
* Remaining zombies dismissed
* Got 1000 obeloi
=> Total money is now 4689 obeloi
* New spells prepared
* Reserve points heal 22 HP
=> HP full, reserve points down to 5
* 24 hours of resting
=> Heal up to 2x(14+7) = 42 reserve points
==> Reserve point back to full
Jul 8th:
* Learned new spells: Night's Caress, Damning Darkness, Phantasmal Killer, Fear, Wall of Fire
* +300 XP for recovering lost memories
* +150 XP for overcoming fear
* +50 XP for glorious sadism
=> Total XP is now 23,315
Jul 10th:
* Added Molding the Flesh (Alter Self) to spellbook; an "off-screen" purchase before the Reaper's Feast for standard price of 2nd level spell (100 obeloi)
=> Total money is now 4589 obeloi
Jul 19th:
* Dexterity and Strength at +2 until sunrise
* got 875 XP
=> Total XP is now 24,190
July 26th:
* Got 250 XP
=> Total XP is now 24,440
August 2nd:
* 100 obeloi for escorting the hagmen envoy
=> Total money is now 4689 obeloi
* Used up a flask of oil
* Used a Flesh-Melter
* +657 XP
=> Total XP is now 25,097
August 11th:
* New spells prepared
* 4 damage taken
=> Hit Points at 39/43
August 18th:
* Used 2x Hellfire Bombs
* Got 780 XP
=> Total XP is now 25,877
August 25th:
* Rested 8 hours
=> 4 damage healed from reserve points
=> 4 reserve points regained from rest
==> Hitpoints and reserve points full
* Spent 5 obeloi for a room
=> Total money is now 4684 obeloi
* Got 250 XP
=> Total XP is now 26,127
August 30th:
* Got 1542 XP
=> Total XP is now 27,669
September 6th:
* Got 2000 XP
=> Total XP is now 29,669
=> Level up to 8th level Witch
September 15th:
* Got 200 XP
=> Total XP is now 29,869
October 6th:
* Got a bewitched stone idol figurine
* Got 48 drachmi
* Got 2250 XP
=> Total XP is now 32,119
October 13th:
* Spent 20 drachmi on lodging in 'The Rotten Goblet'
* Spent 2x 3 drachmi on boat rides
=> Total money is now 4684 obeloi + 22 drachmi
* Got 500 XP
=> Total XP is now 32,619
October 27th:
* Tossed 5 drachmi to leeches
=> Total money is now 4684 obeloi + 17 drachmi
* Gave a vial of Thrum to a ghul
* Got 500 XP
=> Total XP is now 33,119
November 2nd:
* Got a flintlock pistol & 72 drachmi
* Spent 20 drachmi for another day in 'The Rotten Goblet'
=> Total money is now 4684 obeloi + 69 drachmi
* Got 250 XP
=> Total XP is now 33,369
November 10th:
* Got 1050 XP
=> Total XP is now 34,419
November 24th:
* Used a Flesh-Melter to release a hagman prisoner
December 2nd:
* Took 14 damage, regained 10 hp from reserve points (Stoneskin reduced 35 damage)
* Took 37 heat damage
=> Current HP at 9/50, reserve points at 40/50
* Used 2 fragmentation grenades
* Got 1155 + 600 XP
=> Total XP is now 36,174
==> Level up to 9th level Witch
* Skills increased: Mysticism group, Social group, Balance, Swim
* Gained 1d4+2 HP (to be rolled on next game)
December 8th:
* Rolled 3 for level-up HP
* Got 2 drachmi
=> Total Money is now 4684 obeloi + 71 drachmi
* Got 1350 + 500 XP
=> Total XP is now 38,024
[/spoiler]
[spoiler=Recent changes (2012)]
January 31st:
* Got 1600 xp
=> Total XP is now 39,624
* 41 points from reserves to HP
* 11 points of reserves healed
=> Current HP is 53/53
=> Current Reserve Points is 13/53
February 6th:
* 11 points of reserves healed
=> Current Reserve Points is 24/53
* Got 6 fragmentation grenades from the legion's armoury
* Used 1 grenade
* Got 250 xp
=> Total XP is now 39,874
February 20th:
* Took 6 fire damage from a shroud assassin's spell
* 5 minutes to walk to the lighthouse
=> 6 points from reserves to HP
==> Current Reserve Points: 18/53
* Took 23 damage from the ravener's bite (stoneskin reduced 10)
=> Hit Points down to 30/53
* Used a grenade
* Got 2700 xp
=> Total XP is now 42,574
March 5th:
* Took 10 damage
=> Hit Points down to 20/53
* Got treasure worth 2750 obeloi
* Got 6900 XP
=> Total XP is now 49,474
==> Level up to 10th level Witch
March 19th:
* Recovered 34 reserve points from resting
* 33 HP healed from reserves
=> Total HP is now 53/53 (still need to roll for level-up)
=> Reserves are now at 19/53
* New spells prepared
April 3rd:
* Got 800 XP for helping out Vetter on his quest
=> Total XP is now 50,274
* Lost 11 obeloi to a pickpocket
* Sold my 3 remaining vials of thrum for 1080 drachmi
=> Total money is now 4673 obeloi + treasure worth 2750 obeloi + 1151 drachmi
==> (will be 423 obeloi + 401 drachmi after paying the tattooing bill)
[/spoiler]
[/ooc]
Tarim ( Ghul Witch 10 )
STR 10 + 1 ....... = 11 (+-0)
DEX 10 + 4 ....... = 14 (+2)
CON 10 + 2 + 2 ... = 14 (+2)
INT 10 + 7 ... + 2 = 19 (+4)
WIS 10 + 5 ....... = 15 (+2)
CHA 10 + 3 - 2 ... = 11 (+-0)
(Point Buy) (Racial Modifier) (Level Up)
(INT raised at 4th level and 8th level)
XP: 50,274
Next level at: 55,000
Hit Points: 53/53 (+1d4+2+2)
Reserve Points: 19/53
Saving throws: +10
* Will: +12
* Fort: +12
* Ref: +12
BAB: +5
Melee attack: +5 (+4 in sunlight)
Ranged attack: +7 (+6 in sunlight)
BDB: +7
Weapon Proficiencies: club, dagger, heavy crossbow, light crossbow, quarterstaff, and firearms
Carrying Capacity: 38 / 76 / 115 lb
Initiative: +6
Abilities:
* Speed 30 ft
* Darkvision 60 ft.
* Immune to disease, aging, poison, and death effects
* Cannot receive organic grafts
* Natural Weapons: Claws 1d3, bite 1d4
* Light Sensitivity
* Carnivorous
Languages:
* Shambles (aka Magpie)
* Jangle
* Corpserattle (aka Morbis aka Carrion Tongue)
* Hextongue (aka Witchtongue)
* Hellspeak
* Glatch (aka Hagspeech)
* Serpentine
* Flicker
Traits:
* Master of Lore
Feat Masteries:
* Lore 6
* Tactics 5
* Social 5
* Other 3
Feats:
(2 feats at 1st level and 1 at every even level)
* Bound Demon (Summon familiar --> Imp) --> +3 to Knowledge (demonology) checks
* Craft Eldritch Tattoo (replacing Scribe Scroll)
* Craft Eldritch Tattoo, Expanded Mastery 2
* Combat Casting
* Improved Initiative
* Spell Penetration
* Still Spell (5th level bonus feat)
* Weapon Proficiency: Firearms (6th level feat)
* Greater Spell Penetration (8th level feat)
* Leadership??? (10th level feat)
* Silent Spell (10th level bonus feat)
Skills:
Academia group 11
* Appraise (Int), +15
* Concentration (Con), +13 (+17 when casting defensively or when grappling or pinned)
* Decipher Script (Int), +15 --> +2 on Use Magic Device checks involving written items
* Heal (Wis), +13
* Knowledge [Arcana] (Int), +15 --> +2 on Witchcraft checks
* Speak Language (Flicker) 1
Mysticism group 11
* Concentration (Con)
* Decipher Script (Int)
* Witchcraft (Int), +17
* Use Magic Device (Cha), +11 (+13 for written items)
Social group 11
* Bluff (Cha), +11
* Diplomacy (Cha), +11
* Gather Information (Cha), +11
* Intimidate (Cha), +11
Other skills
* Knowledge [Demonology] (Int) 9, +16 (a class skill)
* Spot (Wis) 4, +6
* Listen (Wis) 2, +4
* Sense Motive (Wis) 4, +6
* Ride (Dex) 1, +3
* Handle Animal (Cha) 1, +1; +9 on snakes (+8 bonus from serpent bracers)
* Balance 2, +4
* Use Rope 1, +3
* Swim 2, +2
Attack:
Claws: +5 1d3
Bite: +5 1d4
Dagger: +5 1d4
Blunderbuss Pistol: +7 2d8/x3
Repeating Rifle: +7 2d10/x3
Flesh Melter (Acid Flask): +7 1d6 acid direct hit, 1 splash damage
Hellfire Bomb (Alchemist's Fire): +7 1d6 fire direct hit + 1d6 following round, 1 splash damage
Defense:
+7 BDB
+2 DEX
+1 defense from serpent bracers
Active: 20 (+4 with Harden the Skin, +1 with Haste)
Passive: 11 (+4 with Harden the Skin, +1 with Haste)
Spells Known:
0th-level spells:
* All the standard cantrips
* Preserve Organ
1st-level spells:
* Adoration (Charm Person)
* Comprehend Languages
* Deceptive Visage (Disguise Self)
* Lighten the Flesh (Feather Fall)
* Blood Bait
* Harden the Skin (Mage Armor)
* Summon Black Steed (Mount)
* Ray of Enfeeblement
* Entropic Shield
* Unravel Hex (Identify)
2nd-level spells:
* Corrosive Lash (Acid Arrow)
* Darkness
* Vanishment (Invisibility)
* Plague of Vermin (Summon Swarm)
* Hideous Laughter
* Mirror Image
* Necrotic Cyst
* Spider Climb
* The Blade Hungers
* Grave Command (Command Undead)
* See Invisibility
* Desecrate
* Darkbolt
* Wall of Gloom
* Wither Limb
* Molding the Flesh (Alter Self)
3rd-level spells:
* Demon's Ego
* Haste
* Diabolic Eye
* Venomous Vapours (Stinking Cloud)
* Flight of the Vulture (Fly)
* Null Hex (Dispel Magic)
* Necrotic Bloat
* Curse of the Putrid Husk
4th-level spells:
* Animate Dead
* Black Tentacles
* Enervation
* Damning Darkness
* Phantasmal Killer
* Fear
* Wall of Fire
* Wicked Vanishment (Greater Invisibility)
* Stoneskin
5th-level spells:
* Night's Caress
* Eldritch Enslavement (Dominate Person)
* Summon Ghastly Servant (Summon Monster V)
* Wormhole (Teleport)
* Possession (Magic Jar)
Spells Memorized:
Cantrips:
* Ghost Sound
* Sense Witchery (Detect Magic)
* Read Hexes (Read Magic)
* Preserve Organ
1st-level spells:
* Blood Bait
* Harden the Skin (Mage Armor) (**USED**)
* Ray of Enfeeblement
* Entropic Shield
* Unravel Hex (Identify) (**USED**)
2nd-level spells:
* Darkness
* Vanishment (Invisibility) (**USED**)
* Mirror Image
* The Blade Hungers
* Wither Limb
3rd-level spells:
* Demon's Ego
* Haste
* Flight of the Vulture (Fly)
* Null Hex (Dispel Magic)
4th-level spells:
* Animate Dead
* Black Tentacles
* Wicked Vanishment (Greater Invisibility)
* Stoneskin (**USED**)
5th-level spells:
* Eldritch Enslavement (Dominate Person)
* Possession (Magic Jar)
Eldritch Tattoos:
(Cost is spell level x caster level x 50 obeloi, or spell level x caster level x 500 obeloi for a permanent tattoo)
* Harden the Skin (Mage Armor, permanent once/day, caster level 1) x1 (cost: 500)
* Lighten the Flesh (Feather Fall, permanent once/day, caster level 1) x1 (cost: 500)
* True Strike (permanent once/day, caster level 1)
Equipment & Money:
Weapons:
* 6 x Fragmentation Grenades (3d6 slashing): 6? lbs
* 3 x Flesh-Melters (Acid Flask): 3 lbs
* 2 x Hellfire Bombs (Alchemist's Fire): 2 lbs
* A Dagger: 1 lb
* Caltrops, 2 lbs
* A Blunderbuss Pistol: 6 lbs
* A Flintlock Pistol
* A repeating rifle: 10 lbs
* 7? bullets & charges
* (total 20 lbs)
Witchcraft:
* Grimoire: 3 lbs, -15 obeloi
* 1st Captured grimoire (Iridescent Angles ghul witch): 3 lbs
* 2nd Captured grimoire (Iridescent Angles human witch): 3 lbs
* 3rd Captured grimoire (assassin ghul witch): 3 lbs
* Tattoos: --
* Ghost Claw (wondrous item - Hand of the Mage): 2 lbs
* Collar of Cadaverous Communion (1 use/day)
* (total 14 lbs)
Scholarly Equipment:
* Magnifying Glass: --
* Scroll Case: 1/2 lb
* Ink & Quill: --
* 45 Sheets of Vellum: --
* (total 1/2 lb)
Luxuries:
* Flamboyant Caftan & Turban (cf. Noble's Outfit): 10 lbs
* Mirror: 1/2 lb
* Bottle of Fine Wine: 1½ lbs
* (total 10½ lbs)
Misc Stuff:
* An Eldritch Amplifier Gauntlet
* 50 ft of Silk Rope, 5 lbs
* Crowbar, 5 lbs
* Healing Kit (10 uses), 1 lb (1 used)
* Oil (2 flasks), 2 lbs
* Manacles, 2 lbs
* Liquid soap, 2 lbs
* A damascened reddish dagger (loot from assassin ghul witch), 1 lb
* A syringe of golden liquid (loot from assassin ghul witch)
* A pair of ornate serpent-bracers (from Yerroch), 1 lb?
* A few vials of yellowish liquid (Thrum) from the Masticator's asylum (1 given away so far)
* A sample specimen off a servitor (a piece of flesh containing glyphs)
* Tinderbox: --
* Haversack (cf. Backpack), 2 lbs
* Waterskin: 4 lbs
* Rooms in the Wormhive: --, -15 obeloi/month
* A bedroll: 2 lbs
* (total 27 lbs)
TOTAL: 72 lbs
On Onacha:
* A beetle automaton
* Rations for 19 days: 19 lbs
* Mount Feed (19 days), 190 lbs
* A tent: 20 lbs
* (these items are carried by the tortoise so they don't count toward my total equipment weight)
MONEY: 4673 obeloi + treasure worth 2750 obeloi + 1151 drachmi
[spoiler=Familiar]
[ooc]Fangs here is, regrettably, not very original. I admit I took quite a bit of inspiration from Brown Jenkins, a witch's rattish familiar from a H.P. Lovecraft story. Just love the aesthetic, and didn't want to stick with a generic Imp.[/ooc]
Fangs (Familiar)
'Fangs' is a small mischievous demon enslaved to do as Tarim bids. He has the body of a rat, covered in coarse brown fur, but a pale and hairless humanoid head with large round bloodshot eyes and a pair of needle-like horns protruding from the forehead. A rodentile tail as long as the rest of the body drags lazily behind him. In place of forelegs he has tiny arms, like those of a human child. Black leathery wings sprout from his back. Fangs is vampiric and has no teeth other than a set of sharp canines.
Tiny Outsider
HP: 13
Initiative: +3
Speed: 20 ft., fly 50 ft. (perfect)
Defence: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
Base Attack/Grapple: +3/-5
Attack: Sting +8 melee (1d4 plus poison)
Full Attack: Sting +8 melee (1d4 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills: Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Feats: Dodge, Weapon Finesse
An imp's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex)
Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
Spell-Like Abilities
At will'"detect good, detect magic, invisibility (self only); 1/day'"suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.
Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
Alternate Form (Su)
An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.
[/spoiler]
[/spoiler]
Mummified magus hand called Ghost Claw? Yeah that fits!
And Brown Jenkins is about the creepiest thing in Dreams of the Witch House.
So, we've got a fairly variegated party: a ghul witch trying to reclaim his former glory lost to amnesia, an occult sharpshooter with links to the most cutthroat Robber Guild in Macellaria, a footpad and city rat trying to lose his humanity, a disgraced nobleman with gruesome appetites and a genius intellect, and a carrion-eating bird-man bard!
Quote from: Cataclysmic CrowLlum, reading your abilities over again, it seems you might have just bought them on a 1-for-1 basis?
What do you mean? As a Man-At-Arms I get to choose 3 Skill groups (Perception, Robbery and Academia). After buying those 3 out I still had skill points left over, so I bought some more skills individually.
Crow, you might be being thrown by the Headband of Intellect, which boosts Hungermoth's Int to 20 (17 requires 9 points, +1 for Hungermoth's level 4 ability boost, +2 from the Headband = 20).
Alright so I just noticed that I have a medium load. I do not want that at all. So, is there some sort of thing I could purchase that could carry my stuff? I mean, ya I could get a donkey, but it seems so beneath a highborn (even exiled) to use one.
Maybe some kind of servitor? What do you think Steerpike? My idea is some kind of sword servitor that walks behind me carrying my sword. Then in combat I'd drop my noble outfit and take my sword from my servitor (The servitor would pick up the haori).
Quote from: SteerpikeThe nobility are distinguished first and foremost by the clothing. Silk is the most common material for clothing, although velvet, fur, cloth-of-gold, lace, and satin are also worn. In contrast with the dull colours of the lower classes the wealthy wear clothing in as vibrant and scintillating hues as possible, frequently with very ornate patterning and embroidering. Silk shirts with leather vests, breeches, and high leather boots are common for men, often worn under a flaring knee-length coat. For women, long gowns are the norm, often with low necklines and clinging fabrics (though gowns are usually still ankle-length). Both sexes wear their hair long or else wear powdered wigs. The upper class are also distinguished by their distinctive masks or veils of fine silk, which are always worn in public as a mark of status; they also wear large hats, often tricornes for men. Magisters and magistra '" the true nobility '" and a few individuals of equivalent status all bear the traditional glyph-graven silver manacle around their wrist (usually the left) with a silver chain running from the shackle to the collar of his familiar, a demon he or she has summoned themselves [This assumes the magister has the proper training - obviously your character missed that, perhaps leaving before his first summoning]. Jewellery is often lavish and is worn by both men and women, often incorporating precious gems such as bloodstones, carnelians, opals, sapphires, emeralds, and rubies [this would work perfectly with your headband, which I was imagining as a family heirloom]. Young men always go clean-shaven, and older men very occasionally sport well-trimmed goatees.
So, sort of somewhere between asian and Restoration British. Fuse a Samurai with a 17th century libertine and you have roughly how I imagine the magisters: arrogant but disciplined, doggedly atheistic but almost paradoxically spiritually aware (demonology), invested both in the worlds of extreme hedonism and in honor. Of course, your character might be reacting to much of this
Alright, for my noble outfit I'm picturing something like this: Black leather vest embossed with intricate patterns of clockwork gears and silkmoths picked out in silver. On top of that a large silken haori in riotus red, violet and yellow that falls to his knees. Leather breeches made from a deep crimson leather tucked into black boots embossed with patterns to match the vest also picked out in silver. A silver torc is clasped about his neck fashioned into the likeness of a horde of wasps with eyes picked out in carnelians and locusts with eyes picked out in bloodstones. About his left wrist is a silver manacle graven with frosty blue glyphs from wich hang several feathers, charms and a miniature length of chain. He also sports a modest tricorn with a handfull of silver plumes.
Quote from: SteerpikeMummified magus hand called Ghost Claw? Yeah that fits!
And Brown Jenkins is about the creepiest thing in Dreams of the Witch House.
Cool. I'd still like to know exactly which skill groups a Witch can access?
-Thank you for the clarification Steerpike and Crow. I did not realize that Arcanist == Iron Heroes Wizard so I had thought it was in addition to the witch.
-I am considering doing something foolish and advancing as such: Bard 1/Witch 2/LA 1 for now and then take one level of Thief next level. (Good advice about the Thief, by the way, Steerpike) It just seems to suit my concept of the fellow- a dabbling, jabbering, inconsistent, worrying, fiendish bird.
-Speaking of the 1LA... You are probably better at balancing than I am but I am not certain that a Jatayi really needs a 1 LA. The 30 ft. Fly partially justifies it, and they do get one more trait than most of the monstrous races, but they do not receive any ability boosts. Are you certain that they should have 1 LA?
-Modified and improved character sheet and added background.
[ic]Coming from Skein, the Clockwork City, this Clockwork Jatayi Witch lived far from the main brood; the Jatayi Fablers come from Macellaria while Cacaphonous Whisper-of-the-Desert, "Wispy", was raised by a half-mad, drug-addled sapfiend hen who was exiled from the tribe because she trafficked with demons and did unspeakable things each moon-lit night.
Wispy arrived near Macellaria with ruffled feathers, a contract out on him and a holy sword he 'borrowed' from his last adventuring ally, who he thinks he left to die lost and alone in the desert.
Wispy is always ready to run, to dance, to disappear when trouble gets too dire and he is prepared to endure great privations in order to survive.
[/ic]
-Pretty obvious why he's probably in the pits...
- Another Question:
How much should something like this cost?
Jatayi Bolts
(Basically hand crossbows that can be concealed in feathers and potentially dual wielded... That is, two could shoot in the first round, then you'd have to manually load them afterwards at the usual speed for loading crossbows.)
I assume they should cost about 150 gp each and are only usable by Jayati due to their particular physiognomy.
I imagine them dealing 1d6 rather than 1d4 damage, but in all other respects (including range) being the same as regular crossbows. I also imagine them depending on dexterity for damage rather than strength.
What do you think? In full open disclosure, this would mean that my Bard/Witch can deal 1d6+3 / 1d6+3 damage in the first shot, but then has to reload (does that take a full round action or a move equivalent action? If it is move equivalent, in round 2 he reloads one and casts a spell). I do not think this is game breaking or twinking... and It looks really neat. Imagine a bird "crossbow-slinger" walking into a bar, shooting people on his right and left, then dazing the rest, retreating and hiding, then tossing out dancing lights to distract everyone, and shooting two again.
Ok! I finally sort of have my character worked out from a fluff perspective. I still need to finish up the stats and stuff, I'll update as I work on that.
I'm unsure if I got the masterwork pricing right. I was under the impression it was 300 for a weapon and 150 for your armour or a shield.
[ic]
Kaius Alexander
Human (Insomnolent)
Level Four Armiger
Hit Points: 54
Combat Stuff: Check Penalty: -6 (w/ full plate and heavy shield), Passive Defense Bonus: 3 (w/ heavy steel shield), Active Defense Bonus: 4, BAB: 7, RBAB: 5
Stats: Strength: 16, Dexterity: 12, Constitution: 19, Wisdom: 10, Intelligence: 12, Charisma: 10
Feat Mastery: Armour: 3, Power: 2, Tactics: 1
Traits: Brave, Resilient Toughness
Class Abilities: Armour Mastery, Tough as Nails, Armoured Trap (Armour Pool), Uncanny Dodge
Skills: Craft Clockwork: 7, Craft Armor: 7, Swim: 7, Climb: 7, Jump: 7, Intimidate: 7, Balance: 7, Spot: 5, Disable Device: 4, Tumble: 3 Listen: 2
Feats: Diehard, Weapon Proficiency: Firearms, Armour Mastery: 1 (not to be confused with Armour Mastery), Weapon Focus: Longsword 2
Languages: Shambles, Morbis
Equipment:
209 Obeloi
Insomnolent Guard Standard Field Kit:
Masterwork Full Plate Armour (1650 obeloi, 50 lbs), Masterwork Heavy Shield, Steel (170 obeloi, 15 lbs), Masterwork Revolver (950 obeloi, 3 lbs), Masterwork Longsword (315 obeloi, 4 lbs), Box of 150 bullets (15 obeloi, 3 lbs), Dagger (2 obeloi, 1 lb), Baton (2 obeloi, 2 lbs), Handaxe (3 lbs, 6 obeloi)
Guards Insomnolent combat uniform (15 obeloi, 5 lbs), Backpack (2 obeloi, 2 lbs), Bedroll and Blanket (2 obeloi, 8 lbs), Steel canteen x 2 (2 obeloi, 2 lbs.) Steel cookware (1 obeloi, 2 lbs), 10 days of field rations (5 obeloi, 10 lbs), Collapsible shovel (10 obeloi, 5 lbs), Flint and steel (1 obeloi, 0 lbs) Rope, 50 feet (10 obeloi, 5 lbs), Bullseye Lantern (12 obeloi, 3 lbs) Flask of lantern oil (1 obeloi, 1 lb)
Nonstandard Equipment: Artisan's Tools, masterwork (55 obeloi, 5 lbs), Lady Genevieve's Gift (???, 0 lbs.)
Total Weight: 129 lbs.
Total Value: 3221 obeloi.
Carrying Capacity: Due to Tough as Nails a light load for Kaius is 173 lbs. or less.
Physical Description: Though he has spent many years in the south, Kaius's skin remains unnaturally pale. His hair is light brown and close cropped, excepting the front which is spiked upwards. Standing several inches short of six feet, he still seems to loom over everyone else in the room. Layered over his hardened frame are a multitude of scars, proof of years of unforgiving training. His every movement is calculated and deliberate. When outside of his armour Kaius wears a set of unremarkable and well-worn grey fatigues. His face is expressionless. Staring into his icy blue eyes, you try to find evidence of human emotion. It does not surprise you when you see none.
Brief History: Born into the Machiavellian world of the Lords and Ladies Revenant there are few cruelties Kaius has not witnessed in his life. His childehood was spent in relative luxury and isolation in the vast palace complexes of Somnambulon. That is until, on the morning of his eight birthday, it was determined that Kaius would be an unsuitable host. There is but one recourse for a childe such as he: deliverance into the brutal hands of the Insomnolent Guard. Bodies and minds altered by a horrific pharmaceutical regimen, the Insomnolent are unswerving in their loyalty to their Lord or Lady and their House. Though many are claimed by the training, or are driven mad by the drugs, Kaius managed to survive. Forged into a living weapon, Kaius was assigned to the protection and service of one Lady Genevieve. He would serve her faithfully.
[/ic]
I also wrote a little bit about Kaius's last day before being dragged off to the pits, just to help me get a feel for the character. My formatting is terrible, you have been warned.
[spoiler] His Last Waking Day
Even this late in the day the heat was oppressive. Kaius leaned against the crumbling stucco wall. Motes of dust danced in the light cast by the setting sun. The witch hovered over Lady Genevieve, moving his hands in seemingly random patterns, muttering under his breath. Kaius watched impassively from the doorway. The witch straightened 'There is nothing I can do for her. The parasite inside her ails. Her body will not last much longer' he said. He approached Kaius 'Of course, there is still the matter of my fee'. The witch smiled, extending his hand. Kaius exhaled slowly.
'You will save My Lady. If not, then your only hope is that you can save yourself' said Kaius. Seeing the cruel intent written on Kaius's face the witch's smile faltered; he moved quickly to one side, trying to dart from the room. He found his path blocked. The witch stumbled backwards.
'You fucking gleetworm. When this old bitch dies you're gonna be nothing!' he sputtered. Kaius advanced. The witch began intoning an incantation. He was interrupted by Kaius's fist slamming into his jaw. The witch went sprawling, blood leaking from his face. Snarling, he drew a dagger as he picked himself up. The witch lunged at Kaius, aiming for the heart; Kaius blocked the thrust with his forearm. His face registered nothing as the blade sank into him. He grabbed the witch by the throat and dragged him to the open window. 'You'll hang for this, scum' the witch hissed; spitting in Kaius's face. Kaius snorted derisively. He let go. The witch's scream was cut short quickly by a sickening crunch. Kaius withdrew the dagger and threw it across the room; blood pooled on the floor. He sighed as he sat down heavily in an old chair at Lady Genevieve's bedside. She smiled as he placed a damp cloth on her forehead.
'My Lady. There is no one else who will come. Our so-called friends abandon us. I know not what to do... I have failed you.' Lady Genevieve coughed weakly as she scrabbled at Kaius's clenched fist; he opened his hand. Into it she placed a small leather bag. Kaius emptied it into his palm. Inside was a jet black spheroid no bigger than a grape. It felt almost as if it was exuding an aura of.. active curiousity. This unnerved him; he swiftly placed the orb back into its pouch. 'My Lady, what do you wish of me? I do not understand.' he said. She looked directly into his eyes but said nothing. Kaius leaned back in the chair.
Kaius awoke with a start, grasping at the the dregs of a dream just beyond remembrance. Cursing at himself for falling asleep, he lurched to his feet and scanned the room. Lady Genevieve was unmoving. 'My Lady?' he called. Staring at her supine form the grim reality slowly dawned on him. His Mistress was dead. Of all the deaths he had experienced, this was the only one Kaius did not know how to deal with. He felt numb '" listless; his purpose in life was gone. Gingerly, he picked up the corpse of Lady Genevieve. Slowly, so slowly, he ascended the dingy stone staircase that led to the roof. Though he could not match the grand funerals of Somnambulon, he did what he could. Covering his Lady in a white sheet, he reverently doused her in oil. Reopening the wound on his left arm, he dripped the blood lengthwise down the sheet. Dripping some into his hand, he spiked the front of his hair into a crest of mourning. He was no longer of the Insomnolent, and would not be again until he served a new master of the lineage. He lit the flame. Hours passed. Kaius stared into it until only ashes were left.
His rumination was interrupted by the sound of footsteps on the stairs. The sun was rising. The door opened. A group of armed men and ghilan lazily swaggered out onto the roof.
'Well if it ain't the bitch's pet maggot. Fuckin' stupid making a mess out of Gjani like that, now that she ain't around.' the leading ghul smirked as he talked. 'Gonna be the pits for you, and consider yourself fuckin' lucky.' the ghul hefted a pair of heavy manacles. Kaius remembered the orb. It was clear now that his Lady had entrusted it to him for one final task. He would just have to find out what that was. 'I serve My Lady yet. I will not be taken.' said Kaius. There were snorts and laughs from the group as they began to fan out around him. 'Thanks for the present, maggot. I'm gonna enjoy this' said the first ghul, and he lunged. The sword scored along Kaius's ribs, digging in to one of them. The ghul was off balance; Kaius stepped in smoothly and snapped his foe's neck with a grating twist. The nearest man fired a shot point blank into Kaius's shoulder; he fumbled for his blade. Kaius delivered an open palmed hit to the bridge of the pistolier's nose. He reeled backwards, clutching his bleeding face. Kaius turned, looking for the next threat. A stout wooden club was swinging for his face.[/spoiler]
[blockquote=Ligh Dragon]-Speaking of the 1LA... You are probably better at balancing than I am but I am not certain that a Jatayi really needs a 1 LA. The 30 ft. Fly partially justifies it, and they do get one more trait than most of the monstrous races, but they do not receive any ability boosts. Are you certain that they should have 1 LA?[/blockquote]They should! I'm not sure why I didn't have that on there - even mantids have an LA +1 for their crappy flight speed, the jatayi definitely need LA+1. Thanks for catching that!
[blockquote=Light Dragon]Jatayi Bolts
(Basically hand crossbows that can be concealed in feathers and potentially dual wielded... That is, two could shoot in the first round, then you'd have to manually load them afterwards at the usual speed for loading crossbows.)
I assume they should cost about 150 gp each and are only usable by Jayati due to their particular physiognomy.
I imagine them dealing 1d6 rather than 1d4 damage, but in all other respects (including range) being the same as regular crossbows. I also imagine them depending on dexterity for damage rather than strength.
What do you think? In full open disclosure, this would mean that my Bard/Witch can deal 1d6+3 / 1d6+3 damage in the first shot, but then has to reload (does that take a full round action or a move equivalent action? If it is move equivalent, in round 2 he reloads one and casts a spell). I do not think this is game breaking or twinking... and It looks really neat. Imagine a bird "crossbow-slinger" walking into a bar, shooting people on his right and left, then dazing the rest, retreating and hiding, then tossing out dancing lights to distract everyone, and shooting two again. [/blockquote]I can't OK the Dexterity adds to damage thing, since the Archer actually gets that as a class ability, so giving it for free to wielders of that weapon seems to shortchange the Archer. Everything else looks OK, though: a Hand Crossbow that deals 1d6 damage for 150 obeloi and counts as an exotic weapon does not seem game breaking in the slightest.
[blockquote=Ghostman]
Cool. I'd still like to know exactly which skill groups a Witch can access?[/blockquote] Sorry! here they are: Academia, Mysticism, Social, and Theatrics.
[blockquote=Llum] Maybe some kind of servitor? What do you think Steerpike? My idea is some kind of sword servitor that walks behind me carrying my sword. Then in combat I'd drop my noble outfit and take my sword from my servitor (The servitor would pick up the haori).[/blockquote]For 150 obeloi I'll let you have a servitor stitched together in the tissue-shops of Macellaria. He can't fight, only haul gear, and counts as a medium zombie in all other respects.
Alternatively you could go for a clockwork automaton, which are common in Skein, but expensive. Not sure what the stats of that one would be, but we could come up with some; however, I think one of these would be a minimum 500 obeloi, just for a basic model.
In either case, may I suggest a name for the hapless beast of burden: "Scabbard." Also, I love the clothing descriptions - exactly how I'd imagine them.
Finally, well done Meanest Guest! Kaius looks great, and the short story is brilliant. All the masterwork stuff looks like it's been done perfectly.
QuoteI'm not sure why I didn't have that on there - even mantids have an LA +1 for their crappy flight speed, the jatayi definitely need LA+1. Thanks for catching that!
Actually you did have that on there. Okay re the LA +1. I built the character with that LA in mind, so no changes are necessary on my end there, but I look at leechkin for example and it seems that they receive a lot of bonuses for no LA. Now, flying can be useful if people can't reach you with their arrows, but I would assume that leechkin should by the same argument have a +1LA due to their bonuses in water, their ability bonus, and extra bonuses. As long as someone does not make a CHA based character, the -4 to CHA does not really hurt them. (Although they do not earn traits and they walk at 20 feet).
I will fix up the weapon as per your suggestion. I will just have to remember to purchase bolts that have +1 damage :).
Another question: Will we have action points a la Eberron, perchance?
Once again: Congratulations on the amount of work it took to put this system together. The Iron Heroes base system is intriguing and seems to be a good fit.
Quote from: Light DragonQuoteI'm not sure why I didn't have that on there - even mantids have an LA +1 for their crappy flight speed, the jatayi definitely need LA+1. Thanks for catching that!
Actually I'd be willing to say the Leechkin is somewhat underpowered. They are slower than normal, they do not gain traits (wich are really big in IH) and +2/-4 isn't that great compared to the other races +2/-2.
The best race without a LA would probably be the Ghilan IMO. Immunity to poison, disease and aging. +2 con which is good for everyone. Non-background trait (a lot more variety that just background traits).
Llum,
You can gain traits over time? Not just at level 1 in Iron heroes?
You can only gain traits at level 1.
It's funny, I was just talking about the leechkin with Llum (in fact I just upped their Con drain to 1d2 instead of just 1): they seem to have polarized people. I thought that the drawbacks of the 20 ft. speed and in particular the Bloodthirst would make up for their natural attacks. They're a tricky bunch, and probably hard to play, especially since I've written them to be a biologically and culturally hyper-lazy people (literally parasites), which makes it difficult to imagine them as adventurers.
Every flying race I've seen has always had an LA of +1 - it does kind of remove the threat of certain hazards and allow obstacles that are otherwise treacherous (such as a cliff) to be effortless overcome. I agree it doesn't seem like a big deal, but I think it is more useful than most imagine at first. I love the character by the way, particularly his name!
Things might get interesting if the group runs into the jatayi currently camped outside Macellaria. They normally move on to Crepuscle this time of year, but they've been staying an unseasonably long length of time...
[blockquote=Light Dragon]Another question: Will we have action points a la Eberron, perchance?
Once again: Congratulations on the amount of work it took to put this system together. The Iron Heroes base system is intriguing and seems to be a good fit.
[/blockquote] Thank you! It was a bit disorganized at first, but its come together quite nicely, I hope. Thanks to everyone for posting questions so that I didn't miss anything.
There may be something called "Glory Points" which an IH expansion suggests adding. I may create my own variant tailored to CE.
The Gorethirst
[spoiler=Dead]
[spoiler=Stats]
Leechkin Berzerker 5
13800 xp
STR: 20 [+5]
DEX: 14 [+2]
CON: 18 [+4]
INT: 12 [+1]
WIS: 10 [+0]
CHA: 4 [-3]
HP:
HP: 70
Reserve Points: 35
Languages
Shambles
Leechdance
Feat Mastery
Other Mastery: 1
Armor Mastery: 2
Power Mastery: 3
Traits:
Bloodthirsty (Acquired from dining on the blood of a Fetch)
Feats:
Improved Initiative
Run
Armor Mastery
Sudden Strike(Greataxe)
Martial Proficiency(Scimitar)
Martial Proficiency(Greataxe)
Martial Proficiency(Lance)
Special:
-Fury Pool
-Uncanny Dodge
-Berzerker Damage Reduction(1d4)
-Berzerker Ability: Berzerk Strength(1st)
-Berzerker Ability: Blind Rage(5th)
-Berzerker Ability: Berzerk Mind(1st)
-Berzerker Ability: Primal Howl (DC 17)(3rd)
Abilities:
Aquatic Subtype
+2 Hide in swampy vegetation
+4 Swim
Amphibious
Naturals Weapons: Bite (1d4) x2 (one primary, one secondary)
Blood Drain(Ex)
Haematophage
Blood Scent
Skills:
Athletics
-Swim(Str): 8+5+4 = 17
-Jump(Str): 8+5+2 = 15
-Climb(Str): 8+5 = 13
Ride(Dex): 8+2+2 = 12
Tumble(Dex): 8+2+2 = 12
Craft(Goldsmith)(Int): 6+1 = 7
Knowledge(language): 1
Survival(Wis): 1+0 = 1
Handle Animal(Cha): 8-3 = 5
Combat:
Natural Weapon(Bite): +10[+5 BAB +5 Str] (1d4+5[+5 Str])
Natural Weapon(Bite)x2 + (Gore)x1: +10/+5/+5[+5 BAB +5 Str] (1d4+5[+5 Str]/1d4+5[+5 Str]/1d6+3[+3 Str])
Masterwork Battleaxe: +11[+5 BAB +5 Str +1 Mwk] (1d12+7[+7 Str])
Masterwork Lance: +11[+5 BAB +5 Str +1 Mwk] (1d8+5[+5 Str]) x2 on Charge
Scimitar x2: +4/+0[+5 BAB +5 Str] (1d6+5[+5 Str]/1d6+5[+5 Str])
Defense: 15 (3 BDB + 2 Dex)
Armor: Berzerker DR: 1d4+1/magic
Initiative: +6
Saves: +5
[/spoiler]
[spoiler=Inventory]
Money:
656 obeloi
Items:
Gorethirst Manacles
The Helm of Urus
Masterwork Greataxe 12lbs
Masterwork Lance 10lbs
Scimitar x 2 8lbs
Quentin's Signet Ring
Glut's Teeth
General Supplies:
Goldsmiths Kit, Masterwork(Arisans kit, Masterwork) 5lbs
Sack 1/2lbs
Robe, Silk 250ft 25lbs
Peasant's Outfit 2lbs
Blood soaked Tattered Web cloak x2 2lbs
Total Weight: 64 1/2 lbs
Other:
Dire Maggot, heavy war mount
Dire Maggot saddle
[/spoiler]
[spoiler=Magic Items]
Bloodslake Manacles(Bracers of Sustenance
These two dark Ur-fossil manacles are graven with deep indigo glyphs and pulse as if with their own hearbeat. The edges of these manacles are plated in gold leaf to look like razor teeth, the quality of the leaf plating is inferior to the original Ur-fossil craftmanship and it is quite obvious that it was done later by a less experienced hand. The manacles were originally made by Leechkin shamans in Lophius for the Gorethirst to slack its seemingly endless thirst for blood. Permanetly attached to the Gorethirsts wrists by bronzen nails driven through its wrists they constantly drip blood down the Gorethirst wrists that is hungrily drinks with its hand-mouths.
The Helm of Urus
A helm made of solid black bone that glistens in the sepia lamplight. The helm has no visor but is carved to resemble a monstrous visage with an open maw. Wicked horns sprout from the temples. Acquired from Mara of the Dogskull Clan for killing Glut and his Masticators.
[/spoiler]
[spoiler=Fluff]
The Gorethirst is a barrelchested leechkin with black skin with green mottling down its left side. Its hands, chest and head are greatly scarred from enemies fighting back while being drained of their lifeblood. Ur-fossil manacles are clasped about its wrists, they weep blood constantly dripping into the Gorethirsts hungry hand-mouths. Other than its manicles it wraps it feet with cloth as impromptu boots, wears a slitted leather kilt ornamented with gold leaf around its waist. It's only concession to vanity is a golden tooth-edged tattoo that spirals across its chest, down its right side and down its spindly right leg.
The Gorethirst was originally from Lophius. Different from most leechkin it wasn't terribly apathetic displaying a greater thirst for blood than any of its kind save those taken by the psychotic bloodthirst. Finding work as a gladiator in the fighting pits to earn money for blood. It often finished defeated fows by draining their blood, leaving them dessicated husks. Reviled by most of its kindred for its work effort, it had little to do with the beggars of Lophius. The Gorethirst had more in common with its fellow gladiators, although it wasn't much loved by them because of its habit of draining defeated foes. Driven by its unaturally strong thirst it went to the many leechkin shamans in Lophius to plead for help, it was ignored by most and sent away with threats by the rest.
It wasn't until it went into a berzerk rage, similar to the psychotic bloodthirst but slightly different, in a pirate bar down in Bile-Mire killing several pirates as well as a group of hagmen (who started the fight) that the shamans took notice. Somewhat worried about repercussions against leechkin from several gangs that lost members as well as the many city hagmen, they crafted the Bloodslake manacles from rare imported Ur-fossil. After they pounded the last nail through the manacles securing them in place they exiled the Gorethirst from Lophius telling it not to cause them anymore trouble.
Following its exile it slowly wandered across the Cadaverous Earth.Even with its hunger sated by its manacles, it found itself different from other leechkin, a lifetime driven by overpowering thirst had burned away most of the traditional leechkin apathy. Eventually it ended up in Macellaria drawn to another city with a large leechkin populace. It found home in The Catacombs amongst the leechkin and cestoids. It was slowly being drawn back to the life of fighting pits after conversing with and befriending some cestoid gladiators. Arrested after partially draining a Kennel-Master apprentice in yet another bar fight, it now finds itself back at home, where it belongs, in the fighting pits.
Not long after its exile from Lophius Gorethirst attempted to settle down into a less violent lifestyle. Apprenticed to a goldsmith Gorethirst worked at the craft, gaining a modicum of skill before the urge to travel and thirst for battle forced it to continue on its journey. Not long after leaving its apprenticeship, the Dire Maggot Corpsegobble was won in a fight.
[/spoiler]
[spoiler=Corpsegobble(Large Dire Maggot Mount)]
Dire Maggot, Large
HD: 4
Size/Type: Large Vermin
Hit Points: 16
Initiative: +2
Speed: 40 ft. (8 squares), climb 40 ft.
Defense: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack +3
Grapple: +8
Attack: Bite +4 melee (1d8+3 plus poison)
Full Attack: Bite +4 melee (1d8+3 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 17, Dex 15, Con 10, Int Ø, Wis 10, Cha 2
Skills: Climb +11, Hide +6, Spot +4
Feats: Weapon Finesse(Bite)
Environment: Underground
Organization: Solitary or colony (2-5)
Challenge Rating: 1
Advancement: 4-5 HD (Large)
Level Adjustment: '"
Poison: Fort DC: 11 Damage: 1d4 Dexterity
[/spoiler]
[/spoiler]
Quote from: Light DragonLlum,
You can gain traits over time? Not just at level 1 in Iron heroes?
No, I meant they do not gain any at all. They get none at character creation.
OK, Gorethirst is freaking AWESOME. Love the manacles... very inventive way of overcoming the thirst!
1. Llum- Ok.
2. Steerpike- Sadly another question. Since I am at LA 1; do I gain racial HD levels for HP? That is, do I gain another 4 or 5 HP because of my race. (I was comparing HP and noticed that I had quite a bit less than the other characters.)
3. Would you like me to email you (I assume there is an email address in your profile) a word document with everyone's characters in a formatted sense?
I was trying to compare characters and found it much easier to place it in a word document with table of contents (as I have been doing bit-by-bit with Cadaverous Earth). There is a lot of reading material there (at last count over 20 pages) (!)
4. Re: Glory points and flying. Thank you.
[blockquote=Llum]Leechkin Warmout, heavy. It doesn't make a ton of sense for a leechkin to ride a horse around (for me anyway), so I was wondering if there was a more flavourfull variant.[/blockquote]Hmm, leechkin come from jungles and swamps - not terrain well suited to riders. Some possibilities, though:
- Giant spider! Bred by the lilix as mounts, sometimes sold in the other cities. Treat as a large monstrous spider (in the SRD).
- A dire maggot. These things are sometimes used to pull carriages, and I had a character ride on in a short story. Treat as a large monstrous centipede (also in the SRD).
- Some kind of bizarre, stitched-together, fleschrafted mount-thing with too many limbs. Treat as a zombie warhorse. I might charge you 50 obeloi more for this one, though,
- A mechanical horse or other riding animal, powered by a bound demon in the furnace. Not sure how we`d stat this - probably like a construct warhorse. Again, this one`d be about 50 obeloi more.
[blockquote=Light Dragon]2. Steerpike- Sadly another question. Since I am at LA 1; do I gain racial HD levels for HP? That is, do I gain another 4 or 5 HP because of my race. (I was comparing HP and noticed that I had quite a bit less than the other characters.)
3. Would you like me to email you (I assume there is an email address in your profile) a word document with everyone's characters in a formatted sense?
I was trying to compare characters and found it much easier to place it in a word document with table of contents (as I have been doing bit-by-bit with Cadaverous Earth). There is a lot of reading material there (at last count over 20 pages) (!)
4. Re: Glory points and flying. Thank you. [/blockquote]2. I wasn't originally planning on it - I appeal to Cataclysmic Crow, who helped me with the balancing. Should jatayi have racial HD??
