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Messages - Tangential

#1
I totally wrote down that this was to be played today and not Tuesday. I am very sorry. You nailed Zzlangkor's interactions in the Tale's that were ever so worth reading.
#2
woo!
#3
>.>
#4
We only went minutes beyond you. The iron struggle between archon and statues + scorpion remains dead locked. Good stuff!
#5
100% for Crypt
#6
I am totally down for massive wars and would hope that in addition to combats with lots of complex characters on the board, we'd also explore the mass combat rules / advice from Ultimate Campaign/ Kingmaker AP. I've very conversant with the ship combat rules from the Skull & Shackles AP, and would if the campaign were to have some set-piece conflicts on the Undersea that used them, I would be extra enthused.
#7
[ic=Zzlang'kor of House Tzrilmok]

Quote[spoiler][/spoiler]
Carrying himself with laid-back elegance, this youthful drow gentleman's rakish, hooded eyes the color of amber drawn attention, their lids drawn in silver-kohl to match  his scimitar-lips. Prominement, elegent ears display lavish daily-chaning gems, while high cheek bones play accent to luxurious ringlets of pallid hair. His entourage is careful to match thier demeanors, sleeves, and scarves with his own.  

To contrast is wild and public reputation. Among his associates among the Emberfall, Zzlang'kor has maintained a cool demeanor recently. In the last year, the necromancer had taken a vow incorporating sleeplessness, chastity, and near total silence. It is set to end in mere days.


[ooc] @ Xathan - I would like to tie in Zzlang'kor to Areza Baenafin by saying they became associated only after the Cabal - through mutual friends perhaps - at which time he became fascinated by Brazilith's company. Areza has recieved several anonymous payments in recent months that have helped keep her and the salon afloat [[lets say 600 gp]], which she may or may not have traced to Zzlang'kor.

@ Steerpike - I would like to tie in my Tzril'mok fellow with Morwen in an especially forward manner, that seems suited to real-time discussion. Please PM me or send me a message thru Gmail. I'll also try to be in IRC awhile before the game.

@ Ghostman - I would like to tie in Zzlang'kor to Malagan. Perhaps they engaged in petty crime and tail-chaising in their youth, to the initial disapproval of higher society in a fashion that revered to garner Malagan to patronship by a respected duelist leading to his present status? Just spitballing.

@ Kindling - I would like to tie in my Tzril'mok fellow to your Ironheart publicly vicious, privately friendly rivals. Perhaps Ulrynn was partially or fully esponsible for the austere vow Zzlangkor took, this being U's first serious win when it come to persuading Z of the Undying Hunger's doctrine.[/ooc]

Some Knowledge: Nobility Results
DC 15 - Zzlang'kor is known in Torrizod for a opulent wardrobe often composed of, severe china-white leather and onyx shards worth more than small diamonds. This arcane using aristocrat of House Tzrilmok has strange predilections and an in vogue entourage but hasn't been seen around as much lately.

DC 20 -  Many say this drow is a harbinger of hauntings, but never in his own favorite haunt - the Sable Web. His rare lovers are always capable of casting miracles and sleep with in him an austere bed carved from drakebone. It is said that he runs with a lethal, salacious cabal called the Emberfall. Some seekers have found rare books in his personal library, available for loan with the right bribe.

DC 40 - Zzlang'kor is a twilight sage, whose birth on a Tzrilmok surface raid is considered to fit an ancient Torrizod prophecy. He  doomed to 'walk forever in the wilds between the calm river of death and the bright road of life,' according to the fragment the arcanist learned from his own House. The secret he most yearns for is who within the city holds the rest of the divination.

Drow Noble Arcanist [Twlight Sage]; XP 9000/15000
Medium Humanoid (elf}
Chaotic Evil
hp 16/16 ; Init +2

Senses Darkvision 120; Speed 30
Speaks - Abyssal, Elven, Common, Draconic, Drow Sign Language, Goblin, Necril, Orc, Undercommon.

