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Blood and Bewitchment in the City of Bodysnatchers

Started by Steerpike, June 05, 2010, 01:43:53 PM

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Ghostman

¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Superfluous Crow

I like the fact that Nomadic's Eareg, who is a per-definition-amnesiac ghul, has eidetic memory.
Not that it is impossible, it just amused me.

Also, I like this IH "quote" from wikipedia:
[ic]"You are not your magic weapon and armor. You are not your spell buffs. You are not how much gold you have, or how many times you've been raised from the dead. When a Big Bad Demon snaps your sword in two, you do not cry because that was your holy avenger. You leap onto its back, climb up to its head, and punch it in the eye, then get a new damn sword off of the next humanoid you headbutt to death."[/ic]

Also, our team seems to be rather ghul-heavy (no surprise as ghilan are pretty damn cool).
I will post some more on my character when I've got time to write something on it and stat it up. He goes by the tentative name of Mr. Carver in my head. He will probably take razor fiend, and probably venom lore (maybe healing lore if it fits). Lot of other interesting feats I'm interested in though.  
Would orthodontology fall under Heal or profession(orthodontology)?
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Steerpike

I would probably count it as Heal.

LOVE the character concept, Ghostman.  And the phrase "murky twilight between ingenuity and insanity" is amazing.

I'll start posting up the classes soon, and then post feats, followed by skill info (skills are mostly the same as 3.5, I think).

2 ghilan is probably about right - humans and ghilan are the most common races in Macellaria, after all.  Not to discourage others from playing ghilan if they wish!

Steerpike

Classes are now up, except the Archer and Witch, which are already posted above.  As I said before, this is all OGL... the flavor text, artwork, etc have all been zealously removed.  Apologies for the annoying formatting, but as you'll see, it would have taken a long time to correct, time which I'm sure all would rather I spend making an enjoyable comapaign (not to mention writing my last paper of my MA).

Archer is identical to the Gunfighter except for these two abilities:

Storm of Arrows (Deadeye Shot): As a full-round action, you fire a volley of
arrows at your target and the area around him. You fire four
additional arrows for every 2 aim tokens spent. You rain
shots upon the area where your foe stands and immediately
around him, forming a great cloud of darts. Resolve your
attack as normal, but compare the attack result against your
target's defense and the defense of every opponent adjacent
to him. On a hit, your target suffers normal damage, but any
adjacent targets who are hit suffer 1 point of damage per
additional arrow fired. An adjacent target cannot suffer damage
greater than your Dexterity bonus.
You inflict damage for only one shot against your target,
regardless of how many arrows you actually put into the air.
The storm of arrows represents a great stream of shots falling
from the sky.

Arrow Ladder Shot (Sniper Shot): Unlike other aim pool-based abilities,
you can use this option only against objects or creatures at
least one size category larger than you. You earn your aim
tokens against such targets as normal. In the case of objects,
you earn aim tokens as normal if they are motionless.
When you make your attack, you may spend 1 aim token
for every 5 feet of the creature's height to create a 'ladder'
of arrows. You perforate the target with projectiles that you
and your allies can then use as rungs to climb up the target
(Climb check, DC 5). You use 2 arrows per 5 feet of height;
completing this attack requires a full-round action. If your
attack misses, the 'rungs' are spaced too far apart to be usable,
or perhaps some of the arrows loosen and fall. You can start
an arrow ladder on one round and complete it on the next.
This attack inflicts damage for one ranged attack as normal.
If the damage fails to beat an object's hardness, you fail
to form the ladder. Your weapon must inflict piercing damage
to use this ability. You can choose to create a persistent
ladder, or it can fall apart after one use.
As a tactical note, when planning an ambush, you can use
this ability to sow arrow ladders around the area in advance.
This option also ensures that you almost always have a convenient
escape route.

Steerpike

Feats!

Skills soon to come!  After Skills and some equipment charts, all the OGL info needed for IH character creation will be available to those who don't have the book (I think - let me know if there are other missing sections still needed...).

There are some other differences in the way that combat is conducted, but we can deal with those later.

EDIT: Added the Feats/Traits/Classes links to the Character Information post on the first page, to help character creation.

I'm getting very excited for this game!

By the way, Nomadic, you might want to add a Grimoire (spellbook) to your equipment.

Nomadic

Ok character is just about done with a few tweaks. I might have to tweak it depending on skill differences if there are many. Also is an Owl familiar ok or does CE have custom creatures for the familiar slots? Finally I need to know your thoughts on magic items before I start considering what else to get with my remaining money.

Llum

Just to note, the Nomad Background trait is all about riding. Do the Jatayi ride? Or would have to be changed somewhat?

Steerpike

Owl familiar is alright, but custom familiars are as follows:

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

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.

Incidentally, the "M" word is almost never mentioned in-universe in CE - eldritch/arcane is the adjectival form and witchcraft/nigromancy/diabolism/fleshcrafting/shamanism are different terms for the discipline.

 [blockquote=Llum]Just to note, the Nomad Background trait is all about riding. Do the Jatayi ride? Or would have to be changed somewhat? [/blockquote]After I noticed that I changed it to Desert Born.

Llum

For the Two Weapon Fighting Expanded Mastery 4/7 that give extra attacks with the OH. Does that apply to every OH in the case of a Lilix? (So 5 bonus OH attacks with Expanded Mastery 4, and another 5 with Expanded Mastery 7)

Can you get people to put an Eldritch Tattoo on you and then you can use it? Are glyph tattoos something different?


Nomadic

Quote from: SteerpikeMagic 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.

Incidentally, the "M" word is almost never mentioned in-universe in CE - eldritch/arcane is the adjectival form and witchcraft/nigromancy/diabolism/fleshcrafting/shamanism are different terms for the discipline.

Thanks for the info. Though it won't be possible for us to get magic weapons as a +1 enhancement is 2000 gold (not counting the cost of the weapon) so there's no way any of us could afford such an item.

Steerpike

Hmm that's true.  Maybe I should up the starting obeloi...

You know what, I'm going to make an official character creation thread to reorganize some of this disparate info and maybe revise it a bit.  This thread's getting a  bit cluttered with conflicting info.

Steerpike

[blockquote=Llum]For the Two Weapon Fighting Expanded Mastery 4/7 that give extra attacks with the OH. Does that apply to every OH in the case of a Lilix? (So 5 bonus OH attacks with Expanded Mastery 4, and another 5 with Expanded Mastery 7)[/blockquote]No - Lilix must actually take the Multiweapon Fighting feat (from the SRD) to get rid of their penalties.  Here's an expanded IH version:

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 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 an 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 your two 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 both 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 both 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 your 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.

[blockquote=Llum] Can you get people to put an Eldritch Tattoo on you and then you can use it? Are glyph tattoos something different?[/blockquote]Yes, you can get tattooed by someone else and then use that ability.  Glyph tattoos are the same as eldritch tattoos - sorry for the confusion.

Nomadic

Ok well my character sheet is pretty much done, though if you are going to up the starting gold I may redo my items to get an enhanced gun. Once that's done I'm going to write the fluff for my guy. He's a somewhat experienced scavenger and I'm sure that will come in handy if we ever leave the city itself (as he has survival experience).

Steerpike

Here's a crude map.  The shaded areas don't represent buildings but rather blocks, but I don't intend this as an "accurate" map of the city (I may create one later) - just a very rough map to give you an idea of the broad layout of the city.