3. That would be excellent!
4. No worries!
My character is officially finished, including the fluff. The only noticeable drawback with him at the moment is that he is carrying a medium load. However what is causing him to go into that category is all packed inside his backpack, and thus can be dropped as a standard action. Plus I plan on using the mount spell quite regularly so it should be largely nullified by that.
My plans for him are to get a couple levels of witch and the rest in gunslinger. Possibly go for Witch 4/Gunslinger 16 or 5/15 depending on what I think is more important.
Finally a question for steerpike. Can I have my weapon gain power as I do? I want it to be my primary weapon from level 4 to wherever we stop. I was thinking I could balance it by just paying for the enhancements as I went. It's just that fluff-wise I want to stick with Meteor for the entire game.
[blockquote=Nomadic]Finally a question for steerpike. Can I have my weapon gain power as I do? I want it to be my primary weapon from level 4 to wherever we stop. I was thinking I could balance it by just paying for the enhancements as I went. It's just that fluff-wise I want to stick with Meteor for the entire game. [/blockquote]This sounds like an excellent idea. I have two possible ideas on the mechanics and explanation of this:
1) You pay the difference in cost between enhancement bonuses to upgrade Meteor whenever you please, adding on new glyphs to make the weapon more powerful.
2) There is a demon or other spirit bound within Meteor. As you gain in power and continue to use Meteor - and as the weapon claims more souls - new glyphs begin to appear on the barrel of their own accord. However, the demon's presence begins to grow stronger; it begins to whisper to you, and implant dark suggestions. It hungers for more souls. I would ask you to roleplay this (your choice of how to do this); in addition, you would have to make a kill with Meteor once per week per point of enhancement bonus, or the weapon would attempt to seize control over you (a contested Charisma check, with the enhancement bonus as Meteor's Charisma bonus).
I really like Eereg's background fluff, by the way!
Quote from: LlumLeechkin Warmout, heavy. It doesn't make a ton of sense for a leechkin to ride a horse around (for me anyway), so I was wondering if there was a more flavourfull variant.[/blockquote]Hmm, leechkin come from jungles and swamps - not terrain well suited to riders. Some possibilities, though:
- Giant spider! Bred by the lilix as mounts, sometimes sold in the other cities. Treat as a large monstrous spider (in the SRD).
- A dire maggot. These things are sometimes used to pull carriages, and I had a character ride on in a short story. Treat as a large monstrous centipede (also in the SRD).
Alright so a Large Monstrous Spider or a Large Monstrous Centipede. My first question is, do they count as quadruped creatures for the purposes of calculating load? (That means x3 strength value). Otherwise we may have some problem, as the Spider has strength 15 and the Dire Maggot has strength 13, wich make loads quite small.
That being said, I'm favoring the Dire Maggot, because while it's weaker in combat it is 1. way cooler and 2. faster, 40ft base speed. While I have the Run feat (So I can run 100 feet as a full-round action unmounted), this would let me keep up or overtake people in an overland chase.
Yep, they both function as quadrupeds load-wise.
Go ahead and beef their Strength up to 16 - makes sense if they were bred to carry you into battle.
Quote from: SteerpikeYep, they both function as quadrupeds load-wise.
Go ahead and beef their Strength up to 16 - makes sense if they were bred to carry you into battle.
Alright, for a 16 strength Dire Maggot it has a carrying capacity of 400lbs x4 x4(28 str carrying capacity, x4 for 38, x4 for 48) x2 (for Large size) = 12800lbs light load. Seems crazy.
So, would it be possible for me to make a ride-check to make my Dire Maggot burrow into the ground (without me on it) and just kinda chill until I call it again? Maybe something like DC 15? What about a burrowing dismout (where I dismount while it burrows) as DC 25? Something along those lines. Just because Dire Maggots are great burrows. Also, I think they'd nix the Large Monstrous Centipedes climbing skill and ability.
Eh, maggots can climb I think - plus they can scramble up their tunnels more easily that way.
The burrowing thing would take a Handle Animal check of DC 15 (teaching it to perform a trick - specifically to "stay"). A burrowing dismount would be DC 20 after a successful Handle Animal check.
Quote from: Steerpike[blockquote=Nomadic]Finally a question for steerpike. Can I have my weapon gain power as I do? I want it to be my primary weapon from level 4 to wherever we stop. I was thinking I could balance it by just paying for the enhancements as I went. It's just that fluff-wise I want to stick with Meteor for the entire game. [/blockquote]This sounds like an excellent idea. I have two possible ideas on the mechanics and explanation of this:
1) You pay the difference in cost between enhancement bonuses to upgrade Meteor whenever you please, adding on new glyphs to make the weapon more powerful.
2) There is a demon or other spirit bound within Meteor. As you gain in power and continue to use Meteor - and as the weapon claims more souls - new glyphs begin to appear on the barrel of their own accord. However, the demon's presence begins to grow stronger; it begins to whisper to you, and implant dark suggestions. It hungers for more souls. I would ask you to roleplay this (your choice of how to do this); in addition, you would have to make a kill with Meteor once per week per point of enhancement bonus, or the weapon would attempt to seize control over you (a contested Charisma check, with the enhancement bonus as Meteor's Charisma bonus).
I really like Eereg's background fluff, by the way!
I like the spirit in the gun idea but the problem is unless I was constantly killing people I'd be constantly losing control. I think I'll just pay the difference in cost. Fluff wise though, as Eareg uses the gun he becomes more and more linked to its eldritch presence and begins unlocking its powers. When he first linked with it he heard strange whispers that he couldn't understand coming from the weapon. As he grows in power the link will become more pronounced and these strange whispers will begin to become intelligible as arcane rituals that upon completion will unlock new powers within it. Crunch-wise the rituals will require materials equivalent in cost to the upgrade given. Perhaps at a certain power level the weapon will awaken as Eareg feeds its strength. Though I would rather not have one actively opposed to him, perhaps one that is greedy and vain, demanding that he get it a pretty cover and polish it and buy it decorations and only the best quality bullets. It would also be amusing if it was jealous and would damage or destroy other guns left near it.
Email should be sent.
Received! Thank you very much - looks excellent!
On jatayi: The entire point of LA is that you don't get racial hit dice. It's simply a "handicap" you'll have to pay to be able to use some of their stronger abilities. If you really think they are too weak, Steerpike should probably rather come up with some small extra ability (perform bonus?). But then again, they really do have excellent flying.
I'm a bit behind on the fluff compared to the other characters. I'll try to write it today.
On magic items: Keeping in mind that this system is balanced for essentially no magic items, are you sure you have this under control Steerpike? Most everybody seems to have one or more magical items, which is understandable as you said that we could pretty much only get it at character creation. But right now it seems that every person who ends up in the pits has a magical weapon :p
Mastering Iron Heroes has a chapter on magic items. They essentially balance this by each weapon having some arcane flaw. Their examples are Domination (it takes control), Doom (enemies crit you more often), and physical dependency (drains str/con if not used). But you might have better ideas on this.
Quote from: Cataclysmic CrowOn jatayi: The entire point of LA is that you don't get racial hit dice. It's simply a "handicap" you'll have to pay to be able to use some of their stronger abilities. If you really think they are too weak, Steerpike should probably rather come up with some small extra ability (perform bonus?). But then again, they really do have excellent flying.
I'm a bit behind on the fluff compared to the other characters. I'll try to write it today.
On magic items: Keeping in mind that this system is balanced for essentially no magic items, are you sure you have this under control Steerpike? Most everybody seems to have one or more magical items, which is understandable as you said that we could pretty much only get it at character creation. But right now it seems that every person who ends up in the pits has a magical weapon :p
Mastering Iron Heroes has a chapter on magic items. They essentially balance this by each weapon having some arcane flaw. Their examples are Domination (it takes control), Doom (enemies crit you more often), and physical dependency (drains str/con if not used). But you might have better ideas on this.
I'm fine with taking the dependency flaw for my weapon. Would add extra flavor :)
Looking at the spell lists at the d20 SRD site, I'm wondering if we could make some custom, CE-oriented spells. Especially Necromancy seems rather lackluster at the lower levels, whereas it would seem that in Cadaverous Earth it'd be more ubiquitous. Renaming/reflavouring the existing spells is good but can only go so far. Ensuring game balance could be a problem though.
I think that if you just come up with a balanced spell, Steerpike will accept it. There might be reason to draw some inspiration from the D&D warlock; many of his invocations are darkly themed combinations of common spells that might fit with the esoteric spells of CE.
Here is the background for Mr. Carver. I still lack a proper physical description of him though, but you can probably figure it out from his equipment list. I made a few changes to his character sheet btw.
[ic=The Story of Mr. Carver]
25 years back there was a small family in Hexwarren called Jaggedspine. They were a father and his three sons. The mother had died giving birth to the youngest of them, a son who had been conceived with a man who wasn't the father. The father abhorred him and his brothers blamed him, locking him in a cellar where they fed him once a week . But one day the Jaggedspines were gone; the two brothers and the father lay sprawled on the floor of the house, drenched in their own blood, with their throats slit and a single tooth wrenched from each of their mouths.
At about the same time a young orphan calling himself Carver found his way to the crime-ridden slums of Macellaria, his only possession a small lacquered box. He lived as a beggar and a thug, ensuring his safety by providing certain "services" for the gangs that prowled the streets. His hatred for humanity now fully awakened, he would have killed himself had it not been for Woundtender. Woundtender was an old leechkin, a wandering doctor with a morbid fascination with both his primary means of sustance and anatomy. He took young Carver in as an apprentice, and paid coin and knowledge in return for blood.
When Woundtender died a few years later at the hand of human supremacists from the House of Untainted Flesh, Carver fled the house with his small inheritance and retreated into obscurity.
A few years went by and Carver finally found his redemption with the Graft peddlers. Unmaking his own identity as a man, he became the heavily grafted Mr. Carver, intent on replacing every little bit of flesh that he was born with.
He took to the calling that Woundtender had set him on, but every so often his patients would disappear. Yet no one was the wiser, and Mr. Carvers humanity slowly eroded.
But he shouldn't have sought revenge. When he killed an Untainted a price was put on his head and he was dragged into the pits. If only they knew his true crimes.
[/ic]
[spoiler=character sheet for comparison]
[ic=Character Sheet]
Mr. Carver
Human (macellarian)
Executioner 4
Abilities
Strength: 13 [+1]
Dexterity: 16 [+3]
Constitution: 16 [+3]
Intelligence: 12 [+1]
Wisdom: 15 [+2]
Charisma: 12 [+1]
Attack (standard): Agony Knife +7 (1d4+1 and penalty/19-20)
Attack (razor fiend): Agony Knife +5/+5 (1d4 and penalty/19-20)
Options: venom, power attack, sneak attack
HP: 35
Defense: 18 (+4 BDB, +3 dex, +1 chitinous plates)
Armor: 1d3 (studded leather)
Initiative: +3
BAB: +4
BDB: +4
Traits: City rat (bravo), fleshy (chitin plates)
Abilities: Execution pool (2), sneak attack +3d6, executioner's eye, hindering cut, armor-piercing strike
Skills:
Mastery: Finesse 2, Power 2, Lore 1
Feats: Razor Fiend 1, weapon finesse 1, power attack 1, venom mastery 1
Skill ranks: Perception 7, Stealth 7, Athletics 3, sleight of hand 4, bluff 7, Tumble 7, heal 4, survival 3, knowledge(local: Macellaria) 7
Languages: Shambles, Alleyspeak
Equipment: the Agony Knife (rusty bone-handled Agonizing masterwork dagger covered in sickly glowing purple glyphs; enchanted with pain-enducing hexes), discreet masterwork studded leather outfitted with overt knife scabbards, 12 daggers of various sinister designs, a bowler hat, a dark ancient military coat (haphazardly patched, with three sleeves) dark glasses, humanskin gloves, small lacquered box containing 4 human teeth, various venom ingredients in a pouch, a purse with 736 obeloi in it.
Grafts and modifications: a third half-blind eye (green iris) attached by way of a small lump of deformed muscle to the side of his head, black grafted leechkin muscle on his right arm, a dangling ornamentary vestigial arm in his left side, sharpened teeth, acid burns on hands, small squirming subcutaneous plates (chitinious plates)
[/ic]
[/spoiler]
[blockquote=Cataclysmic Crow]On magic items: Keeping in mind that this system is balanced for essentially no magic items, are you sure you have this under control Steerpike? Most everybody seems to have one or more magical items, which is understandable as you said that we could pretty much only get it at character creation. But right now it seems that every person who ends up in the pits has a magical weapon[/blockquote]I'm not obsessed with game balance, but I take your point that there do seem to be a lot of magic items about. I do picture more magic items in CE than in regular Iron Heroes, though, and none of the items are game-breaking. In short, I'm, not worried about it - but later items found may have some serious drawbacks. As Nomadic's rifle, Meteor, advances in power, I may add some minor drawbacks with his permission, though not the kills/week thing necessarily.
Crow-
Okay re the LA= no extra HP.
That being said please compare the HP of my character with any of the others and see how I fear disaster. Any suggestions?
HP=23. (mitigated somewhat by the Diehard feat) (note: CON is 15, which is decent.) (I could switch out Endurance for Toughness, but it seems useful to be able to sleep in Armor given CE's deadliness.) (raising CON by 1 only gets me 3 HP, likewise, and means that my dex defense goes down by 1 or my int by 1 or my cha by 1. Potentially the CHA could go down, but I'd like to avoid that. My best option appears to be to switch out Endurance.)
vs: Ghul Witch 1/Gunfighter 3 HP 37
vs: Executioner 4 HP 35
vs: Human Man-At-Arms 4 HP 48 (Llum's old character)
vs: (Ghul Witch 4) HP 27
vs: Level Four Armiger HP 54
vs: Leechkin Berzerker 4 HP 57
Ghostman - feel free to homebrew any kind of spell you like - just run it past me and I'll decide whether it's balanced compared to other spells of its level.
For cool additional spells that fit CE, I recommend the infamous Book of Vile Darkness and the excellent Libris Mortis. here are a couple of example spells:
BLADE OF PAIN AND FEAR
Evocation
Level:Witch 2
Components: V, S, DF
Casting Time: 1 standard
action
Range: 0 ft.
Effect: Swordlike column of gnashing teeth
Duration: 1 min./level (D)
Saving Throw: Will partial
Spell Resistance: Yes
A 3-foot-long column of disembodied gnashing teeth springs forth from your hand, screaming and chanting with unholy vigor. You make melee touch attacks with this blade of pain and fear. The blade deals 1d6 points of damage +1 point per two caster levels (maximum +10). Your Strength modifier does not apply to the damage. A creature that you successfully deal damage to must also make a saving throw or become frightened.
NECROTIC CYST
Necromancy
Level: Witch 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject develops an internal spherical sac that contains fl uid or semisolid necrotic flesh. The internal cyst is noticeable as a slight bulge on the subject's arm, abdomen, or face (wherever you chose to touch the target) or it is buried deeply enough in the flesh of your target that it is not immediately obvious'" the subject may not realize what was implanted within her. From now on, undead foes and necromantic magic are particularly debilitating to the subject'"the cyst enables a sympathetic response between free-roaming external undead and itself. Whenever the victim is subject to a spell or effect from the school of necromancy, she makes saving throws to resist at a '"2 penalty. Whenever the subject is dealt damage by the natural weapon of an undead (claw, bite, or other attack form), she takes an additional 1d6 points
of damage. Victims who possess necrotic cysts may elect to have some well-meaning chirurgeon remove them surgically. The procedure is a bloody, painful process that incapacitates the subject for 1 hour on a successful DC 20 Heal check, and kills the subject with an unsuccessful Heal check. The procedure takes 1 hour, and the chirurgeon can't take 20 on the check.
BONEBLADE
Necromancy
Level: Witch 2
Components: V, S, F, Undead
Casting Time: 1 action
Range: Touch
Effect: One bone that becomes a
blade
Duration: 10 minutes/level
The caster changes a bone at least 6 inches long into a longsword, short sword, or greatsword (caster's choice). This weapon has a +1 enhancement bonus on attacks and damage for every five caster levels (at least +1, maximum +4). Furthermore, this blade deals an extra +1d8 points of damage to living targets. This spell confers no proficiency with the blade, but the caster doesn't need to be the one wielding the blade for it to be effective.
Focus: A 6-inch-long bone.
Spells such as this will be available for purchase/learning as well!
Quote from: Steerpike[blockquote=Cataclysmic Crow]On magic items: Keeping in mind that this system is balanced for essentially no magic items, are you sure you have this under control Steerpike? Most everybody seems to have one or more magical items, which is understandable as you said that we could pretty much only get it at character creation. But right now it seems that every person who ends up in the pits has a magical weapon[/blockquote]I'm not obsessed with game balance, but I take your point that there do seem to be a lot of magic items about. I do picture more magic items in CE than in regular Iron Heroes, though, and none of the items are game-breaking. In short, I'm, not worried about it - but later items found may have some serious drawbacks. As Nomadic's rifle, Meteor, advances in power, I may add some minor drawbacks with his permission, though not the kills/week thing necessarily.
As I said I wouldn't mind if you made the weapon demand things of me. Made it greedy/vain/jealous. Not working if I didn't buy it new things and polish it up regularly, destroying any other weapons I tried to carry with me, sapping me with nasty penalties if I tried to use other weapons, etc. If it's vain it might demand that I always wear it proudly where others can see it, which could create some amusing instances when I go somewhere that doesn't allow weapons and come back to it pissed off at me because I had to leave it with the doorman.
Quote from: SteerpikeNECROTIC CYST
Necromancy
Level: Witch 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject develops an internal spherical sac that contains fl uid or semisolid necrotic flesh. The internal cyst is noticeable as a slight bulge on the subject's arm, abdomen, or face (wherever you chose to touch the target) or it is buried deeply enough in the flesh of your target that it is not immediately obvious'" the subject may not realize what was implanted within her. From now on, undead foes and necromantic magic are particularly debilitating to the subject'"the cyst enables a sympathetic response between free-roaming external undead and itself. Whenever the victim is subject to a spell or effect from the school of necromancy, she makes saving throws to resist at a '"2 penalty. Whenever the subject is dealt damage by the natural weapon of an undead (claw, bite, or other attack form), she takes an additional 1d6 points
of damage. Victims who possess necrotic cysts may elect to have some well-meaning chirurgeon remove them surgically. The procedure is a bloody, painful process that incapacitates the subject for 1 hour on a successful DC 20 Heal check, and kills the subject with an unsuccessful Heal check. The procedure takes 1 hour, and the chirurgeon can't take 20 on the check.
I've had at least two characters die by that spell.
That sounds both hilarious and disturbing, Nomadic - I fully approve.
I really like Carver's background, by the way - the teeth thing is so creepy! And its nice to have someone with enemies as well as allies, too.
[blockquote=Sarisa]I've had at least two characters die by that spell. [/blockquote]Wow! It's pretty nasty, especially the high-level spells (Nectrotic Burst, etc) that interact with it. *Shivers*
Nomadic- I actually think that makes more sense for an intelligent weapon- why would it necessarily care about killing people-- it would be more likely to care about if it's taken well care of, prominent, and loved. Good work!
Okay, looking over the numbers you should be 6 hit points down on average from a witch with the same constitution. One issue might be the hit point boost every class has been given. Bards should probably get 1d4+4 as their hit die. But you'd have to ask Steerpike for that boost. But it does make sense. Then your race would cost you 4 hit points, but in turn you would be able to fly which means that you are only really vulnerable to ranged attacks and hexes. That seems fair to me.
Admittedly, the combination of LA races with low hit point classes seems to be a risky business.
I could take that modification of Bard HP. The rest of your reasoning sounds fair.
What does Steerpike think?
Yes, Bard HP modification makes perfect sense. In a pinch, you can always fly above foes that can only engage you in melee (of course, if you tried to fly to escape the pits, sharpshooters would likely gun you down).
Incidentally, my quasi-tenuous justification for the spontaneous casting of Bards is that jatayi have such perfect memories (exceeding even those of humans with eidetic memory) that spells are never wiped from their minds as they are from other Witches, so long as they are encoded in song and performance.
EDIT: I have given jatayi a +2 Perform bonus.
Steerpike, I don't know if you have mentioned date/time for the game, but I would like to at least observe. (school,work,summer etc) make it difficult to commit to anything else at the moment.
Thank you. I'll fix that up.
Also, PDF of the setting (but not the rules) has been sent. (~206 pages). Word document may potentially be sendable but that file is nearly 5 MB.
>>Incidentally, my quasi-tenuous justification for the spontaneous casting of Bards is that jatayi have such perfect memories (exceeding even those of humans with eidetic memory) that spells are never wiped from their minds as they are from other Witches, so long as they are encoded in song and performance.
Makes sense.
Suggested spells:
(EDIT: tweaked for hopefully better balance)
BLOOD BAIT
Necromancy
Level: Witch 1
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: Special
Spell Resistance: Yes
The caster smears his hand or other appropriate body part in blood, either from a container or by wounding himself, and shapes it into a sanguine ray which shoots forth from the limb. The caster must succeed on a ranged touch attack to strike a target. Any living creature struck by this ray becomes drenched in blood that cannot be washed away. As long as this enchanted bloodstain remains, all haematophagic creatures (such as leechskin or goreflies) within a radius (10 ft. + 1 ft./level) will be attracted to the subject and desire to feed on him over any other prey. Sentient haematophages that succeed at a Will save may choose to resist this compulsion, but non-sentient ones will find the subject irresistible. The bloodstain loses it's bewitched qualities when the spell ends.
Focus: A smearing of blood.
DIABOLIC EYE
Conjuration
Level: Witch 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: Special
Spell Resistance: Yes
You call upon unfathomable entities beyond the fabric of reality, offering to partake in a twisted pact. An extra eye tears open on your forehead or another body part of your choosing, a gaping black orb staring with the hideous nothingness of cosmic void. Nameless horrors peer through this eye into the corporeal world, striking terror in all those souls their gaze falls upon. For the duration of the spell, you possess a Gaze Attack (http://www.d20srd.org/srd/specialAbilities.htm#gazeAttacks). Enemies affected by the gaze must make Will saves each round or become shaken. When the spell ends, the eye closes and withers away, leaving a bleeding wound; you suffer 1d4 points of damage.
[blockquote=Sarisa]Steerpike, I don't know if you have mentioned date/time for the game, but I would like to at least observe. (school,work,summer etc) make it difficult to commit to anything else at the moment.
[/blockquote]We're planning on trying it for 1:30 PM PST, unless I'm getting mixed up. The roster seems to have filled up with six players rather quickly, but if you'd like to play the occasional NPC you'd be welcome to, and if someone has to drop out there'll be a spot waiting.
Light Dragon - holy crap! I am greatly flattered, and amazed. It's a beautiful PDF. I'm going to host it and link it to the main thread.
The Blood Bait spell is interesting, except for the part where it MCs my character! Still, that's what you get for playing a Leechkin.
Speaking of magic items, I do not thing that my Bloodslake Manacles (Ring-->Bracers of Sustenance) are game breaking. As for some sort of penalty, I'm open to some discussion.
On another note, people are buying magic items because (and I think this is one reason) we can't buy grafts or hex tattoos at first level (unless we can make them) and 3500 is a LOT of cash to spend, so it's got to be spent somewhere.
EDIT: For Leechkin, is there some way to get past the prerequisite of Improved Unarmed Strike for Improved Grapple? It makes literally no sense for a Leechkin to have this feat, mechanically or fluffly.
Oh, the moratorium on grafts/tattoos was because everyone was going to start at 0 obeloi! Now grafts are totally allowed!!
The Manacles are fine as is - as are all the items. Nomadic's item is going to get more powerful, so drawbacks will manifest, but the others are OK.
Looking at the spells, the second one seems a tad underpowered. What if it got changed so that it actively frightened foes rather than having them be shaken?
The first one does seem tricky to balance... I'd be tempted to either change it to 1 round/level or to boost the spell level to 2, but what do others think??
So how would we handle costs of Hexed Tattoos at higher Masteries? (For buying them, not crafting them?)
So Rifles are Large-sized two handed weapons, so a Zerda can't use one correct?
And one more question, you can use Defelct Missle on bullets? Or would that be house-ruled otherwise?
Hmm, hadn't considered the cost of the higher level tattoos... for now, you can just purchase basic ones.
Zerda could use a rifle, but at a -4 penalty (2 size categories) - if I'm reading the rules properly.
I think deflecting bullets would be impossible, so nope on that one.
We're not saying goodbye to Gorethirst, are we?? He's so magnificent!
Quote from: SteerpikeZerda could use a rifle, but at a -4 penalty (2 size categories) - if I'm reading the rules properly.
We're not saying goodbye to Gorethirst, are we?? He's so magnificent![/quote]
No, I just like to know how things work.
You made me realize that as written the Glyph Tattoo Feat was COMPLETELY FREAKIN BROKEN. I rewrote it with only 2 mastery levels, the "temporary" and "permanent" styles, the permanent costing 500 obeloi per spell level per cast level, rather than 50.
Thank you - now it can't be abused.
Quote from: SteerpikeYou made me realize that as written the Glyph Tattoo Feat was COMPLETELY FREAKIN BROKEN. I rewrote it with only 2 mastery levels, the "temporary" and "permanent" styles, the permanent costing 500 obeloi per spell level per cast level, rather than 50.
Thank you - now it can't be abused.
So a permanent tattoo Costs 500xspell level x caster level? For crafting purposes do 0-th level spells count as 1st? or are something like 250xcaster level? Also, I'm guessing tattoos are still limited to temporary ones at character creation purchase?
[blockquote=Llum]or are something like 250xcaster level[/blockquote]That one.
If you want to get an advanced tattoo, that's OK now that I've fixed the feat.
I have yet another question. For minimum caster level, does it have to be high enough for a caster of that Level/HD to cast that spell?
Ex: A level 3 spell must have a caster level of 5+?
So you can't get something like a level 5 spell with caster level 1 or something equally silly?
Also, could there be some sort of graft (maybe clockwork or mechanical in nature?) that increases a persons carrying capacity?
Yep, caster level has a minimum, as you described.
I was browsing the internet looking for an Iron Heroes FAQ (I found one btw, answers all kinds of questions) and I learned that there was an Iron Heroes Player's Companion, a book that adds three classes (one caster that uses pact-like magic, two non-casters), new traits and new feats. It's OGL so I was wondering if you would want to include stuff from it in the game or not?
Is it OGL in such a way that we can read it?
And it's kinda surprising that no one before us has posted the OGL elements in Iron Heroes on the internet.
Seeing as some people are making spells and quite a lot of our team is magically inclined, here is the paragraph on hexes from the CE thread:
Quote from: Cadaverous EarthHexes
Hexes are spells that can be invoked through incantation. Hexes can transform the caster or someone else, curse, augment, heal, or harm the witch or another individual, or evoke some effect on the environment. Common battle-hexes include Eldred's Excellent Exsanguination (which boils the target's blood), Catskull's Green Corruption (which manifests a voracious fungus that devours the target from the inside out, then uses them as a grisly, mushroom-covered thrall), and Vorl's Black Dismemberment (which causes loss of limb), Morith's Nine Mortifications (a series of hexes that can numb, paralyze, maim, or cause complete muscle death), and the anonymous Withering Gaze (which hexes the eyes of the witch so that his or her stare has a desiccating effect, turning opponents to dust). Hexes can also be employed in order to graft new limbs or flesh.
's [Adjective] [noun] form, rather than the more generic naming formulas of D&D. Also, their effects are somewhat morbid as everything else.
I don't mind if the names are a little less personal, but I do have a fondness for personal names.
I don't have the player's companion but if it looks CEish then it'd be fine. The only exception would be magic stuff, which might not gel very well with the preexisting magic system.
And yeah, I scoured the web, went through Iron Heroes fan sites, even found some wikis for other systems... unless I missed one somewhere, the files I posted are the closest anyone's got to putting Iron Heroes OGL online.
EDIT: Speaking of which, I should get the combat stuff up soon.
I also did a thorough search for it and found nothing.
and sorry, wasn't because I tried to enforce how people should make the spells, I just liked the ones in that paragraph ^^
Heh thank you.
To all my friendly neighborhood witches, here are some spell ideas:
Tormhage's Deadly Obfuscation - Augments skin growth, causing the victim's own body to seal all orifices shut.
Moldev's Earthern Sentence - A fissure opens and claws of rock and earth drag the target down into the hole before it closes again
Solden's Devious Expulsion - A pulsing ball of energy rapidly attracts anything made of metal in the vicinity and when the witch releases the energy the metal is violently expelled
Korrodar's Stygian Metamorphosis - The person turns into a hulking brute. combined enlarge person/rage.
Solden's Tempting End - If used on persons of opposite sex, they are pulled towards each other by magical force for a certain duration. If contact is made between the two, they will slowly fuse together.
Egven's Sad Collapse - Each limb of the target bends at impossible angles as the body is slowly forced into a ball-like posture at which point the flesh is fused together, rendering the creature helpless.
Kesellar's Flensing Wind - This wind flies from the witch's outstretched hands and slowly tears off the skin of anyone caught
Quote from: SteerpikeLooking at the spells, the second one seems a tad underpowered. What if it got changed so that it actively frightened foes rather than having them be shaken?
I think that might make it too powerful for a 3rd level spell, especially compared to Fear (http://www.d20srd.org/srd/spells/fear.htm), which is 4th level. Maybe increasing the duration would be a better way of balancing?
Quote from: SteerpikeThe first one does seem tricky to balance... I'd be tempted to either change it to 1 round/level or to boost the spell level to 2, but what do others think??
Could also limit the compelling effect to within a radius, perhaps dependent on level.
Those sorts of changes sound good to me... good call on Fear.
One question I was pondering: do some of you want homes in Macellaria itself? Rent would be anywhere from 5-20 obeloi a month, depending on the quality and location of the housing; of course there's always squatting - there are lots of abandoned buildings, and very poor individuals often have nooks or niches in the catacombs. The big residential districts are Pulsetown, Wormhive, and Resurrection Row, though Witches might have apartments above or below workshops in Hexwarren, likewise for merchants in the Bazaars.
While on the subject of spells, what level do you think an "Incorporeal Jaunt" style spell would be? That is, a spell that makes you temporarily Incorporeal (NOT Ethereal) (http://www.d20srd.org/srd/typessubtypes.htmhyperlinkurl) for a few rounds, similar to Ethereal Jaunt (http://www.d20srd.org/srd/spells/etherealJaunt.htm) but with Incorporeality?
I'm wondering because I'd written that members of the relatively elitist Robber Guild, the Crimson Shadows, all have a tattoo that allows them to do something like this every now and again (basically, a permanent 1/day Glyph Tattoo of this hypothetical spell), and I wanted to know how much it would cost - ideally I'd like to keep the cost as low as possible, even if the guild is difficult to get into.
[blockquote=Llum]Hmmm, makes the Deflect Missle feat a lot less good, since I'm guessing firearms are fairly common in CE.[/blockquote]Eh, they'll be quasi-common. If you're a two-bit thug, are you really going to burn a Feat (i.e. training time and effort) and the hundreds of obeloi needed on some crappy one-shot pistol that takes a long time to reload and whose ammunition is costly, or are you going to grab a shortbow or a sling, or just stick with a trusty blade?
Quote from: SteerpikeThose sorts of changes sound good to me... good call on Fear.
One question I was pondering: do some of you want homes in Macellaria itself? Rent would be anywhere from 5-20 obeloi a month, depending on the quality and location of the housing; of course there's always squatting - there are lots of abandoned buildings, and very poor individuals often have nooks or niches in the catacombs. The big residential districts are Pulsetown, Wormhive, and Resurrection Row, though Witches might have apartments above or below workshops in Hexwarren, likewise for merchants in the Bazaars.
I was actually thinking, due to Eareg's profession of choice and his preference to stay out of city politics that he had renovated a small cave outside the city. Hidden the entrance with bushes, given it a solid locking door, bought a few comforts of home that he quietly snuck out there (chairs, small table, sleeping cot, lamps, a little cooking stove perhaps). I'd be willing to pay the cost to represent the money spent on renovation (it would be nothing grand so I don't expect it would be more than a hundred or so obeloi. The key point being that he has been very careful not to let anyone know where he lives, instead letting people believe that he spends all his time out on the wastes themselves.
Quote from: SteerpikeWhile on the subject of spells, what level do you think an "Incorporeal Jaunt" style spell would be? That is, a spell that makes you temporarily Incorporeal (NOT Ethereal) (http://www.d20srd.org/srd/typessubtypes.htmhyperlinkurl) for a few rounds, similar to Ethereal Jaunt (http://www.d20srd.org/srd/spells/etherealJaunt.htm) but with Incorporeality?
I'm wondering because I'd written that members of the relatively elitist Robber Guild, the Crimson Shadows, all have a tattoo that allows them to do something like this every now and again (basically, a permanent 1/day Glyph Tattoo of this hypothetical spell), and I wanted to know how much it would cost - ideally I'd like to keep the cost as low as possible, even if the guild is difficult to get into.
Would be cool, does that mean I'd need to replace one of my tattoos with this one?
Quote from: Steerpike[blockquote=Llum]Hmmm, makes the Deflect Missle feat a lot less good, since I'm guessing firearms are fairly common in CE.[/blockquote]Eh, they'll be quasi-common. If you're a two-bit thug, are you really going to burn a Feat (i.e. training time and effort) and the hundreds of obeloi needed on some crappy one-shot pistol that takes a long time to reload and whose ammunition is costly, or are you going to grab a shortbow or a sling, or just stick with a trusty blade?
You might, a one-shot pistol has a profound psychological effect on anyone who has heard of the kind of wounds they can cause. Guns are common enough in CE that most people probably have. A two-bit criminal could make alot of gold holding people up and never having to fire a shot. The downside I think that would push more criminals to other weapons is that...
A) A gun requires alot more maintenance then a sword, something difficult to give it in the dingy slums of a city.
B) A gun is loud. If they ever have to fire it they will attract the attention of everyone within many blocks of them.
So a thug or a highwayman probably would get a gun. But a pickpocket, burgler, assassin, or most other criminals would go for a bow or sword.
Good point. Deflect Missiles would still be very useful against people like savage tribesman, who would stick solely to bows and the like.
A cave sounds fine, Nomadic. How about 75 obeloi for a fully furnished little cave not far from the Butcher's Gate (the Slaughter-lands gate)? Or would you prefer one of the other gates?
[blockquote=Nomadic]Would be cool, does that mean I'd need to replace one of my tattoos with this one[/blockquote] If you were an official member of the gang (which I think your background suggested you were), you would have the tattoo - this might be a tad expensive, since it'd be a permanent one of a mid level spell, though you might get a "guild discount" on it.
The alternative is a little gory, but also a possibility if you'd rather not swap out your tattoos or pay for the Crimson Shadows one: the militia who brought you in may have actually cut the tattoo from your flesh in order to prevent you from slipping away during the coming fight in the pits. You can always go back and get tattooed again later, though the Guild may ask you for a favor in return for having to give you another tattoo.
Quote from: SPOne question I was pondering: do some of you want homes in Macellaria itself? Rent would be anywhere from 5-20 obeloi a month, depending on the quality and location of the housing; of course there's always squatting - there are lots of abandoned buildings, and very poor individuals often have nooks or niches in the catacombs. The big residential districts are Pulsetown, Wormhive, and Resurrection Row, though Witches might have apartments above or below workshops in Hexwarren, likewise for merchants in the Bazaars.
Likely roosting in different places from time to time. I figure that Wispy was arrested fairly shortly after arriving in town, and seeing how Wispy is basically broke, I don't think he'd be able to afford anywhere nice to live, nor do I really think he'd be too inclined to live in enclosed quarters-- he always needs to be ready to run and to have an escape plan.
Quote from: SteerpikeGood point. Deflect Missiles would still be very useful against people like savage tribesman, who would stick solely to bows and the like.
A cave sounds fine, Nomadic. How about 75 obeloi for a fully furnished little cave not far from the Butcher's Gate (the Slaughter-lands gate)? Or would you prefer one of the other gates?
[blockquote=Nomadic]Would be cool, does that mean I'd need to replace one of my tattoos with this one[/blockquote] If you were an official member of the gang (which I think your background suggested you were), you would have the tattoo - this might be a tad expensive, since it'd be a permanent one of a mid level spell, though you might get a "guild discount" on it.
The alternative is a little gory, but also a possibility if you'd rather not swap out your tattoos or pay for the Crimson Shadows one: the militia who brought you in may have actually cut the tattoo from your flesh in order to prevent you from slipping away during the coming fight in the pits. You can always go back and get tattooed again later, though the Guild may ask you for a favor in return for having to give you another tattoo.
The Butcher's Gate sounds just fine. As for the tattoo that's a little tricky. It's going to be far too expensive for me to afford. At 500 * caster level * spell level / 2 if the spell is even just a 4th level spell that's 7000 Obeloi. I'd have to be a noble and have to use almost all my money up on it to afford it. Even with a guild discount I doubt I could unless the discount was like 96% off. I suppose I'll have it cut from his skin which means I have to remove one of my tattoos as it would have been taking up a slot. We'll say he had it on his left arm.
I'll give you your hideout for free in exchange. Deal?
Quote from: SteerpikeI'll give you your hideout for free in exchange. Deal?
Nah the cost of the tattoo I removed was only 25 Obeloi (level 1). If you want to compensate me then just take that off the cost of the hideout and we'll call it even (though I don't care... it's really not that much, I'll just re-tattoo it afterwards).
I did however realize something. You can graft your own tattoos and they are assumed to fill up most if not all of the surface area slot allotted to them (so an entire tattooed arm from shoulder to fingertip would be one glyph). Now my question is, how the hell would I tattoo my own back? I can't see it and I can barely reach it (I can probably only reach it at all because I'm very dexterous/agile).
[blockquote=Nomadic]I did however realize something. You can graft your own tattoos and they are assumed to fill up most if not all of the surface area slot allotted to them (so an entire tattooed arm from shoulder to fingertip would be one glyph). Now my question is, how the hell would I tattoo my own back? I can't see it and I can barely reach it (I can probably only reach it at all because I'm very dexterous/agile). [/blockquote]Perhaps your familiar helps you (bizarre image)?!? Long arms and a mirror? More seriously, I'd just assume that you'd need an assistant to help create those tattoos, but you'd provide the numina, the glyph itself, etc. They'd just be a pair of hands.
Here are some new spells, either scratch-made, cobbled together out of other spells, or filched from other sources...
MORITH'S FIRST MORTIFACTION(Necromancy)
Level: Witch 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature
Duration: 1 min./level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The target is numbed to sensation. They must make a Fortitude save or drop anything they are carrying and take a penalty to Dexterity equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Dexterity score cannot drop below 1. The subject's flesh becomes slightly grey and chalky where they were touched.
MORITH'S SECOND MORTIFACTION(Necromancy)
Level: Witch 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature
Duration: 1d10+2 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes
The target is enfeebled and stricken with agonizing pain. They must make a Fortitude save or take a -4 penalty on attack rolls, skill checks, and ability checks for the spell's duration. Even if they save they take 1d8 damage +1 per caster level. They subject's flesh becomes red and raw where they were touched, inflamed as if infected.
MORITH'S THIRD MORTIFACTION(Necromancy)
Level: Witch 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature
Duration: 1d10+2 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes
The target is stricken with a ghastly paralysis similar to rigor mortis for the spell's duration unless they make a Fortitude save. They also take 2d8 damage +1 per caster level, even if they save. The subject's entire body takes on a corpse-like appearance while paralyzed, with pallid, puffy flesh and a whiff of the grave.
MORITH'S FOURTH MORTIFACTION(Necromancy)
Level: Witch 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
The target's vitality and essence are sapped, dealing 1d4 temporary ability damage to their physical ability scores (Strength, Dexterity, and Constitution) unless they make a successful Fortitude save. They also take 3d8 damage +1 per caster level, even if they save. Where the subject was touched their flesh becomes putrid, as if decomposing, and the victim's entire body becomes pallid and corpse-like in appearance
WITHER LIMB
Necromancy
Level: Witch 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Limbs of one humanoid
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster chooses to wither either the arms or the legs of a humanoid. Withered legs force a subject to fall prone while at the same time reducing the subject's land speed to 5 feet. Withered arms make it impossible for the subject to use objects or cast spells with somatic components. A withered limb can be restored by a successful dispel magic cast by a spellcaster of a level higher than the level of the wither limb caster.
CIRCLE OF NAUSEA
Evocation
Level: Witch 2
Components: V, S, F
Casting Time: 1 action
Range: Personal
Area: An emanation extending in a 20-ft.-radius around a 2-ft.-radius circle on the ground with the caster in the center
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Eldritch energy bursts in all directions from the spell's origin, filling the area with pain. Everyone in the spell's area must succeed at a Fortitude saving throw or take a '"2 penalty on all attack rolls, saving throws, and skill checks. Those who succeed at the saving throw must make a new saving throw each round if they remain in the area. The pain lasts as long as the spell does. The caster stands in the circle, which must be prepared ahead of time by inscribing a circle on the ground and putting a stone on the circle at each of the four cardinal directions. Creating this circle takes 1 hour, but once created it may be reused any number of times. If anyone attempts to cross the circle during the spell's duration, she must succeed at a Fortitude saving throw or be nauseated until the spell ends, unable to take actions other than a single move or move-equivalent action. Nauseated characters cannot cross the circle. If someone breaches the circle without becoming nauseated, the spell ends.
BLOOD WIND
Evocation
Level: Witch 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft+5ft./level)
Target: A single creature with Intelligence 4 or higher
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes (harmless)
After you complete the spell, the subject's limbs ripple with power and grow slightly in length. The subject can take a full attack action to use all of its natural weapons and unarmed strikes as if they were thrown weapons with a 20-foot range increment. The subject gestures as if making a melee attack, but the result of the attack affects a target within range. This spell does not actually grant reach, and so does not help provide a flanking bonus or allow the subject to make attacks of opportunity at any range greater than normal. The subject uses its normal melee attack bonuses and deals damage normally if it hits, though the target of the attacks can benefit from cover or concealment.
That's it, I'm switching out one of my level 1's for Blood Wind. That thing fits Eareg's style so well. Can I cast it on myself and then fire off an attack? Oh also, what day are we starting?
I have determined my internet-free vacationing periods: 25th of june to 4th of july and 13th of july to 20th of july. And I probably need a few of the days before the 25th of june to study for my exam. Beyond this, I should be able to schedule around things and participate.
Since the spell duration is only one round, I'll allow you to cast it on yourself and attack.
Originally it was going to be the 13th, but if that doesn't work for Crow perhaps we should make it a bit sooner. How about the 5fth of July? We can also try for the 12th of July as well, one week later. How would those work for people (still at 1:30 PST)??
I could even imagine starting as early as June 29th or 30th (how would those work for people?). I have plenty of notes and ideas for the big plot, which will be 100% optional in the way that something like the Elder Scrolls series has an optional main quest. The rest will attempt as best as it can the "world in motion" sandbox effect Vreeg advocates (NOT plotless by any means, but emphasizing choice and a living world).
I've updated my earlier suggested spells (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?80551.60#post_80683). And here's a new one for review:
THE BLADE HUNGERS
Conjuration
Level: Witch 2
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: One slashing or piercing melee weapon
Duration: 1d4 rounds + 1 round/level
Saving Throw: Special (see description)
Spell Resistance: Yes
You summon a minor, bloodthirsty spirit and temporarily imprison it within a weapon. Empowered by this bound spectre, the item becomes a monstrous tool of violence, consumed with unwholesome desire to rend and kill. The weapon gains a +1 enhancement bonus. Every successful hit that deals damage to an organic creature (living or grave-spawn) forces the target of the attack to make a Fort save vs the spell's DC or suffer 1 point of Constitution damage as the bound spirit feeds on it's flesh.
Additionally, a weapon so haunted has something of a mind of it's own, and may be capable of influencing the mind of it's weilder. Sheathing or dropping the weapon requires a successful Will save vs the Spell's DC. If the weilder has failed to attack anyone with the possessed weapon by the time the spell ends, the furious spirit within will attemt to dominate him; he must make a Will save or succumb to bloodlust, making a free attack against any currently threatened creature or himself.
This spell can be cast on intelligent weapons or weapons that are already possessed, but in such cases the targeted item may negate the spell by a Will save. Failing this, it's own personality is suppressed for the duration of the spell. Should a weapon be broken (eg. sundered, disintegrated...) while possessed by a spirit bound by this spell, the being in question will be freed. There is a 25% chance that a freed spectre manifests in corporeal form, 25% chance that it remains insubstantial but attempts to possess any nearby character, and 50% chance that it disappears to whence it came from. The challenge rating and abilities of the creature are up to the GM, but should be comparable to beings that can be summoned by 2nd-level spells.
Focus: A slashing or piercing melee weapon.
PERFECT spell - looks pretty balanced to me. How are the above timeslots for you, Ghostman?
EDIT: Rebalanced versions of the spells look excellent. Both totally capture the bizarre, horrific atmosphere I'm aiming for. Very minor fix, but should "quenched" be "drenched" in the Blood Bait spell?
Quote from: SteerpikeSince the spell duration is only one round, I'll allow you to cast it on yourself and attack.
Originally it was going to be the 13th, but if that doesn't work for Crow perhaps we should make it a bit sooner. How about the 5fth of July? We can also try for the 12th of July as well, one week later. How would those work for people (still at 1:30 PST)??
I could even imagine starting as early as June 29th or 30th (how would those work for people?). I have plenty of notes and ideas for the big plot, which will be 100% optional in the way that something like the Elder Scrolls series has an optional main quest. The rest will attempt as best as it can the "world in motion" sandbox effect Vreeg advocates (NOT plotless by any means, but emphasizing choice and a living world).
I would prefer the 29th (the earlier the better) but be ok with any of the other ones.
I'm fine with any date, I'm done shift work this week so no problems.
However the 29th is a tuesday and the 30th is a wednesday. What day of the week are we aiming for regularly?
On a side note,
We'll still aim for tuesdays regularly, unless there are any objections.
On a side note, how deadly do you think this game will be? As far as I know, regular D&D is fairly safe for the PCs as long as they don't do anything incredibly stupid.
Or is it going to be a more GS kinda dangerous, where if you're unlucky you can meet a swift death. As well as if you do some stupid things.
I don't think it'll be ridiculously dangerous. You might be more likely to catch a disease, get transformed in some horrific way, cursed, possessed, mutilated, or otherwise maimed than in a regular D&D session, but Iron Heroes characters are built to be pretty resilient.
EDIT: There won't be as much in the way as resurrection as in D&D. Certainly you can't just stroll down to your local temple and have your party raised for a few hundred gp.