Str 8 Dex 12 -> 14 rac Con 12 -> 10 rac Int 17 -> 19 rac -> 20 lvl Wis 13 Cha 12 -> 14 rac

BAB +2 CMB +3
AC 12 [Dex +2]; CMD 12
Fort +2 Refx +4 Will +6

Weaknesses Light Blindness
Immune magic sleep
Resistance +2 vs [enchantment] effects; SR 10

Combat Options
Melee Attack -5 thorn bracers 1d6 -1 /x2; http://goo.gl/En30hX
Melee Attack -1 rapier 1d6 -1; 18-20/ x2
Ranged Attack -1 alkys; 1d8/x2, 20 ft.; http://goo.gl/vu8F7W
Ranged Attack -1 snag net; grapple trip, 10 ft; http://goo.gl/Bf9eny
Ranged Attack +3 heavy crank crossbow 1d10+1, grapple, 120 ft., barbed bolts; http://goo.gl/fJ2Edu

Ranged Touch Spell +3

Arcane Resevoir= 9/9

Skills
[spoiler]Appraise (Int) 1 5 3 = 9
Bluff (Cha) 1 2 3 2 = 8
Fly (Dex) 1 1 3 = 5
Knowledge: Arcana 4 5 3 = 12
Knowledge: Dungeoneering 2 5 3 = 10
Knowledge: Engineering 1 5 3 = 9
Knowledge: Geography 1 5 3 = 9
Knowledge: History 1 5 3 = 9
Knowledge: Local 2 5 3 = 10
Knowledge: Nature 1 5 3 = 9
Knowledge: Nobility 2 5 3 = 10
Knowledge: Planes 1 5 3 = 9
Knowledge: Religion 1 5 3 = 9
Linguistics (Int) 2 5 3 = +10
Profession (jeweler) 1 1 3 = 5
Spellcraft (Int) 2 5 3 = 9
Use Magic Device (Cha) 4 2 3 = 9[/spoiler]

Feats
[spoiler]1 Drow Nobility -- See SLAs
B Improved Drow Nobility -- See SLAs
3 Greater Drow Nobility -- See SLAs
B Command Undead -- http://goo.gl/QkWwvm[/spoiler]

Proficiencies, Drow Racial  Traits, Campaign Rules
Zzlang'kor is proficient with all simple weapons. He is not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause him spells with somatic components to fail.
Weapon Familiarity: hand xbow, rapier, shortsword, light crank crossbow (B)
Favored Class (Ex) (Ruling as Elf) +4 Arcane Resovoir
Ambitious Schemer: Gain Bluff skill, and +2 bonus.
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Lesser SR: 6 + class levels [4]

Class Abilities
Arcane Reservoir -- http://goo.gl/I2FWy7

Arcanist Exploits
Level 1 -- (Twilight) Arcane Barrier
Level 3 -- School Understanding: Necromancy: Power over Undead --> Grant Command Undead as a (B) Feat. May be used 3 + Int / day using 10 + 1/2 arcanist level + Cha. At 20th level, undead cannot add their channel resistance to the save against this ability.

Arcane Barrier (Su)
As a swift action, Zzlang'kor, an arcanist, can expend 1 point from his arcane reservoir to create a barrier of magic that protects him from harm. This barrier grants the Zzlang'kor 6 temporary hit points [x equal to her arcanist level + her Charisma modifier], and lasts for 4 minutes [1 per arcanist level] or until all the temporary hit points have been lost. Each additional time per day the arcanoist uses this ability, the number of arcane reservoir points he must spend to activate it increases by 1. The temporary hit points from this ability do not stack with themselves, but additional uses do cause the total number of temporary hit points and the duration to reset.
Twilight Barrier (Ex)
Zzlang'kor's arcane barrier differs from those of other arcanists, as it draws upon both negative and positive energy to protect the sage.
Whenever an attack removes the last temporary hit point from Zzlang'kor's arcane barrier, the barrier's negative energy lashes back at the
attacker, dealing 6  negative energy damage [equal to the barrier's maximum temporary hit point capacity].

Consume Life (Su)
By wresting a soul from life to death, Zzlang'kor, a twilight sage, gains slightly deeper understanding of mortality, fueling his curiosity and eldritch power. As a full-round action, he can consume the life energy of a helpless living creature, killing it.This creature must have 2 or more Hit Dice and be below 0 hit points. He adds 2 points to his arcane reservoir if the creature's Hit Dice equaled or exceeded 4, or 1 point if the creature's Hit Dice equaled at least 2. This ability is a death effect.

Necromantic Focus (Ex)
Zzlan'kor considers his research into life and death to be paramount, beyond all other concerns. Each day, the twilight sage of House
Tzrilmok must prepare at least one necromancy spell of each spell level he can cast.