Any of those days should be fine with me.
On the subject of deadliness and combat more generally, here are the new combat rules in Iron Heroes Combat (I'll add these to the first thread, as well:
There are basically three main changes:
1) Reserve Points, which help you heal after a fight is over,
2) Challenges, which allow you to take a penalty in combat to gain a benefit, and
3) Stunts, which are basically involve using skill checks to create a certain effect in combat.
RESERVE POINTS
Reserve points represent your resiliency, toughness, and willpower. Since hit point damage has no effect on characters until they reach 0, most effects that damage you cause no more than superficial bleeding, minor scrapes, and bruises. While these injuries can prove life threatening if you sustain many of them in a short period, you can rally your strength quickly if you have time to rest. Reserve points represent your capacity to recharge your energy and shrug off the effects of minor injuries. You have reserve points equal to your maximum hit points. Whenever you engage in nonstrenuous activity, you may choose to convert 1 reserve point to heal 1 hit point per minute. Remember that whenever you receive healing, you heal an amount of nonlethal damage equal to the hit point damage at the same time. During these minutes, you catch your breath, the pain from a twisted ankle fades, or a cut stops bleeding and slowly starts to heal. You do not gain reserve-point healing while engaged in combat or undertaking other strenuous actions such as climbing a wall or running a long distance. If you have suffered nonlethal damage, you may use 1 reserve point to heal 4 points of nonlethal damage. When you choose this option, you do not heal 1 hit point with that reserve point, only nonlethal damage. A successful Heal skill check to treat wounds as described in Chapter Four restores a number of reserve points to your pool equal to the healer's number of ranks in Heal. After a successful Heal check to offer long-term care, you recover reserve points at twice the normal rate.
REPLENISHING RESERVE POINTS
Any healing you receive above and beyond your maximum hit points replenishes your reserve point pool. You also regain reserve points via rest and relaxation. If you rest eight hours straight during a day, you regain reserve points equal to your Constitution score + your level. If you spend a full day doing nothing but resting, you regain reserve points equal to double your Constitution score + your level. You do not regain reserve points if your hit points are at or below 0.
CONSTITUTION CHANGES
If your Constitution score goes up or down, your reserve points go up or down just like your hit points. If your reserve points drop below 0, you suffer no additional effects or damage. You simply do not have any reserve points to spend on healing yourself.
RESERVE POINTS IN THE GAME
Reserve points make it possible for characters to soak up a fair amount of damage in combat without worrying about healing. Reserve points work too slowly to provide relief during a battle, making a character's maximum hit points as important as ever. However, once a fight ends, injured characters can quickly restore themselves to maximum hit points. And even with this healing, a series of tough encounters can prove deadly. As a character's reserve points drop to 0, he loses the ability to boost his hit points between fights. Players must pay careful attention to their reserve pools to avoid spending their strength before an important battle. More importantly, reserve points have little effect on the lethality of a given encounter. They work too slowly to provide any relief during a battle. Instead, they make it possible to run three or four deadly fights in the course of a day without the action grinding to a halt as the PCs seek out healing. Reserve points don't make the current fight any less lethal. Instead, they create a cushion that causes the current battle to have less of an impact on the party's chances in the next fight.
WHO HAS RESERVE POINTS?
Only characters and creatures with levels in the Iron Heroes core classes gain access to a reserve pool, unless otherwise noted in a monster or NPC class' description. The NPC classes'"warrior, adept, commoner, and others'"do not gain access to reserve points, and neither do most monsters that lack class levels. Unless a creature's description specifically lists a reserve point total, it does not have one.
COMBAT CHALLENGES
A skilled weapon master slashes at a gray ogre's eyes, drawing
blood that temporarily blinds it. If the master's aim were the
slightest bit off, his attack might have missed. An armiger shrugs
off his opponent's blows, allowing his armor to absorb the hits
as he prepares to deliver the killing strike. In these situations, a
warrior accepts a level of risk in return for a potential reward.
Combat challenges work a lot like the skill challenges presented
in Chapter Four. In return for a penalty to your attack
or defense, you gain a bonus to your actions or inflict a
penalty on your foe. Normally, this penalty is '"2 to either
your attacks or defense, but in some cases it is steeper. In
return for this penalty, your attack gains an additional effect,
such as a bonus to damage. A defensive challenge might give
you the option to move faster or provide a bonus to a skill
check. Attack challenges increase the risk that your strike
may miss. Defensive challenges lower your defense, making
you more vulnerable to your foe's attacks.
ACCEPTING A CHALLENGE
You can take on one attack challenge and one defensive challenge
per round. You must state that you wish to accept an
attack challenge at the beginning of your turn, before you take
either your move or standard action. You could not move,
draw an attack of opportunity, and decide to accept a defensive
challenge before striking. Even if you do not gain any of
the benefits of the challenges, you still suffer the penalties.
These penalties last until the start of your next action, though
all of your attacks gain their benefits. An attack challenge's
penalties and benefits apply to any attacks of opportunity you
make, in addition to your normal attacks. Note, however, that
many of these effects cause named penalties. Be sure that
their effects stack depending on their type. (For more on
stacking effects, see the sidebar on page 179.)
Defensive challenges work a little differently than attack
challenges. To gain a defensive challenge's benefits, you first
must expose yourself to the risk associated with it. You can
use a defensive challenge only if at least one opponent
threatens you. You gain its benefits only to melee attacks.
When making a reckless strike, you allow an opponent to
take an easy shot at you. In return, you throw your full
weight behind a strike and batter aside his defenses.
If you want to use a defensive challenge, you must declare
your intention during your action. You then suffer the
appropriate penalty to your defense until your next action.
On that action, you gain the challenge's benefits. This stricture
ensures that a character suffers exposure to the challenge's
drawbacks. From a realism standpoint, it makes sense
that you would have to drop you guard before gaining the
benefits offered by a defensive challenge.
Each challenge provides a different benefit. The minimum
drawback you can suffer is a '"2 penalty to defense or
attacks, though some grant you greater benefits in return
for a stiffer penalty.
ATTACK CHALLENGES
Attack challenges break down into three categories based on
the penalty they levy. Lesser attack challenges cause a '"2 attack
penalty, moderate ones inflict a '"4 penalty, and major ones
carry a '"6 modifier. Each category presents successively
greater benefits, as befits the penalties they cause. Unless
otherwise noted, an attack must hit and inflict damage (in
other words, your damage beats the target's damage reduction)
in order to grant you the challenge's benefit.
You only gain an attack challenge's benefits if you make an
attack during your action. If you do not attack, you gain neither
the benefits nor the drawbacks levied by the challenge.
Following are examples of attack challenges you can accept.
LESSER ATTACK CHALLENGES ('"2)
Bonus Damage: You make a wild swing at your opponent,
one that compensates for its inaccuracy with raw power. You
gain a +1 bonus to melee damage.
Fight Defensively: You keep back from your opponent,
making tentative strikes as you focus on defense. You gain
a +1 active bonus to defense.
Hamper Movement: You tangle your opponent's legs,
slash at his thighs, or otherwise make it tough for him to
move. He suffers a '"1 square injury penalty to movement
for 1 round.
MODERATE ATTACK CHALLENGES ('"4)
Force Movement: You drive your foe back with a mighty
blow, forcing him to cede ground in the face of your advance.
Your target must move one square to allow you to move into
at least one square that he occupied. Your opponent chooses
where he wants to move. If all the available spaces present
any sort of physical or environmental threat, such as a fire or
a pit, he does not have to move. You can force an opponent
to move only once per round, and you do not gain this benefit
on attacks that are not made as part of your standard or
full-round action. For example, you do not gain this benefit
on attacks of opportunity.
Improved Bonus Damage: As described above for the
bonus damage lesser attack challenge, except you gain a
+3 bonus to damage.
Improved Fight Defensively: You make only a few careful
swipes at your foe, preferring instead to concentrate on parrying.
You gain a +2 active bonus to defense.
Wild Flurry: You gain an additional, highly inaccurate
attack. You strike one extra time without the benefits of your
base attack bonus and Strength or Dexterity bonus to attacks
and damage. Your other bonuses apply as normal, as does
the challenge penalty. You may use this option as part of a
standard or full-round action.
MAJOR ATTACK CHALLENGES ('"6)
Improved Force Movement: As described for the force
movement moderate attack challenge above, except you
choose where your opponent moves. If you attempt to force
him into a square that would inflict damage to him, such as a
burning fire or a pit, your target may attempt a Reflex save
(DC 10 + half your base attack bonus) to cancel the movement.
In the event of a successful saving throw, your target
does not move and you cannot move him. Additional attacks
against him lose the benefits of this challenge until your
next action.
Improved Wild Flurry: As above for wild flurry, except you
gain the benefit of your Strength or Dexterity bonus to your
attack and damage, if applicable.
Superior Bonus Damage: As the bonus damage lesser
attack challenge, except you gain a +6 bonus to damage.
DEFENSE CHALLENGES
Defense challenges, like attack challenges, break down into
three categories based on the penalty they levy. Lesser defense
challenges cause a '"2 defense penalty, moderate ones inflict a '"4
penalty, and major ones carry a '"6 modifier. Each category presents
successively greater benefits, as befits the penalties they
cause. Remember, you only gain the benefits of a defensive
challenge after you have accepted its penalties for 1 round.
LESSER DEFENSE CHALLENGES ('"2)
Defensive Roll: You roll with each hit you suffer, making
yourself easier to strike but harder to injure. You gain a +1
bonus on all damage reduction checks for armor. This option
works best against highly skilled opponents who have an
excellent chance to hit you.
Reckless Strike: You drop your guard to focus solely on
hitting and injuring your opponent. You gain either a +2
bonus to damage or a +1 bonus to attacks for 1 round after
accepting this challenge.
Steely Focus: You set aside the chaos and din around you
to focus on an action. You gain a +2 bonus to a single skill
or ability check of your choice as you lower your defenses to
complete the task before you. You must complete this check
on your next action after taking on this challenge.
MODERATE DEFENSE CHALLENGES ('"4)
Heedless Strike: You pay little mind to your defenses as
you leap forward to attack. You gain either a +4 bonus to
damage or a +2 bonus to attacks for 1 round after accepting
this challenge.
Hustle: You press ahead, reducing your defenses in favor
of covering ground. You gain a +1 square (5-foot) bonus
to speed. This bonus applies to your base walking speed.
Determine other movement modes, such as climbing, based
on your improved speed.
Improved Defensive Roll: As for the defensive roll lesser
defense challenge, except you gain a +2 bonus to damage
reduction checks.
Improved Steely Focus: As for the steely focus lesser
defense challenge, except you gain a +4 bonus to your skill
or ability check.
Lashing Strike: You gain the ability to make an additional
attack of opportunity on the round after you accept this challenge.
This extra attack works just like any other attack of
opportunity'"you gain no special ability to make multiple
attacks of opportunity against a single target, for instance.
MAJOR DEFENSE CHALLENGES ('"6)
Focused Determination: You reduce your defenses to buy
yourself time for a skill or ability check. After you suffer this
challenge's defense penalty for 1 round, you may attempt a
skill or ability check without provoking attacks of opportunity.
Improved Hustle: As for the hustle moderate defense challenge,
except you gain a +2 square (10-foot) bonus to speed.
Suicidal Strike: Your opponent's blows slam into you with
vicious accuracy, but you shrug them off in your relentless
drive to conquer your foe. You gain either a +6 bonus to
damage or a +3 bonus to attacks for 1 round after accepting
this challenge.
Superior Defensive Roll: As for the defensive roll lesser
defense challenge, except you gain a +3 bonus to damage
reduction checks.
STUNTS
A stunt is an action in combat that falls outside the normal
bounds of the rules. Iron Heroes defines a wide variety of different
combat actions you can take. The stunts cover everything
else. These rules are a tool to help you come up with
imaginative, clever, and exciting actions in combat. If you
can imagine it, the stunt rules allow you to attempt it. You
might throw a fistful of sand in an opponent's face to blind
him, run along the narrow top of a wall to maneuver around
a foe, or crack open a keg of beer to send a stream of liquid
into an opponent's face. Stunts reward you for coming up
with interesting and visually engaging actions in combat.
STUNT MECHANICS
The mechanics behind a stunt are relatively simple. When
you attempt a stunt, first you pick out the effect you want to
create. The following sections list several different possible
results for a stunt, broken down into three categories: offensive
stunts, defensive stunts, and maneuver stunts.
Next you describe the stunt. How do you attempt it? Do
you use the terrain and combat situation to your advantage?
What do you expect to happen if the stunt succeeds? Think
of the game as if it were a movie, and describe the scene as
you put the stunt into action. As part of this step, you must
choose the mechanical effect you want to gain from the
stunt. For example, the inflict penalty offensive stunt allows
you to force an opponent to take a penalty to his defense or
attacks. When you attempt the stunt, you announce the
total penalty you wish to inflict. A small penalty calls for a
much lower Difficulty Class than a higher one. In the case of
an opposed check, seeking more powerful effects forces you
to accept a penalty to your check.
The DM then picks one or more skills for you to use for
the stunt. You make this 'stunt check' against a Difficulty
Class chosen by the DM or one determined by the effect you
are seeking. Some stunts allow one of your opponents, such
as the target of an offensive stunt, to make a skill, ability, or
base attack check to foil your stunt. If the stunt check succeeds,
you gain its benefits or your foe suffers its effects.
STUNTS AND ACTIONS
Listed next to the name of each stunt is the action required
to complete it. Most stunts require a standard action to complete,
but a few qualify as attack actions. The attack action
stunts require either a standard attack or a full attack action.
STUNTS AND SKILLS
The DM chooses the skill you must use to complete a stunt
and the skill your target uses to oppose your efforts, if applicable.
He can also decide to replace a skill check with a base
attack/defense check or an ability check. Each of the stunt
types includes a short list of skills that are a good match for
its effects. While the DM can choose any skill he wants, he
should pick one that makes logical sense based on your
description of the stunt. Remember, though, that the DM
has final say on how a stunt works.
When you announce a stunt, you can choose to cancel it
and use a different action if you do not agree with the skill the
DM decides to use. Never argue with the DM on this point.
Wait until the game session is done if you have any concerns.
For DMs, remember that the players trust you to make fair,
impartial decisions. Don't pick skills simply to penalize the
players or make stunts more difficult than normal. By the
same token, be consistent when the NPCs attempt stunts. If
you consistently force the PCs to make illogical skill checks
to defend against stunts, particularly if you choose skills that
they have few ranks in, the players will quickly become frustrated
with your game.
To see some stunts in action, turn to the Example of Play
on page 210.
The new options provided by challenges and stunts may seem a little
confusing at first. In some ways, they grant you the same basic effects
but deliver them via different methods. However, the various methods
they use are an important part of how they work.
Challenges are designed to give you more options when attacking.
They allow you to take a penalty to an attack or defense in return for
a temporary bonus. They all focus on attacks and are the easier of
the two systems to use. Think of them as pseudo-feats that any character
can use. They give you benefits similar to Power Attack and
Combat Expertise, but they are less efficient. The key to remember
with a challenge is that it is a simple variation on an attack or
defense.
A stunt is a more elaborate type of action. It can take almost any
form and allows you to create a free-form method of achieving a
variety of different ends. While challenges focus only on attacks,
your attack bonus, and your defense, stunts allow you to use your
skills to gain an advantage in a fight. While challenges are focused,
defined, and limited to modifying your attack or defense, a stunt can
achieve a much wider spread of effects. Think of the stunt rules as a
flexible package of benefits that you can use to create an effect. You
then wrap that effect around a description of the stunt that produces
it. You can also do the opposite'"describe a stunt, and then pick
effects that match the description.
Both these options exist to add variety, excitement, and choice to the
game. When you first play Iron Heroes, don't be afraid to experiment.
Stunts and challenges take some getting used to.
OFFENSIVE STUNTS
There are three types of offensive stunt. All of them count as
attack actions.
ATTACK STUNT (FULL ATTACK)
You use a full attack action to combine a stunt with an attack.
Usually this stunt check requires you to make an acrobatic
maneuver as you deliver an attack or somehow use the environment
to improve your attack's potency. The target of this stunt
makes a skill or base attack check opposed by your own check.
You gain either a +1 bonus to your attack or a +2 bonus
to damage. You can increase either of these bonuses, with
no maximum limit, in return for a '"2 penalty to your stunt
check for each point of increase. You cannot gain both a
bonus to an attack and a bonus to damage. You must choose
one or the other.
You enjoy this bonus until the end of your action against
the foe who opposed your stunt check.
Failure: If this stunt fails, you attack without the bonus to
your attack or damage.
Special: If you use Climb, Jump, or Tumble with an attack
stunt, you may move up to half your speed as part of this
stunt action. For example, if you use Climb to scramble up a
wall and then, in the next round, jump down, sword first, to
impale a monster, you could move half your speed following
the attack to represent you rolling away from the beast or
bouncing off it after the strike. This movement does not draw
an attack of opportunity from the stunt's target if the stunt
succeeds. It draws attacks of opportunity from other creatures
as normal, regardless of success or failure.
Fast Stunt: At higher levels, you might want to use a stunt
to improve your attacks while still gaining a full attack
action. In this case, you can attempt a stunt as a free action.
You cannot move as part of the stunt (as described under
'Special,' above), and you suffer a '"5 penalty to your stunt
check. If you fail the stunt check, you suffer a '"2 penalty to
your attacks as your stratagem fails to trick your foe.
Otherwise, use the standard rules given above.
Examples: Use the Jump skill to leap over a foe and attack
him from above. Use Balance to run along a giant's club and
slash at its arms. Use Tumble to dodge between an ogre's legs
while slashing at it from behind.
DISRUPTING ATTACK (FULL ATTACK)
You fire an arrow into a dragon's maw, leaving it unable to
breathe fire for a short time. You splash ink onto a basilisk's
face, nullifying the effect of its gaze to turn your friends into
stone. These are example of disrupting attack stunts.
The disrupting attack stunt works a bit differently from the
other offensive stunts. You must bid on the Fortitude save
DC your target must beat to continue using a supernatural
ability or an extraordinary ability. Once you pick the DC, you
then must make a skill check with a DC equal to the chosen
save DC + 10. If you succeed, your foe loses the use of the
attack mode of your choice for 1 round. If the creature randomly
determines how often it can use an ability, increase
the time it must wait by 1 round. For example, a dragon
might be able to breathe once every 1d4 rounds. If you successfully
used this stunt against it, it would have to wait 1
extra round before breathing again.
Failure: If this stunt fails, the creature continues to use its
special ability as normal.
Special: If you use a base attack check to complete this
stunt, you inflict your attack's damage without any bonuses.
In this case, you trade brute force for accuracy and precision.
If you use an improvised weapon, you do not gain this benefit.
Examples: Use a base attack check to injure a creature's
eyes, preventing it from using a deadly gaze. Use a Spot check
to target a gorgon's throat before firing so that your arrow
disrupts its breath weapon.
INFLICT PENALTY (STANDARD ATTACK)
You attempt to inflict a penalty to an opponent's attacks,
defense, or skill and ability checks (your choice). You throw
sand in his eyes to disrupt him, tangle him up with a length
of rope, or otherwise confuse his efforts. Your foe opposes
your check using the same skill or ability, or with a base
attack check. (The target chooses one of the two.)
You inflict a base '"2 penalty for 1 round. You can increase
the duration by 1 round and/or the penalty by '"1 by accepting
a '"2 penalty to your check. There is no limit to the total
penalty or duration.
Failure: If your stunt fails, the target suffers none of the
penalties you attempted to inflict.
Examples: Use a base attack check to throw sand in an
ogre's eye. Use Bluff to trick an opponent into letting his
guard down for a moment. Use a base attack check to slam
your shield into a foe, knocking him off balance. Use the Use
Rope skill to lasso a foe and hinder him for a few moments.
DEFENSIVE STUNTS
The defensive stunts all count as move actions. Most of
them provide a benefit to you if you complete them on
your turn.
SKILLS VERSUS STUNTS
Before you attempt a stunt, remember that many of the skills allow
you to complete challenging actions in combat. If you want to run
along a rope that stretches from the ground to the top of a castle's
wall, that's merely a Balance skill check. If you need to leap into the
saddle of a speeding horse, make a Jump check to land on the horse
and a Ride check to control it. Stunts are meant to supplement normal
skill checks, not replace them. Remember, the expanded uses for
skills offered in Chapter Four make skills more useful than normal in
combat.
DEFENSE BONUS (MOVE ACTION)
You use a combination of the terrain and your abilities to
improve your defense against a single opponent. Your stunt
check is a skill or base attack check opposed by your foe's
check. If you succeed, you gain an active bonus to defense.
You gain a +2 active bonus to defense if you succeed at
this stunt. You can increase this bonus by +1 in exchange for
a '"2 penalty to your check, with no limit on the bonus you
bid on. This bonus lasts until the start of your next action.
Failure: If this stunt fails, your opponent gains a +1 bonus
on attacks against you until the start of your next action.
Examples: Use Bluff to trick an opponent into thinking
you dodge left when you break to the right. Use Jump to leap
into the air and over an opponent's attack. Use Sense Motive
to see where an opponent aims his attack. Use Tumble to
dodge around the statue that stands behind you.
SAVE BONUS (MOVE ACTION)
You take action to foil an opponent's special attacks. Maybe
you cut your thumb on your knife, using the pain to throw
off a witch's charm. Or perhaps you hold your breath rather
than breathe in poisonous fumes.
You must make a skill or ability check as your stunt check.
You gain a +2 bonus to one type of save against a single
effect or opponent of your choice with a DC 20 check. You
increase this bonus by +1 for every 5 points you increase the
Difficulty Class, with no limit on the bonus you can gain.
This bonus lasts until the start of your next action.
Failure: You suffer no special drawbacks if this stunt fails.
Special: Unlike other stunts, the save bonus places limits
on the skills and abilities you can use to gain its benefits.
To gain a bonus to Reflex saves, you must use a Dexterity
or Dexterity-based skill check as your stunt check. For Will
saves, use a Wisdom or Wisdom-based skill check. For
Fortitude saves, use a Constitution or Constitution-based
skill (in other words, Concentration) check.
Examples: Use Concentration to ignore a poison's crippling
effects. Use Tumble to dodge a lightning bolt. Use
Sense Motive to resist a medusa's attempt to ensorcel you.
MANEUVER STUNTS
The single maneuver stunt makes it easier for you to move
across the battlefield.
IMPROVED SPEED (SPECIAL ACTION)
You spring off a wall, swing along a length of rope, or use a
steep slope to increase your speed. You may make a skill
check (DC 20) to gain a +1 square bonus to your speed for
the round. You can increase your speed bonus by +1 in
return for a +5 modifier to the DC. You cannot increase your
speed by more than double in this manner.
You make this check as part of your movement, and the
bonus applies only to your current move or standard action
used to move. You can use this stunt once per round.
Failure: On a failed check, reduce your speed by the
amount you attempted to increase it.
Special: You can only use skills based on Strength or
Dexterity, or those two abilities, to attempt this stunt.
Examples: Use Balance to sprint down a slope. Use Tumble
to roll across a slippery bridge. Use the Use Rope skill to
swing across a ship's rigging.
Looking back to the recruitment thread I realized Cataclysmic Crow has a festival on the 29th and 30th (right?), so the 5th or the 6th would be best; Light Dragon may be available on the 6th, so so long as Ghostman can make it to that I think we'll try it then. The 8th-9th I'm moving back across the country so I'll be out of commission, and I'll definitely need the 7th for packing.
SO, long story short, if no one has any objections, we'll aim for the 6th of July, at 1:30 PST, i.e. 4:30 GST. After that we'll do our best to work around people's schedules, but we'll try for Tuesdays.
The first session will in part be a combat tutorial for those not well acquainted with the rules of D&D. Combat rules can be found here (http://www.d20srd.org/indexes/combat.htm), but don't feel you have to memorize a ton of rules - d20 combat is mostly pretty simple once you get stuck in the thick of it, and we've got plenty of veterans in the group to explain the rules as we go.
Quote from: SteerpikePERFECT spell - looks pretty balanced to me. How are the above timeslots for you, Ghostman?
EDIT: Rebalanced versions of the spells look excellent. Both totally capture the bizarre, horrific atmosphere I'm aiming for. Very minor fix, but should "quenched" be "drenched" in the Blood Bait spell?
Glad you like it. I tweaked the Blade Hungers spell a bit, adding a statement that breaking a possessed weapon frees the bound spirit, which might manifest in physical form or try and possess a random character. Not very likely to actually happen, but it seemed a logical consequence given the concept of the spell.
Quote from: SteerpikeSO, long story short, if no one has any objections, we'll aim for the 6th of July, at 1:30 PST, i.e. 4:30 GST. After that we'll do our best to work around people's schedules, but we'll try for Tuesdays.
Date's fine with me :)
Good stuff.
Do you want Tarim to have a set of rooms or even a workshop somewhere in the city?
I don't think Gorethirst will need a room or anything. I figure he's relatively new to town and he's just been sleeping in the catacombs with other leechkin and cestoids.
It really would be difficult for me to play before the 5th/6th of July. But I'm okay with entering the game a session or two late if that works.
[blockquote=Cataclysmic Crow]It really would be difficult for me to play before the 5th/6th of July. But I'm okay with entering the game a session or two late if that works. [/blockquote] We're going to start on the 6th, I think.
A dwelling for Tarim would make sense, he's been staying in the city long enough. I think he would go for a place that is both reasonably tidy and inconspicuous. Preferably close to the Hexwarren but not actually within that district, as it would seem to him too obvious for a witch's home.
Wormhive would be the most likely choice. For five hundred obeloi he could even have a small tower, but that might be a bit ostentatious... a set of rooms over a shop or in a large residential tower-block might make more sense. You might even consider buying an alchemist's lab (500 obeloi) to put in your rooms, though I leave that entirely to you.
How about you, Cataclysmic Crow? Would Mr. Carver have a residence? Perhaps in the slums of Resurrection Row (does he live with Woundtender?)?
Woundtender died, and he fled the premises after that. He probably wouldn't go back. But yes, he might have a cheap "clinic" somewhere in Resurrection Row. That would make sense.
Ah, right. The shabby clinic makes sense though.
Quote from: Steerpikea set of rooms over a shop or in a large residential tower-block might make more sense
How much would such a dwelling cost in the Wormhive?
I'd imagine when Lady Genevieve first arrived in Macellaria she would have had a fairly substantial residence. However, as her illness developed Kaius was forced to seek progressively worse accommodations for them. I was imagining where they were in the short story I wrote being the top floor of a small tenement building, how much would that be?
Alright, I replace one of the feats on Gorethirst with one of the feats from the Player's Companion. Sudden Strike Mastery I gives me the Quick Draw feat for that specific weapon only(a greataxe in my case), and I also get +1 damage/hit on my first attack after I draw my weapon.
The Wormhive rooms would probably cost about 15 obeloi a month (for fairly nice rooms), the low-quality tenement rooms 10 a month (if they were in a poor neighborhood). Sound reasonable?
The Feat looks like a good choice, Llum.
Would anyone mind if I moved the time back half an hour on the 6th? I realized that the 6th will be part of the brief window when I'll still be in Ontario but won't have internet access (I'm moving to Vancouver, but there's a week where the companies will have turned off my services where I'll still be around, and the 6th is in that week). It's not a big deal - there's a library next to my house where I can get free WiFi, but it closes at 6:30 EST, so if we want to get a solid 2 hours in I think we should start at 1PM PST/ 4PM EST. I could, alternatively, go to a different library and squeeze out a little more time, but even that one closes at 7:45.
"Nice" rooms for 15/month it is, then. And starting 30 minutes earlier would be much the better for me - so I wouldn't mind always starting at that time :-p
Quote from: SteerpikeWould anyone mind if I moved the time back half an hour on the 6th? I realized that the 6th will be part of the brief window when I'll still be in Ontario but won't have internet access (I'm moving to Vancouver, but there's a week where the companies will have turned off my services where I'll still be around, and the 6th is in that week). It's not a big deal - there's a library next to my house where I can get free WiFi, but it closes at 6:30 EST, so if we want to get a solid 2 hours in I think we should start at 1PM PST/ 4PM EST. I could, alternatively, go to a different library and squeeze out a little more time, but even that one closes at 7:45.
Starting earlier actually works better for me.
Starting earlier shouldn't be a problem for me. Still gives me about 15~ minutes leeway from when I'm normally home from work.
Unless I've overlooked something (I'm not exactly the master of planning) that should be completely fine for me.
Small favor: could we state the times in GMT instead? Makes it easier to figure out as I otherwise have to look up what PST and EST corresponds to in that system... I think PST is GMT-8, so starting 1 PST would mean 10 GMT+1 (my time zone) for me.
Quote from: Cataclysmic CrowUnless I've overlooked something (I'm not exactly the master of planning) that should be completely fine for me.
Small favor: could we state the times in GMT instead? Makes it easier to figure out as I otherwise have to look up what PST and EST corresponds to in that system... I think PST is GMT-8, so starting 1 PST would mean 10 GMT+1 (my time zone) for me.
Yes PST is -8 (EST is -5). I'd advise against switching to GMT since then you are just confusing all the non-GMT people. Probably best to state GMT though, alongside the others.
I'll do that in future. So it's at 1 PST, 4 EST, 9 GMT, 10 GMT+1.
Oh, I thought you (i.e. americans) used GMT too, and that you just used the other acronyms colloquially as they came up often.
So I was reading on the Iron Heroes website how in Iron Heroes 2 (due out sometime 2011) will be changed a bit. The one changed that I thought was really neat and that I liked quite a bit was this.
In IH every 4 levels a character gets 1 attribute increase. In IH2 every 4 levels a character gets 4 point-buy-points, similar. Stat increases cost the same as character creation. So it's the same increases for attributes over 17, but it lets you level up lower attributes a bit more as opposed to "wasting" points sinking them in something that's low.
What do you guys think about this?
Interesting. Do you know if it's going to be based on 4E D&D, or an updated version of 3.5??
It kinda sounds like a hybrid of both to be honest. The core mechanics seem 3.5ish (to my untrained eye) but it seems to incorporate some elements of 4th (once again, to my untrained eye).
Here's the link (http://okayyourturn.yuku.com/forum/view/id/9)
Each different aspect has their own topic on how they're going to change and stuff. Check it out :D
Quote from: Cataclysmic CrowOh, I thought you (i.e. americans) used GMT too, and that you just used the other acronyms colloquially as they came up often.
This is a joke right? Please tell me this is a joke.
This might be considered something of a derailment of the thread, so I'll spoilerize it.
[spoiler=Answer for Nomadic]
Why would it be a joke? GMT seems to be the system used by most countries, indeed, it is the only system you can rely on to describe time zones in most areas of the world. But seeing as a large country like the US only uses a few of these time zones when travelling cross-country, an internal time system makes perfect sense. But since no numbers are involved, only names, you would also need some kind of reference frame (like GMT, since it directly describes the difference between zones by a number).
If you are offended about something please tell me, because I'm not sure I can discern what it is you are offended about... Or maybe it's just that famous loss of tone playing tricks again.
[/spoiler]
Quote from: Cataclysmic CrowThis might be considered something of a derailment of the thread, so I'll spoilerize it.
[spoiler=Answer for Nomadic]
Why would it be a joke? GMT seems to be the system used by most countries, indeed, it is the only system you can rely on to describe time zones in most areas of the world. But seeing as a large country like the US only uses a few of these time zones when travelling cross-country, an internal time system makes perfect sense. But since no numbers are involved, only names, you would also need some kind of reference frame (like GMT, since it directly describes the difference between zones by a number).
If you are offended about something please tell me, because I'm not sure I can discern what it is you are offended about... Or maybe it's just that famous loss of tone playing tricks again.
[/spoiler]
Mostly loss of tone, though you're the first person I've ever known who didn't know about Americans using timezone names. Most of the Europeans I know/knew not only know about the system but know all the names. Part of it I'm sure has to do with the fact that the online world is still very "American heavy" and so times tend to be scheduled around North American timezones (though generally with a bit on the end giving the GMT time for everyone else). As for reference frame, use it long enough and you will in a split second go "It's 9am over here in PST and you're in EST so it's 12pm your time". But us Americans get very good at rapid recall of odd measurements and conversions since we still use that damned imperial measurement system.
It's kind of ingrained in us from North American TV, which constantly advertises shows etc with eastern/pacific time tagged on. I can see why if you weren't aware of how prominent they were you might think we relied on the GMT +/- thing, though... probably makes more sense (like the metric system, which at least we Canadians have adopted).
Oh, I did know you used it, I thought that was clear. I just didn't know you used it exclusively without any reference whatsoever to GMT. Thought you used both interchangeably.
Quote from: Cataclysmic CrowOh, I did know you used it, I thought that was clear. I just didn't know you used it exclusively without any reference whatsoever to GMT. Thought you used both interchangeably.
Well we know about GMT enough to be able to use it when it's necessary (like with people from Europe) but internal references are largely made to one of the timezone names. The more you know...
>>Well we know about GMT enough to be able to use it when it's necessary
I would be willing to bet that at a minimum 1/5th of Americans have no idea what GMT is. I do not recall seeing many if any references to GMT in America.
Fun fact for Crow- the continental US and Europe have the same amount of time zones (4). The US has more if you don't count part of Russia as European. And China is one large time zone.
Quote from: Light Dragon>>Well we know about GMT enough to be able to use it when it's necessary
I would be willing to bet that at a minimum 1/5th of Americans have no idea what GMT is. I do not recall seeing many if any references to GMT in America.
You will find few references to it but that has nothing to do with a lack of knowledge. Very few Americans use Metric, but very few don't know about it.
I've been thinking, and I've decided we're going to use the D&D 3.5 experience tables instead of the Iron Heroes ones. Usually Iron Heroes characters advance more slowly than 3.5 ones, but since this game is going to be online the combination of a fairly slow pace and the Iron Heroes charts would mean that characters would likely have very limited room for development.
More House-rules: I'll be using the Ravenloft Madness, Fear, and Horror saves for CE. These are essentially Will saves made when certain situations are encountered; if you fail, depending on the severity of the horror/terror/madness-inducing creature, you suffer from one of a number of effects. This is how something like a gorgon's gaze would work, and could also cause things like nausea in the face of particularly horrific imagery.
Will Kaius' trait 'Brave' still work?
That reminds me, I need to pick the rest of my skills and feats.
Ghilan are immune to fear?
I didn't know that. Can't seem to find it anywhere, though. I've probably missed it five times.
no nvm, misread
Brave will still work, but you'd still be susceptible to horror and madness.
(Ghilan are still susceptible, though shades aren't).
Just to remind everyone, we're going to be playing tomorrow at 4 PM EST (9PM GMT) on mIRC on the celtrica channel (#celtrica) since it has isomage's excellent isobot dice-bot.
Is the isobot thing something we have to install on our own pcs or does it come with the channel?
It's on the channel.
I will plan to be there- but will be using a new irc client, so please watch the main page chat box in case I have trouble getting into the chat around that time. (I will attempt to be early.)
Anyone know how to get into it via Chatzilla?
Did some final tweaks on my character sheet (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?80551.0#post_80608), hopefully it's all ready for the game now. There's also a small story about the "Black Scroll Incident", explaining how my character got sentenced into the Pulsetown Pits - and why he may have a bone to pick with a certain member of the House of Iridescent Angles.
I have also finished my character sheet (on page two). I think I'm ready for the game later!
With regards to scheduling our next session, how would Sunday the 11th work for people as a tentative date (same time of day)?
Warning in advance - I might have to cancel/change dates as I'm trying to set up an apartment viewing over the next few days for a very nice place that might be snapped up soon in the voracious shark-pit that is the Vancouver housing market, and if I get a chance to view it I'll have to take it. I'll try to avoid this if at all possible, though, and this sort of thing likely won't interfere with later session scheduling.
The 11th works for me.
Should be ok for me.
Weekends are always iffy for me. I'll try and make it.
I cannot make Sundays
Quote from: SteerpikeWith regards to scheduling our next session, how would Sunday the 11th work for people as a tentative date (same time of day)?
Warning in advance - I might have to cancel/change dates as I'm trying to set up an apartment viewing over the next few days for a very nice place that might be snapped up soon in the voracious shark-pit that is the Vancouver housing market, and if I get a chance to view it I'll have to take it. I'll try to avoid this if at all possible, though, and this sort of thing likely won't interfere with later session scheduling.
good luck on the aprtment hunting, btw!
No objection, though as always my availability is sketchy and variable at times. I currently have no conflict for that date however. Good luck with the house-hunting!
One definite no and one iffy sounds a bit dubious. Cataclysmic Crow, when do you get back from your trip?
I'm open to playing smaller sessions or partial sessions (even solo sessions if they're called for my some specific plot point) as well, so long as everyone's OK with that. Getting 7 people together in disparate time zones regularly may prove too difficult to sustain perfect attendance. While we're in the city at least it'd be fairly easy to justify characters temporarily dropping out of the action.
EDIT: I checked the logs and Crow did say he'd be OK if we played a session without him. Nomadic (and everyone else for that matter), would Monday - the 12th - or Tuesday the 13th work for you/everyone? If so it would probably be best to make one of those days the official game day...
Ether tuesday or monday is fine with me. Weekdays I don't really have anything on my plate besides work.
I don't want to comit to weekends (friday-sunday) because things tend to come up.
As for partial/smaller/individual sessions, go nuts. I'm not the only player in this game so if it works for other people go crazy.
Another suggestion, I think I may have mentioned it before; but since you were discussing the streets of Macellaria; why not run the next game in MapTools instead of IRC?
MapTools has its own diceroller and is much more private; people can't just wander into the text-- it's also more secure I believe, than IRC; provided that the connection info is only provided to the people connecting to the game via PM rather than broadcast publicly.
MapTools also lets you draw battlemaps and to let players place their heroes quite easily.
I hate maptools (and any other program of that type) :P
oh and Monday would be perfect for me (tuesday should also work).
I'd be willing to try maptools, but only if everyone else wanted to.
Nomadic- what is the problem? I had huge issues with MapTools when I used it in 2004/2005, but I gave it another look this year and I am extremely impressed and have successfully used it without hiccups for about 6-8 events over the course of the year as both a player and a GM.
Also; Mondays and Fridays are a no-go for me always unless the game starts later than 7PM EST. Tue-Thu I might be able to deal with a 3PM EST start, but that will vary depending on work schedules, which are significant through July and August. After 7PM EST I will generally be free on most if not all days. Sat/Sun are good days but of course other commitments; camping trips, hiking, etc. take precedence... and those tend to materialize out of the ether.
Quote from: Light DragonNomadic- what is the problem? I had huge issues with MapTools when I used it in 2004/2005, but I gave it another look this year and I am extremely impressed and have successfully used it without hiccups for about 6-8 events over the course of the year as both a player and a GM.
Also; Mondays and Fridays are a no-go for me always unless the game starts later than 7PM EST. Tue-Thu I might be able to deal with a 3PM EST start, but that will vary depending on work schedules, which are significant through July and August. After 7PM EST I will generally be free on most if not all days. Sat/Sun are good days but of course other commitments; camping trips, hiking, etc. take precedence... and those tend to materialize out of the ether.
It's not maptools it's all programs of that type, I just don't like them.
I dislike maptools. I tried out the program at I wasn't really thrilled. The UI wasn't hot. Not to mention I get an error every time I try to uninstall the progam. I'd rather not use it.
I mean, is an IRC program *that* insecure? Did we even have issues with other people in the chat?
Quote from: LlumI dislike maptools. I tried out the program at I wasn't really thrilled. The UI wasn't hot. Not to mention I get an error every time I try to uninstall the progam. I'd rather not use it.
I mean, is an IRC program *that* insecure? Did we even have issues with other people in the chat?
No we didn't not to mention it would be beyond easy to fix if it does become a problem by creating a cadaverous earth channel with a channel key.
You dislike programs of that type? That's a silly objection- it's mapping software- we could actually see where we are placing our characters, which seems like it could and is going to be an issue with this game-- with Tempter it is not an issue, but with this game, it could be important.
The UI is not great, correct; but after tutorial with another and learning on my own (combined time 3-4 hours) I had no problems running a game in it as a GM.
As a player all you have to do is place your unit and move it on the board and type in /roll 1d20+modifier when you need to roll. There is nothing else required of you. (players take perhaps 20 minutes to learn how to use it--at most.)
It also keeps track of initiative automatically.
As for IRC's security, I recall reading how it is often used to run botnets and that the scripting on some channels can be remotely and automatically downloaded to your computer just by being on x channel-- which cannot be done in MapTools. Also, it consistently broadcasts your IP address to everyone- MapTools at most only lets people on MapTools see your IP, and other than the hosts' IP address; I haven't been able to see anyone's IP address.
Also, MapTools is free.
Quote from: Light DragonAlso, MapTools is free.
IRC is free.
I've downloaded maptools and played around with it, and liked what I saw, but realized that if I tried to convert my city maps to maptools it'd take a long, long time. For now I'd like to stick with IRC, and if the map thing becomes a big issue perhaps we'll experiment.
Tuesdays still sound like the best day for everyone. If anyone can't make it to the game, I'll either have that character drop out of the action on some other pretext or if necessary play the character myself (I'll be gentle) for that session, if dropping out just isn't conceivable (say you're smack dab in the middle of the desert or something).
Looking forward to the next session! You guys have very good interactions and all seem to have an excellent grasp of your characters.
BTW, everyone gets 500 XP for killing the waxborn and escaping the pits!
Quote from: Light DragonIt also keeps track of initiative automatically.
Also, MapTools is free.
[/quote]
As llum said, so is IRC.
Whew - first timezones, now rpg software! My thread seems to be a breeding ground for mild antagonism.
For the record, I think maptools looks pretty darn cool, it would just take a lot of time and effort to fully utilize its capabilities...
Been having some trouble getting on CBG today, but now I'm on again. I can't play before the 21st as it stands now. But if you can make it work with the others, just go ahead and run a session without me. Can't hold you all back. :)
If you like (and have the time), Crow, we could even play a "what Mr. Carver did while the other players did X" mini-session when you get back.
the answer is of course: grafts :p
Quote from: Cataclysmic Crowthe answer is of course: grafts :p
TURTLE GRAFTS!
At Ghostman's suggestion I have posted the official play time (4:15 PM EST/8PM GMT, Tuesdays) from now on up on the front page - though late-comers are very welcome.
We are playing a special mini-session tomorrow (Wednesday the 14th) at 4:15 EST, 8 PM GMT, involving Tarim, Eareg, and the Gorethirst, though if anyone else wanted to make an appearance I could probably work them in without much trouble!
I may be a bit late on the next game. Depends if a meeting runs long or not.
No problem.
I have various small encounters for some of those returning to their homes in the city, so we'll have plenty to keep us occupied while waiting for any late-comers.
So, we're playing today at 4:15, right? Just want to confirm.
Yep, 4:15 today!
(Anyone who shows up late is MORE than welcome to jump in!)
Would everyone be ok if we start today's game with a visit to the markets? Our PCs now have quite a few items of loot from previous games and I think it's high time they liquidated some of them.
Stop at the markets on our way back with a dead body? :D
We could hide the corpse for the while. It's not like it should take very long to get some sales done.
No one will sniff twice at you carting around a dead body in the Skin Markets at least (like, slung over Corpsegobble or something), but hiding it's also a good plan. Mr. Carver and Kaius both have homes in Resurrection Row, which is just south of the Curio Bazaars, so that also might be a possible place to stash it.
Just put a bag over Lucretius' head so no one recognizes his corpse, and I think we'll be fine.
Edit: Although, we could also put it in Kaius's tenement, if you guys want. Might be better than Mr. Carver's, less traffic, sturdy lock and a (possibly!) functioning ward.
So, since we ended on a cliffhanger and Nomadic can't make next tuesday, we're left in a slightly tricky spot as to what to do/
Ideally, if we could squeeze in anotehr session, that would be fantastic. I assume that thus Thursday is mostly no good since that's SIG, but what time do you guys start on that? How's this Wednesday and Friday for people?
I'll pop on the chat periodicaly and keep a lookout in case we all converge.
In case we don't manage to make it next time I'll play Eareg for the remainder of the fight, and then he can drop away on business or rest for a couple of days. After killing a Tattered Web Guildsman it probably makes sense to lay low a few days anyway. However, this is a last resort.
There's pretty much no way I could make it today (wednesday the 28th). The SIG is at 8:30 EST, but if we have both games thursday, that means a ridiculous amount of time spent in front of the computer.
That being said, Gorethirst sheet is up to date (combat wise). Feel free to play him. I have 3 rounds left of Berzerk Strength (+2 str/con and can extend it for 2 rounds with 1 fury token).
I can play pretty much whenever. I don't really have anything going on.
In case Vreeg's game doesn't work out tommorrow, I'll be online at the usual CE time, and I'll probably pop on at the SIG time as well, just to let everyone know! Friday may be tricky for me, but I'll be around for a couple hours anyway...
EDIT: If it doesn't work out tommorow (or if there's still SIG, which actually seems quite possible, from what I gather) we could try for Monday, perhaps, though that may not work for everyone. Stupid zombies screw everything up.
Just so you know I'll be gone Sunday and won't be back until the next Saturday (and I'll probably be too exhausted to be play that day). I'll show up at the usual time tomorrow through this Saturday on IRC. If it doesn't work out just finish up the fight for me and have Eareg take off for a bit to finish up some unfinished business. He can catch up to the group as they head for the Jatayi place since he's familiar with the badlands. If you want to do a side session for what he did while he was off we can, if not that's cool too.
If Eareg isn't around, we might just linger around town. He is the survival expert. We might have trouble getting there without his expertise.
I think Gorethirst or Kaius are the most well travelled aside from Eareg. And Gorethirst has travelled a good distance (Lophius is one of the farther cities from Macellaria I believe) he's still more at home in the cities.
Quote from: LlumIf Eareg isn't around, we might just linger around town. He is the survival expert. We might have trouble getting there without his expertise.
I think Gorethirst or Kaius are the most well travelled aside from Eareg. And Gorethirst has travelled a good distance (Lophius is one of the farther cities from Macellaria I believe) he's still more at home in the cities.
I guess that is very true. Well while I would really love to be there for the sendoff steerpike is free to run Eareg for me if you guys want to take off. If not then stick around town and I'll be back for the week after :)
There is a LOT either left to do in the city or that I'm planning on throwing at you guys in the city, so I think there'll be more than enough to do while Eareg is away.
Incidentally, I'm planning on running a make-up session with Wispy at some point... if the timelines work out there could be a combined make up session with Wispy/Eareg, who would make a hilarious pair (only Kaius/Wispy would be more of an odd couple, I think). If not there can always be two make up sessions.
Like Nomadic I'll log on the next couple days at the usual time. Friday evening PST (like 8PM+EST) I'll be busy, but until then I'm free - the benefit of being a jobless student between degrees!
I'd just like to say, I'm *TREMENDOUSLY* pleased with how this is working out, and I really appreciate the time, effort, dedication, and patience everyone has put in, including those who haven't been able to make every session. I was a bit sceptical originally about how fun an ongoing online game could be, and my expectations have been wildly exceeded, almost entirely because of you guys. Your role-playing so far has been exquisite; in fact, far better than some of my experiences with face-to-face tabletop roleplaying in larger groups.
So, thanks so much to everyone involved!!!
>>Incidentally, I'm planning on running a make-up session with Wispy at some point... if the timelines work out there could be a combined make up session with Wispy/Eareg, who would make a hilarious pair (only Kaius/Wispy would be more of an odd couple, I think). If not there can always be two make up sessions.
Hmmm. If I recall correctly, if Eareg and Wispy end up together, one probably isn't walking away alive because neither of them appear to tolerate the other at all :D...
And I think Kaius was respectfully/disdainfully avoiding Wispy, so I likewise fear for Wispy's safety.
Should be interesting to see how that turns out.
You are running a very fine game!
Quote from: Light Dragon>>Incidentally, I'm planning on running a make-up session with Wispy at some point... if the timelines work out there could be a combined make up session with Wispy/Eareg, who would make a hilarious pair (only Kaius/Wispy would be more of an odd couple, I think). If not there can always be two make up sessions.
Hmmm. If I recall correctly, if Eareg and Wispy end up together, one probably isn't walking away alive because neither of them appear to tolerate the other at all :D...
And I think Kaius was respectfully/disdainfully avoiding Wispy, so I likewise fear for Wispy's safety.
Should be interesting to see how that turns out.
You are running a very fine game!
While only subtle hints have shown up in the game to point it out, Eareg is actually very fond of the Jatayi and would put up with alot more from one than from another Ghilian.
Updated my character sheet (except spells)
Character sheet looks good, Nomadic!
[blockquote=Light Dragon]You are running a very fine game! [/blockquote]Thank you!
I'm really unsure when I'll be able to play within the next week or so since my plans are a bit messed up. If I do find a hole in my schedule anywhere I'll let you know.
And yes, I agree, this has been tremendous fun! Keep up the good work, Steer (and the good roleplaying, my fellow players).
I'm going to be running anotehr make-up session with Light Dragon probably next week, and those who've missed some sessions (Crow, Nomadic) are welcome to join, though as a head's up, there'll be less than legal tomfoolery involved, if Wispy goes for the hook I present.
Light Dragon what'd be the best time for you??
I would be ok with this
When are you running the make-up session for LD?
I'd really like to join the game this tuesday, but my own face-to-face RP group wants to meet that day and even though I haven't really gotten anything prepared I feel it's difficult to just say no to them... On the bright side, when I actually get back to studying after the vacation, tuesdays are near perfect for my schedule.
So for now I'll apologize for my horrible inability to arrive at most games...
I'm still waiting for his replay from my private message, but I'll let you guys know when that happens. I'm pretty un-busy for the next couple of weeks so if you guys'd like to squeeze another one in somewhere that can also be easily arranged...
Hi, I just replied to steerpike. We are working something out.
Here are the two possible times: Thursday the 12th 7 or 8PM EST or Tuesday the 17th 7 or 8PM EST. Crow, Nomadic, would either of you be able to make one of these times?
Would the Thursday one rub up against the SIG?
Dunno if maybe these times are too late for you, Crow?
Quote from: SteerpikeHere are the two possible times: Thursday the 12th 7 or 8PM EST or Tuesday the 17th 7 or 8PM EST. Crow, Nomadic, would either of you be able to make one of these times?
Would the Thursday one rub up against the SIG?
Dunno if maybe these times are too late for you, Crow?
Thursday would basically directly intersect the celtricia game. Tuesday would work for me only if the game started no later than 7 and only if it ran an hour and a half or less.
okay, with the 6-hour difference, I'd have to be available for play at either 1-2 AM on the 13th or 1-2 AM on the 18th in GMT+1, right?
I could always just sleep earlier or later, so I guess I could make it. No promises though, seeing as it's in the middle of the night. But I'll try!
Hmm, well, I think what we'll do is try is on Tuesday. Nomadic and Crow, you're welcoem to come if you want, but please don't feel obliged in any sense at all - I designed the adventure to be easy scaled, and Wispy could handle it solo. If either of you want I can always run another session at a more convenient time (particularly for Crow... 1-2 AM is pretty ridiculously late to play!).
Just so you know, my ISP is going to be doing maintenance soon. While I can make it to today's game, there's some risk that I might lose connection suddenly.
I realized multi-classing in IH is a bit tricky, so here's what the book has to say on the matter:
MULTICLASSING
As you gain levels, you can choose to advance within your current
class or begin taking levels in a new class. In Iron Heroes, there is
no restriction on how many classes you can take.
When you take more than one class, you gain flexibility at the
cost of expertise. You master a second fighting style, but your abilities
in both styles are weaker than those of a character advancing
in only one class. The key to building an effective multiclassed
character lies in finding class abilities that complement each
other. For example, a berserker/archer combination might not
prove a good fit. The berserker class works best when surrounded
by enemies in close quarters, while an archer thrives away from
melee.
Use the following guidelines to determine the various abilities
and talents of a multiclassed character.
Level: 'Character level' is a character's total number of levels,
determined by adding all class levels together. Use it to determine
when you gain the benefits outlined in the Skill, Feat, and Ability
Improvements table on page 29 and to figure the maximum ranks
you can have in a skill.
Your level in a particular class determines how some abilities
work. If this is the case, the ability specifies that you must base its
function off the 'class level' rather than your overall character
level.
Hit Points: Upon attaining a new level, you gain hit points
according to the class you just advanced in. Add these new hit
points to your total from previous levels.
Base Attack Bonus: Add the base attack bonuses acquired for
each class to get your new base attack bonus. If the resulting value
is +6 or higher, you get multiple attacks. Every time you can subtract
5 from the base attack bonus of the lowest attack and get a
positive result, you get an additional attack. Thus, when a character
has a base attack bonus of +6, she gets an additional attack
with a +1 base attack bonus. (This is represented as '+6/+1' in
class tables.) As the base attack bonus increases, the bonuses for
all attacks increase as well. So when the base attack bonus rises to
+7, the second attack becomes +2 (+7/+2). When her base attack
bonus rises to +11/+6, she gets a third attack at +1 (+11/+6/+1),
and so on. The maximum number of iterative attacks you can have
is four.
If you have levels in archer or weapon master, add the attack
bonus from your other classes to your special, weapon-specific
bonuses.
Base Defense Bonus: Add the base defense bonuses provided
by each of your classes together. If more than one of your classes
has an average base defense progression, apply a '"1 penalty to
your total base defense if you are 6th level or higher, a '"2 penalty
if you are 12th level or higher, or a '"3 penalty if you are 18th level
or higher. Apply only the highest penalty. For example, an 18thlevel
multiclassed character with more than one class with an
average base defense progression suffers a '"3 modifier to his total
base defense.
Saving Throws: Add together the base save bonuses for each
class.
Skills: Regardless of the class that you advanced in with your
new level, you can spend ranks on any of the skill groups available
to your classes. Your total character level determines your maximum
ranks.
If you have levels in the thief class, your maximum ranks equal
either your thief class level + 5 or your character level + 3,
whichever is greater.
Class Features: Multiclassed characters get all the class features
of all their classes. If you have access to more than one type
of token pool, you can accumulate tokens for different pools. All
the pools that require you to pick a target must have the same target.
You cannot divide your attention between multiple targets.
Note that token pools from different classes must stay separate. If
you are new to multiclassing, you might wish to have only one
token-generating class until you're more comfortable with it.
Feats: A multiclassed character gains feats based on character
level, regardless of individual class levels.
Feat Masteries: To calculate a multiclass character's mastery
rating in each mastery type, add the full value of the mastery from
the class with the highest value, and half the value of the masteries
from other classes that get that mastery type, rounded down
per class. For example, an Archer 4 / Man-at-Arms 3 has a projectile
feat mastery of 4. He gets 3 from his Archer levels + 1 more
(half his rating of 2) from his Man-at-Arms levels.
Ability Score Increases: A multiclassed character gains ability
score increases based on character level, regardless of individual
class levels.
WHY A BASE DEFENSE PENALTY?
The base defense penalty is an important balancing element. The
average base defense bonus lags behind the excellent progression
starting at 6th level. Thus, you could multiclass into several average
defense classes, taking each to 5th level, and acquire the equivalent
of an excellent defense progression. The penalties solve this problem.
The time next tuesday works for me.
Didn't know if I should post in the logs even though it relates to them, but I just wanted to commend you on your descriptions of places and scenes. Some of them are very well-written! I especially enjoyed the Impossible Dream sequence; that was just pure genius. Some of the bars and the dinner with Mr. Rasp were pretty cool as well.
Thank you very much! And it's fine to post in the logs thread.
I forgot to write this down: is the Collar of Cadaverous Communion 1 use/day type item?
Yes. At will would make it a bit too valuable.
Working on a couple spells to replace a couple others Eareg has. Wanted some things that would better fit his character. I still need one more spell, was thinking a medium ranged touch attack spell (something that would fit meteor nicely) though I am unsure how to handle that. The problem is I can't get into any spell areas that will really mesh with meteor until 2nd and 3rd level spells and taking that many levels of witch this early, I'm not sure if it would be a good idea (or match my characters style). Anyhow, thoughts on these spells? Thoughts for a way to make my ideas work?
Volcanic Bolt
Evocation [Fire]
Level: Fire 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 20ft.
Area: Line-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
With a gesture and an eldritch word a searing line of volcanic magma erupts from the casters extended finger. The burst travels in a line, searing anything in its path. Any creature caught in the flames takes 1d6 points of fire damage per caster level (maximum 5d6). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
-----
Scald
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes
A fiery ray bursts from your hand. You must succeed on a ranged touch attack to strike the target. The subject takes a penalty to Constitution equal to 1d4+1 per two caster levels (maximum 1d4+5). The subject's Constitution score cannot drop below 1
The second spell seems fine to me, compared to Ray of Enfeeblement. Causes less ability damage, but I'd expect CON damage to be more useful than STR damage.
Damage output of the first one goes up much faster by caster level than that of Magic Missile, although it does allow a save for half. Shouldn't be a problem with Eareg in any case, what with his being multi-classed.
Perhaps rather than damage-dealing spells you could go for something more indirect? For example you could make a spell to "mark" a target with, that makes it easier to hit or negates any partial concealment bonuses. Or a spell to coat someone's eyes with hot smoke that impairs their vision (not total blindness, just some penalties to Spot checks and attack rolls etc). These kinds of spells might be more useful at higher levels, when the meager damage of 1st-level spells just isn't much to speak of.
Quote from: GhostmanDamage output of the first one goes up much faster by caster level than that of Magic Missile, although it does allow a save for half. Shouldn't be a problem with Eareg in any case, what with his being multi-classed.
Perhaps rather than damage-dealing spells you could go for something more indirect? For example you could make a spell to "mark" a target with, that makes it easier to hit or negates any partial concealment bonuses. Or a spell to coat someone's eyes with hot smoke that impairs their vision (not total blindness, just some penalties to Spot checks and attack rolls etc). These kinds of spells might be more useful at higher levels, when the meager damage of 1st-level spells just isn't much to speak of.
[/quote]
Good idea, I'll have to tinker with that a bit I still have a few spells I'd like to replace.
Quote from: NomadicScald
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes
A fiery ray bursts from your hand. You must succeed on a ranged touch attack to strike the target. The subject takes a penalty to Constitution equal to 1d4+1 per two caster levels (maximum 1d4+5). The subject's Constitution score cannot drop below 1
The thing about con damage is that it also decreases maximum HP (and this potentially current HP) by 1/level per con bonus lost. So this spell could be ridiculously strong (especially towards later levels). Also, for Poison Mastery you need Expanded Mastery 6 to unlock Con damage. I don't think it's something that should be available as a first level spell.
For volcanic bolt how about we change it to a ray (I still want the same or similar damage progression)? As for the con one I could drop it back to a flat 1d4 or even a 1d3 if that would balance it better.
Quote from: NomadicFor volcanic bolt how about we change it to a ray (I still want the same or similar damage progression)? As for the con one I could drop it back to a flat 1d4 or even a 1d3 if that would balance it better.
The only 1-st level spell I can find with d6 damage progression is Shocking Graps, which is a melee touch attack. Doesn't seem like the kind of thing Eareg would want but dunno.
As for Scald, I really don't think that much Con damage should be available at such a low level. It just doesn't seem in line with other spells. However maybe if there was a Fort save of DC 10+caster level to negate?
Quote from: LlumQuote from: NomadicFor volcanic bolt how about we change it to a ray (I still want the same or similar damage progression)? As for the con one I could drop it back to a flat 1d4 or even a 1d3 if that would balance it better.
Shocking grasp also gives a +3 to attack (a pretty good bonus at level 1) anything that is wearing/made of alot of metal (something not uncommon for an adventurer to find). I think that a fixed range smaller than even the close range base limit isn't unbalancing in comparison to said grasp from shocking grasp (provided I change it to a ray so it can only hit one thing).
As for scald, what about dex damage, that fits in line better with eareg anyhow since his biggest worry is A) enemy ranged attackers... and B) people who can dodge his shots well. Something like a 1d4+1/2 level since dex is still slightly stronger than strength.
Quote from: NomadicAs for scald, what about dex damage, that fits in line better with eareg anyhow since his biggest worry is A) enemy ranged attackers... and B) people who can dodge his shots well. Something like a 1d4+1/2 level since dex is still slightly stronger than strength.
Seems good. Caps at d6+5 I guess, just like RoE.
Quote from: LlumI think that Shocking Graps has a higher damage progression simply because it is melee. And the +3 bonus is in there to help wizards/sorcs (who have 0 BAB at level 1, and generally lower str) actually hit things, this makes the spell usable for them. A ranged spell with d6 progression just seems to invalidate all lower damage dealing spells.
Level 1 touch spells aren't usable for a wizard in my experience as they come down to too little too late. The only wizards that can make use of them safely are already high enough leveled to have access to better stuff anyways. Back when I used to play regularly we used to bump the touch spell power for wiz/sorc up a bit for the lower level stuff for just this reason. To make it a good high risk/high reward item vs the current high risk/low reward. As for the lower damage dealing spells they either have a major bonus (magic missile for example has no miss chance and a comparable damage output of 2-5 vs 1-6 with the bonus being balanced via a slower advancement in damage) or they are cantrips. There are two other spells with a d6 progression and both give extras beyond damage (the spell detailed just does damage). So IMO I think it's balanced. :)
What other spells have d6 progression?
What if Volcanic Bolt was 1d6 damage per two caster levels, as per Vampiric Touch or Searing Light?
I deem Scald balanced.
While you might not want to take the witch levels necessary to get accesss to it, Scorching Ray seems to fit very well with Eareg's ranged pyromancy style.
Quote from: SteerpikeWhat if Volcanic Bolt was 1d6 damage per two caster levels, as per Vampiric Touch or Searing Light?
I deem Scald balanced.
While you might not want to take the witch levels necessary to get access to it, Scorching Ray seems to fit very well with Eareg's ranged pyromancy style.
I would be ok with that, in fact let's do that. Also which version do you deem balanced? The 1d4+1/2 level dex one?
That's the one, if that's the one you want to keep.
Awesome, here's the final versions. I looked at the fluff though and decided to work it to make it more... cadaverous. Heh. Anyhow here's the final result
-----
Infernal Lance
Evocation [Fire]
Level: Fire 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 20ft.
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
With a gesture and an eldritch word a searing beam of boiling blood erupts from the casters extended finger. You must succeed on a ranged touch attack to strike a target. The subject takes 1d6 points of fire damage plus an additional 1d6 for every other caster level beyond 1st (maximum 5d6).
-----
Crippling Conflagration
Necromancy
Level: Fire 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes
You call forth a ray of black fire from your outstretched palm. The burst of eldritch energy withers anything it strikes, locking up joints and stiffening muscles. You must succeed on a ranged touch attack to strike the target. The subject takes a penalty to Dexterity equal to 1d4+1 per two caster levels (maximum 1d4+5). The subject's Dexterity score cannot drop below 1
Boiling blood = awesome!
While we're on the subject of witchcraft, can we assume that spells are available to purchase in the Hexwarren at the SRD price?
That's a safe assumption for spells level 3 and below. For anything greater it may or may not be the case - like shopping for magic items or other special/expensive equipment, you have to seek out the right merchant, and some spells may be even harder to come by.
EDIT: For example, Limited Wish/Wish are right out as are Plane Shift and Astral Projection, and I'm pretty hesitant to allow Teleportation. On the other hand, dark/necromantic spells from the cleric spell list might be available as arcane spells in CE, such as Slay Living, Deathwatch, Deeper Darkness, Death Ward, Death Knell, Destruction, Implosion, Antilife Shell, Desecrate/Consecrate, Poison, and Insect Plague (just some examples), though decidedly NOT spells like Cure spells, Alignment-based spells, or spells excessivley concerned with holiness/unholiness, like Unhallow, Blasphemy, Bless, or Holy Aura. I should draw up a detailed list of non-wizard spells available to witches, but in the meantime, just run any unorthodox spells by me first.
Some additional Witch Spells
Since I don't have lots of magic classes whose spell lists need to be balanced against one another, I don't feel that adding these spells as options for the witch makes it overpowered.
1: Eldritch Fang (Magic Fang), Entropic Shield, Deathwatch, Doom, Bane
2: Flame Blade, Death Knell, Desecrate, Consecrate, Hide from Grave-Spawn (Hide from Undead), Augury
3: Poison, Neutralize Poison, Greater Eldritch Fang, Speak with Dead, Meld into Stone, Searing Light, Daylight, Deeper Darkness
4: Death Ward, Rusting Grasp, Giant Vermin, Discern Lies
5: Insect Plague, Slay Living, Wall of Thorns, Disrupting Weapon
6: Antilife Shell, Harm, Blade Barrier
7: Creeping Doom, Destruction
8: Regenerate
9: Implosion, Storm of Vengeance
From the the always indispensable Book of Vile Darkness:
Boneblast
Necromancy
Level: Witch 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One creature that has a skeleton
Duration: Instantaneous
Saving Throw: Fortitude half or Fortitude negates (see text)
Spell Resistance: Yes
The caster causes some bone within a touched creature to break or crack. The caster cannot specify which bone. Because the damage is general rather than specific, the target takes 1d3 points of Constitution damage. A Fortitude save reduces the Constitution damage by half, or negates it if the full damage would have been 1 point of Constitution damage.
Evil Eye
Enchantment
Level: Witch 3
Components: S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous (see text)
Saving Throw:Will negates
Spell Resistance: Yes
The caster focuses malevolent wishes through her gaze and curses someone with bad luck. The subject takes a '"4 luck penalty on all attack rolls, saves, and checks. The spell ends at the next sunrise, when dismissed, when a remove curse is cast on the subject, or when the caster takes at least 1 point of damage from the subject.
Flesh Armor
Abjuration
Level: Witch 4
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 10 minutes/level or until Discharged
Prior to casting flesh armor, the caster lays the skin from a creature of his size and lays it upon his own flesh, wearing it like clothing or armor. Once the caster casts flesh armor, his skin develops resistance to blows, cuts, stabs, and slashes. The caster gains damage reduction 10/eldritch. Once the spell has prevented a total of 5 points of damage per caster level (maximum 50 points), it is discharged, and the skin slowly rots, shedding in patches like the skin of a moulting snake.
Focus: The entire freshly harvested skin of another creature of the caster's size.
Grim Revenge
Necromancy
Level: Witch 4
Components: V, S, Undead
Casting Time: 1 action
Range:Medium (100 ft. + 10
ft./level)
Target: One living humanoid
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The hand of the subject tears itself away from one of his arms, leaving a bloody stump. This trauma deals 6d6 points of damage. Then the hand, animated and floating in the air, begins to attack the subject. The hand attacks as if it were a wight (see the Monster Manual) in terms of its statistics, special attacks, and special qualities, except that it is considered Tiny and gains a +4 bonus to AC and a +4 bonus on attack rolls. The hand can be turned or rebuked as a wight. If the hand is defeated, only a regenerate spell can restore the victim to normal.
Grim revenge is AWESOME. As an aside I found a picture that I think is pretty close to how I view Eareg.
(http://img837.imageshack.us/img837/994/1281596594860.jpg)
Awesome - that's about how I pictured him!
I had been imagining him a little bit like this (http://www.bromart.com/images/1Guns.jpg) as well, albeit with a rifle instead of six-shooters. Pretty similar images.
Is it bad that I picture the jatayi as looking a bit like the skexis from the dark crystal?
[blockquote=Nomadic]Is it bad that I picture the jatayi as looking a bit like the skexis from the dark crystal? [/blockquote] Ha! No its not bad to think of them that way, though as written they are a tad more humanoid/less monstrous, more like a very weatherbeaten angel with vulture wings and eyes. I don't think I ever definitively stated whether or not they have beaks (a bit like how Tolkien never definitively states whether Balrogs have wings). In my head they don't, which makes their carrion-eating somehow more disturbing to me. The idea of a beaked creature eating rotting flesh makes me shrug, but the idea of a human mouth eating rotting flesh is somehow "wrong," and I usually go with wrong = good.
Ah yes, I think I pictured them without beaks the first time I read about them, but during the campaign I have envisioned them with beaks on occasion. And yes, human mouths does make it infinitely more disturbing...
Man Dark Crystal is a good movie. There are rumors of a 2011 sequel floating about.
Does CE have mechanical constructs? If it does, what would I need to do to obtain the equivalent of a chopper (the motorcycle version, not a helicopter)? Eareg needs one... oh and sunglasses. Seriously, can you picture it? A ghoul rides up on a thumpin motorcycle, screeching to a halt. At his back a demonic rifle wreathed in flame, his features hidden by a downturned cowboy hat. He lifts up the hat and casually pulls off a pair of sunglasses to look out over the blood red wastes. The awesome is just too much. And yes for those of you who haven't figured it out by now, Eareg is my attempt to create a Cadaverous Earth cowboy.
There are some mechanical constructs but no cars/motorcycles (too twentieth century). How about a clockwork horse (http://3.bp.blogspot.com/_4OYGjUrdllo/SaAzPQnXkjI/AAAAAAAARIk/lwUkjaDXRkY/s1600-h/DSC00521-2.jpg), or steam-driven beastie of some kind, breathing flame and black soot or crackling with eldritch electricity?
What you'd need to obtain one is about 1200 obeloi (for a basic mechanical horse, which I'd treat as a Heavy Warhorse with the Construct type) and the right mechanist to sell or build you one. Kaius coud build you something but it'd take some time, though it'd cost less.
Hell yes clockwork horse.
Hi. mIRC problem. It says that I've been using the program for 42 days and it wants me to register.
It should work if you just wait for a a few seconds. Then you can press continue.
About grafts:
Would it be possible to get a spine/nerve graft that allowed some of my other grafts to act autonomously? E.g. grant me the ability to both take my two normal actions and do something with my tendril?
Also, even if they are kind of corny, are wing grafts possible in CE?
Do they ever graft mechanical parts onto people? It seems most grafts are purely biological with the exception of the weapon graft which doesn't involve any moving parts. I could imagine some kind of fell joint effort between a Macellerian grafter and a clockwork-maker from Skein or something like that.
[blockquote=Conundrum Crow]Would it be possible to get a spine/nerve graft that allowed some of my other grafts to act autonomously? E.g. grant me the ability to both take my two normal actions and do something with my tendril?[/blockquote]I don't think I'd let a graft do this but you could take the Multiattack Feat (http://www.d20srd.org/srd/monsterFeats.htm), which reduces penatlies for fighting with multiple natural weapons. With a full attack action you can use things like your tendril and your knives, just at a significant penalty; with Multiattack you'd reduce that penalty a lot. Also check out the Improved Natural Attack and Improved Natural Armor Feats on that page, which might be good for graftpunks.
[blockquote=ibid.]Also, even if they are kind of corny, are wing grafts possible in CE?[/blockquote]I'll give you Vermishank's answer: "First off, [Conundrum Crow], in theory its perfectly possible. In theory, there is almost nothing which can't be done with [fleshcraft]. It's all just a question of wiring things up, a bit of flesh-moulding. But flight's horribly hard because you're dealing with all sorts of variables that have to be exactly right... Wings have to be perfect or they won't do the trick... So the answer, I suppose, I'm saying, [Conundrum Crow], is that yes it can be done... But it isn't likely. It's too danm hard. There's no [fleshcrafter] who could promise a result. Either you're going to have to find [Orlando Petrifax], get him to do it," hissed Vermishank in conlcusion, "or I wouldn't risk it" (Mieville 168).
Basically it's got a ridiculous cost associated with it and thus has a very high graft flesh DC. If you find you have 40000 obeloi and seek out a real virtuoso of fleshcraft and do him extensive favours and get exactly the right wings for the graft, I'd totally allow it, and in fact that could make an awesome quest.
[blockquote=ibid.]Do they ever graft mechanical parts onto people? It seems most grafts are purely biological with the exception of the weapon graft which doesn't involve any moving parts. I could imagine some kind of fell joint effort between a Macellerian grafter and a clockwork-maker from Skein or something like that.[/blockquote]Yup!! In fact, even grave-spawn can take mechanical grafts. They're basically the same as organic grafts, but tend to be more expensive, and they tend to incorporate stuff like built-in firearms/flamethrowers/acid-sprayers for weaponry, pistons for inreased strength, etc. Some are very cludgy and some with a Dexterity penalty. There's a shop called Wind Up in Hexwarren with a specialist in clockwork grafts & goodies.
BTW, some of your other graft ideas are great and I will totally allow the bulk of them. Mantid legs, for example, would totally work.
Some clockwork grafts:
Mechanical Eye: This eye simply replaces an eye that has been lost, providing no special bonuses or penalties. It can be upgraded with special lenses, however. 500 obeloi.
Magnifying Lens - as Eyes of the Eagle.
Lens of Minute Seeing - as Goggles of Minute Seeing.
Lens of Darksight - as Goggles of the Night.
Lens of Hexsight: These lenses constantly Detect Magic. 2500 obeloi.
Clockwork Arm: This intricate clockwork prosthetic has to be meticulously rewound daily. It provides a +2 Strength bonus to actions or attacks made with it. 4500 obeloi.
Weapon Hand: This weapon mount can only be attached to a Clockwork Arm. A normal, masterwork, or magic melee weapon is grafted onto the hand so it is never unarmed. The weapon actually becomes a natural weapon, though its other properties are unchanged. The grafted creature receives a +1 bonus on all attack and damage rolls with the weapon, as long as it is proficient with the weapon. However, the hand with the graft cannot be used for anything but combat, and it takes a '"2 penalty on all skill checks requiring the use of hands (if it only has one additional hand). 1000 obeloi + the cost of the weapon.
Weapon Mount: This weapon mount can only be attached to a Clockwork Arm. A normal, masterwork, or magic melee weapon is grafted onto the hand so it is never unarmed. The weapon actually becomes a natural weapon, though its other properties are unchanged. The grafted creature receives a +1 bonus on all attack and damage rolls with the weapon, as long as it is proficient with the weapon. 3000 obeloi + the cost of the weapon.
Reloader: This special reloader can be fitted to a firearm graft on a Clockwork Arm, such as a Weapon and/or Weapon Mount graft. It automatically reloads a mounted firearm, such that the wielder is treated has having the Rapid Reload feat with that firearm. 2500 obeloi.
Custom Eldritch Revolver-Mounted Clockwork Arm (Keen Masterwork Revolver): This glyph-etched masterpiece of a graft not only provides a custom +2 Dexterity bonus instead of a +2 Strength bonus, it comes with a Reloader and is warded such that the threat range of the Masterwork Revolver is 19-20/x3. 13000 obeloi.
Custom Blade-Arm (Masterwork Bastard Sword Arm): This speciality weapon-arm provides a +2 bonus to Strength and terminates in a massive blade treated as a Masterwork Bastard Sword - a 1d10, 19-20/x2, +1 to hit, natural weapon. However, the hand with the graft cannot be used for anything but combat, and it takes a '"2 penalty on all skill checks requiring the use of hands (if it only has one additional hand). 7800 obeloi.
Clockwork Legs: These clockwork legs allow a creature to move at +10 ft. their normal speed and provide a +5 competence bonus to Jump checks, not limited by their height. 5500 obeloi.
Clockwork Heart: This incredibly intricate clockwork heart provides a +2 enhancement bonus to Constitution. If it is not rewound daily (one minute to wind it) via the small knob implanted on the grafted creature's chest, the grafted creature instantly dies. 4500 obeloi.
Mechanical Lungs: These mechanical lungs allow the grafted creature to breathe underwater. They also make the creature immune to inhaled poisons or toxic gases. They do not need to be rewound. 18000 obeloi.
The Clockwork grafts look badass. However for the Clockwork Legs, doubling someones movement speed seems kinda... extremely good. Maybe something like 10 rounds/day or something. I mean, for 2750 obeloi, that's incredible.
Yeah, I was basing them off the boots of Striding and Sprining, a Wondrous Item worth 2500 obeloi, but I just realized I was using the old 3.0 version instead of the balanced 3.5 version (I still have the old 3.0 DMG). Changed now, thanks for catching that!
Of course,one could argue whether Carver, with his ideas of transcendence through grafting, would use fleshless clockwork in his grafts. But well, if you are to transcend your form clockwork does make for a more extreme change.
Hmm, would it be possible to get some kind of crazy brass clockwork goggle with multiple moving arms bearing hexed lenses so that i could graft all the Lenses and use them interchangeably? (assuming I actually had the money to buy them all)
Have you looked at some of the prosthetics from Unhallowed Metropolis? The clockwork heart pretty much covers the Ticker but you might be able to garner some inspiration from the Oraculum. Also, the UM prosthetics just have a nasty vibe you could draw on (e.g. you have to painfully rewind the Ticker).
And about the spine graft, wouldn't it be possible for a certain cost to just copy the effects of the multi-attack feat with a graft? I can understand that you feel a free extra action might be a bit too much...
Yes to the goggle thingy - a lens selector would be pretty easy to create I think. Maybe 200 obeloi on top of the other costs.
Because of the large number of feats available to IH characters I have to say no to the bonus feat from grafts thing, but might I suggest a 1/day Haste tattoo, or some kind of drug-gland that replicates the effects of Haste? Haste allows you to make an extra attack with "any weapon you are holding," and your tentacle or other natural weapons would count.
The only other (really weird) solution I can think of is visitng a soul tinker/diabolist and getting a demon bound inside your own body. The demon could possess a limb or other extremity, giving you an extra action and other bonuses with that limb - but there'd be *lots* of other complications, such as not having full control over that body-part, psychic corruption, having to appease the demon's twisted desires, etc etc, sort of like Eareg and Meteor's strange relationship but more visceral. Could be fun, but that might be more than you were looking to get into.
I sadly don't have the UnMet book though I have dug up some old PDF add-ons for it... I always think I should order it, its very much up my street (heck one of my major academic literary interests is late ninteenth century Britain and the gothic revival!). Until I scrape together enough obeloi of my own for a copy, though, please feel free to use it yourself for any grafts you fancy, and just run the mechanics past me. A Oraculum is an eye that lets you see into the spirit world, right? Could that maybe a graft that lets you Detect Grave-Spawn/Undead?
Just had an awesome idea. Clockwork graft that is basically a spring-loaded steel gauntlet connected to an arm socket attachment by a chain. Let's you make a ranged unarmed melee attack up to a set range (length of the chain). Has special sockets in the knuckles. For an additional cost the person may purchase special gems that fit in the sockets and deliver touch spells x/day upon contact. Can also fit spikes for minor additional damage (and a place to apply poison to). Retracting the fist is a full round action. When retracted it can be used as a normal hand though it is bulkier and stiffer and users take a check penalty to skills that require the use of your hands.
I just thought it would be awesome to face off against a hulking brute with a pair of these flailing around punches and causing chaos. Not to mention how fun it could be to play a PC with a rusty clanking contraption in place of a right hand, the inner workings glowing red and the knuckles a collection of eldritch gems bubbling with an inner light.
All fun and games until the big grunt grabs a hold of the chain, yanks it with force and kicks you in the face. Also, having both hands replaced with these would make retracting rather difficult, 'less you've got some extra limbs grafted on.
Quote from: GhostmanAll fun and games until the big grunt grabs a hold of the chain, yanks it with force and kicks you in the face. Also, having both hands replaced with these would make retracting rather difficult, 'less you've got some extra limbs grafted on.
No that would only increase the fun and games :P
Also they aren't manually retracting. That was the point of the clockwork, they wind themselves back up on the chain.
So a bit like the mechanical hand worn by the ogre from Hellboy II?
And yeah, demon possession is probably not up Carver's alley. Although a wing quest could be quite awesome, wouldn't mind doing one. Or a quest for some other unique graft for that matter.
Do you need to buy the mechanical eye to use the lenses or would the goggles work just as well?
Goggles would work too.
I was just thinking about possible directions the campaign might go in future... if you guys were to leave Macellaria and surroudns for a visit to one of the other cities, which of them would you most like to see? You could, of course, decide to go to any of them as you please, but I'm writing up adventure hooks and threads for later sections of the campaign and was just wondering if there were certain sections of CE anyone would like to adventure in.
I'd actually be most interested in Erebh! Lophius would also be cool.
Edit: Marainein also interests me.
[blockquote=The Meanest Guest]I'd actually be most interested in Erebh! Lophius would also be cool.
Edit: Marainein also interests me. [/blockquote]
Perhaps a tour of the extreme south is in order at some point.
Being a scavenger I'd be most interested in visiting the slaughter lands as opposed to any of the cities. For cities I'd be up for Lophius.
Gorethirst was kinda exiled from Lophius. Not to rain on anyones parade, but it might take some finagaling.
As for other places, the Devil Song(?) mountains, where-ever the Ur-Bone comes from is pretty interesting.
Hmm, Macelleria is kind of the capital of grafting, so I don't know why Mr. Carver would find it clever to leave.
Of course, you could always lure him away with stories of some master grafter.
Other than that, I have to think about it.
Have you ever thought of saint-grafting? If CE has any saints or something akin to that who left behind relics it can only be a matter of time before some religious leader grafts St. Baranauskas' right hand. Don't know if Mr. Carver would do it, it just crossed my mind...
Hmm there might be prophets and dead heroes with relics, and the Lamenters of the Weeping Lady have relics since they're into that sort of thing. I do like the idea of grafted the embalmed fingertips of some legendary mummified magus or something similar... that's messed up, in a good way.
How functional would such grafts be, being dead flesh and all?
Good point Ghostman - decaying grafts wouldn't work to well.
Perhaps they could spread disease?
Quote from: SteerpikeGood point Ghostman - decaying grafts wouldn't work to well.
Mummified objects don't really decay.
Also true, though they probably also don't graft on to living flesh terribly well.
Quote from: SteerpikeAlso true, though they probably also don't graft on to living flesh terribly well.
Probably not.
They could be clockwork-augmented. Hexed saint-bones with clockwork muscle.
Nomadic, what is Eareg's current up-to-date spell list? I was thinking that we could exchange some 1st-level hexes before the journey to Shan-Szut.
Well my unique level 1 spells are:
- Blood Wind
- Crippling Conflagration
- Identify
- Infernal Lance
- Magic Missile
- Mount
My list:
* Adoration (Charm Person)
* Comprehend Languages
* Deceptive Visage (Disguise Self)
* Lighten the Flesh (Feather Fall)
* Blood Bait
* Harden the Skin (Mage Armor)
* Summon Black Steed (Mount)
* Ray of Enfeeblement
* Entropic Shield
I'd be most interested in Identify and Magic Missile. If we exchange spell for spell, it'll cost each of us 100 obeloi per exchange.
Mage Armor could be useful since it boosts my pitiful AC to a more decent amount for an hour though its use is limited and not worth 100 obeloi. The other stuff isn't really of much use. I think I'll just stick with what I have for now.
Just letting you guys know I wasn't able to make a character last night so I will not be at todays game. Also, after next tuesday I won't be able to make the 4:15 game time. I'd end up being 15-30 minutes late every session at a minimum.
I was actually going to ask about this. How does the timeslot work for people after the summer? It turns out it still works for me but it sounds like we should push it 20 miutes or so ahead and start at 4:40 EST/9:40 GMT.
EDIT: Just realised I've had the wrong GMT time posted up on the front page - apologies!
Also, a quick note on times etc - while I think I'll still have enough time to run the campaign once a week I may have less time for make-up sessions and solos. that doesn't mean I won't have *any* time for them, just that the number of commitments I have is about to triple or so. Also, sessions might have to be a bit shorter starting next week - we'll see.
I'm quite okay with tuesdays. Might even be the best day for me.
Still works for me, but only if it is no earlier than 4pm PST (7pm EST). Note that this is after September 20th. Before then the current time is still preferred though moving it back by a few minutes won't hurt me.
Llum and I were discussing new character options and Skinchanger came up as a possibility.
This might be treated in a couple of ways. Skinchanging is very vague right now in CE but is most prevelant amongst the northern barbarian cultures.
Basically it would use the Alternate Form (http://www.d20srd.org/srd/specialAbilities.htm#alternateForm) mechanics. The player would pick an animal such as a bear, hyena, wolverine, dire rat, or what-have-you, and be able to switch to that form. Obviously there'd be a CR cap of some kind.
I was originally thinking that Skinchanger might be a trait but I'm starting to think that's not such a good idea. What if it were a feat instead, albeit one available only to members of a culture where skinchanging is practiced? The feat might even be taken multiple times or with mastery levels to allow for different forms.
The skinchanging process might leave the character shaken afterwards.
Thoughts/suggestions? Is there a way to make this work and not be hideously unbalanced? Should skinchanger just be a custom class of some variety.
EDIT: Also, suggestions for how to handle symbiotic vampire plate (powerful armour that embeds itself in the wearer's veins after flowing across their body) would be appreciated.
About the vampire plate, maybe it takes time to grow? You get it implanted, then over time it grows over your body. Increasing the DR and what not until it is fully in place.
Other things I mentioned are a minimum Con needed (16?) and Steerpike had mentioned it draining d4 hp a day or something similar.
Re: Skinchanger? Why not balance it like a druid? It seems to do the same thing.
also, after you left, Crow and I discussed if the pathfinder extra base classes are available (albeit with their powers reduced soemwhat to match IH's powers):
http://www.d20pfsrd.com/classes/base-classes
I figure that Witch and Inquisitor are out, but the others seem potentially applicable. Although, as we discussed, the Oracle will need to lose all of its access to cleric spells and instead it could run with the Warlock's flavor- the Oracles are vehicles for demons and their magic list is limited to spells related to cause disease, inflict wounds, etc.
No need really to address this though unless someone is interested in one of the classes. I don't see Wispy multiclassing into any of these anytime soon. It was just something we were discussing.
Interesting classes, for sure... I'm certain some could be adapted, though of course they'd need a lot of modification.
Here's an early version of what a Skinchanger feat might look like. Thoughts?
Skinchanger [Lore]
Through secret arcane rituals passed down from generation to generation you have unlocked the esoteric secrets of skinchanging and can assume animalistic forms.
Base Mastery: 3
Prerequisite: First, the skinchanger must procure a totem - a pelt of the creature he wishes to turn into. This cannot merely be the dead flesh of any animal but must be a fetish, the hide of an animal the skinchanger has personally slain and skinned. The animal must be Medium sized. Additional totems can be gathered as desired - the skinchanger need not take the feat multiple times to transform into them, however.
Benefit: The skinchanger can assume the form of a Medium sized animal whose totem he possesses.
This feat functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per character level, or until dismissed, and can be used once per day. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. After changing forms twice (i.e. from human to animal and back to human) the skinchanger is shaken for 1 hour.
Any gear worn or carried by the skinchanger melds into the new form and becomes nonfunctional. When the skinchanger reverts to his human form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the skinchanger's feet. The skinchanger's totem melds along with the skinchanger.
A skinchanger loses her ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make.
Expanded Mastery 4: The skinchanger is no longer shaken after transforming.
Expanded Mastery 5: The skinchanger can use his abilities 2/day.
Expanded Mastery 6:The skinchanger can assume the form of a Small sized animal, provided he possesses the appropriate totem.
Expanded Mastery 7: The skinchanger can use his abilities 3/day
Expanded Mastery 8:The skinchanger can assume the form of a Large sized animal, provided he possesses the appropriate totem.
Expanded Mastery 9: The skinchanger can use his abilities 4/day.
Expanded Mastery 10: The skinchanger can use his abilities 5/day.
Alright so here are my first few comments.
Expanded mastery 5/7/9/10 are all basically the same thing. This makes them really boring, and uncool since a higher one basically invalidates a lower one if you get it. I'd make it start at 2? maybe and have Expanded mastery 3 or 4 (or higher) be something like Assume form can be used a number of times equal to 1+wisdom bonus or something.
Also, perhaps an expanded mastery that reduces the form changing time?
Items being non-functional, I assume this is for stuff like weapons and shields? What about magic items? If I had a Periapt of Defense (+1 defense) would that still work? How about items that give enhancement bonus to stats? How would it affect grafts? Would they become useless? Or, if I had a tentacle graft, would I shapechange into an animal with a tentacle? Maybe an expanded mastery that allows the skinchanging of flesh/soul grafts?
What about changing into swarms?
Also, are there any CE-specific animals? Something other than lion/tiger/bear?
Mhmm, tentacle bear. And don't forget the humble wolf!
Do the skinchangers use this for war? Transportation? Scouting? Religious purposes?
Changing into swarms seems like something a spell could do (I even seem to remember Steerpike doing a scene with a witch who did that? Or were the bugs just controlled?); but I wouldn't say it fits with the style of a skinchanger.
A new form of the feat, with qusetions addressed - let me know what you guys think.
I've decided no on the swarm thing for skinchanging.
To answer Crow's question, skinchangers use their talents for hunting, defense, tribal warfare, and as part of religious ritual.
There are CE specific animals such as the xsur, shaik-toruch, dire maggot, and dune horror, and I'm planning more. There are also weird versions of normal animals like mutant wolves and hyenas.
Skinchanger [Lore]
Through secret arcane rituals passed down from generation to generation you have unlocked the esoteric secrets of skinchanging and can assume animalistic forms.
Base Mastery: 3
Prerequisite: First, the skinchanger must procure a totem - a pelt of the creature he wishes to turn into. This cannot merely be the dead flesh of any animal but must be a fetish, the hide of an animal the skinchanger has personally slain and skinned. The animal, beast, or magical beast must be Medium sized. Additional totems can be gathered as desired - the skinchanger need not take the feat multiple times to transform into them, however.
Benefit: The skinchanger can assume the form of a Medium sized animal, beast, or magical beast whose totem he possesses.
This feat functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per character level, or until dismissed, and can be used twice per day. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. After changing forms twice (i.e. from human to animal and back to human) the skinchanger is shaken for 1 hour.
Any gear worn or carried by the skinchanger (including wondrous items that provide a skill, ability, or save bonus) melds into the new form and becomes nonfunctional. Physical grafts (including clockwork grafts) are not carried over into the skinchanegr's new form, though spiritual symbionts still possess a skinchanger. When the skinchanger reverts to his human form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional, and any grafts possessed are still fully functional. Any new items worn in the assumed form fall off and land at the skinchanger's feet. The skinchanger's totem melds along with the skinchanger.
A skinchanger loses her ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make.
Expanded Mastery 4: The skinchanger is no longer shaken after transforming.
Expanded Mastery 5: The skinchanger can transform into an abberation or vermin (of appropriate size), provided he possesses the correct totem.
Expanded Mastery 6:The skinchanger can assume the form of a Small or Large sized animal, provided he possesses the appropriate totem.
Expanded Mastery 7: The skinchanger can transform 5/day.
Expanded Mastery 8: Transforming is a free action.
Expanded Mastery 9: Wondrous items carried that provide a skill, ability, or save bonus (such as a Belt of Giant Strength) still provide their bonus to the skinchanger while he is transformed.
Expanded Mastery 10: The skinchanger can transform at will.
Looks better, a few more questions though.
How is DR going to work in Animal form? Do they have inherent DR (like a berzerker?) because losing your armor DR and all your items that give a defense bonus seems rough.
How do feats work in Animal form? Do combat expertise, power attack and stuff like cleave still work?
Changing to animal form and changing back, does that count as your two transformations for the day (without expanded mastery 7?) or does that mean you can turn into an animal twice?
First of all, an announcement. Setpember 7th I will unfortunately not be able to run the usual game, as I won't have any internet access and am not as well-situated as I was during our first session. The added time will give me a better chance to write up some CE animals/beasts and similar stuff anyway. This is going to be a rare exception. The game will resume on the 14th of September at the usual time though we may have to pick a new time soon given Nomadic's schedule.
As for Llum's queries:
a) Hadn't considered DR, I'll have to ponder that. May be a flat 1d4? Perhaps one of teh mastery levels should increase this?
b) All feats still function and are only rendered non-functional if they rely on a specific piece of equipment you don't possess while in animal form, so if you transform into a wolf, for example, your point blank shot feat still functions, you just can't wieled bows or firearms to make use of it.
c) Transform into an animal twice per day (reverting/dsimissing is "free"). I'll clarify that, and the DR.
Hmmm, ok do animal weapons count as finesse or power for the purpose of feats? Or both?
[blockquote=Llum]Hmmm, ok do animal weapons count as finesse or power for the purpose of feats? Or both? [/blockquote]
Both. In the Bestiary there are monsters with feats from either type.
Alright my next will ether be 1. Human Witch and/or Man-At-Arms Skinchanger. Not sure on background for him yet.
or
2. Lilix Weaponmaster, male gholmaz (spider-killer, missing his three left arms[replaced with grafts maybe]) who uses Bastard Swords. He'd have 3 magical bastard swords (3 of a set of 7) and be looking for the next 4.
Quote from: LlumAlright my next will ether be 1. Human Witch and/or Man-At-Arms Skinchanger. Not sure on background for him yet.
or
2. Lilix Weaponmaster, male gholmaz (spider-killer, missing his three left arms[replaced with grafts maybe]) who uses Bastard Swords. He'd have 3 magical bastard swords (3 of a set of 7) and be looking for the next 4.