Casting Options
Spell-Like Abilities (Su)
Constant -- Detect magic
At will -- Bleed, stricken heart, interrogation, hide from undead, and repair undead? spell-like abilities.

Spells
Spells Per Day
1st - 4, 2nd - 2

Spells Prepared
3 level 1 - Infernal Healing, ray of sickening, sculpt corpse
1 level 2 - spectral hand
cantrips - Haunted Fey Aspect -   You surround yourself with disturbing illusion; penumbra, spark, scoop, read magic, message,

Spellbook -- Shallowgrave Tome
[spoiler]
26/100 pages filled with arcane formulae in black ink by a still hand, necromantic notations are rendered instead in a spidery notation
Cantrips
Acid Splash -   Orb deals 1d3 acid damage.
Arcane Mark -   Inscribes a personal rune on an object or creature (visible or invisible).   
Breeze -   Create a light wind that blows against target from direction of your choice.
Daze -   A single humanoid creature with 4 HD or less loses its next action.
Dancing Lights -   Creates torches or other lights.   
Detect Magic -   Detects all spells and magic items within 60 ft.   
Detect Poison -   Detects poison in one creature or small object.   
Disrupt Undead - Deals 1d6 damage to one undead.   
Drench - A sudden downpour soaks a target creature or object.   
Flare - Dazzles one creature (–1 on attack rolls).
Ghost Sound - Figment sounds.   
Haunted Fey Aspect -   You surround yourself with disturbing illusions.
Jolt -    Deal 1d3 electrical damage with a ranged touch attack.   
Open/Close - Opens or closes small or light things.   
Mage Hand - 5-pound telekinesis.   
Mending -   Makes minor repairs on an object.   
Message -   Whisper conversation at distance.      
Light -Object shines like a torch.   
Penumbra -Protects creature or object touched from bright light.   
Prestidigitation -Performs minor tricks.   
Ray of Frost -Ray deals 1d3 cold damage.   
Read Magic -Read scrolls and spellbooks.
Resistance -Subject gains +1 on saving throws.
Root -Reinforces a subjects defense against being moved or tripped.   
Scoop -Create a scoop of force to pick up or carry liquids.   
Spark - Ignites flammable objects.   
Touch of Fatigue - Touch attack fatigues target.   

Level 1
Bed of Iron - You can sleep comfortably in armor without suffering fatigue.   
Cause Fear - One creature of 5 HD or less flees for 1d4 rounds.   
Chill Touch - One touch/level deals 1d6 damage and possibly 1 Str damage.   
Decompose Corpse - Turn a corpse into a clean skeleton.   UM
Ray of Enfeeblement - Ray causes 1d6 Str penalty + 1 per 2 levels.   
Ray of Sickening - Ray makes the subject sickened.   
Sculpt Corpse -   Makes corpse look like another creature.   
Infernal Healing - Touch a creature with devils blood, giving it fast healing 1.
Blood Money - Use your blood to create material components for spells.

Level 2
Spectral Hand - Creates disembodied glowing hand to deliver touch attacks.   
Life Pact - Affected creatures automatically donate hp to stabilize fallen ally.
[/spoiler]
Equipment
General Wealth
35 gp
~900/1500 gp Torizzod lifestyle fund [discounting the bribe, this money (his allowance?) is usually spent on carousing and the occasional rare book]

Worn Equipment

  • Cloak of Resistance +1 - 1000 gp
    Thorn Bracers - 30 gp

Stowed / Sheathed

  • Rapier - 20 gp
  • 20 barbed bolts - 20 gp
  • Wand of CLW (30 charges) [/b]

Wielded

Minor bag of holding
[spoiler]
Wight: 41/50 lbs =

Alchemy & Adventuring Equipment
--An illuminated scroll set that grants a +2 circumstance bonus on Survival checks to get along in the 'Depths, deal with underweather, keep from getting lost, avoid natural hazards such as noxious gas, and predict the tunnel collapses
  • 1 flasks of holy water
  • 1 vial of holy water
  • 1 each antiplague, antitoxin, padzahr, soul stimulant, and twitch tonic
  • 1 silversheen
  • crownbar
  • spiritbane spike
  • chain, 10 ft.
  • decent lock
  • stubborn nail
  • alchemical cement
  • alkys
  • snag net
  • heavy crank crossbow
  • silk rope x150 feet