That second one sounds freaking awesome and I totally support the concept. First one could be cool too though not sure without more of a description. Though in the end of course the choice is up to you. Will be nice to have you back in the game regardless.
I'd be interested in seeing the Lilix.
Gholmaz: something you came up with yourself or an already introduced concept? Are they exiles or a lower caste or some kind of limb-sacrificing order? Or did he simply lose the arms in battle...
And damn he will deal some nasty amounts of damage with 4 bastard swords... He will probably also take some hefty penalties, but still.
Looking forward to seeing Gorethirst's successor! Hope you have him ready for next week.
Steerpike, are we running LD's heist session this week even if the ordinary game is cancelled or are you gone all week?
Quote from: Conundrum CrowGholmaz: something you came up with yourself or an already introduced concept? Are they exiles or a lower caste or some kind of limb-sacrificing order? Or did he simply lose the arms in battle...
And damn he will deal some nasty amounts of damage with 4 bastard swords... He will probably also take some hefty penalties, but still.
Looking forward to seeing Gorethirst's successor! Hope you have him ready for next week.
Steerpike, are we running LD's heist session this week even if the ordinary game is cancelled or are you gone all week?
It's gholmuz actually, I miss-typed it in my post. It's an already introduced concept, seen it while I was reading the Dolmen write-up. They're criminals who get their arms chopped off to mark them, they're essentially the lowest caste a lilix can be in Dolmen. Barred from upper tiers and stuff.
Internet is back! Sorry again I couldn't make it the other day; only just now got things up and running.
Llum has the gholmuz thing exactly right. Under the Gynocracy's theocratic law offenses such as heresy, treason, sexual deviancy (doesn't include homosexuality amongst men, but would include lilix-human copulation and lesbianism), spider-killing, sacrilege, blasphemy, and similar transgressions are punished by dismemberment (the more limbs removed, the greater the crime), and the offender becomes untouchable, not to be admitted into temples or the upper tiers of the city.
BTW, lilix often keep spiders of various sizes as pets, and rarely use them as mounts (difficult but not impossible). Also, katanas in d&d = masterwork bastard swords, so if you wanted katana-like swords instead of the standard European style, that could work...
What kind of crime would warrant losing 3 arms? 2 arms? 4 arms? As for the katana thing, would it be more realistic? I know skein has a semi-asian flavour (a skein 2h sword is like a nagitana). So, no real background on the set of magic swords really.
Also, what is your reasoning in starting Skinchanging at Mastery 3? This cuts out on a couple more mastery things you can put into it.
The mastery 3 thing is basically to impose something of a level requirement, as I see skinchanging as a fairly powerful ability, especially for someone like a witch whose mental scores likely outmatch their physical. Allowing skinchanging at low levels could lead to some very overpowered low-level characters, I think.
Lilix usually favor curved blades and also (often) small pistols (derringer-like).
As to the whole crimes thing, a couple of notes:
a) If a lilix lost 3 or more of its extra limbs, does everyone agree it would be fair to get rid of their LA?
b) As for how severe the crimes would have to be, the lilix might have committed several smaller crimes. Here's a rough list of crimes/punishments for lilix that result in the gholmuz designation (the lilix have other crimes, which are generally resolved through fines):
Spider-Murder: 1 limb
Theft of religious object/funds: 1 limb
Murder of a freedwoman (i.e. a human, female slave who's been freed): 1 limb
Copulation with a human: 1 limb
Blasphemy/Profanity within a temple of Tiers 1-5: 1 limb
Adultery: 1 limb
Murder of a lilix male without an official writ of assassination: 2 limbs
Desecration or Vandalism of holy webs/temples of Tiers 1-5: 2 limbs
Blasphemy/Profanity within a temple of Tiers 6-7: 2 limbs
Same-sex copulation (female-female only; male-male is permissible): 2 limbs
Unlicensed or Blasphemous Witchcraft: 2 limbs
Heresy (i.e. espousing non-orthodox religious opinions): 3 limbs
Desecration or Vandalism of holy webs/temples of Tiers 6-7: 3 limbs
Treason: 3 limbs
Blasphemy/Profanity within the Cathedral of Tier 8: 3 limbs
Rape of a lilix female: 3 limbs
Insurrection (i.e. armed resistance to the Gynocracy): 4 limbs
Murder of a lilix female without an official writ of assassination: 4 limbs
Desecration or Vandalism of holy webs/architecture of the Cathedral of Tier 8: 4 limbs
Rape or murder of a clergywoman: Death; entombment as a gholmuz, without blessing
Vandalizing the Tapestry of Verlum: Death; entombment as a gholmuz, without blessing
Quote from: SteerpikeThe mastery 3 thing is basically to impose something of a level requirement, as I see skinchanging as a fairly powerful ability, especially for someone like a witch whose mental scores likely outmatch their physical. Allowing skinchanging at low levels could lead to some very overpowered low-level characters, I think.
Hmmm, why not just add prerequisites like Glyph Bullet and Craft Graft? Nether of those can be taken at level 1 (iirc). Seems safer than losing out on two mastery levels. There's a trait in the Player's Companion (Prodigy) that lets you choose a single mastery feat (a feat, not a kind a feat. So Cleave rather than Power for example. It lets you treat your mastery rating as 1 higher than it is for that specific feat. So a Witch 1 with prodigy still has the mastery 3 to take Skinchanger at level 1).
Here's a new version of the feat:
Skinchanger [Lore]
Through secret arcane rituals passed down from generation to generation you have unlocked the esoteric secrets of skinchanging and can assume animalistic forms.
Base Mastery: 2
Prerequisites: Beast Lore, Knowledge (nature) 6 ranks.
To acquire this feat, first the skinchanger must procure a totem - a pelt of the creature he wishes to turn into. This cannot merely be the dead flesh of any animal but must be a fetish, the hide of an animal the skinchanger has personally slain and skinned. The animal, beast, or magical beast must be Medium sized. Additional totems can be gathered as desired - the skinchanger need not take the feat multiple times to transform into them, however.
Benefit: Once per day the skinchanger can assume the form of a Medium sized animal, beast, or magical beast whose totem he possesses.
This feat functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per character level, or until dismissed. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. After changing forms twice (i.e. from humanoid to animal and back to human) the skinchanger is shaken for 1 hour. While in an alternate form the skinchanger has a DR of 1d2/magic.
Any gear worn or carried by the skinchanger (including wondrous items that provide a skill, ability, or save bonus) melds into the new form and becomes nonfunctional. Physical grafts (including clockwork grafts) are not carried over into the skinchanger's new form, though spiritual symbionts still possess a skinchanger. When the skinchanger reverts to his humanoid form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional, and any grafts possessed are still fully functional. Any new items worn in the assumed form fall off and land at the skinchanger's feet. The skinchanger's totem melds along with the skinchanger.
A skinchanger loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make. He still understands any languages he knows in his humanoid form.
Expanded Mastery 3: The skinchanger is no longer shaken after transforming. The skinchanger can also now transform 2/day.
Expanded Mastery 4: The skinchanger's DR increases by one even die type (i.e. 1d2 to 1d4) while in his alternate form.
Expanded Mastery 5: The skinchanger can transform into an abberation or vermin (of appropriate size), provided he possesses the correct totem. The skinchanger can also now transform 3/day.
Expanded Mastery 6:The skinchanger can assume the form of a Small or Large sized animal, provided he possesses the appropriate totem.
Expanded Mastery 7: The skinchanger's DR increases by one even die type (i.e. 1d2 to 1d4 or 1d4 to 1d6) while in his alternate form.
Expanded Mastery 8: Transforming is a free action. The Skinchanger can also now transform 5/day.
Expanded Mastery 9: Wondrous items carried that provide a skill, ability, or save bonus (such as a Belt of Giant Strength) still provide their bonus to the skinchanger while he is transformed.
Expanded Mastery 10: The skinchanger can transform at will.
Alright, if I don't take the Lilix gholmuz route, I've decided some more on my other choice.
It would be a skinchanger character. Ghul would be really cool, since you keep your type, so they would change into undead versions of animals (I believe that's how it works). Very cool, and very MBotF. However I still think our party needs more non-humans/non-ghul.
I don't really want LA, so my options are Zerda, Leechkin, Hagman. I just played a Leechkin so that's out. That leaves Zerda and Hagman. From a lore-wise point, is there any predilection towards ether race? Since they only get a Background trait I can't take the Prodigy trait (from the IH Players Companion), is there some lore-justification for some kind of custom skinchanger oriented background trait? Something that would let me treat my Skinchanger Mastery Level as 1 higher than it is? (Allowing me to reach mastery 10 as a Man-At-Arms).
Just some thoughts.
I'd allow you to swap out your normal background trait for the Prodigy (Skinchanger) trait. For a zerda, this would mean you were a white-furred, albino "sorcerer," one marked from birth as touched by the spirit-world (often having some witch levels, but not necessarily). For a zerda skin-changer Small sized animals would be standard instead of Medium ones, with Mastery 6 giving access to Tiny and Medium instead of Small and Large. Possible totems might include lizards, birds of prey, serpents, and (at higher levels) giant scarab beetles or Dune Horrors.
For the hagmen it would mean you are a Flamen (Priest) of Nemam, the Aspect of Metamorphosis, an androgyne facet of the Aeon-Worm concerned with transformations and liminal states. Likely alternate forms might include crocodiles, leopards, and other swamp/jungle creatures.
If you have ideas of your own for CE-themed animals that's cool too...
EDIT: If you do lose 3 limbs as a lilix gholmuz I think it's relatively balanced to lose the LA. I don't think a single extra off-hand attack and a couple of stat bonuses/penalties are equivalent to an entire level, especially if compared to what a mantid or jatayi get (flight, natural weapons, etc).
Rereading your original idea, realized that the bastard swords you had in mind aren't necessarily of lilix design...
Yeah, I think you can safely remove the LA.
Alright, since I'm not fond of small characters looks like I'll be going the Hagman route. Even though a white-furred zerda sounds badass.
As for animals, I'm guessing I can pick anything out of the d20srd within reason? What about the IH Bestiary? Other 3.5 books? Where can I look for ideas?
What about spirit grafts, is there a list of them kicking around? Also, would I be able to purchase a bound water elemental? Ether bound by some kind of spirit or hex or something?
If all this is too much trouble, just tell me to settle down and finish a character and I can go with the Gholmuz.
Water elementals aren't available for purchase but if you take a witch level you can get one as a familiar. Alternatively you could get a tattoo of the create water spell (treat as level 0 spell, 1st level caster is all that's needed to create enough water - only 250 obeloi).
I had some spirit grafts in mind that did things like fear auras, unnerving gaze, etc, but don't have them written up - its been very hectic recently for me and I'm a bit exhausted! I'll work on those, though, when I get the chance.
Anything in reason is good for animals - monster manuals, bestiary, whatever you desire, though if its a non-terrestrial animal (like an owlbear or whatever), renaming it and tweaking its cosmetics would be preferable, or you can just show me its stats (or just a description) and I'll make up a suitably CEish description and name for it.
Hagmen hunters also might be skinchangers, so I could see taking the trait if you went that route, as well, as opposed to the priest thing.
Don't feel you can't make a human or ghul, if you'd rather do that.
I really like the lilix character idea as well...
I can't really multi-class as a Hagman, I'd get XP penalty unless I went Hunter/x and the way I'm leaning is Witch/Man-At-arms. The extra feats from Man-At-Arms are just too usefull compared to class abilities IMO. And having a 3rd caster in the party? Even with skinchanging, might be weird. Might try it though.
No worries about getting the written up right away.
If you'd rather have a charm or fetish that "moisturizes" you that'd also be available for 250 obeloi, same as the tattoo, though it'd take up a pendant/amulet item slot. What I'm picturing is a kind of hagman voodoo medicine man/shamanistic warrior who can change his/her shape and shares his/her soul with a fell spirit...
Some spiritual symbionts such that a soul-tinker might provide, and rules for them:
Spiritual symbionts are immaterial manifestations of (generally extradimensional) creatures, i.e. spirits, which are bound to a mortal's soul (or, as some prefer to say, consciousness). Some spirits are bound through contract, sharing in a mutually beneficial arrangement with the mortal they possess; others are bound against their will, impelled to perform all manner of arcane tricks. Soul-tinkers are a type of witch skilled in the implantation of spiritual symbionts, much as a fleshcrafter can graft alien flesh.
For every spiritual symbiont beyond the first that a character is bonded with they suffer a -1 penalty to Wisdom. Additionally, they must make a Madness save (DC 13 + the number of total symbionts they are bonded with). This save uses the modified Wisdom score. If the character fails their mind fractures from the strain and they act as if confused, making a Madness save every round to regain their sanity. If they fail by more than 10, the spirits within them gain control over their body.
Fear Aura: The host creature can radiate a 5-foot-radius fear aura as a standard action once per day. Affected creatures must succeed on a Terror save (DC 10 + character level)or be affected as though by a fear spell (caster level equal to character level). As with all Terror saves, the save DC is Charisma-based. Whenever other characters are near the host creature they break out in gooseflesh. Cost: 7000 obeloi
Unnerving Gaze: Three times per day the host creature`s eyes can flash at a opponent and their visage can twist to resemble that of a dead loved one or sworn enemy. Range 30 ft., Madness save (DC 10 + character level) negates. Those who fail their saves take a -2 penalty on attack rolls for 1d3 rounds. This symbiont changes the host creature's eye colour to a dreadful black. Cost: 2000 obeloi.
Wounding Touch: This symbiont allows the host creature to wound with a mere touch and warps one of their hands, turning the veins black and growing long, discoloured talons that regrow if pared down (this does not grant a claw attack). Once per day the hos creature can make a touch attack. A creature touched may make a Horror save for half damage (DC 10 + character level). Cost: 1d8+1 per character level (maximum +5) 750 obeloi, 2d8+1 per character level (maximum +5) 3500 obeloi, 3d8+1 per character level (maximum +5) 8000 obeloi, 4d8+1 per character level (maximum +5) 14000 obeloi.
Mind-Ravisher: The host creature can use detect thoughts at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the host creature can implant a suggestion (as the spell, Will DC 10 + character level negates) along with his telepathic message. Cost: 28000 obeloi.
Hell-Tongue: This symbiont taints the host creature's tongue a ghastly black colour and leaves them with a vile taste in their mouth. Three times per day they can utter a curse as the Bestow Curse spell as if cast by a witch of their character level. They can also automatically speak Hellspeak. Cost: 8000 obeloi.
Hell-Tongue would be nasty and pretty dang strong. Would hate to be on the receiving end of that.
Not sure if I ever posted this...
MULTIATTACK [MONSTER]
A monster with this feat is particularly skilled at combining its varied natural attacks'"such as claws, bite, tentacle slams, and so forth'"into one dangerous whole.
Base Mastery: 1
Prerequisite: Three or more natural attacks.
Benefit: The creature's secondary attacks with natural weapons take only a '"2 penalty.
Normal: Without this feat, the creature's secondary attacks with natural weapons take a '"5 penalty.
Expanded Mastery: 4. The monster may use one of its natural attacks to attempt an aid another action as part of a full
attack action. The monster gains the benefits of the aid another action until the end of its current action. For example, a troll attacks with two claws and a bite. It could use its bite to make an aid another attack, and then strike with its claws while gaining the benefits (if any) of its aid another attempt. A monster can't grant an ally the benefits of aid another in this manner, and it can make only one aid another attempt per full attack action.
Expanded Mastery: 6. The monster's secondary attacks with natural weapons now take no penalty.
Expanded Mastery: 8. The monster combines its natural attacks, tearing into a foe with its claws and bite at the same time to cause a more grievous injury. If the monster strikes a foe with two or more natural attacks as part of a full attack action, it immediately inflicts slam damage plus its Strength bonus as bonus damage as it rends and tears into its opponent. A single target can't suffer this damage more than once during a creature's action.
I like the whole mechanic behind the spirit-grafts. Costing wisdom etc... None of the current ones really appeal to me but they sounds cool.
As for the latest incarnation of Skinchanger, looks great. However there is one that bugs me, and it bugs me for official feats that do this too, is that Expanded Mastery 4 and 7 are essentially mutually exclusive. Once you get 7 4 becomes a wasted feat.
I dunno if you want to change it to increases DR by 1d2/magic each time, leave it as is or do something else.
Yeah I was modeling that effect off things like Weapon Focus. I agree they're a bit off. I think increasing it by 1d2 each mastery level is too much, though, because eventually you'd end u wit a monster with full plate equivalent DR...
I found this (http://www.iron-league.com/displaycontent.cfm?iCatId=3&iConID=167) online, which might be a radical alternative version of skinchanging. If you like this class version better, feel free to ignore the posted feat and go with the class instead. There are a couple of places I might tweak the class as well, but they wouldn't be major.
I had meant Expanded mastery 4 and 7 increase by 1d2 each. So it would be 1d2-->2d2-->3d2 instead of 1d2-->1d4-->1d6 (possibly skipping out on the Expanded mastery 4 altogether)
Check out my fix above.
EDIT: Llum, though a hagman character could be very cool, if you'd rather play a human, don't feel that the group's racial makeup requires more token monsters. Mr. Carver barely counts as human anyway, and a human who can change into a horrific floating manta-ray thing (xsur) or something similar is definitely "alien" enough to be distinct.
Btw, a xsur has stats similar to the Cloaker from the SRD but without the shadow shift abilities and with a different Moan ability that deals 3d6 sonic nonlethal damage, Reflex DC 15 for half, instead of the usual Moan choices...
Lilix Name
[spoiler=Stats]
Lilix Gholmuz Man-At-Arms 5
STR: 20 [+5]
DEX: 16 [+3]
CON: 12 [+1]
INT: 12 [+1]
WIS: 10 [+0]
CHA: 10 [+0]
HP
53 Hit Points
53 Reserve Points
Languages
Shambles
Spiderchatter
Chattlechatter
Feat Mastery
All 3
Traits:
Noble Born[Well Educated]
Feats:
Improved Initiative
Combat Expertise Mastery 1
Power Attack Mastery 1
Weapon Focus Mastery 1
Armor Mastery Mastery 1
Multi Weapon Fighting Mastery 1
Wild Card Feat
Skills:
Perception
-Listen(Wis)
-Search(Int)
-Sense Motive(Wis)
-Spot(Wis)
Robbery
Disable Device (Int)
-Forgery (Int)
-Open Lock (Dex)
-Sleight of Hand (Dex)
Academia
-Appraise (Int)
-Concentration (Con)
-Decipher Script(Int)
-Heal (Wis)
-Knowledge (Int)
-Speak Language
Bluff(Cha)
Climb(Str)
Gather Information(Cha)
Intimidate(Cha)
Abilities:
Darkvision 30 ft
+2 Bluff
Arachnoid: Lilix have six arms (and two legs). They have one primary hand and five off hands for combat purposes. They can, of course, take Multiweapon Fighting to ameliorate the normal penalty for fighting with additional weapons.
Liquid Diet: Lilix can only ingest liquid food.
Combat:
Masterwork Bastard Sword(1h): +11(+5[BAB] + 5[Str] + 1[Weapon Focus] + 1[Masterwork])(1d10 +3[Str] - 19-20 x2)
Masterwork Bastard Sword(2h): +11(+5[BAB] + 5[Str] + 1[Weapon Focus] + 1[Masterwork])(1d10 +7[Str] - 19-20 x2)
Defense: 18 (5[BDB] + 3[Dex])
Armor: Masterwork Studded Leather: 1d3+1/Magic - Max Dex Bonus: +5 - Penalty: 0
Initiative: +7
Saves: +5
[/spoiler]
[spoiler=Inventory]
Money:
11000 Obeloi
Items:
General Supplies:
Total Weight:
[/spoiler]
[spoiler=Magic Items]
First Magic Bastard Sword
Second Magic Bastard Sword
[/spoiler]
[spoiler=Fluff]
Lost 3 arms for treason. Left Dolmen, went to find set of 6 bastard swords, has found 2 so far.
[/spoiler]
Character looks very nice. More fragile than Gorethirst in the hp department but some opportunity for crazy go nuts damage...
So far lilix names have had lots of s's, z's, c's, r's, v's, and x's, but you could always go for something more like a nickname. Gholmuz generally lose their last (family) names, it should be noted, as their families usually disown them.
Good if brief session today. I ruled that Eareg and Wispy were out scouting ahead. Llum's new character was introduced.
A few items of business:
1) We need to reschedule the game, since not everyone can make the current timeslot. I'm available Mondays and Wednesdays all day and Tuesdays and Thursdays after 1 PM PST (4PM EST, 9PM GMT). Fridays aren't very good but in a pinch I'm available Friday evenings after about 7PM PST (10 PM EST). Post the times you're available and we'll go from there.
2) Carver and Wispy still need to finish their heist. There's not much left so this can be wrapped up pretty quickly. Because the two have split we could even run them separately.
3) I switched computers so I'm missing some of the logs - basically those from the session before the one today, when you cremated Gorethirst and set out on your journey. Does anyone have a copy of those logs? If so, please send me a PM - otherwise it may be awhile before the logs can be updated.
Thanks everyone! I really hope to keep the game going and miss as few sessions as possible.
I'm available Monday-Saturday from 1-5pm (1pm until midnight on Thursday/Friday). That time changes when school starts in a few weeks (Tues/Thurs I'm unavailable until about 4pm) As to the logs I have them but since we use the #celtricia channel I'm going to have to search them out and separate them from the steel isle logs first.
I can join the game on most days, as long as it won't continue past 7 PM EST.
Mondays and Tuesdays are fine for me.
*
Wednesdays are iffy but manageable.
*
Thursdays are out of the question.
*
Fridays are ok.
*
Weekends should be fine usually.
[/list]
Hi. I could probably do the Wispy quest as soon as tonight, although later rather than earlier (after 7PM EST.)
As for days:
Monday after 7PM EST or later
Tuesday (oddly the best day, even with starting at the current time EST, although unavailable until October)
Wed (not a good day)
Thursday (any time, but things generally come up on Thursdays)
Friday (late)
Sat (I usually do things, but If I am around... ok.)
Sunday (no)
Mondays are bad
Tuesdays are good since my time zone pretty much requires me to play the game late and I don't have to meet at my university on wednesdays.
This also makes wednesdays okay, although I won't be able to make it every time then since I usually do stuff that day.
Thursdays could work.
Fridays there is a good chance I'm doing something so not the best day really, the same goes for saturday although I might be able to squeeze in a session on occasion.
Sundays would have to be reasonably early in the day (GMT+1) since I have to get up around 6-7 AM monday morning.
Steerpike: Tuesdays after 1 PM PST
Nomadic: Tuesdays 1-5PM work for me (3pm-midnight after the 20th).
Ghostman: Tuesdays are fine for me.
Light Dragon: Tuesday (oddly the best day, even with starting at the current time EST, although unavailable until October)
Conundrum Crow: Tuesdays are good since my time zone pretty much requires me to play the game late and I don't have to meet at my university on Wednesdays.
Haven't heard from Llum yet but unless his schedule has changed he should be able to make Tuesdays (correct me if I'm wrong llum). This means that the current time still works the best (1pm every Tuesday) though after the 20th this will have to become 3pm every Tuesday for me to keep playing.
Wednesdays I can't do anything.
Thursdays I have the SIG at 8:30 EST and get back from school at like 4:30 EST. Tuesdays I also don't get back home till 4:30 EST. So I won't be around until then, but it still works for me.
Mondays could work I guess, I have most of the day free.
Friday-Sunday aren't going to happen for me. I tend to do stuff on the weekends so I don't commit to anything.
Nomadic, the catch is timezone related. After the 20th you're not available after 4 PM (though I see you changed it to 3...), which is 7PM EST - and Ghostman can't play after 7PM EST.
However, if you're available at 3 PM (that's PST, right?) we could squeeze out a session or so a week.
So, I propose that the new time should be 2:40 PST (5:45 EST,10:45 GMT) to whenever people can play to. The extra 20 minutes at the beginning can be used for rules questions out of character discussion, etc.
Some days there can be make-up sessions or subplots run before the regular game.
Crow (and Light Dragon if you're available), we can finish off the heist when convenient, but are either of you around this coming Tuesday at all, like round 3-4 EST/8-9 GMT?? I'd be on tonight but I have to (re)read Frankenstein...
Re: Re-read Frankenstein... that's about 121 pages :D it's perhaps one of the few pieces of literature where it is quicker to read the book than to see the movie (the other being Lord of the Flies). j/k
Good luck.
-
Regarding this coming tuesday, regrettably that is not possible unless a commitment cancels; my next two weeks are booked solid with commitments. I'll try to be on the IRC page though when I am free; so, don't plan for me to be around next tuesday, but there is a small chance I could have 2 hours free in the afternoon.
Quote from: SteerpikeNomadic, the catch is timezone related. After the 20th you're not available after 4 PM (though I see you changed it to 3...), which is 7PM EST - and Ghostman can't play after 7PM EST.
However, if you're available at 3 PM (that's PST, right?) we could squeeze out a session or so a week.
So, I propose that the new time should be 2:40 PST (5:45 EST,10:45 GMT) to whenever people can play to. The extra 20 minutes at the beginning can be used for rules questions out of character discussion, etc.
Some days there can be make-up sessions or subplots run before the regular game.
Crow (and Light Dragon if you're available), we can finish off the heist when convenient, but are either of you around this coming Tuesday at all, like round 3-4 EST/8-9 GMT?? I'd be on tonight but I have to (re)read Frankenstein...
Oops that was a typo. Should be 4pm not 3pm
Crow, just how bad are your Monday evenings?
Hmm, I'm home around 18 PM (GMT+1) and I have to go to bed at around 11 PM - 12 AM (GMT+1) so that I can be up by 6.20 AM the next day. This leaves me with 5-6 hours, which I of course also have to spend on family, food and homework and we usually eat around 8 PM so that splits the time into two periods. I could probably play between 9 PM and 12 AM if that works, but as you can hear it's not the best day for me.
EDIT: I'm good for finishing Carver's part of the heist next tuesday!
Good news on the Tuesday thing and Carver.
Perhaps Mondays at 4:00 PM EST (9:00 PM GMT, 10:00 GMT+1, 1:00 PST) for 1-2 hours might work??? If you had to miss sessions, Crow, we could run occasional make-up solo sessions the next day. I don't see any other major spots available: Tuesdays and Thursdays are out for time zone reasons, and Wednesdays, Fridays, and weekends are problematic for other reasons.
Well, if it has got to be monday then I guess I better make room for it. But yes, then it can only be 1-2 hours...
Hmm, we can't come up with a biweekly solution?
Maybe a semi-regular short game the next day, such that there are almost two groups of players?
Hmm, perhaps, although it takes a bit to take two evenings out of your schedule for one event (even if it is a good one). Not to add that you might come under some pressure.
The only way a multiple session game would really work would be to just after crow leaves split it off into a new session and do a two session game all in one long span. The other days just don't look like they will work unless you want to be hosting tons of 1-2 person games all over the week.
On further consideration I think doing two sessions would end up giving an unfair experience advantage to those who can make both. However, if we stick to a Monday session I'll sometimes run a make-up session on Tuesdays for Crow/Light Dragon/others if they miss the main session. Does that sound fair and reasonable? I wish there was a simpler, easier way to do it, but I can't find a day and time that works for everyone, and I'd rather come up with an imperfect solution than cancel the game or cut players from the roster.
Quote from: SteerpikeOn further consideration I think doing two sessions would end up giving an unfair experience advantage to those who can make both. However, if we stick to a Monday session I'll sometimes run a make-up session on Tuesdays for Crow/Light Dragon/others if they miss the main session. Does that sound fair and reasonable? I wish there was a simpler, easier way to do it, but I can't find a day and time that works for everyone, and I'd rather come up with an imperfect solution than cancel the game or cut players from the roster.
Probably the best way to do it.
I don't understand what Nomadic was saying re: his conflicts?
Nomadic is free from 1PM-4PM EST on tuesday
Ghostman is free from 1PM-7PM EST on tuesday
What is the problem?
You could start at 2PM EST and play till 5PM est potentially? Nomadic would miss the last hour and I would probably miss the first hour, but other than that, it would seem to accommodate everyone?
Still, I'm okay with being a makeup or whenever you can fit me in person- it's just that I don't understand what the issue is Re; Nomadic's times-- I am confused.
I think that's 1PM-4PM PST --> 4PM-7PM EST.
That being said, I'm still in class at 2PM EST. However if that's the date that works best for everyone, that's cool.
Quote from: Light DragonI don't understand what Nomadic was saying re: his conflicts?
Nomadic is free from 1PM-4PM EST on tuesday
Ghostman is free from 1PM-7PM EST on tuesday
What is the problem?
You could start at 2PM EST and play till 5PM est potentially? Nomadic would miss the last hour and I would probably miss the first hour, but other than that, it would seem to accommodate everyone?
Still, I'm okay with being a makeup or whenever you can fit me in person- it's just that I don't understand what the issue is Re; Nomadic's times-- I am confused.
Ok here's the clarification. I currently am not in school but am working. I go to work at about 5pm PST but I need an hour for dinner and getting ready and such (hate to finish a game and go rushing out the door). So I am available until 4pm PST (7pm EST) on Tuesdays. This changes though next week when school starts. Basically I will be missing next week since there's no way I can cram a game into the tiny span of time between the end of school and the start of work. After that though my work wraps up and I just have school. I get out of school at 3:15pm and have a roughly 20-30 minute drive home plus some time to put stuff away and wind down and so forth which means the earliest rounded time I could make would be 4pm PST. So in short:
- I will be missing next week's game
- After next week I will be available Monday-Saturday through a large range of times
- Tuesday/Thursday however I have school and so will be unavailable until 4pm PST (7pm EST)
To clarify for everyone, since Nomadic is missing this week, we'll continue at our previous play time this Tuesday at around 1:30 PM PST/4:30 PM EST/9:30 PM GMT (Crow, perhaps we can do a make-up session afterwards).
Starting the week after (on the the 27th of September) the new play time will be Mondays at 1 PM PST/4 PM EST/9 PM GMT, and I will try my best to be generally available on Tuesdays (the day after the regular session) for make-up sessions.
If you're up for it steerpike could we do a makeup session the Tuesday after next around 4pm or so since I'm missing the next game?
Quote from: NomadicQuote from: Light DragonI don't understand what Nomadic was saying re: his conflicts?
Nomadic is free from 1PM-4PM EST on tuesday
Ghostman is free from 1PM-7PM EST on tuesday
What is the problem?
You could start at 2PM EST and play till 5PM est potentially? Nomadic would miss the last hour and I would probably miss the first hour, but other than that, it would seem to accommodate everyone?
Still, I'm okay with being a makeup or whenever you can fit me in person- it's just that I don't understand what the issue is Re; Nomadic's times-- I am confused.
Ok here's the clarification. I currently am not in school but am working. I go to work at about 5pm PST but I need an hour for dinner and getting ready and such (hate to finish a game and go rushing out the door). So I am available until 4pm PST (7pm EST) on Tuesdays. This changes though next week when school starts. Basically I will be missing next week since there's no way I can cram a game into the tiny span of time between the end of school and the start of work. After that though my work wraps up and I just have school. I get out of school at 3:15pm and have a roughly 20-30 minute drive home plus some time to put stuff away and wind down and so forth which means the earliest rounded time I could make would be 4pm PST. So in short:
- I will be missing next week's game
- After next week I will be available Monday-Saturday through a large range of times
- Tuesday/Thursday however I have school and so will be unavailable until 4pm PST (7pm EST)
Ah, okay. I understand. Thank you for the clarification. Now I understand why the eventual move to mondays. :)
Sorry to have had to make you explain. You were very patient with me.
[blockquote=Nomadic]If you're up for it steerpike could we do a makeup session the Tuesday after next around 4pm or so since I'm missing the next game?[/blockquote]
Sounds good to me!
I'm not going to be here tomorrow. I can't play tuesdays at all anymore due to some new school scheduling.
Oh dear. Well, too late now to reschedule the game. It may be a small contingent tomorrow. However, that might give Crow more of an opportunity to finish his heist.
Heads up: I may be a bit late to the game tomorrow [Monday].
I'm withdrawing from the CE game. Sorry for the trouble, but I had a great time while I was playing.
It was a lot of fun interacting with your characters Llum. Far as I'm concerned, you'd be welcome back any time should you wish to return.
Sad to hear it, but we had a great time!
I'm sad to hear that Llum... Hope you'll have time to rejoin us again sometime in the future.
Heads up that I may be a wee bit late to tomorrow's game on account of (Canadian) Thanksgiving plans.
Hmm, plans have gotten more involved and I don't think I'm going to be able to make it tomorrow. Really sorry guys!!
Ah, too bad...
We still have to finish the heist by the way, when you have the time for it. :)
I'm sad to miss out on Shan-Szut now that we've finally arrived, but I probably can't make it to the game tomorrow. Because of a small vacation one of my other roleplaying groups saw fit to schedule something for that day. But Mr. Carver will probably be back for next week!
I have some good news and some bad news.
The bad news is that Nomadic is dropping out of the campaign, at least for now. I can totally understand his reasons; heck the guy just took over site administration, I'm sure his plate is super full.
The sliver lining is that without Llum or Nomadic it may be easier to find a play time, so we might want to consider moving the campaign to a more convenient time for people like Crow and Ghostman.
The alternative is that we put the campaign on temporary hiatus and then, when schedules are a bit less hectic, polish up our black onyx gems worth 25 gp per hit die and revivify the thing.
If the remaining players want, we can combine these two solutions and finish up the Shan-Szut raid before calling a hiatus. I'm confident you guys can probably clean out the eyrie in 1-2 sessions, especially with the help of Zaszicar.
If Blood and Bewitchment does go on hiatus I may well run some one-shots of Tempter or something else. I'm having an itch to do something Lovecraftian.
We played an ENORMOUS amount of CE over the summer, probably in the area of 5-8 hours a week for some of us. It's easy to get burnt out on a constant diet of viscera, madness, cannibalism, glyph-graven undead hookers, and all the other revolting creations that make CE what it is. Perhaps a break wouldn't be such a bad thing, and a palette cleanser of something else might help. Though if I'm GMing it'd probably still be fairly disturbing.
Let me know what you guys think. Perhaps we should put it to a vote?
EDIT: By the way, today's session was canceled as not enough people could show up, so the party is still at the foot of Shan-Szut, having just outrun the tempestas mali that was zapping them and reanimating the dead.
I'm in favour of finishing the raid, just to tie up that loose end, and then taking a little break. Having an occasional one-shot of Tempter or something else in the meantime could be refreshing.
Whatever goes on is good for me because I realize that my scheduling issues cause problems (but later [after work] is usually better for me...which is incongruous with Crow's schedule, sadly.). As always, I'll be occasional due to my scheduling limitations- but I always enjoy popping in; and we still need to finish the heist adventure.
Sad to see Nomadic leave the game. It was interesting to have him drop in and send Wispy to hell.
@LD: (didn't Llum send you to Hell?)
I've really enjoyed playing the CE campaign, so I'd like to see it continue. I could live with a minor hiatus, but I have no need for it :)
I may come back later if I get more free time. Right now I'm trying to balance a full credit schedule at college with managing the cbg and fighting crime on the side.
What did we decide on, are we playing tonight?
Yep!
Well, hopefully...
Sorry if I was unclear... I had a ton of work this last week.
New trait I thought of for Zerda only. I'm treating it as a background trait but it does have a physical component.
Magus [Background]
Distinguished by your white fur, you were apprenticed to the tribe's magus and trained in the mysticism of the zerda.
Mechanics: You use Wisdom as your casting ability instead of Intelligence: bonus spells and the maximum level of spells you can cast are based off you Wisdom rather than your Intelligence. You also cast spells with the Fire descriptor at +1 caster level.
Thanks again for a good session Steerpike.
Some leveling up questions:
1. I used the d20 SRD to tripleclass to a Rogue. How do I calculate my feat mastery progressions?
(Yes I realize the foolishness of the tripleclass on a LA character. Although I think on the next level Wispy might take a level in Gunslinger). The main drawback of this is that he is still at Base Attack Bonus +1. :o. Any suggestions from others on gear or something to compensate for this issue are welcomed. Still, I'm willing to be somewhat madcap/incompetent as long as I don't die-it suits the character, so even if I have difficulty hitting things, that will probably be okay in the long run. My weapons are at a +5 to hit currently, and the sneak attack option was another attempt to make sure that he's useful in battle to some degree; so I'm generally fine. I can live with a trade off on being less efficient in battle as long as Wispy can still do random little things that might be useful. (Like greasing up the Demons mid-air).
So, with respect to not dying, which is much more important; if I can buy/do something that increases HP or AC, that would also be welcomed. He's currently standing at 30 HP for level 5.)
2. How much damage does the new Produce Flame infusion cause?
3. Any stats that I need to know w/r/t the Hound, or will you be taking care of that as well as running the creature? Wispy will be considering a name for the creature.
4. What was the cash reward for completing the Heist quest? Or will we RP that?
1) Rogue is actually not available - it's replaced by the Thief and the Executioner (the Thief being more the sneaky, charismatic type, the Executioner the assassin type). Having Rogue as an available class would be a bit redundant.
2) The Produce Flame spell your demoniac passenger endows you with deals 1d6 + your level of fire damage, up to 1d6+5 total.
3) The stray you picked up has the stats of a Hellhound but deals acid damage instead of fire damage from its bite/breath weapon, is immune to acid instead of fire, and lacks the fire or lawful subtypes. It can also make a tongue-lash attack for 1d2+1 damage plus 1d6 acid damage at a range of 10 ft. It does not speak, but understands Hellspeak.
4) 1500 for the heist and 750 for a complete map - however, your map wasn't thorough, so they'll hold out for 500 obeloi, for a total reward of 2000. You and Carver can fight it out as to how to split it.
I'm curious. What has everyone else been spending their money on? Kaius has basically dumped everything into his clockwork armour and sundries. Has Tarim made any progress on getting the ingredients for his god stew?
Grafts when possible. Had to buy new eyes too.
I seem to recall those eye funds were a party expense!
Out of curiosity, what times and days do you guys play this? I'm interested in seeing if I can join.
Usually we played sort of mid-afternoon eastern time - which for me (PST) was early afternoon and Ghostman/Cataclysmic Crow (GMTish) was around 9-10 at night. Time zones have caused some major headaches for scheduling, but so far we've managed to work it out.
Okay, I said tomorrow, but then I got excited and knocked this up in a fit of enthusiasm. He has no background yet, as I thought if Steerpike's planning to introduce him and CoyoteCamouflage's Zerda at the same time, it would be good for us to confer and come up with at least somewhat interlinked backgrounds.
I may well have done some things wrong, and will change them when they are pointed out. For example, I wasn't sure how much ammo cost for guns, so I bought it at 1 obeloi per cartridge as a rough thing... Anyway, here's my guy.
I haven't adjusted the pistol down a size category - he can just fire it two-handed if he has to!
[ic=Character Sheet]Vetrajhicogojha "Vetter" Shi
Zerda
Weapon Master 5
Abilities
Strength: 8 [-1]
Dexterity: 19 [+4]
Constitution: 15 [+2]
Intelligence: 8 [-1]
Wisdom: 15 [+2]
Charisma: 15 [+2]
Attack (claws): +9/+4/+9/+4 (+6/+1 BAB, +1 size bonus, +4 Dex bonus, Two-Weapon Fighting), primary gets 1d6 damage (grafted), secondary gets 1d3
Attack (bite): +10 (+5 BAB, +1 size bonus, +4 Dex bonus), 1d4 damage
Attack (pistol): +10 (+5 BAB, +1 size bonus, +4 Dex bonus), 2d6 damage
Options: Sneak attack 1d6
HP: 54
Defence: 19 (10 + 5 BDB + 4 Dex bonus + 1 size bonus)
Armour: Chain mail; 1d4/magic, max Dex +5, -4 check penalty
Initiative: +4
BAB: +5, +6/+1 with favoured weapon
BDB: +5
Traits: Desert Born (camel's tenacity)
Abilities: Low-Light Vision, Heat Endurance, Favoured Weapon (claw), Weapon Pool, Weapon Styles: Expert Strike & Critical Strike, Favoured Defence
Mastery: Finesse 4, Defence 3, Other 0
Feats: Weapon Finesse 3, Two-Weapon Fighting 1
Skills: Athletics +6 (rank 8, -2 Str), Bluff +7 (rank 5, +2 Cha), Hide +8 (+4 size bonus, +4 Dex), Listen +6 (+4 racial bonus, +2 Wis), Move Silently +6 (+2 racial bonus, +4 Dex), Speak Language +1 (rank 3, -2 Int) Spot +4 (+2 racial bonus, +2 Wis), Survival +4 (+2 racial bonus, +2 Wis), Tumble +6 (rank 2, +4 Dex), Use Magic Device +4 (rank 2, +2 Cha)
Languages: Zerda, Shambles, Flicker
Grafts: Clawed Hand (1d6)
Equipment:
Chain mail, wheellock duelling pistol, 15 cartridges, backpack, bedroll, winter blanket, candle, flint and steel, belt pouch, waterskin
27 obeloi
Appearance:
The Zerda known as Vetter cuts a dashing figure in a blackened chain byrnie and wine-red bandana. He is of average size and build for his race, but his fur is interrupted by a spattering of wicked scars, and the tip of his left ear is missing. Despite these blemishes, he is still handsome enough, in a hard sort of way, to those whose tastes lie in the direction of foxfolk.
He has a Mantid-made pistol tucked in his belt, and although he carries no obvious melee weapon, his right hand has been replaced with a graft from some long-fingered reptilian creature with vivid, midnight blue scales. The claws on this hand are significantly more vicious-looking than the not-unimpressive natural ones on its opposite number.[/ic]
EDIT: Made my mail non-masterwork in order to afford to swap the blunderbuss pistol for a wheellock. Possibly not quite worth it, but it gives me a cooler mental image :)
Awesome! He'll tear unarmored or lightly armoured opponents to tatters.
EDIT: It should be very easy to tie you and Coyote's characters together - Coyote's character was rescued from a burning caravan by zerda, so you would probably have met him there.
Also, Coyote's character is a mute (he lost the ability to speak following an injury), so he communicates through writing and through the sign-language called Flicker. I'll decree that you can be fluent in Flicker for free.
Cool, added Flicker to my languages. Good thing I decided to actually invest in enough Speak Language to talk proper Shambles, as I did contemplate not bothering and communicating through Coyote's character, lol. Now it looks like I'll be the interpreter :)
Makes a nice kind of sense that as someone who fights so deftly with his hands, Vetter can also talk with them...
Quote from: SteerpikeUsually we played sort of mid-afternoon eastern time - which for me (PST) was early afternoon and Ghostman/Cataclysmic Crow (GMTish) was around 9-10 at night. Time zones have caused some major headaches for scheduling, but so far we've managed to work it out.
Okay, so that's around 4-5 o'clock for me (EST). I should be able to do that so long as it isn't on thursdays (I'd be cutting it close - I get out of class at 5).
All this Cadaverous Earth made me feel like writing Kaius again. Alas, I only have the idea for the start of the story. I'll write the whole thing soon, I'm sure. Maybe I should work on my own setting one of these days.
[ic]
Two years ago,
via Crepuscle
'It don't smell so good' said Borth as Kaius lifted a corner of the tarp. 'No' Kaius paused, narrowing his eyes at the charred and broken body that lay before him. 'It does not.' he finished. Borth wore a black leather jerkin and a wide brimmed floppy hat. A well-worn but serviceable hatchet hung from his belt. A thick-set and balding man with a few too many scars, Borth was not the most pleasant thing to look at. But he was competent, and that was something Kaius could respect.
Borth wrinkled his nose and jumped out of the small river-going sloop. He landed with a splash in the shallow waters at the edge of the river. Wading onto shore he tied the boat to a stunted tree with a thick length of hempen rope. Kaius glanced out over the landscape as he donned his armour; an endless sea of tawny grasses met his gaze. A solitary bird of prey circled in the distance. He shouldered the tarp-wrapped body and hopped over the low rail. Borth scampered back to the boat, quickly grabbing the shovels and jugs of oil. He hurried to catch up to Kaius's purposeful stride. They walked silently for a long while, deeper and deeper onto the Veldt. Eventually, Borth broke the silence, as he often did.
'So we sailed halfway down the Radula just to get rid of that? Why not just dump it any old place?' he asked, nodding towards the corpse on Kaius's shoulder. 'Keep walking, Borth.' Kaius responded. They kept walking. Some time later Kaius raised his visor. 'As even you may have suspected, Borth, Mr. Parsevande wasn't always a corpse.' The ghost of a smirk passed over his face as he began the tale. [/ic]
Cool! I want to read more.
BTW, Lamia made a cameo in Wispy and Carver's heist, now (mostly) available for perusal in the logs, at the end of Part One on the third page.
1. Ah, thank you for the correction w/r/t rogue. Given the options, I nearly switched to Gunfighter, but the Deadeye Shot feats didn't quite seem too efficient unless I was planning on advancing several levels in the class, so I took another witch level instead- and the single spell that it brings- Hideous Laughter.
2. Thank you for the other information.
4. Speaking of the map, Wispy also made a copy that he intends to sell to other would-be-thieves or to a merchant at some point. He expects he might be able to get 50-250 through various resales, but would gladly hold out for more.
5. Feat Mastery for the witch table? Where is it?
6. How much is the crystal decanter Wispy stole? If possible, he'd sell that quick.
3. W/r/t Mr. Carver and I splitting the 2000.
Crow- how about this: 1250 for wispy, 750 for carver- given that the issue of the map was entirely Wispy's idea. Wispy would push for this. However, carver has a good argument that he helped wispy survive in the house. Wispy would reference Carver getting stuck in the chimney and not helping him get out of hell. Carver would probably note that he recovered the target item. If, in the interest of being a fair player, splitting it 1000 x 1000 is better, I'll also agree to that- but at minimum, wispy is pushing for the above split.
7. Others Any advice on HP or Defense increasing things for Wispy to invest in?
Hopefully this is okay for the updated sheet. Regrettably there may be some errors.
[ic]Cacophonous-Whisper-of-the-Desert "Wispy" "That Damn Bird" (Light Dragon)
Jatayi Bard 1/Witch 3 (LA 1 )
Background
Coming from Skein, the Clockwork City, this Jatayi Witch lived far from the main brood; the Jatayi Fablers come from Macellaria while Cacaphonous Whisper-of-the-Desert, "Wispy", was raised by a half-mad, drug-addled sapfiend hen who was exiled from the tribe because she trafficked with demons and did unspeakable things each moon-lit night.
Wispy arrived near Macellaria with ruffled feathers, a contract out on him and a holy sword he 'borrowed' from his last adventuring ally, who he thinks he left to die lost and alone in the desert.
Wispy is always ready to run, to dance, to disappear when trouble gets too dire and he is prepared to endure great privations in order to survive.
STR: 10 [+0]
DEX: 17 [+3] [Level 4 bonus point invested here]
CON: 15 [+2]
INT: 16 [+3]
WIS: 8 [-1]
CHA: 16 [+3]
HP: 30 (19+11) (arcanist [1d4+2]x3 + bard [1d6] + [and CON [5x2]+1 for level 4 bonus point)
0 current damage (mainline)
BAB +1 (Bard +0, Witch (3) +1)
BDB: +2 (unsure if it's 2 from the 3 witch levels and 1 bard level; or if it's 4 as the base chart implies).
Defense/AC= 15= 10+2(BDB)+3(Dex)
Ref = 9 (witch 1, bard 2, base 3, mod 3)
Fort = 6 (witch 1, base 3, mod 2)
Will = 7 (witch 3, base 3, mod -1)
Initiative = +7 (feat, dex)
Speed = 30 feet / 30 feet fly (normal)
Vision = Low Light x 4 (Also see magnetic fields)
Feat Mastery
(Not calculated for witch yet)
Projectile: 0
Defense: 0
Lore: 2
Finesse: 0
Social: 3
Tactics: 1
Other: 0
Traits:
Desert Born (+2 save v. fire; +4 survival in desert)
---Dunestalker (+2 Balance/Tumble in desert)
Eidetic Memory (+1 all Know Checks ; +2 Spot v. Disguise)
Necrophagic (Eat Decomposing Meat)
Feats:
Diehard (Auto-Stabilize at -1)
Endurance
Exotic Weapon: Jayati Bolt
Imp. Initiative
Quick Draw (draw hidden as move action)
Abilities:
Bardic Music 1x/day
--Countersong (Others may use my perform check as a save. 10 rounds.)
--Fascinate (30 feet of bard. 10 rounds)
Produce Flame 3x/day (1d6+5 damage)
(From demonic infusion by Sprezychish's Seneschal).
Languages:
Shambles/Magpie
Jatayi
Hellspeak
Hextongue
Jangle (Merchants)
Skills:
BARD 6+INT(3) x 4 =36
+Arcanist levels 2+3=5 x 3 levels=15
TOTAL (RANKS+MODIFIER)
12 (9+3) Bluff
4 (2+2) Concentrate
9 (6+3) Diplomacy
6 (3+3) Escape Artist
8 (5+3) Gather Info
8 (5+3) Hide
5 Knowledges (Bardic Knowledge Level 1+3 INT+ 1 Eidetic)
+3 additional to Know (Demonology)
10 (7+3) Listen
5 (2+3) Move Silent
5 (2+3) Perform
3 (0+3) Search
7 (4+3) Sleight of hand
0 (1-1) Spot
3 (3+0) Swim
6 (3+3) Tumble
Attack:
Mstwk. Jatayi Bolt (1) ATTACK +5 (1+dex+mstwk) ; DAMAGE 1d6 (exotic) ; 2 lbs ; 150+300=450 obeloi
Mstwk. Jatayi Bolt (1) ATTACK +5 (1+dex+mstwk) ; DAMAGE 1d6 (exotic) ; 2 lbs ; 150+300=450 obeloi
Defense:
Mstwk. Studded Leather DR=1d3/magic ; max. dex +5 ; weight 20 lbs ;25+150 obeloi
Known Spells:
BARD- (x=prepared)
LEVEL 0
x 1="Cacaphonous Tinnitus" Lullaby (-5 spot/listen; -2 will v. sleep)
x 2-"Fulgent (Blinding) Ambridescence" Dancing Lights
3- "Cacaphonous Rant" Ghost Sound
4- "Tittering Sending" Message
WITCH-
LEVEL 0 (4)
"Magic Dowsing" Detect Magic
"Contagion Dowsing" Detect Poison
"Discombobulation" Daze
"Randomized Magical Trick" Prestidigitation
LEVEL 1 (2)
"Honeyslick" Grease
"Morning Fog" Obscuring Mist
LEVEL 2 (1)
'Compelling Wisecrack' Hideous Laughter
Tattoos
None.
Items:
Mstwk. Studded Leather DR=1d3/magic ; max. dex +5 ; weight 20 lbs ;25+150 obeloi
Mstwk. Jatayi Bolt (1) ATTACK +5 (1+dex+mstwk) ; DAMAGE 1d6+3 (exotic) ; 2 lbs ; 150+300=450 obeloi
Mstwk. Jatayi Bolt (1) ATTACK +5 (1+dex+mstwk) ; DAMAGE 1d6+3 (exotic) ; 2 lbs ; 150+300=450 obeloi
Jayati Crossbow Bolts (35)
Jayati Playing Sticks (like pick up sticks mixed with cards)
Traditional Necklace Wards against demons (probably don't work the way he hopes they do.)
Grimoire: -15 obeloi 3 lbs,
Backpack 2 gp 2 lb.
Bedroll 1 sp 5 lb.
Bottle, wine, glass 2 gp '"
Case, map or scroll 1 gp ½ lb.
6 Flask (empty) 3 cp 8 lb.
Flint and steel 1 gp '"
Grappling hook 1 gp 4 lb.
Hammer 5 sp 2 lb.
5 Oil (1-pint flask) 1 sp 5 lb.
Paper (sheet) 4 sp '"
Parchment (sheet) 2 sp '"
Piton 1 sp ½ lb.
Pouch (holding several of mother's feathers (blackened from when the demon blasted her into a thousand bits)
Rope, silk (50 ft.) 10 gp 5 lb.
Sack (empty) 1 sp ½ lb.1
Sealing wax 1 gp 1 lb.
Sewing needle 5 sp '"
Signal whistle 8 sp '"
Signet ring 5 gp '"
Vial, ink or potion 1 gp 1/10 lb.
Vest (holds alchemist fire/etc.)
Waterskin 1 gp 4 lb.
Chalk, 10 pieces 1 cp '"
(3) Alchemist's fire (flask) 20 gp 1 lb.
(1) Holy water (flask) 25 gp 1 lb.
(1) Smokestick 20 gp ½ lb.
(1) "Walkersbane" Tanglefoot bag 50 gp 4 lb.
(1) "Big Thunder" Thunderstone 30 gp 1 lb.
(2) "Firestarter" Tindertwig 1 gp '"
Total Weight: ~48 lbs.
Magic Items
Pearl of Power (level 1 spells) (1K)
Bracers of Armor +1 (1K)
"Holy" Longsword (Mstwk.) I don't intend to use it. He stole this from someone and it makes no sense for him to use a sword anyway. (it should eventually be +1 v gravespawn but I don't have the obeloi to afford that.) (365 obeloi)
Sorrow mask on back of head.
Crystal Decanter.
possibly some oils that would be of interest, Wispy: an oil that seems to have transmutative qualities, and another that seems to artifically enhance the charisma of any its applide to.
ViceBite (Familiar)
Fiendish Animal
Str: ??
Dex: ??
Con: ??
Int: ??
Wis: ??
Cha: ??
HP: ??
BAB: +??
BDB: +??
Initiative: +??
Speed: ??ft. (2 squares), fly ??ft. (average)
Attack: ?? Talons +4 melee (1d4'"2) [Just a guesstimate]
Special Qualities: Low-light vision
Skills:
??
Feats:
??
Notes
ViceBite is a Clockwork ID Bird, a demonic creature that Wispy's mother summoned to keep watch over the family. When she died, the creature decided to bond with Wispy. Every now and then it forgets its mission and eats some of Wispy's feathers. This has led to a strained relationship between the two.
Hammer-key teeth. Clocks in his eyes, with dials.
Wealth Left 3 Obeloi. (Poor Bird).
4) 1500 for the heist and 750 for a complete map - however, your map wasn't thorough, so they'll hold out for 500 obeloi, for a total reward of 2000. You and Carver can fight it out as to how to split it.
Other Info
His last 'partner' was 'late''¦ got a jatayi pregnant at the Nubile Greyface (ghoul) Inn, and she told him she forgot to use magick protection, so he deserted her at the Juice-Addled Octogenarian.
NAME: Klevah 'Clever' (lie told to Carver is that her name is: Chickadee)
Making a map of the area: 750 gp to the people, will make a copy and sell to others.
XP: 1500 (major quest completed) 2750 (in Hell) 360 (Slaughterlands v. Fetches) 200XP (2nd loot session); 500XP (1st loot session)
Started w/ XP 6000
Need ___ to level up.
Have: 11,310
Hellhound
Name him.
Features
vomits up a great spew of greenish bile.
3) The stray you picked up has the stats of a Hellhound but deals acid damage instead of fire damage from its bite/breath weapon, is immune to acid instead of fire, and lacks the fire or lawful subtypes. It can also make a tongue-lash attack for 1d2+1 damage plus 1d6 acid damage at a range of 10 ft. It does not speak, but understands Hellspeak.
[/ic]
Quote from: SteerpikeCool! I want to read more.
BTW, Lamia made a cameo in Wispy and Carver's heist, now (mostly) available for perusal in the logs, at the end of Part One on the third page.
Oh hey, thats cool. I swear I was there for that. Must have missed it!
[blockquote=Light Dragon]Any advice on HP or Defense increasing things for Wispy to invest in? [/blockquote]An Amulet of Health or Bracers of Armour are good wondrous items that boost Constitution and Defense. The Toughness feat is also worth considering, and you should definitely purchase a Buckler, which at 15 obeloi adds +1 Defense and doesn't affect attack rolls with projectile weapons (note that strapping on two bucklers at once doesn't improve your defense any more than strapping on one does). [blockquote=The Meanest Guest]Oh hey, thats cool. I swear I was there for that. Must have missed it! [/blockquote]It actually occurred in a private chatbox with Cataclysmic Crow while Wispy and Nomadic (playing Ezekiel Khaan) were conversing in the main thread, so you wouldn't have seen it at the time.
Well, I'm in New Orleans until next Wednesday, so I'm gonna prove to be rather sporadic for the best part of the coming week, but it seems like I ought to post some things up here while I have some open time, especially since I see my name being mentioned.
1. Sheet: I think Steer is the only one who has seen Kol's character sheet so far, so I'll try to remember to post that here when I get a good chance to.
2. Generally, my schedule is a little erratic this time of year (December-March). My schedule changes with very little forewarning, but generally speaking, most any nights except for Tuesdays work for me. Sometimes I can be free anytime. It's really hit or miss this time of the year for me, as this tends to be my preferred time to travel around.
3. I have no problem working up a connection between characters (Especially since I get the impression that Kol and Vetter probably have very complimentary fighting styles). If you want, Kind, I can shoot you a PM with Kol's background information if you want a gander at it to get started on working in a connection.
4. If I think of something else to add, it'll go here...
Yeah, a PM would be great, fire away!
Quote from: Steerpike[blockquote=Light Dragon]Any advice on HP or Defense increasing things for Wispy to invest in? [/blockquote]An Amulet of Health or Bracers of Armour are good wondrous items that boost Constitution and Defense. The Toughness feat is also worth considering, and you should definitely purchase a Buckler, which at 15 obeloi adds +1 Defense and doesn't affect attack rolls with projectile weapons (note that strapping on two bucklers at once doesn't improve your defense any more than strapping on one does).
Thanks for the advice, but re the buckler I am assuming that I would need to forgo the use of one of my excellent Jatayi bolts if I was to wear it. Still, the advice is good. I think I'll purchase one and swap it out if necessary in a dangerous situation. but I highly doubt that I should be allowed to use one concurrently to when I am utilizing the strapped-on guns.
Ah, so the Bracers that I have are probably useful and I should probably add in their bonus. I also think I'll end up purchasing an Amulet.
Thank you again.
~LD.
I can only seem to find some information on the witch and gunfighter classes. Are there any others?
Yeah, I think I sent them round in a document awhile back, though if anyone needs them who doesn't have hold of Iron Heroes, that can be arranged. [blockquote=LD]Thanks for the advice, but re the buckler I am assuming that I would need to forgo the use of one of my excellent Jatayi bolts if I was to wear it.[/blockquote]I wasn't sure about this (the wording of buckler rules is a little ambiguous) and I looked it up, and its actually a bizarre point of contention on various forums. There are actually varying rules in different editions. I'm inclined to say that you *can* wear a buckler *and* wield your crossbow without penalty, *but* in a round where you use the bolt itself, you don't get the AC bonus from the buckler. You don't have to unstrap the buckler to wield a bolt, however, nor do you have to holster your bolt to use the buckler. As the rules state:
"This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a '"1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you don't get the buckler's AC bonus for the rest of the round."
On one forum, someone pointed out that historical crossbowmen actually wore bucklers.
Hi Steerpike, that sounds generously fair. I will be glad to use the buckler with those restrictions! Thank you.
Steerpike, where can I find your list of skills? I can't seem to get to them wherever they are.
No worries, the info has become spread out over a couple of threads. I've emailed you an attachment with the skill info. Does anyone else need that, by the way? Or any other files/information?
Hmm, I don't seem to have gotten the email... very odd.
I assume you used the one in my profile, right? If so I can't imagine why I haven't gotten it yet.
EDIT: And now I have it!
Vetter's background is done now. Here it is.
[ic=background]Vetrajhicogojha Shi started out in life as most Zerda of the Firesong Marches do; living and working from the howdahs of the great tortoise caravans.
The normal pattern of the young Zerda's life changed one night, when a trio of adventurers returning to Lophius from an expedition to the Shadowglass Steppes joined the Zerda caravan's camp.
Their leader was a ghul Witch called Azilea, who wore the body of a slender, sharp-faced girl. She told the Zerda how she had taken her small band of bravoes and streetfighters down to an ancient and crumbling temple on the cusp of the Shadowglass Steppes, where, although several had died, they had successfully plundered the artifacts she saught from the hazardous depths of the under-temple.
Young Vetrajhicogojha was rapt as she spoke, enchanted by her.
That night, just before dawn, the monster came. Azilea and her men had unwittingly awoken it beneath the temple they raided, and it had tracked them across the Firesong Marches. Saurian and indigo-scaled, it was; man-sized and loathely. The Zerda guards were butchered by it, caught unawares by its silent claws.
Vetrajhicogojha had made sure to sleep as near to the fascinating stranger as he could, and so when the beast burst into camp he witnessed first-hand the carnage it wrought. Azilea's men were quick to react, even from the depths of sleep, but they stood little chance. One, with a great swing of his cutlass, managed to sever one of the demoniac thing's talons, but within seconds both were wet, redden lumps of ruined flesh. The beast closed on Azilea as she desperately stammered a hex . . . but to no avail. The wash of greenish-gold spell-fire she unleashed broke on the beast like surf on a cliff, and it came on regardless.
The young Zerda ran in, desperate and shrieking, raked the monster with his claws. It turned, unphased by his attack, and its bale-eyes settled on him.
The beast lunged at him, jaws a-slaver, fangs wide to engulf him, and in that instant he saw what he must do. Even as the thing bit for him, he thrust his arm into its open maw and rammed his claws upwards - through the roof of its hideous mouth, into its brain.
As it died, thrashing, its savage dagger-teeth clamped down on Vetrajhicogojha's forearm. They rent muscle, sinew and bone, so that he fell back from it one-handed and gushing blood.
As he howled and sobbed his victory-pain, Azilea loomed above him, grabbed him, held him still, bound his new-made stump.
"Hold still, brave one," she said, "hold still. You have done me a great service tonight, and I shall do you one. Come with me to Lophius, and I'll get you grafted - you can wear your enemy's hand in the place of yours what he took. Hold still, now."
As she spoke, and through his mind-wrenching agony, the young Zerda knew at that moment that he loved her with all his heart.
When they reached Lophius, Azilea was as good as her word, and payed for Vetrajhicogojha - or Vetter as she called him (a name he wore proudly, for it was from her it came) - to get the demon-thing's severed claw grafted onto his stump.
He slept in a corner of her dingy home in Chelke, helping occasionally with her Witchcraft. His mind, though, was not sharp enough to grasp what it was he aided her with, and so he helped like an automaton - doing without comprehending.
Otherwise, he explored the city furtively, and met with the small Zerda population. They were merchants, and merchants always needed muscle. They gladly hired Vetter to stand and look threatening as they struck their bargains; his demoniac claw lending a small measure of the visual threat that the diminutive foxfolk usually lacked.
After a few such deals turned sour, and ended with blows, Vetter surprised himself with the proficiency with which he bloodied his claw. It was almost as if some of the saurian beast's strength and speed had passed on to him as it's dead flesh had been fused to his. His pay rose as the traders recognised his aptitude for violence.
Time passed, and Vetter embraced his work. Even when he wasn't fighting, his mind rolled over potential battles, invented new maneouvres and patterns in which he could bring his talons to bear. He came to wish for the negotiations to grow down, to yap with joy when he had to leap forward and start the bloodletting.
After a few years - Vetter had no clue how many - Azilea abandoned her apartments in Chelke to move to Macellaria. She never explained her reasons, but then she rarely spoke to Vetter at all, save to order him when he, now-infrequently, assisted her with her Witchcraft.
His love for her had never once flickered or dimmed, though, in all his time in Lophius - although perhaps it had now been matched by his love for fighting. And so he went with her to Macellaria, unquestioning and uncaring.
In Macellaria - or Baranauskas as Azilea smilingly called it, gleefully grating her whispery voice across the syllables of the city's old, arcane name - Vetter took up similar work for merchants and traders, both Zerda and otherwise.
For a while all was well; Vetter rejoiced in his violence as ever, and slept still on Azilea's floor. Then one night he returned to find her rooms empty, abandoned. She had left, without telling him, and his love for her turned dark and sank to be replaced by pitiful, heartbroken rage.
He slept where he could among the Zerda of Macellaria. He took to drink and thrum and twitched, impatient, at his jobs, longing for blades to be drawn or shots fired, longing for violence so he could drown his melancholy in blood.
It was in this period of lovelorn, thrum-addled violence that he met Koldobika Nthanda, another Zerda employed as he was - hired muscle to stand guard at bargainings. The two spoke little at the time, Vetter being too wrapped up in his own darkness to care for company.
After a few months his heart healed. With a terrific effort of will, he weaned himself off thrum, and started to find himself less often standing over a fresh corpse, yapping angrily at his employers about how certain he was the man had been reaching for his blade.
Settled again, calmed - though still drinking heavily - Vetter felt somewhat at a loss. He continued his work as a strongarm, and admitted his feelings to no one. Everything had seemed so simple before; he had loved Azilea, and he had loved to kill. Now, though, Azilea was gone, and he was unsure whether the killing alone was enough for him.
Then there was the caravan raid. Burnt earth, burnt bodies and Koldobika. Vetter saw in the younger Zerda's wound an echo of his own - the maiming that had led him to leave the Firesong Marches to begin with.
Vetter started to spend more time with his old comrade - learned Flicker along with him, so he would have someone to talk to. Eventually, when Kol was recovered, Vetter stepped out along with him. The mute's quest for a voice was a direction, and a direction was what Vetter so sorely neeeded. It may not be his own path, but at least if he followed it for a while he would be moving; and by moving, perhaps he would stumble upon his way in life.[/ic]
[ic=Kryzbytn]
Kryzbytn
Mantid
Weapon Master 4
Abilities
Strength: 16 [+3]
Dexterity: 14 [+2]
Constitution: 16 [+3]
Intelligence: 12 [+1]
Wisdom: 14 [+2]
Charisma: 10 [+0]
Attack (standard): Masterwork Scythe +10 (2d4+6/x4), Hand Scythe +5 (1d6+5/x4), Scythe +5 (1d6+5/x4)
Full Attack: +9/+5/+5
Attack (ranged): 'The Perforator' (MW Revolver) +7 (2d6/x3, 15ft, 6 shots)
Options: Mighty Blow, Critical Strike, Whirlwind Attack
HP: 44
Defense: 17 (+4 BDB, +2 dex, +1 chitin)
Armor: 1d4/magic (Masterwork scale mail, -3 check penalty)
Speed: 30ft, Fly 10ft.
Darkvision: 30ft
Initiative: +2
BAB: +4
BAB (favored): +5
BDB: +4
Traits: Artisan (Clever Worker)
Abilities: Favored Weapon: Scythe, Weapon Styles (Mighty Blow, Critical Strike)
Skills: Balance +6**, Climb +7, Craft (clockwork) +10, Heal +8, Jump +13**, Knowledge (Arch & Eng) +7*, Sense Motive +7, Swim +7, Tumble +7**
*+2 on Search checks to find hidden doors or compartments
** Bonus due to synergy
Mastery: Primary: Finesse 3, Secondary: Power 2
Feats: Whirlwind Attack 1, Weapon Focus (Scythe) 2, Multiweapon Finesse 1
Skill ranks: Athletics 7, Balance 5, Craft (clockwork) 7, Heal 6, Knowledge (Arch & Eng) 6, Sense Motive 5, Tumble 6
Languages: Shambles, Bugspeak
Equipment: MW Scythe 'Mantid Arm' (10 lbs), the Mantid Arm was originally smaller and hollow, able to be worn over a child's limb. Kryzbytn has since remolded it to function identical to a scythe. 'The Perforator' (MW Revolver) (3 lbs), a 'toy' gun that fired small scraps of anything put into it, provided the scraps contoured to the barrel. The Perforator was rejected as a toy and eventually modified into a working revolver. Cute yet crude children's scrawls and swirls still decorate the barrel in a faded pink and blue, and it still provides an audible and distinct '˜pop' when fired.
Kryzbytn also wears crude MW scale mail (30 lbs), each scale a melted metal toy of his own failed design, a backpack, bedroll, healer's kit, a freakish Jack-in-the-Box (treated it as a masterwork musical instrument for pricing purposes), 50 ft. of silk rope, grappling hook, and a waterskin. Kryz carries 871 obeloi on him.
Grafts: Chitin Plates (+1).
Backstory Pending... I want him to be a rejected Mantid toymaker. I'm looking over the setting to get an idea of where he came from and where he's been.
[/ic]
Let me know if anything seems unusual or if I did anything wrong. Oh, and if the name isn't "Mantid-like," give me a heads up!
The name sounds good, and the character looks very interesting! I love the equipment descriptions, such as the distinctive scale mail!
One note on equipment generally for everyone - if anyone wants to modify the aesthetics of their equipment but keep the same stats, I'm totally fine with that. For example a character might have chitin armour instead of banded mail, or something similar. Basically, a lot of the standard Iron Heroes/D&D equipment has a quasi-medieval feel, but as the Cadaverous Earth has more of an apocalyptic splatterpunk aesthetic, some of the equipment doesn't gel on a cosmetic level.
EDIT: Also, I can think of one possible way to introduce the character to the group off the top of my head (though i can think up alternate methods) - Kaius is modifying his armour with clockwork augmentations and is looking for mantid assistants; Kryz might be one.
Kryz would gladly see his services put to good use for once!
Still working on a backstory.
I like the irony of a toy maker for Cadaverous Earth. Well thought!
Steerpike as you may recall from after our last game I talked about how I was thinking over character ideas in case Eareg did die (I hope he doesn't but he does seem to have alot of close calls heh). Anyhow I talked about meteor as a sentient being which had some merit though I don't think I'm as interested in playing that now that I think about it as it seems a bit too plain for CE and I want something more grotesque and horrifying. I also talked about the shade but now that I look over the shade race again I don't think it fits what I was thinking of and the LA also gets in the way.
So in order to get something that might better fit my ideas I was wondering if you'd consider working with me on hammering out another race. It would be another parasite race (like the zehyr, ghilian, and shades) but unlike them it would be an external parasite akin to the facehugger from alien but with some twisted differences. Anyhow I figured I'd do a writeup on the creature and possibly toss some stats your way as well as a writeup for the character idea I had (it's truly grotesque and horrifying and I think you'll like it). So look it over and tell me what you think and we'll go from there.
Skullfluke:
Essentially the skullfluke is a leech, it was engineered as part of a forgotten war fought for control over Lophius. Originally it was designed to infect the city and make those infected willing to obey any commands given to them. The infected would still retain some shred of their original memories and personality so that they could undertake complex tasks that something like a zombie couldn't. Being bred from leeches though they ended up failing miserably as the infected were easy to spot (being external parasites) and deal with. Through some means though not all of them were destroyed and some ended up escaping into the swamps where they took to living the lives of normal leeches. The life in the swamps changed the creatures and by the time they had come to light again hundreds of years later they had reverted back to their original life save that some of their original design, which had been infused into them with eldritch magics, not only remained but had been twisted and altered.
This bit of leftover magic activates whenever they come within close proximity of a human head. The creature lunges at the face to splat against it wetly like a wet gooey pancake. It then rushes towards the nearest ear and extends fleshy tendrils which plunge through the canal and into the brain taking control of the host. At this point the skullfluke takes on a level of sentience, erasing most of the hosts knowledge and using the fresh space for itself as it begins learning at an alarming rate. Over a period of months it crafts its own personality from its experiences as it grows. Its ability to clear out the knowledge of the old host isn't totally thorough though and some of the hosts memories and feelings leak through and wind up becoming part of the personality of the new creature. For the most part though everything is gone (mechanically speaking all their class levels are erased, it's sort of like a human who becomes a ghul). In appearance as the creature matures it integrates into the persons head taking on the appearance of a massive burn scar covering nearly half of their head in callused red and black skin. Below the skin the parasite links itself to the person's circulatory system, from which it receives nourishment.
[ooc]Stats:
+2 Intelligence, -2 Charisma
Base speed 30 ft.
Muffled Senses: Skullfluke always block one of their hosts eyes and ears. As a result their ability to see and hear is greatly diminished. Skullfluke see and hear half as well as a Human. In addition they take a -2 to all spot and listen checks.
Blood Sight: Drawing from their twisted origins, Skullfluke can at all times sense any beating hearts within 60ft of themselves. This does not require line of sight, however the Skullfluke cannot sense creatures which do not have some form of circulatory system.
Split Mind: The alien psychology of the Skullfluke leaves it immune to mind-influencing effects
Skullfluke get one trait, but it cannot be a Background trait (amnesia).
Favoured Class: Any
Automatic Languages: Shambles[/ooc]
I wanted to see what you thought of this and am free to any ideas regarding the name, concept, and stats. I just sort of grabbed at a name at random that seemed to fit. For the concept I basically wanted to create a sort of sentient pathogen which turned its host into a new creature without killing them unlike the other creatures and that took on the past traits of the host to create a sort of mix between alien mind and familiar human personality. The end result with the stats being a creature that doesn't sense like a human or quite think like a human anymore but still with underlying human tendencies as well as a thirst for knowledge due to the method of its creation.
Anyhow the reason for this was a character concept I had of a young orphan child getting infected by one and twisted by it into a maturity far beyond the child's years. I think it would be satisfyingly grotesque and twisted in a way appropriate for the Cadaverous Earth to have a very young (say 5-8 years old) girl looks like a weak and diseased child who should be pitied but behind the facade is a seasoned witch able to unleash eldritch fury far beyond what any child should be capable of. Not to mention the fact that she talks as if she was 20 years older than she is. Though most disturbingly of all she still has a very childish love of animals (a holdover from her original personality) which shows up in her preference for conjuration. The end result is kind of like Abyzou from Tempter but slightly more moral and with the powers of a summoner instead of a demon.
Anyhow thought I'd toss that out there
Deliciously horrific, Nomadic. I am reminded of the Vaults of Yoh-Vombis (http://www.eldritchdark.com/writings/short-stories/231/the-vaults-of-yoh-vombis).
A facehugger race would be sweet. Although I'm a bit against the creature merely appearing as a burn scar after a few years. That doesn't seem entirely satisfying.
Maybe instead of integrating into the face the skullfluke molds itself into the semblance of a mask, only not very succesfully (given their origin story where they are easy to spot). I'm imagining one half ot the host's face looking like a wax replica, only bloated and sagging.
Also, having them cover the host's mouth and instead have them use their natural (skullfluke) mouth near the host's neck or ear would be nasty.
I realize these two visuals might be a bit antithetic to the young girl visual you were looking for... Perhaps a compromise?
Also, I like the implication of them building their entire personality based on experiences made in the span of days or weeks as opposed to humans who operate on a scale of months and years, even decades. Very different skullfluke hostlings could come out of two not-so-separate origins as everything happening, no matter how minute, in that small span of time has a large impact.
My immediate association would be to the indians who (supposedly?) named their children after the first thing they saw after the birth.
EDIT: Blood Sight is very nice, but, mechanically, it might be a bit too powerful. I'm assuming here that the skullfluke can pinpoint position based on the beating heart and that would basically mean that spot/listen checks would no longer be necessary at a certain distance (unless we are talking ghilan/undead). Either limit the range or make it so they can only identify number and presence (and then perhaps increase the range?).
Wow, looks like a really cool concept and very consistent with the setting. There's definitely room for one of these - I've got a corpse-possessing parasite (shade), a mind-merging symbiont (zehrer), and a sort of commensal/mutualistic thingy (ghilan), but no full on sentient mind-wiping puppeteer parasite. Basically we want a version of handlingers (http://en.wikipedia.org/wiki/Races_of_Bas-Lag#Handlingers) here...
Incidentally, Nomadic, if you'd still be interested in playing a demon, a straight-up demon-possessed character is a possibility.
I will work on hammering it out more - I don't think I'll use leeches as the base since there's already a leech-themed playable race, but I'll keep the gist of that writeup. What happens if the host dies? Do you want the creature to be able to transfer hosts?
EDIT: Just some more ideas - let me know what you think:
1) The creature might be fungus based; the host gradually starts to sprout weird mushrooms and breathe clouds of spores; also type would have some of the characteristics of a Plant creature, which already covers the 'immune to mind-influencing effects' stuff.
2) A sentient tumour. Like a necrotic cyst thing that takes over, and gradually the host starts to get... tumoury.
3) A creepy psychic tick that swells up and bloats. Would probably drain Con (blood) but might have some other cool abilities.
I also like the idea of a mask-like creature a lot. Maybe a kind of half-mask?
Possible variants of the puppeteer parasite... do any of these appeal to you, Nomadic? What do other people think?
If none of these are a hit I'll keep thinking. Some sort of strange half-mask parasite thing still sounds cool.
Mindgrub
A distant cousin of the ingurgitatrix, the creatures known as mindgrubs are one of the many biological weapons devised by the cestoids. Unlike their gluttony-inducing killer-tapeworm kin, mindgrubs are subtle and subversive, entering not through the mouth but through the ear. They proceed to burrow into their host's brain and erase the memories therein, sending out a mass of tendrils which colonize the creature's synapses and assert control. As the mindgrub matures it becomes increasingly intelligent, forming its personality from the tattered remnants of its host's mind and the world around it. Originally, cestoid psychotheurges '" wielders of the mysterious mental power all but vanished after the fall of the Imperium '" controlled mindgrubs using some form of telepathic link; now no such psychic network exists, and the few remaining mindgrubs who finds hosts become solitary, sinister beings, often masquerading as normal individuals.
[ooc]Would have cestoid + languages known by the host as automatic languages.[/ooc]
Cancroid
Bred by the Poxbringers, the horrific 'beings' known as cancroids are sapient tumours which usurp the mental functions of their host and gradually feed off their bodies, consuming them over a period of years '" a cancroid's host will eventually resemble a horrifying grave-spawn, riddled with contagion. Most cancroids only created in laboratories; some were implanted in Banehulks, but the Plague Golems' regenerative capabilities suppressed the cancroid's ability to metastasize into its host's brain, so the tumours would remain dormant and imbecilic, unable to develop intelligence. They were never successfully weaponized as the Poxbringers found them too unruly once awakened; additionally, there were few effective methods of spreading them throughout a population.
[ooc]The Banehulk's arrival could have infected someone with a cancroid, providing a pretext for a character harbouring one.[/ooc]
Hellmould
A demoniac fungus, the affliction known as Hellmould was brought into the Cadaverous Earth by invaders during the Membrane Wars. It manifests as a crimson, creeping infection which spreads at first beneath the skin '" tinging it subtly red '" and, in its later stages, gradually erupting through the flesh in a profusion of scarlet polyps and puffballs which spread its spores to other hosts. While Hellmould often begins as nothing more than an itchy rash, it quickly spreads to all internal organs, including the brain. Once reaching the mind of its host, Hellmould usurps control and establishes its own, sending out fibrous creepers through the grey-matter and fully colonizing the brain; at this point Hellmould absorbs the mental energies of its host and thus acquires sapience while erasing most memories and fully expunging the former resident consciousness. Demons themselves developed a thorough resistance to the infection, so that most Hellmould cases amongst demoniac troops remained localized; however, the denizens of this plane lack such a resistance, and so those infected by the communicable infection almost inevitably become its slaves.
[ooc]Would have Hellspeak + languages known by the host as automatic languages.[/ooc]
EDIT: For a totally different take on a "creepy child" character, one possibility might be a Changeling severed from the rest of its hive somehow which is now acquiring individuality...
Quote from: Superfluous CrowAlso, I like the implication of them building their entire personality based on experiences made in the span of days or weeks as opposed to humans who operate on a scale of months and years, even decades. Very different skullfluke hostlings could come out of two not-so-separate origins as everything happening, no matter how minute, in that small span of time has a large impact.
My immediate association would be to the indians who (supposedly?) named their children after the first thing they saw after the birth.
Wow, looks like a really cool concept and very consistent with the setting. There's definitely room for one of thee - I've got a corpse-possessing parasite (shade), a mind-merging symbiont (zehrer), and a sort of commensal/mutualistic thingy (ghilan), but no full on sentient mind-wiping puppeteer parasite. Basically we want a version of handlingers (http://en.wikipedia.org/wiki/Races_of_Bas-Lag#Handlingers) here...
I will work on hammering it out more - I don't think I'll use leeches as the base since there's already a leech-themed playable race, but I'll keep the gist of that writeup. What happens if the host dies? Do you want the creature to be able to transfer hosts?
[/quote]
EDIT: Just some more ideas - let me know what you think:
1) The creature might be fungus based; the host gradually starts to sprout weird mushrooms and breathe clouds of spores; also type would have some of the characteristics of a Plant creature, which already covers the 'immune to mind-influencing effects' stuff.
2) A sentient tumour. Like a necrotic cyst thing that takes over, and gradually the host starts to get... tumoury.
3) A creepy psychic tick that swells up and bloats. Would probably drain Con (blood) but might have some other cool abilities.
I also like the idea of a mask-like creature a lot. Maybe a kind of half-mask?
[/quote]
Perhaps instead of an actual fluke we could go with some sort of gliding/flying creature that lives in the swamps and upon seeing a potential host slams into their head and begins the described process ending in a sort of half-mask.
Talked with steerpike and llum a bit about this and came up with the semi-final version here:
[ooc]Mind Grub:
+2 Wisdom, -2 Charisma
Base speed 30 ft.
Muffled Senses: As they integrate into their host's body the mind grub takes on the appearance of a rough cancerous growth across one half of the face, blocking out all senses on that side of the head. As such the host sees and hears half as well as it would if it were not infected. In addition it takes a -2 penalty to all spot and listen checks
Blood Sight: Drawing from their twisted origins, mind grubs can at all times sense any beating hearts within 50ft of themselves. This does not require line of sight, however the mind grub cannot sense creatures which do not have some form of circulatory system. This ability does not overcome anything which would incur a miss chance (such as concealment).
Psychic Heritage: Upon character creation the mind grub may pick a single power from the following list
- 1/day, 15ft cone, save vs daze
- 1/day, single target (close range?), xdy damage
- 1/day, self, leap x feet
Mind Grubs get one trait, but it cannot be a Background trait (amnesia).
Favoured Class: Psychotheurge
Automatic Languages: Cestoid, native language of their host[/ooc]
Also the class we were considering (and that steerpike is now working on)...
[ooc]Psychotheurge:
The Psychotheurge for all intents and purposes functions identically to the Psychic Warrior (http://www.d20srd.org/srd/psionic/classes/psychicWarrior.htm) save for the following differences:
- BDB matches BAB (average progression)
- Feat Mastery: Lore 9, Power 8, Rest 7 (man at arms mastery progression)
- Skill Groups: mysticism, perception, and athletics
- Hitpoints: 1d4 + 4 per level
- Skills: 4 + int per level[/ooc]
So the idea I have for the replacement character (again I hope I don't have to use it as Eareg is just about to unlock the more interesting side of Meteor) is basically a grappler which uses natural weapons (claws/grafts) and or light weapons enhanced by psionics to deal horrible damage and inflict nasty penalties. I find the irony of a small disfigured girl tearing into a group of big brutes like some psychic wolverine to be both delicious and hilarious at the same time.
Hm. I usually don't like Psionics, but I think the Psychotheurge has a place in CE.
Quote from: Light DragonHm. I usually don't like Psionics, but I think the Psychotheurge has a place in CE.
Same here. I normally detest it as it seems so out of place in most settings kind of like people tried to force it into classical fantasy (which is silly). But with the cadaverous earth I think psionics actually do fit the setting very well.
Sounds like a cool character Nomadic!
Something I've been meaning to post... note that the drug rules are mostly taken from the Book of Vile Darkness, tweaked slightly.
Drugs
Here are some fairly common drugs. When administered intentionally the user forfeits the saving throw for the initial effect but makes a saving throw for the secondary effect. After-effects have no saving throw. Though many drugs don't work for grave-spawn, just as the majority of poisons don't '" arcane or alchemical toxins and drugs (marked with an asterix) still affect most grave-spawn, but grave-spawn still get a +2 bonus to resist deleterious effects and kick addictions.
Some drugs '" but not all '" are addictive. Upon exposure the user must make a Fortitude save determined by the Addiction Rating. If they fail, they become addicted and must consume the drug to stave off Withdrawal: each time they use, they stave off Withdrawal for a period of time equal to the drug's Satiation score. If they do not take the drug they must make another Fortitude save or suffer the Withdrawal symptoms. If they pass two Fortitude saves in a row, they have kicked the habit; otherwise the addiction may become more severe over time.
The listed costs vary wildly depending on supply and demand as well as local laws.
Asherat: Euphoric drug; enhances sensations. Often combined with Quarinah (Smoulder, Scarlett Bliss).
Initial Effects: Intense pleasure.
Secondary Effects: Fortitude DC 14 or suffer -1d2 temporary Wis, -1d2 temporary Int.
After-effects: Exhaustion after the drug has worn off.
Overdose: If more than one dose is taken within 12 hours, the result is unconscious for 1d2 hours unless a Fortitude save (DC 20) is passed.
Addiction Rating: Medium (Fortitude DC 10).
Satiation: 5 days.
Withdrawal: -1 temporary Int, -1 temporary Wis.
Cost: 30 obeloi.
Ghostgrass*: Users perceive life-auras when smoking ghostgrass.
Initial Effects: Detect all living and grave-spawn beings you can see as per the Deathwatch spell for 30 minutes.
Secondary Effects: Terror DC 18 or become Frightened
After-effects: Shaken after use for 1d2 hours.
Overdose: Smoking more than once within 2 hours '" Terror DC 22 or become Panicked.
Cost: 25 obeloi.
Hellcream*: The unholy lactation of a demoness.
Initial Effects: Grave-spawn and demons heal 1d8 damage and get a +1 luck bonus on all attack rolls, saves, and checks for 1 hour.
Secondary Effects: The quick take 1d8 damage and suffer a -1 penalty on all attack rolls, saves, and checks unless they succeed at a Fortitude save DC 13).
After-effects: None.
Overdose: None.
Cost: 10 obeloi, though this drug is not widely available and loses its abilities (curdles) 10 minutes after secretion, so it cannot be stored.
Jabber: Temporarily allows someone to speak and understand all known languages, but also causes compulsive talking (very fast); gibbergeist tongues, boiled and pulped, are amongst the ingredients.
Initial Effects: Tongues for 3d10 minutes
Secondary Effects: Incessant loud, fast talking while under the drug's effects '" Will DC 20 to suppress (otherwise, -10 to Move Silently checks).
After-effects: Fortitude DC 12 or take 1d6 subdual damage from dehydration.
Overdose: None.
Cost: 250 obeloi.
Lethe-tea: Causes pleasant, temporary amnesia and mild euphoria. Overdose causes permanent amnesia. Made from steeped petals of a flower found principally in the southern swamps.
Initial Effects: Amnesia, mild euphoria, both for half an hour.
Secondary Effects: None.
After-effects: None.
Overdose: A user can drink a number of cups of lethe-tea equal to their Wisdom bonus before overdosing '" Madness DC 10 + the number of cups consumed or permanently lose 2d6 months of their memory (no level loss).
Cost: 5 obeloi.
Lyssa*: Combat drug greatly enhancing strength and tenacity; long-term use produces night-terrors, anger-management issues, and crimson eyes. Made from ghostgrass and Quarinah.
Initial Effects: +2 Strength and Constitution, +1 to Will saves, -2 Defense for 2d8 rounds, eyes turn red.
Secondary Effects: None.
After-effects: -1d4 temporary Charisma (quick to anger), night-terrors, eyes remain crimson for 1d4 hours.
Overdose: Using more than once in a 6 hour period requires a Madness save (DC 18) or suffer from Confusion.
Addiction Rating: Low (Fortitude DC 6).
Satiation: 10 days.
Withdrawal: -1d2 temporary Wisdom.
Cost: 400 obeloi.
Madwine*: Hallucinogenic liqueur; overdose can cause permanent lunacy. Stains the lips yellow.
Initial Effects: Hallucinations, mild buzz.
Secondary Effects: Madness DC 10 + the number of glasses consumed or suffer from Confusion for 2d12 rounds and suffer 1d4 points of temporary Wisdom damage.
After-effects: Stains the lips yellow.
Overdose: A user can drink a number of glasses of madwine per day equal to their Wisdom bonus before overdosing '" Madness DC 10 + the number of glasses consumed or permanently lose 1d6 points of Wisdom.
Cost: 10 bones for a bottle (decent quality).
Mindwrack: Creates "a thunderstorm in your brain" which some find pleasurable and others find disorienting. After-effects include intense migraine headaches.
Initial Effects: -1d2 Wis.
Secondary Effects: Fortitude DC 16 or suffer from 1d6 subdual damage.
After-effects: Migraine headache (count as Agonized, -4 to attack rolls, saves, and checks) for 1 hour.
Overdose: Taking more than one dose every four hours requires a Fortitude save of DC 16 or suffer permanent 1d4 Wis drain.
Cost: 50 obeloi.
Addiction Rating: Medium (Fortitude DC 10).
Satiation: 5 days.
Withdrawal: -1d4 temporary Wis.
Nectar*: Arcane nootropic drug enhancing witchery, made from the sap of the Elder Tree; overdose leads to risk of madness.
Initial Effects: Add a Metamagic effect to your next spell; this spell does not use up a higher spell slot (see Secondary Effects, below). You do not need the Metamagic Feat. Eyes also turn gold and glow softly (-2 Hide). The nectar-charge lasts for 1 hour or until you cast a spell.
Secondary Effects: Madness DC 12 + the spell's level + the number of spell slots the spell would normally be increased by or suffer 1d6 Wis damage for every point you fail by.
After-effects: Lurid dreams.
Overdose: Using nectar more than once per hour requires a Madness save of DC 20 or suffer 1 permanent Wisdom damage.
Addiction Rating: Medium (Fortitude DC 10).
Satiation: 5 days.
Withdrawal: -1d4 temporary Wisdom (obsessive thoughts, bad dreams).
Cost: 200 obeloi.
Quarinah*: Made from refined Hellmould toadstools; aphrodisiac which also produces vivid sexual dreams; overdoses cause violent sexual impulses. Also treats erectile dysfunction.
Initial Effects: Increased sexual desire, sexual dreams, +1d4 Charisma for 1d6 hours.
Secondary Effects: None.
After-effects: Fatigued after use.
Overdose: Using more than once every day requires a Madness save (DC 22) or violently attack the nearest person you find sexually desirable.
Addiction Rating: Low (Fortitude DC 6).
Satiation: 10 days.
Withdrawal: -1d2 temporary Wisdom, temporary impotence.
Cost: 150 obeloi.
Shadowmilk*: Milk of a tenebral (shadow elemental); causes the imbiber to see in the dark. Tints tongue and teeth black.
Initial Effects: Darkvision 120 ft. for 30 minutes, Dazzled in bright light while drug is in effect.
Secondary Effects: None.
After-effects: Tongue and teeth tinted black.
Overdose: A user can drink a number of cups of shadowmilk per day equal to their Constitution bonus before overdosing '" Fortitude DC 16 or become Blind for 1d10 hours. Failure by more than 5 leads to permanent Blindness.
Cost: 25 obeloi.
Thrum*: Combat drug which enhances agility and causes the user to quiver rapidly. Highly addictive.
Initial Effects: +2 Dex, Blur for 4d4 rounds.
Secondary Effects: Fortitude DC 14 or suffer -1d2 Wis, -1d2 Charisma.
After-effects: Shaken after use for 1d2 hours.
Overdose: Using thrum more than once every 12 hours requires a Fortitude save of DC 20 or suffer 1d2 permanent Dexterity damage as nerves fray.
Addiction Rating: Extreme (Fort DC 25).
Satiation: 1 day.
Withdrawal: -1d6 temporary Dex (violent tremors).
Cost: 150 obeloi.
I think I actually have some thrum I picked up way back in the asylum. I wonder, would it be applicable to zombies?
Hmm, hadn't thought about that! My tendency is to say no since zombies aren't merely grave-spawn in the way that ghilan and the like are: whereas ghilan etc still have a Con score, zombies don't. Zombies can't auto-fail the Fortitude save vs. thrum or any other drug, so they cant be affected by it. Ghilan still have a metabolism, it's just very unusual; zombies don't.
It would also be a fairly big waste of money - that's a lot of bones to buff a zombie.
Nectar seems like something my backup character might be addicted to. May have to include that.
That would work - I'd allow you to use metapsionic feats instead of metamagic ones.
With regard to "pyschotheurgy" in CE I think the idea would be it's essentially a form of extremely antiquated and alien witchcraft only the cestoids of a certain caste knew how to use - it would still draw power from the aether and stuff.
Quote from: SteerpikeThat would work - I'd allow you to use metapsionic feats instead of metamagic ones.