Folio of Scrolls to Decipher & Learn

  • Discern Next of Kin - Read the target's mind to learn about its family - 1st level
  • Expeditious Excavation - Moves 5-ft. cubes of earth -1st
  • Endothermic Touch - This spell slows the metabolism and other bodily functions of a creature for a short amount of time - 1st
  • Negative Reaction - Target's actions and words fail to impress.
  • Steal Voice - Target gains the croaking spellblight -2nd
  • Defending Bone - You animate a bone which gives you damage reduction 5/bludgeoning -2nd
  • Brow Gasher - Slashing weapon deals bleed damage to an opponent's head -2nd
  • Limp Lash - Create a magical noose around target's head, possibly paralyzing them -2nd
  • Pernicious Poison -Target takes a -4 penalty against poison -2nd
  • augry - 1
  • Skinsend - Animate and possess your own skin as if it were a separate creature -2nd
[/spoiler]


[ooc]NORMALLY ONLY A ORC SPELL, IS IT PERMISSIBLE TO LEARN? - IF SO WILL SWAP SCROLL OF BROW GNASHER?
Sentry Skull   M   Turn a severed head into a magical sentry --  http://goo.gl/Nv2mrq[/ooc][/list]
#9
Zzlangcor of House Tzril'mul, a Drow Arcanist [Twlight Sage] will be presetable by Wednesday.

Where are we standing, as far as potential first play time?
#10
Quote from: Rose-of-Vellum
Explore the Fields of Durrig.

This.
#11
I read nothing but the first post. /blush

This dynamic requires more consideration, though I am happy to switch up or 'compete' at your will.

Edit Now I have read the thread, I'll gladly resign from soul hunter, as it was only one of my ideas; Steerpike and you and I are great minds it seems. The fluff can be re-situated for use as NPC, if desired.

I'll most likely put together that arcanist, but a few conceptual considerations are still needed. Thanks for the input, Seraflumph.

Edit 2 Having decided toward the arcanist, but that the summoning focused archetype might prove boggy - thus am exploring simpler ones.
#12
Would love to throw my hat in the ring with one of the fellows below. My availability is spotty, but I'd be excited to give this a go, especially since an IRL drow game *nearly* started and then didn't.

1) A drow stalker [soul hunter], who is respected as a guide, messenger and discreet assassin and among both the mercantile drow and in the sundry fortresses and nests of monsters and humanoids lairing just beyond. His night terrors are filled with an ethereal song - daring the Crypt cannot be put off forever.

2) A drow arcanist [occultist] with a cathexis for lizardly matters, who seeks to one day summon forth a judgement appropriate for the decadent wealthy and heretics of Torizzod. Will she one day feast of the divine, squamous flesh of the depths?
#13
Roleplaying (Archived) / Re: [LotFP] IRC Game
February 24, 2015, 10:09:01 PM
Central Time like most of Sask or weird Sask-Lloydminsterian MST that would coinciede with Utahn, me?
#14
The Dragon's Den (Archived) / Re: SEEEEEEEKRITS
February 19, 2015, 05:06:29 PM
There's certainly a lot of Teddy Bear vs. Nightmare content out there to peruse as inspiration for your #2 frivolous project, that a quick google will pick up. A more nichely related media to frivolity-prime is the two albums of http://en.wikipedia.org/wiki/Deltron_3030_%28album%29.

May inspiration find you, and if you ever want to talk shop on Gods vs. Humans, that's been on the the main thematic conflicts and elements of story in my d20 game Yzl - with players taking up both the roles of mortals and the deities.
#15
IRL I'm playing in two custom FATE games, one drawing heavily from Accelerated Edition and the other much stranger. We're playing a post-apocalyptic game, set in the 2240s that draws heavily on Fallout and the works of Joss Whedon called Irradiated Earth.  The other is set in the world of Avatar, though that's a misnomer - given that events are taking place long long before Wan -where we are some of the first humans entrusted with bending by the lion turtles.

I run a planar/space fantasy game. The character's are closing in on leaving behind the Multiverse in which Golarion can be found, by crossing the Ygaxian Manifold, to return to their Great Wheel home. It's Pathfinder with Mytic rules, soon to be D&D 5e.

I keep considering joining Polycarp's game but then life forces me to Lmns Crn-out and yell "WHAT WAS I THINKING?" A low-commitment weird fiction game would intrigue me greatly, as of late I've been attracted to the veneer of the American West.