With regard to "pyschotheurgy" in CE I think the idea would be it's essentially a form of extremely antiquated and alien witchcraft only the cestoids of a certain caste knew how to use - it would still draw power from the aether and stuff.
Sounds good. Oh btw any thoughts on how rolling a child character would affect my stats? Obviously size reduction to small which means speed of 20ft as well as the bonuses and penalties to attack and grappling and such. What I'm wondering though is how does size affect attributes. I'm looking around but I can't find any solid thing that says one way or the other. One thing says there's no change in stats, another says -2 str +2 dex, another says -4 str +2 dex. I just don't know though.
Oh and back on the nectar thing how does it work. Do you use it and then immediately have to use the meta feat or is it just the next time you use a spell or psionic effect that it lets you do that with no duration as to how long the "charge" from the nectar lasts? Also how much money and xp would a character starting right now get?
Unless everyone's reached 6th level (I think there are still some players at level 5, though I could be wrong), a new character would start at 5th (if the lowest level amongst the party were 6th, they'd start at 6th as well). They'd begin with 3500 obeloi, though I might increase that a little bit for a 6th level character.
For pre-teen children, treat as Small size and choose either 20 ft. speed or -2 Strength. Dexterity bonuses don't make much sense, since there's no reason children would be better with ranged weapons etc. Children over 12 I'd just treat as adults stat-wise and not worry much about it.
EDIT: Oh yeah, nectar. It works by building up a "charge" - I'll add a time limit on that.
It's now for 1 hour or until you cast a spell. So if you head into a dungeon or whatnot and expect trouble, it's a good bet to shoot some nectar and head in powered up, but you can't just juice up at breakfast and be good for the whole day.
P.S. More on nectar: it's possible, but risky, to "double up" (or triple up, quadruple up, etc) on a dosage to build up multiple charges, but doing so will always result in having to Madness save vs. overdose. So, for example, if I have a witch who wants to cast say three Empowered spells over three rounds using nectar but doesn't want to be fiddling with syringes mid-combat, I could triple-up on my nectar dosage and make 2 Madness saves, plus an additional save (Madness DC 12 + the spell's level + 2 for Empower) for each spell. I'd also have to make 3 addiction Fortitude saves.
Quote from: SteerpikeUnless everyone's reached 6th level (I think there are still some players at level 5, though I could be wrong), a new character would start at 5th (if the lowest level amongst the party were 6th, they'd start at 6th as well). They'd begin with 3500 obeloi, though I might increase that a little bit for a 6th level character.
For pre-teen children, treat as Small size and choose either 20 ft. speed or -2 Strength. Dexterity bonuses don't make much sense, since there's no reason children would be better with ranged weapons etc. Children over 12 I'd just treat as adults stat-wise and not worry much about it.
EDIT: Oh yeah, nectar. It works by building up a "charge" - I'll add a time limit on that.
It's now for 1 hour or until you cast a spell. So if you head into a dungeon or whatnot and expect trouble, it's a good bet to shoot some nectar and head in powered up, but you can't just juice up at breakfast and be good for the whole day.
P.S. More on nectar: it's possible, but risky, to "double up" (or triple up, quadruple up, etc) on a dosage to build up multiple charges, but doing so will always result in having to Madness save vs. overdose. So, for example, if I have a witch who wants to cast say three Empowered spells over three rounds using nectar but doesn't want to be fiddling with syringes mid-combat, I could triple-up on my nectar dosage and make 2 Madness saves, plus an additional save (Madness DC 12 + the spell's level + 2 for Empower) for each spell. I'd also have to make 3 addiction Fortitude saves.
Makes sense I'm going to work on my backup character (mostly because character creation is fun). I'm putting her at level 6, the reason being that IIRC most of our level 5 members are about to level up (one of them just did I think) and I doubt anything is going to happen to Eareg before they do.
Okay, that makes sense. Take an extra 750 obeloi while you're at it.
So the weapon graft makes the grafted weapon a natural weapon. Does this mean I can graft a one-handed weapon onto my hand and use it in a grapple? Normally you can't use one-handed weapons in a grapple only light weapons or natural weapons but if the one handed weapon becomes a natural weapon I think it'd make sense. Granted it would be powerful but not overpowerful... and it costs a ton of money to do.
Here we are just in case you're interested. Think of her as a slightly less malevolent and far wiser version of abyzou.
Little Scamp
[ic=Appearance]
Little scamp is in appearance much akin to any typical 8 year old human girl. However, she is most certainly not human, having been the host of a mind grub for several years. The left side of her face is adorned with the thick bloated mass that marks all such parasite hosts with her left eye and ear completely encased in diseased flesh which gives her head the trademark tilt of her species. Having the body of an 8 year old girl she is short and petite but nobody would mistake her for a cute little child. What was once smooth porcelain white skin has long since become a morass of dirt, callus, scars, and the telltale signs of graftpunk and eldritch experimentation (something that has warped her strength and agility far beyond that of a normal child). The half of her head not bloated with parasitic infection continues to sport dead wirey locks of pure white hair, all that remains of what was once a full head of healthy black hair. Meanwhile the nails of her grubby hands are a thick and crusty yellow. Her good eye is tinged red from blood, and while lacking the malevolent look of most mind grubs it still maintains its own eerie gaze. This gaze is that of a creature with a wisdom far beyond its 8 years of life. Indeed to speak to her one would think her an old crone. The parasitic infection and her incessant experimentation with eldritch powers and grafts has ravaged her throat and Little Scamp has a low rasping voice to compliment her wry personality (though it is a personality with scattered interest in the loves of youth including sweets and stuffed animals among other things). Her clothing consists of a white blouse and long skirt typical of many children from wealthy lifestyles though this has long since yellowed and gone to tatters as it is the same clothing she was wearing several years ago when the grub first ensnared her mind. It is thickly covered in a mishmash of jury-rigged cloth patches and adorned with whatever eldritch symbols and phrases she happens to take fancy to at the moment. Atop this she wears at all times a morbid pinafore dress made from a tangled mess of hard fleshy scales (each scale a unique and grisly trophy from something she has killed). While she prefers to go barefoot, having thickly callused soles that think little of hot sands or sharp rocks, Little Scamp places special importance on a single black fingerless glove she won off a bet in the pits and takes great pride in always covering her right hand with it, just in front of her most noticeable feature. As an underhanded and nasty brawler she has picked up some degree of a reputation which is attached very closely to the long red metal blade which sprouts directly from the back of her right wrist. Not a few miscreants have found themselves on the wrong side of this blade after underestimating Little Scamp as nothing more than a disabled child.
[/ic]
[ic=Background]
Little Scamp was originally a young girl by the name of Madeline, the daughter of a well to do merchant caravaner. It was during the night during a stop in Lophius that the child had the misfortune of contracting a mind grub. Waking confused, having trouble recollecting who or where she was the young girl stumbled away from her family's tent and became lost within the streets of the corsair city. Over several days the grub began asserting control over her mind, becoming accustomed to its surroundings. Very quickly she picked up a number of scars from various unamused lowlifes as they chased her off hurling insults and shouting that she was a little scamp. She didn't know what it meant but as so many people were calling her it to she assumed it meant that was her name and started to call herself that.
Over time her parasites growth, directed by a rough life in the slums of the city, lent the young street rat a supernatural level of wisdom and through some work and alot of luck she found herself picking up odd jobs for various people both above and below board. She began taking a greater interest in eldritch experimentation as the grubs latent psionic powers started to unlock and Little Scamp soon was deeply engrossed within the arcane underbelly of Lophius, even taking to using nectar as her advancing skills earned the bones for the potent drug. By the time Little Scamp arrived in Macellaria, looking for entertainment in the pits, she was already a deeply rabid fan of conflicts and betting on said fights and not one to shy away from participating herself (though it took some "convincing" before the pit master let her in). She continues to fight and earn money where she can, though her unnatural wisdom and perception has given her the nickname of "The Wiselady" and people have begun to seek her out for advice.
[/ic]
[ooc]
Little Scamp
Mind Grub Psychotheurge 6
STR: 14 [+2]
DEX: 14 [+2]
CON: 16 [+3]
INT: 10 [+0]
WIS: 19 [+4]
CHA: 8 [-1]
HP: 48/48
PP: 23/23
BAB: +4
BDB: +4
Size: Small
Height: 3'6'
Weight: 40 lbs
Speed: 20ft
Carrying Capacity: Light (44 lbs) - Medium (45 lbs to 87 lbs) - Heavy (88 lbs to 131 lbs)
Languages: Shambles, Cestoid
Attacks: Grafted Masterwork Longsword (free hand version): 1d6+7 - Crit: x2 19-20 - +11 to hit
DR: Scale Mail: 1d4/magic - 15lbs - check penalty (-4) - max dex bonus (+4)
Defense: 10 (base) + 2 (dex) + 4 (BDB) + 1 (size): 17
Init: +4
Will: +10
Ref: +8
Fort: +9
Grapple: 2 (str) - 4 (size) + 4 (Imp Grapple) = +2
Trip/Bullrush/Overrun: -4 (size)
Feats:
Combat Manifestation
Improved Grapple
Improved Unarmed Strike
Narrow Mind
Psicrystal Affinity (bezoar)
Psionic Fist
Psionic Meditation
Traits:
Weapon Bond: Grafted Longsword
Abilities:
Muffled Senses: See and hear half as well as an uninfected human. Additionally take -2 penalty to spot and listen checks
Blood Sight: 50ft blindsense on anything with a pulse
Psychic Heritage: Mind Shriek
Skills:
Autohypnosis (Wis): +5
Climb (Str): +3
Concentration (Con): +12
Jump (Str): +3
Know Psionics (Int): +1
Sense Motive (Wis): +5
Tumble (Dex): +6
Known Powers:
Level 1
Grip of Iron
Inertial Armor
Stomp
Level 2
Dissolving Weapon
Hustle
Strength of My Enemy
Equipment:
Backpack
Belt Pouch x4
Blanket Candle x10
Clothes Ink Bottle
Ink Pen Paper x10
Rations x4
Scroll Case
Silk Rope 50'
Tinderbox
Waterskin
Vial of Nectar x4
Weight: 13lbs
Money: 48
[ooc]Bezoar:
Diminutive Construct
Hitpoints: ½ master's hp (24)
Initiative: +2
Speed: 30 ft, climb 20 ft
Armor Class: 18 (+4 size, +2 natural armor, +2 Dex)
Special Qualities: Construct traits, hardness 8
Saves: As master's saves
Abilities: Str 1*, Dex 15*, Con -, Int 8, Wis 10, Cha 10
Skills: Climb +14, Listen +6, Move Silently +6, Search +2, Spot +6 (+ all skill ranks of master)
Abilities:
Alertness
Improved Evasion
Self-propulsion
Share powers
Sighted
Telepathic Link
Telepathic speech
Personality: Nimble (owner gets +2 initiative bonus)[/ooc]
[/ooc]
Looks like a great character! And yes she can use her grafted weapon in a grapple.
Also, I've decided that since psicrystals seem a little high-tech and antiseptic for CE, psychotheurges will instead produce bezoars (http://en.wikipedia.org/wiki/Bezoar), which are cosmetically different but mechanically identical. Specific appearance varies but basically think a glistening quasi-organic stone. They get vomited up by the psychotheurge.
Quote from: SteerpikeLooks like a great character! And yes she can use her grafted weapon in a grapple.
Also, I've decided that since psicrystals seem a little high-tech and antiseptic for CE, psychotheurges will instead produce bezoars (http://en.wikipedia.org/wiki/Bezoar), which are cosmetically different but mechanically identical. Specific appearance varies but basically think a glistening quasi-organic stone. They get vomited up by the psychotheurge.
Ok no problem, swapped out psicrystal for bezoar. :)
Anyhow there we are, a working example of what a psychotheurge character looks like.
From the Wikipedia article
QuoteIn 1575, the surgeon Ambroise Paré described an experiment to test the properties of the Bezoar Stone. At the time, the Bezoar stone was deemed to be able to cure the effects of any poison, but Paré believed this was impossible. It happened that a cook at Paré's court was caught stealing fine silver cutlery. In his shame, the cook agreed to be poisoned. He then used the Bezoar stone to no great avail as he died in agony seven hours later.[6] Paré had proved that the Bezoar stone could not cure all poisons as was commonly believed at the time.
That is horrible.
I was just thinking that since we swapped out +2 int for +2 wis the balancing aspect of muffled senses isn't as effective. You get a -2 to spot/listen but the +2 wisdom automatically offsets that to a meager -1. Perhaps we should up that to a -4 to spot/listen. Thoughts?
Oh also I've fleshed out a list of powers for the Psychic Heritage trait for players to choose from. I'm almost 100% certain that the first one is balanced seeing as I worked on it a bit extra (as it was the power I chose for little scamp). The others however I'd like some feedback on, I know Llum is awesome at balancing things like this and I know you (Steerpike) also seem to have a solid handle on balance. So if either of you or anyone else for that matter could help me balance these out. That would rock.
[ooc]Psychic Heritage: The psychic affinity manifest in all Mind Grubs gives them a unique eldritch connection to the aether. From this link a Mind Grub can harness a special ability drawn from their particular caste. At character creation choose one power from the following list, the Mind Grub character may manifest this psi-like power once per day. All psychic heritage powers take a standard action to manifest and have a will save DC equal to 10 + your wisdom modifier + the manifester level (if any) of your character.
Mind Shriek:
Range: 25ft
Effect: Dazed for 1 round
Save: Negates
Description: The Mind Grub unleashes a psionic shriek which temporarily overloads the target's mind. On a failed will save the target is dazed for one round
Psychic Slam:
Range: 25ft
Effect: 1d10 psychic damage
Save: Negates
Description: The Mind Grub telekinetically blasts the selected target. If the target fails its will save it takes 1d10 psychic damage.
Psionic Leap
Range: Personal
Effect: Launch yourself 20ft horizontally through the air
Save: None
Description: The Mind Grub channels their psionic link into their legs, making a single massive leap through the air. There cannot be any obstructions between the Mind Grub and the end point of their leap. If there are, the Mind Grub may choose to make the leap anyways, landing in the square adjacent to the obstruction. Additionally they must succeed on a DC 20 will save or fall prone as the sudden halt causes them to lose focus.
Horrify
Range: 30-ft.-radius spread centered on you
Effect: Shaken for 1 round
Save: Negates
Description: The Mind Grub projects an incredibly horrifying image into the minds of all enemies within 30ft of you. Any who fail their will save are shaken for 1d4 rounds.[/ooc]
None of the powers seem unreasonable or overpowered, especially considering the levels were starting at.
A -4 spot/listen would make sense, maybe compensated by an extra +10 ft of bloodsense?
Psionic Leap-- given that it's already factored in what is essentially a +20 bonus, why not simply make it a +20 bonus, thus allowing it to stack up with the actual jump skill, especially since skills do not normally auto-fail on a 1. Also maybe add in that it takes no penalties for not taking a running start. I think that make sit a little bit more useful, especially if you apply PP and make it augmentable.
Psionics in general. If you are introducing psionics, might it not be better to make Grubs start with Power Points? Then make their Psychic Heritage Powers use PP (and thus be scalable). A non-manifester class would likely only be able to use the skill, poorly, once or twice a day, but a Psionic class ought to be able to further augment the power to make it more widely usable and effective.
It's a bit more work, surely, but with the Psychotheurge, we seem to be seeing some inclusion of Psionics to CE. Is this trend going to continue, or is this simply a one-off niche character? If there may be more, it seems easier to start the right way with what is already a psionic-based race.
Speaking of, it was hard to tell from the fluff, but is the Psychotheurge only playable by cestoid-esque characters?
Yeah, I don't have plans to add lots of psionic stuff in. Psionics will be the "lost art of the wormfolk" kinda deal. One might run into the occasional object or thingy to do with pyschotheurgy, but there won't suddenly be psions running round everywhere, and mindgrubs are super rare.
EDIT: checking out some psionic races, perhaps one bonus power point would work - lots of LA+0 races have a bonus power point.
Quote from: CoyoteCamouflagePsionic Leap-- given that it's already factored in what is essentially a +20 bonus, why not simply make it a +20 bonus, thus allowing it to stack up with the actual jump skill, especially since skills do not normally auto-fail on a 1. Also maybe add in that it takes no penalties for not taking a running start. I think that make sit a little bit more useful, especially if you apply PP and make it augmentable.
Psionics in general. If you are introducing psionics, might it not be better to make Grubs start with Power Points? Then make their Psychic Heritage Powers use PP (and thus be scalable). A non-manifester class would likely only be able to use the skill, poorly, once or twice a day, but a Psionic class ought to be able to further augment the power to make it more widely usable and effective.
Psychic Heritage doesn't grant psionic powers it grants psi-like abilities (which cannot be augmented with pp). These aren't supposed to be powerful effects they are just a little bonus to the mind grub kind of like the spell like abilities of the Gnome. They're actually slightly more powerful as while the effect doesn't scale with level the DC does which helps to keep them useful to some degree even into the mid levels.
If someone wants to augment the powers they can. Three of these are based off of actual psionic powers you can use (psionic daze, mind thrust, and demoralize) the jumping one isn't but it has some loose connection to other abilities and items you can get to get that kind of boost. I think giving them full on augmentable powers would be too powerful for an LA-0 race. That's basically granting them a free power, and powers aren't as common as spells, definately not for psy warriors.
Well, Nom, my argument covers two small bits. The first, your comparison, the Gnome, has Spell-Like abilities that are (aside form Speak with Animals) all cantrips, and not terribly useful ones aside from Prestidigitation, especially as targeted spells while in combat. Just the same, I find these Psy-Like Abilities to be pretty useless as well.
However, since some of the abilities you have are already based on existing psionic powers, why not just say that the feat gives you one free psionic power from this list? If you are not a manifester class, it really won't matter since, as I mentioned before, you probably won't be able to use it more than once or twice a day (I believe the base racial PP is varied, but only 1-2 appears on a non-LA race). If you are a manifester, then odds are you will choose one that aids your class, but probably not one that you would take anyway-- I mean, why the heck would a Psychic warrior want any of those? A Psychic Warrior ought not to have a majorly high WIS (since you really need to focus more on combat abilities), so your save DCs are going to be pretty bad for the targeted ones. So, really, these aren't even very good free powers for a Psychic Warrior.
Even Leap ought to be really easy to convert to psionics, just treat it as the Jump spell. Something like a +10 Jump bonus for 1pp, and maybe a +10/2PP augment.
As well, most Psi-Like abilities are treated as half your HD, with the only exception being the Duergar, so it seems that even as Spell-Like Abilities, they really aren't very good. But that's just my opinion.
As far as why these are not good powers, in my opinion: Mind Thrust is the bread and butter of Psions as far a sI have seen, and with some scary damage potential for low PP (1d10/1 PP) costs, it is good. However, as a non-augmentable 1d10, save negates level 1 power from a class that will rarely have a high casting attribute? I find it a waste of an action when I could be activating Force Screen, Animal Affinity, Expansion, or Dissolving Weapon instead. Psionic Daze is capped at 4 HD without augments, making it a waste of space otherwise, and a terrible choice to make as a Psi-Like ability. Demoralize, at least, I like. It just suffers from the same low DC problems from Psychic Warriors, and I think CE has a lot of Fear/Mind-Effecting immunities or resistances, making it less useful here. Still, the best choice so far, I think. Leap? As it is, I don't like it. The Will save or fall prone makes it a very poor choice to use in combat, and 20 horizontal feet isn't that far for a lot of other mundane methods, especially once you get to ~5th level. A definite waste of a power choice without augments.
My only real comparison is a game I'm currently playing which features a Seer and a Psychic Warrior as our Psionic classes-- and frankly, a 1d10 save negates Mind Thrust has never been useful to date. A 5d10 and the resulting DC increases, however, have been rather useful.
Really, this is Steer's ballgame, but I really do dislike some of the current ways of approaching the psionic powers of the Mind-Grub. I would also be highly opposed to Blindsense out to 50' if it was not for the fact that there are a great deal of non-living things to maim you. So why not make the penalty more severe? -6 or so, dropping down to-5 with the racial ability. It already has slightly restricted Blindsense into the second visual range increment, which is pretty damn good. Go ahead and make it flawed. It may be much more interesting that way.
Hmm, some good thoughts. I'm going to review the mindgrub and post a tweaked version later. Nothing will change dramatically - the essence of the race and most of the abilities will remain the same - but I will try to take various comments into consideration.
Discuss:
Mindgrub
+2 Wisdom, -2 Charisma
Speed as per Host Creature (usually 30 ft.)
Aberrant Mind: Mindgrubs are not affected by spells that only affect humanoids, such as dominate person and charm person '" their minds are too alien. However, they suffer a -2 penalty to saves vs. mind-influencing effects that do affect them, since they were designed to be sensitive to external control.
Bloodsense 40 ft.: Mindgrubs can sense any creature with a heartbeat within 40 ft. as per Blindsense.
Half Blind, Half Deaf: Mindgrubs suffer a -4 penalty to Spot and Listen checks.
Naturally Pychotheurgic: Mindgrubs were intended to function as conduits for the power of cestoid controllers and so gain 1 bonus power point at 1st level.
Psy-Like Ability: Aetheric Screech 1/day '" Mindgrubs can emit a startling "screech" through the aether, designed to disorient enemies and alert other mindgrubs or cestoid troops to their location. Everyone (including allies) within a 30 ft. radius must make a Will save (DC 10 + wisdom modifier of the mindgrub + mindgrub manifester level, if any) or become Dazed for one round; those who fail by more than 5 are Stunned for one round and Dazed the round afterwards. Creatures attuned to the aether already including Witches, Revenants, and oneiroi suffer a -2 penalty to this save; other mindgrubs and cestoids are unaffected, however, though they still hear the Screech in their minds. While the Screech only affects creatures in a 30 ft. radius, it can be "heard" for a range of 120 ft.
Automatic Languages: Cestoid, Host Creature languages (usually Shambles)
Favoured Class: Psychotheurge
[ooc]With the Aetheric Screech I wanted to make a power that would still be useful at mid-level but would have to be used carefully. What I'm envisioning is a series if mindgrubs planted in an enemy fortification or camp boring into the brains of enemy troops. They awaken and establish an immediate psychic link with the cestoid network, then one proceeds to Screech, providing a "ping" for the other mindgrubs to close in on. The newly created shock-troops then form a ragged unit and proceed to sow confusion and chaos. As other wormfolk troops draw near another mindgrub activates its screech to give them a rally-point.
Other stuff I did: give them a power point, give them immunity to humanoid-only mind-influencing effects but a penalty to other mind-influencing effects, limit their Bloodsense range, give them a -4 to Spot/Listen.[/ooc]
I think that looks pretty good. Perhaps on Aetheric Screech make it so that it doesn't affect cestoids or other mindgrubs. Makes sense to me that it would be designed not to due to their original purpose.
I'm liking this much more now. It also really reminds me of a Genestealer cult on an organism level, not a planetary one-- what with the subversion of a whole entity, then calling upon its brethren to take advantage of its actions.
The caveat to Aberrant Mind is a nice touch-- I like specific catches like that.
I like Aetheric Screech-- especially in that it is both useful and potentially harmful to a group. The DC seems rather high to me at first appearance, but with it also potentially harming allies, I think that's fine in the long run, as it (ought to) make the player consider when happens to be the correct time to use the ability.
I struggle, however, to visualize this as something different from a Headcrab...
I do have a question though-- What exactly is the relationship between the grub and its host? For example, were you to stab the host in the foot, what would become of the grub? Would it feel pain, would it be injured, would it even care? And is the grub also forced to control all of the common biological functions of its host, potentially despite its own 'tastes' (should it have such things). And, humorously, does the grub actually gain the instinct or knowledge to fulfill the mandatory biological needs of its host (such as when Satan is forced to endure having Fry's hands...)? In other words, is it meant to be a long-lasting device that works to coexist with the host, or is it something that is meant to burn bright and fast as a weapon, forcing the host to work until it destroys itself?
Quote from: CoyoteCamouflageI do have a question though-- What exactly is the relationship between the grub and its host? For example, were you to stab the host in the foot, what would become of the grub? Would it feel pain, would it be injured, would it even care? And is the grub also forced to control all of the common biological functions of its host, potentially despite its own 'tastes' (should it have such things). And, humorously, does the grub actually gain the instinct or knowledge to fulfill the mandatory biological needs of its host (such as when Satan is forced to endure having Fry's hands...)? In other words, is it meant to be a long-lasting device that works to coexist with the host, or is it something that is meant to burn bright and fast as a weapon, forcing the host to work until it destroys itself?
Heh actually my original intent with the mind grub was to create a cunning and intelligent headcrab. Ultimately it's Steerpike's call here but as I originally developed the idea I thought I should toss in my 2 bones. The result is basically a fused entity, the mind grub bonds so fully with the brain that it basically becomes an extension of it. There isn't much of a differentiation between the parasite and the host once the infection is complete. A human mind grub doesn't think of itself as a parasitic grub it considers itself an intelligent bipedal creature with very human needs, wants, and desires. It knows it isn't human but it doesn't think of itself as a grub inside of a larger creature if that makes sense. It retains all the instinctual capabilities of its host as it only wipes out the hosts higher functioning memory not the hard coded stuff that's "hard coded" into the mind from birth. The Cestoids wanted a slave that was capable of caring for its own needs. That way they had a more long term supply of troops to use for their needs. The reason their minds aren't affected by humanoid influencing magic and effects is that their presence alters the design of the brain into a very alien design that the magics don't work on as effectively.
My feeling was that the cestoids intended a bright-and-fast expendable psychic weapon, but now that the psychotheurgic network is defunct new/remaining mindgrubs are forced to become more than they were ever intended to be.
Psychic/intelligent headcrab is definitely the vibe I'm getting too.
I'm with Nomadic insofar as the fusion of host and parasite - the mindgrub is tapped into the nervous system of its host, so it feels pain etc. As I'm understanding the creature it doesn't achieve sentience until it seizes control of a brain - boring into a skull is an instinctive behaviour, not a conscious act per se.
Quote from: SteerpikeAs I'm understanding the creature it doesn't achieve sentience until it seizes control of a brain - boring into a skull is an instinctive behaviour, not a conscious act per se.
My thoughts were sort of that the grub itself never achieves true sentience. What it does is (to use computer terminology for a second) piggyback onto the memory and processing capabilities of its host letting the hosts mind think for it. It's less of a memory addon and more of a chip with a set of instructions that rewires the hosts brain to do what the cestoids want it to. The grubs mind is 100% instinctual, the sentience comes when it hooks into the hosts much more advanced mind.
Right, the grub doesn't become sentient, it becomes part of the brain itself (effectively) and rewires it into something new.
I wonder if the grub could be surgically/sorcerously extracted somehow. Remove Disease and other healing spells don't really exist (or at least aren't widely available)...
Quote from: SteerpikeRight, the grub doesn't become sentient, it becomes part of the brain itself (effectively) and rewires it into something new.
I wonder if the grub could be surgically/sorcerously extracted somehow. Remove Disease and other healing spells don't really exist (or at least aren't widely available)...
The only way to remove it I think would be to remove the brain since once the parasite has run its course it and the hosts mind are the same thing. And well, I doubt a host could survive losing its brain heh.
I was wondering, did you ever make a write-up of the cestoid as a race? I know you didn't intend them as playable, but I still love them as creatures and wonder how they are handled mechanically.
I just had a horribly disturbing thought. What if the mind grubs are severely warped cestoid offspring. Like they were experimenting on their own young to create a vector for these super soldiers... eww.
Great idea! That makes a lot of sense - they're some sort of mutated cestoid larva.
I'm going to do a write-up for the cestoid racial block.
Also, on an unrelated note, I was reviewing the racial stats and realized I wasn't happy with the lilix female ability modifiers, so I changed them to +2 Dexterity, -2 Constitution.
Does this seem remotely balanced? Burrow speed, defense bonuses, multiple limbs, and some hefty ability bonuses are partially offset by a steep Charisma penalty and Large penalties, so I estimate the LA at +2, but I'm not sure whether or not that's really accurate... thoughts?
Cestoid
+4 Strength, +2 Constitution, -4 Charisma
Speed 30 ft., Burrow 10 ft.
Type: Vermin '" cestoids do, however, retain an Intelligence score, and are not immune to mind-influencing effects, though they do resist them (see Eldritch Inability, below).
Darkvision 60 ft.
+2 Defence from Natural Armour (chitin plates).
Large Size: -1 Attack and Defence, +4 Special Attack Modifier (bull rush, grapple, overrun, trip), -4 Hide; Face/Reach 5 ft./5 ft. (despite their size, cestoid arms are no longer than humanoid ones).
Many Limbs: Cestoids have between three and seven many-jointed arms array about their large maws. Once, the number of limbs indicated caste and thus social status and occupation; now, such distinctions have been lost, though seven-limbed cestoids '" always exceptionally rare '" are still highly considered and sometimes become chieftains of some kind. Most cestoids have five limbs '" for combat purposes, one primary hand and four off hands.
Eldritch Inability: The cestoid mind is too alien to grasp humanoid witchcraft. While cestoids receive a +2 bonus to resist mind-influencing effects, they cannot become Witches. Once cestoids had their own arcane art '" psychotheurgy '" but this practice has long been lost.
Automatic Languages: Cestoid, Shambles. Cestoids can understand spoken languages but can only speak Cestoid. The can, however, write in the languages of other species.
Favoured Class: Worm-at-Arms.
LA: +2
So laying it out you gave them as bonuses:
+4 Strength
+2 Constitution
+2 Defense from Natural Armour
+2 bonus to resist mind-influencing effects
Large Size
Many Limbs
Burrow 10 ft.
Darkvision 60 ft.
And for penalties:
-4 Charisma
Cannot become Witches
They get a ton of bonuses and only really one penalty. The -4 cha does balance out the +2 con but the inability to become a witch doesn't mean much as their stats aren't good for a witch anyways and so even if they could become witches I doubt most would (I don't see any potential players becoming witches with them if it was possible). So it takes away something that wasn't being used in the first place. Note additionally that in their case large isn't a penalty, due to their stats and build layout they are the kind of race designed for an in your face smash and grapple where large size is an advantage. The rest is pure bonuses. After the balance you have as a bonus:
+4 Strength
+2 Defense from Natural Armour
+2 bonus to resist mind-influencing effects
Large Size
Many Limbs
Burrow 10 ft.
Darkvision 60 ft.
I'd say LA+2 isn't too off, it's probably closer to 2.5 technically but I'd say you're roughly in the right spot.
What if I made their ability bonuses +2 Str +2 Con? Would that be closer to LA+2?
Also, Large does come with an Attack/Defence penalty, although it's still probably a slight bonus overall.
Quote from: SteerpikeWhat if I made their ability bonuses +2 Str +2 Con? Would that be closer to LA+2?
Also, Large does come with an Attack/Defence penalty, although it's still probably a slight bonus overall.
Probably closer yes. And while Large does have a bonus to Attack/Defense there are a couple things here that offset that to make it a bonus...
1) It currently has a +4 to strength which means a +2 on its attack rolls effectively giving it a slight attack bonus.
2) The +4 to strength also means a bonus to its grapples in fact at level 1 assuming a BAB of 1 and a base str of 10 it has a grapple bonus of +7. Someone who is actually playing them as meant (close in grappler) is going to dump points into str and probably give them 20-22 str which means at level 1 they could have a +11 to grapple. In short a cestoid that gets into close range with something like a human is going to be well equipped to beat the hell out of them.
3) A similar thing happens with trip attacks and (to a small degree) overruns
4) Yes you take a defense penalty however you get a +2 defense from your natural armor which not only offsets this but gives you a small defense bonus.
The only real penalty you get from being large is the -4 to hide and that's not really a big penalty and is probably offset by one of the bonuses. They probably would be an LA+3 except that you gave them a 5ft reach instead of a 10 foot reach combined with the -4 charisma.
I think it would be a pity to make them less powerful just because it would balance them out. Cestoids are freakishly strong creatures - they are meant to be able to charge you head-on and crush you. The rules as-is seem to simulate this perfectly.
A few notes however:
Perhaps there should be some mention of their inability to communicate vocally?
Their reach could easily be shortened despite their size.
The same goes for their speed. I don't see them as particularly fast.
Good thoughts. I kept the Strength, reduced the reach, and made a not about spoken language. I'm keeping the speed since there are a few allusions to cestoid rickshaw drivers, so it makes sense for them to be at least adequately speedy.
If a few days pass in game before the festival, Wispy will spend them hawking his services as an identifier 2 times/day (he keeps Honeyslick, his go-to-spell, prepared as his third level 1 slot).
Identify costs 100 obeloi for the material component, so I guess he'd price at 125 to 150.
On the day of the festival, he will prepare his spells as regular (no identify).
No material components in CE except in unusual cases, so you don't have to worry about that.
We'll probably pick up at the Feast and Kaius' return to Macellaria.
A spell Wispy might be interested in?
Dance of Ruin
Necromancy
Level: Brd 2, Witch 2
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Spread centered on caster
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To cast this spell, the caster dances wildly and chants. After she finishes her dance, a wave of crackling energy flashes outward up to the extent of the range. All non-demon creatures within the area take 2d20 points of damage.
That sounds good. Could be deadly for my compatriots though :D
Thanks for the info about material components; in that case, he will want to identify some of the items that he's been carrying around with him for a while [so it is important to know how many days pass before the feast for purposes of # of spells/prepared a day]. (I don't have my char. sheet with me right now, but will mention it on monday when I get it out for the game, if not before then)
I'll calculate the number of days using the logs and have the info by Monday :).
Crow or Ghostman, are either of you at all available tomorrow for a possible solo session?
EDIT: Now that Seraphine's Celtic game is canceled for Monday, we could alternatively run brief solo sessions before the main CE game, if that works better for either of you. If not, that's fine, I can save the material for another time.
Sadly, I probably can't make it to neither a solo session nor the main game due to a small weekend trip with some of my friends. I might be able to come online, but I wouldn't depend on it.
I am as always available to play any NPC parts you may have for solo sessions. Those are a blast to participate in.
Fun to watch, too!
Right now: 4:30EST monday to 6:30/7 EST monday I can make it.
If the solo thing fits in to that, it'll work, but I think that's the normal game time. Thanks for the offer, though.
Really sorry I missed tonight's session; I did the most Vetter thing possible and went out and got drunk, not making it home in time to play...
No worries! Vetter faded into the background, but I figured he was kinda being dragged along in a bit of a stupor by the rest of the party...
Sounds about right. He was probably busy daydreaming about that one nun of the Weeping Lady he saw last time...
Speaking of, I think you missed the end of last session - the city just got hit by Red Rain and a healthy portion of the ghilan partying in the streets became fetch. The party ran into the nuns as well... pretty gruesome.
Wow. You'll have to bring me up to speed before next session.
I can't believe this. I'm gonna have to bloody miss tomorrow's session too! Stupid real life!
We'll figure it out. Real life takes precedence!
So due to a combination of factors we didn't really have sufficient players to run a session today, and those of us who made it were wondering whether rescheduling later in the week might be a possibility. Ghostman, TMG, and myself are all relatively free - any day but Friday would work. What would be good times for other players?
Oh... I just got out of work and got on. Maybe Wednesday would be good for me. As always, starting later is better. Barring a project coming up, I have some discretion about when I get out from work.
As long as the game is fairly early I can do any day from Monday to Saturday.
Ah! Why was I not there for that?! I blame my 12 hour negative time difference.
Anyway, I don't have classes before 11:30 AM monday and friday. So I guess I could play 8-9 PM EST on sundays or thursdays. Alternatively, I could do games set at noon or earlier all days aside from tuesday.
I'm not sure whether any of the above are actually viable, but I can try...
I'm free at the usual game time everyday but Thursday. Earlier Thursday would probably be fine.
Other than that, I'm pretty much open for any time slot now that I'm back in town.
It looks like Wednesday is our best hope for this week - once the school year starts up we should definitely pick a new weekly time.
I'll come online on Wednesday at the usual game time and once we've amassed a suitable complement, we can play, and I'll integrate latecomers as needed. Sound good?
EDIT: I totally understand people not being able to make sessions - I hope I'm not coming off as snarky or annoyed!! It's impossible with this many players for everyone to show up week by week.
Wednesday works for me!
You're not coming across like that at all Steerpike. In fact had you not actually said that you were I wouldn't have known you felt annoyed. I hope we're not being too annoying :P
Anyhow Wednesday should work for me. Regarding school this fall I have classes in the afternoon on Monday and Wednesday from about 3pm to 7/9pm depending on the day. So a session that wasn't on those days would be ideal and earlier is still better for me.
QuoteIt looks like Wednesday is our best hope for this week - once the school year starts up we should definitely pick a new weekly time.
I'll come online on Wednesday at the usual game time and once we've amassed a suitable complement, we can play, and I'll integrate latecomers as needed. Sound good?
EDIT: I totally understand people not being able to make sessions - I hope I'm not coming off as snarky or annoyed!! It's impossible with this many players for everyone to show up week by week.
[/quote]
Even if you were annoyed it wouldn't be a problem. It's always disappointing to plan for, show, and then to be unable to host a game.
Yes, I have missed the last two sessions. Yes, I suck. Will wednesday become our usual day from now on? That's fine with me.
Don't worry about it - Vetter variously napped or guarded the mounts. I decided that the zerda, unused to muggy weather, have become somewhat torpid :P.
Does Wednesday simply work better for everyone at this point? I was planning on reverting to Mondays for the rest of August, but we don't have to.
It might be better for me this coming week, as it happens...
Quote from: SteerpikeDon't worry about it - Vetter variously napped or guarded the mounts. I decided that the zerda, unused to muggy weather, have become somewhat torpid :P.
Does Wednesday simply work better for everyone at this point? I was planning on reverting to Mondays for the rest of August, but we don't have to.
It might be better for me this coming week, as it happens...
Wednesday works just fine for me, it also means no overlap with the CG game which is a plus for both games :)
Just wondering about something... obviously some of the current plot-arcs are leading up to a big battle at Macellaria. Would you guys be interested in playing out parts of the battle via some kind of mass combat system (there's a couple d20 ones kicking around)? Or would you prefer to solely control your characters?
The only problem with mass combat is the visual element, but I could probably whip up some basic maps if needed. I don't feel too strongly about this one way or the other, so I thought I'd consult you guys.
Mass Combat seems like an interesting novelty. Which systems were you looking at?
[blockquote=Light Dragon]Mass Combat seems like an interesting novelty. Which systems were you looking at? [/blockquote]Mongoose did a 3.5 one that looks decent and I also found this (http://www.dandwiki.com/wiki/Races_of_War_%283.5e_Sourcebook%29/The_Mass_Combat_Minigame).
I think Kaius would enjoy commanding a zombic phalanx.
I think for me mass combat would destroy immersion. I'd much rather just play my character.
I think some mass combat would be pretty awesome, just as long as it's not too rules-heavy; quick and dirty would be more fun, I think.
I agree with Kind on Mass Combat.
As long as its not turning into a full blown miniatures game, I'd be down with giving it a try. I'm not sure how useful Kol would be with that particular set of SRD rules.(Though I imagine him with a fast-moving group would be a bane upon ranged units).
As for Wednesdays? They work for me. I missed it this week simply because the site was down, and I don't currently use any other form of IRC.
I think this Wednesday is best for me.
I'll ponder mass combat more. You guys probably wouldn't be unit commanders or whatnot, but maybe if you get caught in the middle of a large battle or something we can use the mass combat rules... we'll see. I certainly don't want to jeopardize immersion.
On a somewhat related note, for the next few sessions the part is with a small group of Pale Legionnaires, and you guys get to control them in combat so that battles don't turn into 75% me rolling dice against myself. I'll provide stats and you guys can divvy up who you want to play, but basically there will be a couple of men-at-arms, an archer, and an executioner/man-at-arms. I'll probably retain control of the temporary squad leader, Salamander (their serjeant is dying of hagman poison at the moment).
>>probably wouldn't be unit commanders
Probably wouldn't... or Probably shouldn't. :D
Speaking of jatayi shenanigans, LD, did you have a specific (or vague) goal (or goals) for Wispy's night of revelry? If not, I can just go nuts and invent something for a solo session - in the past those have gone very well, I think.
Wispy intends to:
* March in the Parade
* Make Ghul Friends (Ghul Music competition... since Jatayi are the only bards in the world he's pretty confident he'll win)
* Play pranks on the living
Quote from: SteerpikeI think this Wednesday is best for me.
I'll ponder mass combat more. You guys probably wouldn't be unit commanders or whatnot, but maybe if you get caught in the middle of a large battle or something we can use the mass combat rules... we'll see. I certainly don't want to jeopardize immersion.
On a somewhat related note, for the next few sessions the part is with a small group of Pale Legionnaires, and you guys get to control them in combat so that battles don't turn into 75% me rolling dice against myself. I'll provide stats and you guys can divvy up who you want to play, but basically there will be a couple of men-at-arms, an archer, and an executioner/man-at-arms. I'll probably retain control of the temporary squad leader, Salamander (their serjeant is dying of hagman poison at the moment).
I can probably run a couple of them if that works.
Just remembered, it's my friend's birthday this wednesday! After this week wednesdays will be fine for me, though.
I won't be around tomorrow beyon Seraphine's game, I'm afraid, but I'll be online on Wednesday.
Kindling, maybe once the party gets to Lophius we can run a solo/make-up session???
That would be very cool indeed :)
So, we should pick a new day for the game!
I am free on Tuesdays and Thursdays all day, unless things change.
On Mondays, Wednesdays, and Fridays, I will be available from about 6:30pm EST onwards, or up to about 3pm EST if we wanted to play earlier.
If absolutely necessary I could swing weekends, but they'd likely be shorter sessions than our current ones.
If we can't find a suitable day that works for at least a majority of the party, we can always go on hiatus, perhaps with a solo session here or there, and regroup in the new year.
I can do:
Mon: 10am-2pm
Tue: 10am-4pm
Wed: 10am-2pm
Thu: 11am-4pm
Fri: 10am-10pm
Sat: 10am-10pm
I take it those are PST?
Thursday's not a good day for me. Other days can potentially work. As always, I have a somewhat flexible arrival time based on when I get out of work. Later in the day is almost always better.
Quote from: SteerpikeI take it those are PST?
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Anything that's not weekends is cool for me at the moment (but that might change come October, when I move back to London and start a new job)
I will be making huge HUGE efforts to attend sessions now, due to my massive fail over the last few weeks. Are we still doing Wednesday this week?
EDIT: except I've just realised I'm probably gonna be working every night next week apart from Monday :(
We're on for tomorrow, yeah. I'll ask everyone tomorrow if they can do next Monday instead.
So far Tuesday (or possibly Friday, though I can imagine Friday may not suit everyone) is looking promising as a possible time for September onwards.
Unfortunately I've had a family emergency and I may not be able to make it tomorrow after all. It's possible I'll still be there, or I may be there late, but I can't guarantee it.
Cheers everyone. You guys are the best.
Please; deal with what you need to. Best wishes to you SP. :)
I may be able to make it after all, in fact. Thanks, LD.
I hope everything is alright! I'll be on at game time, but it's totally fine if it ends up you can't be there.
I hope everything is okay as well, Steerpike!
I hope that everything works out as well, Steerpike! Best wishes from me.
Hey! Just so everyone knows CE game is supposed to be today at the usual time. I almost forgot so I just thought I'd post a reminder for everyone else!
Sorry, I was held late today.
Well looks like if you want to do the whole mass combat thing that could work out. I'm thinking Eareg will go with Meteor's suggestion and try to take out Herruku. He can be doing that while the others are running their massed combat (we can do a solo session prior to the big fight if you want).
Oh and btw since I leveled I've changed up my typical spell list. This is now what it looks like:
0th Level [4]:
Mage Hand, Prestidigitation, Dancing Lights, Light
1st Level [3]:
Mage Armor, Ray of Enfeeblement, Crippling Conflagration
Spells look good.
Still pondering whether mass combat would be a good idea. It's a long ways off though...
In terms of a new session time, would Tuesdays at the current time - 4:30 EST - work for people? Or would another time on Tuesdays work?
Tuesday does not work for me at all, sorry.
Edit: Wednesday is entirely clear and I can manage to be back by 5:05 EST on Thursdays and Fridays.
Friday/Saturday would be the best for me, I have no work or school on those days and thus are totally free for games. I can do any Weekday Mon-Thurs too but be aware that Monday and Wednesday are school days for me and school starts at 3:15pm and I'd be needing to leave about 30 minutes before to get to the campus on time. So on Monday and Wednesday if the games went past 2:45pm (5:45est) I would get cut off.
Friday is looking likely. The question is whether we should try to play in the early afternoon EST (like 12-3 EST or something) or the early evening EST (6:30 EST onwards). I'm curious to hear what Kindling and Ghostman have to say about this, seeing as the latter time is rather late in their neck of the woods, but the earlier time might be problematic for EST players with those fancy-pants things people to do to make money or whatnot, what're they called... jobs, that's it I think.
If we go for fridays the earlier time is probably best for me.
Can't really go much later than the current game schedule.
Would 2pm PST (5pm EST) work for you guys? I just say this because TMG doesn't get back before around then on Friday it looks like.
Unfortunately it doesn't work for me. 2-3 PST Mon/Wed/Friday I have a class I'm TA for.
Also we're playing CE tomorrow normal time. Just to remind everyone.
Hmm, maybe early Wednesdays? We can have a more detailed discussion tomorrow.
Wednesday from 1 or 1:30 EST onwards - how would this work for people??
That's 10am PST and I don't have class until about 3:15pm so yea that works fine for me.
That works for me.
Affirmatron.
Should be a good time for me.
Dear Steerpike, sorry--the meeting ran late on Friday like I was worried that it might. Maybe we can work out something in the near future.
No problem. Is there a good time this week or next week that might work?
Well, I can get on IRC whenever I have a few hours free and just hope to see you on? Might that work? It seems that's how you've fit in Nomadic and a few others for side quests sometimes, no?
I'll be free and around from 7:30PM EST on Tuesday and Thursday this week (long hours expected again...). Next week I should be free after 6:30PM EST on Monday the 19th, Tue the 20th, and Thu the 21st.
Sounds good, I'll pop on here and there and we'll figure it out.
I'll be online tomorrow at 1 pm EST or the game - hopefully people can make it!
I'll be there!
Just a heads up, I have a dentist appointment at 2:20 EST this coming Wednesday... so I probably won't be able to play for very long. Starting a little earlier might be cool if possible, but it's no big deal if we can't.
I can definitely start earlier. How about other players?
I should be able to, yeah. How much earlier are we talking?
Maybe an hour or two? What would work best for people? Maybe 12 EST?
That's fine for me.
I think 12 would be fair if everyone's cool with it.
That would be 5pm GMT, right? If so, that's cool with me.
Works for me.
That's right, 5pm. Looks like we're good to go then!
Sorry everyone but I may actually have to miss tomorrow's session - it looks like it'll be my last chance to hang out with my dad before I move away next week... aaaaand I'll be missing next week's as well, because that's the day I'm moving :(
I have a pretty good solution I could use. Is Vetter level 6 by now?
Yeah, just. . .
Cool. Eidolons of sufficient power can make a Dominate Person attack. So you may spend the next session biting Kaius' ankles or something.
Quote from: Steerpike
Cool. Eidolons of sufficient power can make a Dominate Person attack. So you may spend the next session biting Kaius' ankles or something.
Why do I see Vetter latched onto Kaius' ankles like something from Animaniacs, and Kaius continuing the fight, not really caring? :D
Heheheh.
BTW here's an image (http://images.wikia.com/warhammer40k/images/0/01/OrdoHereticus_Inquisitor.jpg) that's close to how I envision Sister Abra. For the eidolons, think Anne Rice vampires, or Victorian Toreadors from World of Darkness.
EDIT: Oh, and this guy (http://casualmagic.files.wordpress.com/2009/08/zendikar-art-spoiler.jpg)might work for Garas (or most images of Elric...), though only Vetter has seen him so far, last night in the Melusine common room.
Yeah, so, I sort of slept in later than I wanted to this morning, and it rather screwed up my entire schedule of for the morning. Sorry about that.
I guess we'll be resuming at the usual time next week?
That's right! As it happens, TMG's internet got cut off, so it wouldn't have worked out anyway.
OK, I want to officially change the play-time to 12:30 EST/EDT, if that's cool with everyone!
Works for me!
Sounds good.
Which day?! That is actually pretty close to being a time I can play. (12:30 noon right? should translate to half past midnight here).
Wednesdays.
My class is 10:30 thursday, so I guess I could try and drop by for 1.5 hours!
No promises though, but I think it should be possible.
So...
Lhars. He is probably going to be my Lophius character while Carver enjoys himself in good ol' Macellaria.
I'm thinking of having him be a thief/hunter instead of just pure hunter by the way.
So the OGL content for Classes is here (http://www.mediafire.com/?mxmn1tuhy2m), Feats are here (http://www.mediafire.com/?gkzejmxk4yn), and Traits are here (http://www.mediafire.com/?jn0emwomeyz). I'm not sure where Skills wandered off to, but you'll recall that they're essentially the same as 3.5 except for the skill groups each class gets access to.
Here are the skill groups:
[spoiler]Academia: Appraise (Int), Concentration (Con), Decipher Script (Int), Heal (Wis), Knowledge (Int), and Speak Language (none).
Agility: Balance (Dex), Escape Artist (Dex), and Tumble (Dex).
Athletics: Climb (Str), Jump (Str), and Swim (Str).
Mysticism: Concentration (Con), Decipher Script (Int), Spellcraft (Int), and Use Magic Device (Cha).
Perception: AListen (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis).
Robbery: Disable Device (Int), Forgery (Int), Open Lock (Dex), and Sleight of Hand (Dex).
Social: Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), and Intimidate (Cha).
Stealth: Hide (Dex) and Move Silently (Dex).
Theatrics: Bluff (Cha), Disguise (Cha), Perform (Cha), and Sleight of Hand (Dex).
Wilderness Lore: Handle Animal (Cha), Ride (Dex), Survival (Wis), and Use Rope (Dex).[/spoiler]
EDIT: Crow, is that basically everything you need? Feel free to run anything unusual by me.
When we get around to Wispy's side quest during the festival; here's a song for inspiration on your end:
http://www.youtube.com/watch?v=0AP7cDDywkY
The band is quite good; I purchased several of their songs on iTunes.
What level should Lhars be and how many ability increases and feats do I get?
EDIT: ditching thief; alias just doesn't fit in at all. I'll go with full hunter.
Lhars should be level 6.5 (half xp to level 7) and will get 5000 obeloi (gp) to spend on equipment - convert any remaining cash into drachmi (x1.5).
You get a feat every even level (plus two at first level) and 1 ability score increase.
This is what I have so far:
EDIT: background-wise, I'm toying with everything from smuggler over revolutionary to missionary. I'm thinking he is a social outcast though.
Lhars Grendwoyn
A hagman (second liminal male) of less than average height, Lhars is commonly found in the waterways of Lophius plying his trade as a boatsman. His rubbery skin bears marks of both encroaching age, weather, and a hard life, yet he is too stubborn to give up anytime soon.
His face is wrinkly and worn, marked by drooping grey whiskers, with the milky-white eyes hidden behind sagging brows. Despite this perpetually scowling expression, Lhars generally greets all non-leeches with a mirthful attitude.
Lhars typically wears a weather-beaten poncho to shield him from the wind and a reed hat to take care of the sun and the rain. Primitive amulets are tied with twine around his arms and neck.
Hagman hunter 6
STR: 15 [+2]
DEX: 14 [+2]
CON: 14 [+2]
INT: 16 [+3]
WIS: 15 [+2]
CHA: 12 [+1]
HP: 57 (6d4+36, wolframAlpha rolled 21 for me)
BAB: +6/+1
BDB: +5
Feat Mastery
Lore: 3
Tactics: 4
Power: 2
Other: 1
Traits:
Sea Child - Fisherman (+2 balance, net proficiency)
Feats:
Exotic weapon proficiency (net) - trait
War Leader 1 - lvl. 1 (1 strategy token increases flank to +4 for two allies)
Beast Lore - lvl. 2 (+1 attack/damage for 1 round/lore token)
Harpoon Mastery 1 (equiv. to Trident Mastery) - lvl. 4 (impale and immobilize enemies on harpoon)
Harpoon Mastery 2 - lvl. 6 (no net/harpoon dual-wield penalties. +2 to net attack if enemy is immobilized by harpoon)
Class Features:
Terrain Advantage - +-1 cover bonus/token (max. double). Travel through difficult square for 1. Extend to allies as free action.
Tactical Insight - Convert two tactical tokens to one token of any kind and add to ally's pool as free action.
Assess Opponent - +1 defense/attack against one enemy per token spent. Up to half level. Standard action.
Woodsman's Senses - Spot/listen checks as free actions. Always take 10.
Token Pools:
Tactical (starts at 3, max )
Strategy(max level+10)
Lore (max level+10)
Special Actions and Attacks:
Hunter's Eye: 1 or 2 tactical tokens (move or standard)
Beast Lore: Gain intelligence divided by 5 lore tokens (move)
Strategize: Roll int, 10+ gives 1 strategy token, 20+ gives 2 (standard)
Assess Opponent: See above (standard)
Harpoon Immobilize: opp. strength. Pinned (immobile, -2 ref/att/def) if successful. Can't attack, can twist (1d4) (full attack)
Abilities:
Scent
40 ft. Swim speed
Amphibious (14 days dry)
+2 vs. Disease and poison
Hermaphrodism
+2 listen, +4 hide (swampy), -2 listen
Skills:
Athletics (6) +8
Perception (6)
Listen +10 (incl. +2 race)
Search +8
Sense Motive +8
Spot +6 (incl. -2 race)
Stealth (6) +8 (+4 to hide in swamps)
Wilderness Lore (6)
Handle Animal +8
Ride +8
Use Rope +8
Survival +8
Knowledge(local) (6) +8
Gather Information (6) +8
Bluff (6) +8
Craft(alchemy) (3) +6
Forgery (3) +6
Appraise (2) +5
Diplomacy(2) +4
Profession (boatsman) (2)
Languages: Shambles, Glatch, Flicker, Filchspeak and Jangle
Attack:
Quarterstaff +9/+4 (1d6+3/x2 B)
Harpoon +9/+4 (1d6+3/x2 P)
Net +8 touch, range 10 ft. (entangled: -2 att, -4 dex, half speed)
Sling +8 (1d4/x2 B)
Knife +9 (1d4+3/x2 S/P)
Defense:
Leather Armor: 1d2/Magic - Max Bonus: +6 - Penalty: 0
Equipment:
Stained gray boatsman's poncho made of coarse fabric
Reed hat
Twig-and-twine amulets and effigies
His boat - the Spatter Eel, as sturdy as it is old
Driftwood pipe with musky hagman tobacco
Pole with lantern hook
Lantern
Rope and other boating necessities
Updated the character sheet.
Unsure about weapon stats and whether harpoon equals trident is fair for the purpose of taking Trident Mastery.
Also don't know what to spend freaking 5000 obeloi on! Can't imagine Lhars running around with insane amounts of wealth.
Some unique little magical item might of course help drain his coffers. The issue is that most of his weapons are of the "throw at enemies" type, and I'd rather not lose my valuable items in the first encounter because the swamp croc decided to go for a swim with my spear stuck in its back. A mystical shamanistic talisman would be another option. Or I could just spend it all on poison.
I'm reasonably content with my feats, although it seems like I will be spending most of my time screaming at people, telling them what to do. Lhars is probably a force to be reckoned with if he gets to do a little recon beforehand.
You can count a harpoon as a trident for feat purposes.
For magic items, I'd go for some kind of hagman vodun gris-gris necklace or something: perhaps equivalent to a Periapt of Wisdom (+2 Wisdom for 4000 gp) or an Amulet of Health (+2 Con for the same).
I'm honestly not much for ability enhancers; they seem dull. Also, poor ol' Lhars is already on the verge of incredibility with his über-high ability scores and, apparently, near-genius intellect.
Some ideas:
Wriggling Harpoons: Once they hit, they dig into the flesh and don't let go.
Constricting net: Badass, but probably a little too risky.
Possessed rope: Shamanistically spirit-enchanted rope that can move by its own volition or at Lhars' command. Soo many uses.
Talisman of Fickle Geometry: Allows the wearer to bend space to hide behind *any* object of reasonable height, no matter how thin, such as iron bars, a dangling rope or a thin tree. Still essentially just a hide check, but with more options.
Earthmolder's Talisman: Gives Lhars limited ability to mold the land around him. Would fit well with the hunter class.
Gris-gris bowl: a shamanistic tool that allows a person to communicate with the undines of the swamp by pouring a little swamp water into the bowl. A commune effect.
Awakening Rod: Allows Lhars to once per day awaken inanimate material by fusing it with the spirit sequestered in the rod. Essentially animates a temporary golem/elemental.
Vodun Lantern: Allows the wielder to see through more than just mere darkness.
Amulet of the Expeditious Guide: Every trip takes less time. Think the secret monk from Iron Council.
Poncho of Elvenkind: ... maybe not.
(feel free to steal the ideas for later if you feel like it)
All of those look really cool and in the "few thousand obeloi" range.
Can I just use the standard D&D weapon stats available as OGL? Can't recall whether IH made any significant changes aside from grouping weapons as power etc.
Would the harpoon be best modelled stat-wise as a shortspear, a trident or a javelin?
I'm essentially thinking a short barbed spear that can be used both in melee and as a thrown weapon, which will stick in the flesh of the opponent and to which a thin rope can be tied for retrieval of fish and prey and whatnot.
I guess there is actually some overlap between the Awakening Rod and the Earthmolder's Amulet as both can be used to create cover/change the landscape. What restrictions would you impose on both?
Those are probably the ones I'm the most interested in, with the rope and the gris-gris bowl being next in line.
I prefer magical items which are only limited in use by the player's creativity.
I would probably base it off a shortspear (so you can use it melee) which allows you to make a trip attack on a successful hit with no chance of being tripped yourself; the enemy would require a move-equivalent action to remove the harpoon, which would deal another point of damage, or something like that.
And the magic items?
Assuming both items are equally flexible in what they can target I would probably go for the Awakening Rod, unless the Amulet can be used more frequently.
What restrictions on their use would you find fair? How many times can I use them per day? Can I target constructed materials? How large a mass of material could I animate with each?
Example: could I use the awakening rod to animate a rusty steel grate to make it tear off its hinges or could I use the Amulet to excavate a hole in a wall? Maybe the Amulet holds a certain number of charges per day and molding stone would require significantly more than molding earth.
Could I mold water Vodyanoi-style?
I've looked through some spells and magic item price guides and I think the Awakening Rod - which would best be represented by the Animate Objects spell - is too high-powered. The Earthmolder's Talisman is much more doable. I think the best way to represent it would be to count its ability as the Stone Shape (http://www.d20srd.org/srd/spells/stoneShape.htm) spell that affects mud, earth, and dirt instead of stone. I'd count this as a second level spell. if useable once per day this would cost 2160 obeloi. You might also give it a charge of Soften Earth and Stone, pushing the price to 4320 obeloi.
I'd probably go for the upgraded version with the SEaS charge. Does the talisman contain two charges that can be used for either spell or one charge for each? The former would (of course) be preferred.
How much would my boat cost me?
I assume I can buy the rest of my random equipment for around 5 gp and the weapons/armor for their standard price.
Do you have a list of purchasable CE poisons and alchemical objects?
For the talisman, two charges, one for each ability.
Hadn't thought about the boat... maybe 200 bones? That's probably obscenely low, but maybe it more represents the time Lhars took to make the boat; or, possibly, Lhars inherited it. Since Lhars' introduction sort of required he have the boat it feels unfair that I "penalize" you by making you spend an arm and a leg for it.
I don't have a list of poisons, I'm afraid. You can use the guide in the SRD for now and I'll figure out some names for things later.
Everything else is standard price. 5gp for misc. goods sounds fair.
So:
Talisman | 4320 |
the Spatter Eel | 200 |
Harpoons (10) | 10 |
Net (2) | 40 |
Dagger | 2 |
Leather | 10 |
Misc. | 5 |
Total (rounded) | 4590 |
Sling and quarterstaff are free. I assume I can waive the 1 sp cost for sling bullets as I rounded...
This leaves Lhars with 410 obeloi (615 drachmi) to spend on other things.
By the way, would be glad to receive more info on Hagman culture in general and specifically in and around Lophius. What is the social order? Are they facing any external threats? Internal? Are they active on Lophius' political scene?
Sure!
So hagmen are somewhat split between the urban and the swamp-dwellers, and further split between urban traditionalists and those who want to assimilate. The swamp-dwelling hagmen are backwoods primitives with little technology beyond the bow and arrow and the spear, plus vodun/witchcraft. Their only major buildings are temples to the Aeon-Worm's many aspects built of stones and mortared with their own mucus. Otherwise they live a hunter-gatherer style existence, fishing and hunting game for food, defending their territory (and sacred grounds) from human hunters, leechkin, and demons. There might be some trade here and there with other settlements: hides, poisons, and herbal remedies for metal, tools, and similar goods. Life is tough in the swamps, so swamp-dwelling hagmen learn to be tougher. In the swamps the greatest challenge is the daily task of survival; more broadly speaking, tribal hagmen fear the eventual encroachment of the city into their lands and the corruption of the swamps by "human deviltry." They consider many urban hagmen to be race-traitors who have betrayed the hagman way of life, though this extreme attitude s not universal amongst the tribes.
In the city, many hagmen view their primitive kindred with disdain and horror, or even embarrassment, though some nostalgically long for a simpler time, or a time when they were closer to the land. Urban hagmen of the traditionalist branch want to preserve their culture, honouring the traditional deities and maintaining age-old customs. They tend to retain their racial prejudices (against leechkin, predominantly). These hagmen live primarily in Snailsump, the hagman ghetto. Many work as stevedores in the docks, others as fishermen, still others as traders or ferrymen like Lhars. A cadre of conservative elders rules the district. The biggest challenges from their perspective include holding on to the old ways, teaching their own young their culture, etc. External threats include the constant pressures placed on Snailsump by the city's ruthless gangs. Bands of hagmen patrol the canals and streets of Snailsump, especially around the borders, ensuring that toughs from other districts can't harass their citizens. The traditionalists also tend to be a bit isolationist, though at the same time they recognize that to be part of the city they have to interact with other species.
In the city, though, many hagmen have sloughed off many of their old traditions and embraced a more cosmopolitan lifestyle, becoming gangsters, gamblers, thieves, scavengers, and mercenaries. These hagmen are the most likely to worship gods other than the Aeon-Worm's Aspects (or to worship no gods at all). From their perspective, the swamp-dwellers and the traditionalist urban hagmen are trying to hold on to a dying and defunct tradition with many dubious customs. For example, hagman reproduction, in contrast with human reproduction, is a public, communal affair: those who become female and wish to bear young become temple prostitutes in the service of Myx, male hagmen donate to the temple to take their pleasure, and the resulting young are hatched in towers and raised by semi-female androgynes, without knowledge of their specific parents. Thus the idea of "family" or of having a monogamous, long-term sexual relationship in hagman culture is somewhat alien. You have a relationship with the community, with the Aeon-Worm's Aspects, not with individuals as such. Hagmen who want to assimilate find these concepts rigid and suffocating. They also often find the bigotry of traditionalist culture disgusting. The traditionalists, in turn, claim that those who assimilate are simply substituting (inferior) human culture for hagman, valuing concepts like money and pleasure over the well-being of their fellows.
The distinctions between the three broad groups are not cut and dried. There are plenty of hagmen who believe that some customs should be observed but that others are barbaric, for example.
As a weird detail, hagmen also tend to be very good Imbroglio! players. The hagman brain is wired in such a way that it always anticipates a creature's next move: when you're looking at a fish swimming through the water, you have to place your spear not where the fish appears to be or even where the fish is but where the fish will be. When you're hunting a crocodile with half a dozen others through a murky lake, you have to possess a solid grasp on tactics and lines of power and force. To make things harder, hagman sight sucks, so hagmen have learned to rely not merely on their senses but on intuition, calculation, and tactical reason. All this translates very well into the complex, three-dimensional clockwork chess that is Imbroglio!
Hopefully that fills in some blanks. Let me know if you have any more questions, and feel free to invent details yourself.
EDIT: urban hagmen, especially non-traditionalists, often either wear spectacles/optics to correct their vision or have their eyes replaced with grafts from humans or other species. Arch-traditionalists consider this a vile practice which denigrates the hagman body.
How structured is the society and who provides for the young? How are they inducted into professions and society? What are the roles of the liminal genders? Pure females are temple prostitutes (only?), pure males take on a variety of roles as well as mate and one of the liminals raise the young ones, but the rest are uncovered. A gender reserved for the shamans/elders?
(also, what are the other primary aspects of the Aeon-worm?)
(final question: how old do they get and when do they reach adulthood?)
I will do a preliminary version of Lhars' background today, possibly taking a few liberties with Lophius' history.
Here is my first draft for a background story.
[ic=The Previous Life of Lhars Grendwoyn]
Born in the temple hatcheries of Lophius, Lhars was raised to serve his community as a fisherman.
Following the path set before him without objection, Lhars' nature nonetheless saw him question the role of himself and his own people in the greater world. He grew into a brooding youth full of doubts.
During the 3-day Launpaliya Festival of his 17th year, Lhars fell in with the hagman witch-preacher Moul Daugm and the revolutionary cult of the walking worm. As the months passed, his dedication to the cult grew more and more extreme and he abandoned his old duties in favor of his new religious duties to the community and Moul Daugm himself.
Lhars quickly rose through the hierarchy of the cult to become Daugm's right-hand man and enforcer. Daugm preached that the hagmen had become divided and for their culture to survive they must gather and unite. Further, he saw the swamps as a doomed life and wished for all his worldly brethren to join in a new hagman community on firm soil, to rebuild and prosper. It was under this dogma that the Resettlement movement began and Lhars, amongst others, was sent into the swamps to bring their people back to Lophius, promising food and a better life to all who'd follow.
Many did follow and Lophius saw a surge of barbaric hagman immigrants. The city tried to close its gates, but the cult smuggled the fugitives across the canals at night. So many followed the promises of the cult to the city that the food grew scarce, and instead the hagmen turned on the city, wild with anger and disappointment. The gangs cracked down on them hard and to this day even the hardened people of Lophius remember it is a massacre, the streets flowing with the viscous blood of the hagmen.
Support for the revolution dwindled and after an unsuccessful coup d'etat orchestrated by Moul himself, the walking worm cultists fled into the swamps with gang enforcers hard on their heels. Some say Moul grew mad with vengeance on that day of exile, as he started waging a merciless guerilla war on Lophius, harming what he saw as the oppressors of his people in whatever way he could.
Meanwhile, Lhars and the other remaining zealots were sent out into the swamps to gather support, of which there was little. Under orders of the mad prophet, Lhars was instead sent to poison the clean springs, burn the trees and force the hagmen by force to march on the city.
Gradually, his fervor faded and his zealous faith festered and when the mercenaries known as the Leering Legion were sent into the swamps to round up the rebels Lhars abandoned Daugm to torture and execution and fled deeper into the wilds.
He lived as a highwayman for a year, but in time he grew disillusioned with all his crimes. He became a hermit, self-sufficient and alone.
Love for his city and the people he thought he had fought for finally brought him back to Lophius, after many years in self-imposed exile, where he now lives an unassuming life as a ferryman. Few remember him and those who do don't know what to think of him.
He has turned his back on the Walking Worm, but still keeps faith in the old ways while yearning for a new life for both him and his people
[/ic]
I don't know if it comes off as too "dramatic". He is basically just a slightly above average guy/hagman who got caught up in bigger things like so many others. I was trying to paint him more as a follower of Daugm rather than as a leader of the cult, as I don't want him to be too central a figure: he was just blinded by his youthful zeal into serving a madman.
Didn't specify what the cult aspect of the Walking Worm was, but it probably has something to do with a Hagman messiah who will unite the people and give them a new and better life.
Quote from: CrowHow structured is the society and who provides for the young? How are they inducted into professions and society? What are the roles of the liminal genders? Pure females are temple prostitutes (only?), pure males take on a variety of roles as well as mate and one of the liminals raise the young ones, but the rest are uncovered. A gender reserved for the shamans/elders?
(also, what are the other primary aspects of the Aeon-worm?)
(final question: how old do they get and when do they reach adulthood?)
It's a pretty structured society: at first a nursery, then later a boarding school, in essence. When they reach middle-adolescence (at roughly the same time humans do) they may be fostered with a trader, artisan or at a temple, etc. according to their talents and to a lesser extent their wishes; accepting an apprentice of this sort is considered a communal duty, though the hagman accepting the apprentice also gets a free labourer.
Each Aspect of the Aeon-Worm has attendants of a different gender. So Myx's priestesses are female, but Eptaar's are male, and Agnath's are androgyne, etc. The main aspects are Agnath (wisdom, knowledge), Myx (fertility, femininity), Nemoch (change, transformation), Hereten (death, finality), Tsuggoth (decay, degeneration), Eptaar (battle, masculinity), and Anguilla (hunting, competition).
Artisans, artists, architects, agriculturists, and those who produce/create things tend to be liminal females. Those inclined to study and scholarship tend to be closest to pure androgyne. Traders, brute labourers, and hunters/fishermen tend to be liminal males. Warriors are pure male and temple prostitutes/breeders are pure female. During the ritual month of Myx, in the spring, many hagmen of all genders temporarily become males to do their "sacred duty."
Outside of the traditional strictures of hagman society, many hagmen embrace whatever gender suits them most at any given moment. In practice, most hagmen experiment with the profusion of genders available to them before "settling" on a default gender. During their upbringing they are taught how to effect each metamorphosis, and will spend time as each gender at one point or another once they become fully capable of the change (at puberty)
I hadn't given much thought to their final age but I'd say roughly comparable with a human, maybe a little less. Nothing dramatic.
Did you miss that I posted the actual background story?
No, I had to run so I responded to your questions quickly, but it's a great background! I like the idea of immigration troubles and the Walking Worm is very CE. This would have occurred perhaps a decade ago, give or take?
Yeah, something like that. He was still young back then, now he is probably somewhere between late 20s and mid 30s.
EDIT: he might even be older if it can be justified.
I'm also a little uncertain about what kind of sounds and style to use for hagman names. I assumed that Bregm and Skaumn (Lophius districts) were derived from hagman language, but the divine aspects have a more roman sound to them.
They probably sound roman because they're mostly adapted from the scientific names for hagfish and eel genera. For hagman names I've tried to go for a mashup of Latin, Mieville's Vodyanoi names, and Dying Earth style names, though Caribbean influences might also fit.
Hah! I was aiming for Vodyanoi, it seemed likely you would be inspired by them :D
(although Grindylow probably influenced his surname; do hagmen actually have surnames?)
I hadn't thought about it - probably not, since surnames usually denote family ties. Maybe some progressive hagmen who know their biological parents might have surnames.
I suppose there might be tribal names or something, though.
I was thinking the surnames might be profession-based. Since their community seems fairly caste-based/role-based this would be a good way to discern between individuals.
Grendwoyn would therefore mean Fisher(man).
Identifiying with your clan/community would also make sense, though. This practice might not be followed by urban hagmen as they are essentially all part of the city community ("of Clan Lophius" in hagmanic?).
Hagmen could have a tribe-name (surname) and a profession-name (middle name), but urban hagmen have lost the tribal structure, so their professional name (acquired at a certain point, obviously) becomes their effective surname.
For monday if you want to run wispy's one-shot, I may be around potentially as early as 4:00 or 5:30 EST. Of course, for the reasons we discussed on IRC these times may lapse sadly :( but whatever happens I expect to be online by 9:45 PM EST at the latest (unless the internet dies) :o.
Cool! I will be around from about 6:30 EST onwards, but at 10 EST I will have to break for a bit - not long, just 15-20 minutes or so.
I'm gonna be working at game-time next wednesday, sorry.
Hey everyone, I think I'm going to have to cancel tomorrow's main session due to some IRL stuff I have to deal with tomorrow morning. I can still make TMG and Weave's side session (what little is left of it), though. Sorry to everyone else!
This worked in tandem with my own busy plans so no problems.
I'll be doing exams until the 30th so it's unlikely whether I will be able to drop in anytime soon.
Kindling, Crow, will you guys be able to make it next session? I totally understand that November can be busy, especially for students, so if not I get it - no pressure. The party's just about to get into a big fight with the yhlei and their monstrous hounds as they spirit Clotfeeder away.
Ugh, how did I miss this?
As you probably noticed during play, I was not present as I had an exam earlier to day (i.e. 6 hours after we usually finish our games).
I might just make it for the 30th depending on the level of post-exam celebration. The 7th sees me back in my usual time frame and at the start of my massive christmas vacation so I should be able to allocate some time to adventuring (although coming back probably entails more "work" and social catch-upping than I realize!)
I have some plans for the 14th (and I am in Scotland), but then my schedule should finally start stabilizing again ^^
Just to let you know, I'll probably be late for tomorrow's game. In case you have to NPC my character, his goal is to see the Clotfeeder to the camp as safely as possible - definitely not stepping into a boat again unless there's really no other choise.
Thanks for the heads up!
So SP we ever gonna do another solo session? I'd like to get back into CE :P
Maybe some time in the early New Year? I won't have a ton of time around Christmas and I don't have notes in order for running one immediately, but I'd like to continue Eareg's side mission!
Quote from: Steerpike
Maybe some time in the early New Year? I won't have a ton of time around Christmas and I don't have notes in order for running one immediately, but I'd like to continue Eareg's side mission!
And I want to get back with the group at some points :D
Sounds good though, I suppose I shall have to wait patiently until then.
BTW, are we playing later? I should be able to make it, although I'll probably be half an hour-ish late.
Uh, it's a wednesday. I really have to get my sense of time back on track. When is the starting time in GMT+1? We changed it, right?
Game starts in an hour from this post.
Hello loyal players!
I'm on holiday right now and won't be able to make tomorrow's game (family stuff). Not sure about next week - I will let you know.
Merry christmas then!
Hello fellow CEers!
I hope everyone had a good Christmas!
Anyways, are we on for this Wednesday for CE? Or another day this week?
I can do wednesday :)
I'm probably unavailable this whole week, and most likely next week as well. I don't know when exactly I might be free or not, so assume I won't make it.
Alright, hmm. Kol and Kaius are sort of center stage at the moment, with Vetter in the same building. Tarim is on his own, if I recall correctly. If Coyote can't make it, perhaps we should skip this week's session as well, and look into when we want to schedule our games for the new year - are schedules changing much for you guys? Mine actually gets easier - anything but Tuesday/Thursdays are easily done, and even Tuesday/Thursday could be arranged at the time we usually play at. Even my weekends may be more open at this point (though I'd understand if people would rather not game on weekends).
Monday is actually probably the best day for me this coming semester (once school starts in early January, till then not much going on, obvs.)
And that sucks, Coyote! There's really no opportunity for you to play CE?
Can't do this week (going on a small post-christmas trip to Berlin with my girlfriend), but on the bright side I won't be doing anything for January and the next semester will be spent doing self-study and my bachelor project so my schedule will be pretty flexible.
At the very least, the next two weeks are terribly, terribly inconsistent. I can't give you a flat time on when I'm available. For all I know, I will be able to make the games, but with things the way that they are, anything can change at a moment's notice, so it's just easier to assume that I will be unable to attend, and plan accordingly.
I am immeasurably saddened.
Edit: That is not sarcasm, I am genuinely forlorn.
Aww, shucks.
I am sure we will make up for it in the new year. With interest. Lots of fun to come: the showdown with the Lordly Leech, the voyage to the Midnight Isles, Konstantine's fortress, the Profanomancer's Citadel and the twisted obscenementals, and (of course) the battle for Macellaria itself, which will hopefully be really cool.
So, let's plan when we want to run sessions in the new year. I'm free most days except Thursday and later Tuesdays. How would a Monday session work for people?
could be good after maybe two weeks, I can negotiate with my manager :)
I can do Monday, or stick with our regular time on Wednesdays. Tuesday might also work.
Edit: Also, are we resuming next week? I do miss CE.
In theory I can do any day as I don't have a regular schedule. Not sure which day will work the best in practice, though. Hope to play soon!
Will the time be the same? Noon Eastern? Or will any be later in the day? No worries if that's the case- I know Kindling and Crow need earlier times.
I'm trying to look up my class schedule for next semester to figure out when I'll be available but the college servers have been down for the past week and nobody is answering the phones (really irritating considering classes start next Monday). I'll get back to you on my availability as soon as possible.
Probably early afternoon eastern, unless Crow, Kindling, and Ghostman can make later times.
This week I think we'll stick with Wednesday at the usual time - the party is a bit divided at the moment so if people can't make it, it shouldn't be a big issue.
Wednesday is good for me this week!
Would you be able to make that, Coyote?
Just got my schedule finally. It's Monday through Thursday but the times are different on different days so which days I could play depend on what time the sessions are. Granted Eareg is off elsewhere and we need to do some solo sessions before he gets back with the group but I still wanted to toss that out there.
My manager says that after a fortnight I can have monday nights off so that's cool in the long run, I'm doing a double shift this wednesday though so the short term picture is a bit sadder :(
I'm just going to throw out there that if we were to do Monday before 4pm EST, I'd be able to make most every CE game next semester.
Quote from: Weave
I'm just going to throw out there that if we were to do Monday before 4pm EST, I'd be able to make most every CE game next semester.
On Monday my classes start at 3:15pm so if we were to do something like Monday at noon or so I'd definitely be able to make it once we got back together. I'm still separated from the group though so you should only really consider me as an afterthought as it will probably take a number of sessions before I meet back up with the others though.
Monday is looking good so far, then.
*curse* forgot the game yesterday... Sorry guys.
I think monday should be okay for me too, though.
Ok, I think we can officially change the time to Monday. Does 12:30 EST still work for everyone?
EDIT: I'll still be around this Wednesday for a session if people can make it.
Oh no! Monday's the day everyone runs one-shots!
What are we going to do now :suprised:
(Don't listen to me. This is not a very good reason.)
Monday works for me!
Sparkle, run them on Wednesdays!
Either day would work for me but monday should be the easier of the two.
I can do Mondays at 9:30am (really early but I totally can) :D
Woo! Eareg isn't back but I can play NPCs for you if you want the help :)
I will work on polishing off notes for Eareg so he can get back into the action himself. I'll PM you once I'm satisfied with my material.
Mondays are nice.
So, everyone. I'm wondering if it makes sense to continue CE right now or if you'd all appreciate a hiatus from it. I would totally understand if you guys are a bit busy to be making a weekly game at the moment. I'm asking because people don't seem to be showing up. I completely understand that real life takes precedence over internet roleplaying games(!). If we're going to continue, though, we should try and get the party together in some form or another, i.e. 3-4 regular players.
So, CE roster - that means TMG, Ghostman, Kindling, Coyote Camouflage, and Crow, plus those players currently somewhat on the party's fringe i.e. Weave, Nomadic, and Light Dragon (I should add Llum to that mix, actually) - would you like to continue playing, or shall we put the campaign on hiatus and try and take it up again, perhaps during the summer, as we did before?
For my part, I have tons of notes and plenty of material, and the numerous plots in play right now give us more than enough to run on for awhile. I'm game to continue. If, however, we do go on hiatus, I have LOTS of other projects I could keep myself busy with.
Pros to a hiatus:
- I can catch up on the log, so anyone who's missed stuff can catch up.
- More time for additional Sixguns, Fimbulvinter, Tempter, maybe even Age of Madness sessions, which I keep meaning to resurrect. Basically I'd be running some sort of one-shot, episode, or similar session every week or two, I think. I might even make Fimbulvinter a semi-regular (but still super-casual) campaign - I'd have to see.
- Give our brains a rest. CE is fun but I'm sure it can get a bit unrelenting. We seemed to be able to pick back up pretty easily last time we went on hiatus.
Cons to a hiatus:
- We're not in an especially logical place to stop. There's a lot going on. Jumping back in might be somewhat challenging. Not impossible, just fiddly.
- Things are getting pretty interesting - the party is divided, Lophius is under threat from a leechkin insurrection/Lovecraftian demon wreaking havoc, and the Pale Legion are now sweeping the streets and tunnels in search of the Lordly Leech and its followers. And then there's the Citadel of Maledictions to explore, and its deadly obscenities to contend with.
- Our brains don't need rest. Ours are the uberbrains. Finely wired machines of furious, unstoppable geekdom.
Well I've been really wanting to get back into CE but you've been understandably busy. I'm just waiting for you to PM me and say "hey want to play a CE game?". If you take a hiatus at large perhaps you and I could start doing the individual sessions to get Eareg back up to speed again. Other then that I would love for some more one shot stuff from you. If you do that you'll have to do some more Tempter as well :P
Moar Sixguns. :D
Quote from: sparkletwist
Moar Sixguns. :D
I feel guilty that I haven't PMed you Nomadic - you're in a unique situation. If we do go on hiatus Eareg's side terk would probably be a little more developed.
I'm still up for weekly or more or less weekly CE games! I apologize for my erratic attendance, I'm trying to get organized, but it clearly isn't going all that well ^^
I'd still be down for regular CE, although I don't mind taking a break if that's what others want, especially if Fimbulvinter ends up filling the void somewhat. My recent non-attendance was unfortunate, but from next week on I should be available on Mondays as promised :)
Quote from: Steerpike
I feel guilty that I haven't PMed you Nomadic - you're in a unique situation. If we do go on hiatus Eareg's side terk would probably be a little more developed.
Don't feel guilty, I understand how busy you've been. We'll work it out and get back to Eareg as soon as you are able. :)
My thoughts:
- For now let's keep playing, starting this Monday at 12:30 EST.
- I'm going to run a Fimbulvinter session this week. Several CE players will be in it.
- If consensus after the Fimbulvinter session is that "this is really fun, more of these please," I might put CE on hiatus for awhile and do irregular Fimbulvinter sessions for awhile, along with more Sixguns/Tempter/etc.
Sound like a plan?
EDIT: for Nomadic, I'll finish Eareg's side trek even if the main game goes on hiatus.
In 2 weeks I might actually be able to make a 12:30 Monday EST game (!)
That's fair warning for all who fear Wispy's rhymes! Quiver in fear!
Quote from: Steerpike
My thoughts:
- For now let's keep playing, starting this Monday at 12:30 EST.
- I'm going to run a Fimbulvinter session this week. Several CE players will be in it.
- If consensus after the Fimbulvinter session is that "this is really fun, more of these please," I might put CE on hiatus for awhile and do irregular Fimbulvinter sessions for awhile, along with more Sixguns/Tempter/etc.
Sound like a plan?
EDIT: for Nomadic, I'll finish Eareg's side trek even if the main game goes on hiatus.
Works for me :)
Sounds good.
I think it works for me too! I might be a tiny bit late.
At least for the next little while we will continue without a hiatus at the regular time (that is, Mondays at 12:30 EST).
So I think what I'm going to do is run CE every two weeks. This coming Monday, the 6th, we will have a game.
What time on Monday- I *may* be able to make it.? 12:30 EST? Not sure what Wispy has been doing in the interim... coasting around eating people as a demon for a while maybe. :o :yumm:
I was thinking 12:30 EST, but that might be flexible...
Ok. Well be warned that I will attempt to be present. :D
Where are we going with the game now that the Zoth/Kchaal has been dealt with? Are we just going to pick it up right where we left, or skip forward some time to give our battered characters a chance to lick their wounds? Should we depart for Blaspheme soon, or is that something that should wait until we have more players aboard?
I'd also like to inquire about the Leadership feat. I don't much care for the followers, but a cohort could be useful. Is this feat appropriate for CE?
I'm fine with the Leadership feat, personally.
Your characters are, of course, free to do as they like. A few quests right now remain "active":
- Vetter cleaning out the slaver den, a job he could possibly co-opt others into. Failing to do this will incite the ire of the Queen of Chains (if she's still alive...).
- Impersonating the Serpent Brat for the Merchant Princess and sabotaging his relationships with the Ophidians. Failing to do this won't have any particular consequences except losing a potential ally.
- Looting the haunted ship for Ekwanesu. This one definitely falls into the "optional" category, and might even be accomplished after your voyage.
I think those are the only loose ends left in Lophius. If you were fairly brisk I don't think the first two would take more than 1-2 sessions.
EDIT: If everyone's OK with it, you can certainly skip ahead after a brief rest period to rejuvenate some hp and reserves.
On the subject of Leadership, if you took the feat, would you like to come up with back-stories and descriptions of cohorts/followers yourself, or leave that to me?
So steerpike, when do you want to do our session? I really want to get caught up so I can get back into playing with everyone :)
For sure. How would next Tuesday work for you?
Tuesdays and Thursdays are hard for me as my available time is sandwiched in a slim area between school and work. I can do pretty much any other day as long as it's not too late (friday/saturday I can do at any time).
Vetter will definitely want to sort out the Slavers and the Serpent Brat, but other than that we could skip ahead as far as I'm concerned. If no-one else is interested in those quests maybe we could do it as a solo thing? I dunno... Whatever's best for everyone, really.
Quote from: Steerpike
On the subject of Leadership, if you took the feat, would you like to come up with back-stories and descriptions of cohorts/followers yourself, or leave that to me?
I'm thinking that rather than a "person" NPC, a cohort could be like an awakened servitor - not very intelligent perhaps, but sentient and with a free will and personality. This might better fit the tone of Cadaverous Earth, in which it seems unlikely that anyone would decide to just follow you around facing all manner of dangers without claiming a share of the loot at least. Whereas a Frankensteinesque "monster" might have no use for money, being content with just sating it's hungers off the trail of corpses that we tend to leave in our wake.
A servitor totally sounds like a good option. Are you thinking that Tarim will create this thing himself?
Alternative idea, in case you hadn't considered this - Tarim could get pupils/disciples, apprentice necromancers and diabolists who've heard about the witch's exploits (and let's face it they're starting to become pretty impressive, along with the rest of the party's) and want to learn from him.
Some of them might even have servitors of their own. Cohorts might be apprentices and followers servitors (or even vice versa...). Just a thought.
I did thought about apprentices, but given Tarim's revelations on his pre-ghilan past he'd be far from enthusiastic about agreeing to teach one.
That's a very good point. It would be hard to get around his negative experiences.
What if the apprentice were a Maraineinese heretic who, learning of Tarim's pre-ghul self's blasphemous projects, has sought Tarim out precisely because of his conflicts with the Inquisition? Would Tarim be more inclined to accept such a pupil, or do you think his paranoia/suspicion would still be too strong?
Note, I'm not trying to push the disciple/apprentice idea, just brainstorming - I am totally cool with Tarim acquiring a servitor cohort.
Could you post the details on Power Leech and Heartclutch spells?
Sure thing!
Power Leech
Necromancy
Level: Witch 5
Components: V, S, Corrupt
Casting Time: 1 action
Range:Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 round/level
Saving Throw:Will negates
Spell Resistance: Yes
The caster creates a conduit of energy between himself and another creature. Through the conduit, the caster can leech off ability score points at the rate of 1 point per round. The other creature takes 1 point of drain from an ability score of the caster's choosing, and the caster gains a +1 enhancement bonus to the same ability score per point drained during the casting of this spell. In other words, all points drained during this spell stack with each other to determine the enhancement bonus, but they don't stack with other castings of power leech or with other enhancement
bonuses. The enhancement bonus lasts for 10 minutes per caster level.
Corruption Cost: 1 point of temporary Wisdom drain.
Heartclutch
Heartclutch
Transmutation
Level: Witch 5
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: The heart of one creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
The caster holds forth his empty hand, and the still-beating heart of the subject appears within it. The subject dies in 1d3 rounds, and only a Regenerate spell will save it during this time. The target is entitled to a Fortitude saving throw to survive the attack. If the target succeeds at the save, it instead takes 3d6 points of damage +1 point per caster level from general damage to the chest and internal organs. (The target might die from damage even if it succeeds at the saving throw.)
A creature with no discernible anatomy is unaffected by this spell.
Kaius actually got targeted by that latter one (or possibly a variant of it, I have a few "heart-attack" spells), which is scary because it's not a Death effect (which he's immune to) but could insta-kill him. Fortunately he has a ridiculous Fortitude save.
Those are some wicked spells! thanks :)
Hi guys,
So I just realized I'm going to be knee-deep in exam marking on Monday. Would you guys be able to play on Wednesday instead? TMG, maybe we could bump your bonus session to Friday or next Saturday?
I will not, but as I was going to have to miss the session on monday anyway, it doesn't make a lot of difference.
I'm not sure whether I could make it. Good luck with the exam marking. (if you need luck for anything; avoiding disgruntled students?)
Thanks!
Looks like Wednesday would not be good. How about Thursday or Friday, for the main group?
Either day should be good for me the coming week.
I'm thinking what I'll do is just do CE next Monday instead of Fimbulvinter.
That would be preferable, my schedule is really rather busy this week.
Cool stuff. We'll run the next CE session this Monday at the usual time.
A bit of an announcement. I've been thinking about things and I think after the party finishes up Blaspheme, I'd like to take a break from the campaign for awhile. I'm certainly not ending or abandoning the game, and I fully intend to renew it in the future - heck, I have whole dungeons written out that we haven't played.
There's a few reasons I'd appreciate a bit of a hiatus. Firstly, I'm going to be running game IRL this summer, and while I LOVE gaming, GMing for 8, 9, or 10 hours a week might get a little much even for me.
Secondly, I want to work on some academic articles and other PhD related work this summer, which is very time-consuming, but necessary if I want to have a snowball's hope in hell of teaching professionally some day.
Thirdly, I might try my hand at some more creative writing. Preparing IRC games has forced me to write fast, frequently, and at length, and I feel this one in particular has made me grow considerably as a writer and a storyteller.
Fourth, I'm slightly fatigued with CE at the moment. My current notes for the main game are sitting at 170 single spaced pages and various solos add another 60-70 on top of that (and that's not even including my old notes from the beginning of the game). In short, I've written a pretty crazy amount of CE in the last year or so and could use a little breather.
Anyway, I know some of you will be disappointed by this decision, and I'm sorry to let anyone down. There's still a goodly number of sessions to go before the party wraps up the Citadel of Maledictions, so there'll be plenty of gaming before a hiatus. During the gap I may well run some more one-shots (Sixguns, Tempter, Age of Madness) which I keep meaning to do but which due to other commitments haven't been materializing as quickly as I'd like. Thank you to all my players for your continued awesomeness!
While I love CE I can understand your reasons for wanting to put it on hiatus, and I would appreciate a hiatus for much the same reasons: more time for RL gaming and academic work. In the ideal world anyway :)
Still, looking forward to the Citadel of Maledictions!
Would you prefer doing Carver's quest post-hiatus to wrap it up faster?
I'm under a lot of pressure myself at the moment with the semester wrapping up and one month left to finish my project in, so I don't know whether I will be able to make it to the sessions on a regular basis.
We can probably do tat at a later date, but we can play it by ear.
Alright.
OK, this comes hot on the heels of my previous announcement, but here goes anyway....
I just got notification that I'm going to have to do some significant PhD-related work over a short period. I originally wanted to go on hiatus after the Citadel of Maledictions, but now I'm faced with this project, I think I need to do so immediately.
It sucks, but that's the case. I might be dropping off the grid for awhile.
Apologies for the total inconvenience this causes and for leaving things so suspended.
I will be back.
Ah, okay, that explains the Fimbulvinter thing. Good luck with it all, hope you'll get back to us soon!
Hm hm hm. It's been a really long time - almost long enough to feel nostalgic. Think we'll ever see hide or hair of the Cadaverous Earth again, Steerpike?
Man, I wish I had the time, really. You never know - I won't say never - but it's tough to make a commitment. This summer I'm working full-time and also writing my dissertation. After that it's straight into a TAship and more writing. And I'm still running a regular face-to-face Planescape game. I absolutely loved running CE, and would totally go back to it, but at it's peak I was probably spending like 5 hours or more a week prepping and than another 3-4 running it, and I just don't have that time to spare. I'm a prep-heavy GM, especially in sandbox games like CE; I write out descriptions in advance whenever possible, map a lot, try to figure out multiple contingencies so that I have a really firm foundation. I'm not confident enough in my improvisational abilities to try and run something more seat-of-the-pants, at least not something like CE, and I don't think an improv-heavy game would work well in IRC anyway, where it's already laborious to type things out and wandering player attention is an inevitability.
That said, my Planescape game won't last forever, and once that ends I'll probably get an itch to run something. Could very well be CE.
I would enjoy a return to CE. I'm reading Perdido Street Station and it drips with CE (or rather, CE drips with New Crobuzon). It's given me a newfound appreciation for the setting in all its weirdness. And Kryzbytn was really fun to play.
But I can definitely relate to being super busy, so I get where you're coming from. Right now I couldn't even manage a CE game (or any game) anyways, but do keep us posted if you ever deem it in the cards.
Kryzbytn was certainly an entertaining character as well.