Favored Souls [Tome of Virtue]

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angelfromanotherpin
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Post by angelfromanotherpin »

Prak_Anima wrote:I'm not sure Tome uses a lot of "morale" bonuses, as it tries to cut down on RNG destroying bonus type bloat.
Morale bonuses turn up a reasonable amount in Tome design. Both the Tome Barbarian and the Marshall use morale bonuses to attack and damage, for instance.
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Post by Prak »

ah, ok

I have more of a wikipedic knowledge of rules...
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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Post by Avoraciopoctules »

Prak_Anima wrote:I have more of a wikipedic knowledge of rules...
Really...
How regular are the edit wars? Did a bunch of memories take their custom classes and move to a new brain when one neural processing unit started going mad with power?
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Post by Prak »

I meant as far as comprehensiveness...
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Koumei »

Kaelik: you're kind of right. The Vanity thing was mostly because there is no Vanity domain, anyone can be a god of Death or Magic (there are like 80 of the fuckers) and the Dragon article focused on that aspect.

That said, I'll change it. I'll swap out some Vanity powers for Death powers and altering-people's-magic (the ability to apply Metamagic feats to other people's spells and all that), and will put some limitations on the spells available. How about:

1. Any Wizard/Sorcerer Cantrips and level 1 spells
2. Any Cleric Orisons and level 1 spells
3. Any Necromancy spells or [Death] effects (Sorc/Wiz and Cleric only)
4. Any spells with the [Law] subtype (Sorc/Wiz and Cleric only)
5. Any Universal spells (Sorc/Wiz and Cleric only)

And maybe "Any (Sorc/Wiz and Cleric only) spell of Instantaneous or Permanent duration" or "Any Evocations (Sorc/Wiz and Cleric only)" (given Magic domain implies Arcane, and Evocation is both harmless as a school to choose from, balance-wise and also is considered one of the classic Arcane schools)?

I figure the basic design there can be salvaged if I chop it up and change some stuff, sliding the emphasis away from Vanity and towards Death and Magic.
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Post by Username17 »

At-will casting is incredibly powerful, and has to be kept under extremely tight controls or it gos apeshit. Allowing people to pick their own spell list to at-will cast from is never ever going to work, because players are going to pick a diverse set of spells and rape the world.

Can you imagine the horror of a character having at-will Charm Monster and some short duration touch buffs? A constantly growing army that all fights like something that has been jacked up on power for a teleport ambush all the time.

The basic design is just not salvageable at all. Even if they were pulling spell slots out of a spell book, that would basically be Beholder Mage casting. And we know that shit is broken.

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Post by Maxus »

I would do...

-Wizard spells-per-day. The two spells-per-day is sort of okay, if they can pick up additional spells; Wizard and cleric list -could- work. Every few levels, I'd let them grab one spell from another list, preferably limited to SRD stuff. Which isn't too much help, I admit.

-Forbid a few specific effects. You're the Favored Soul of Wee Jas, not the Favored Soul of Face-Beating. No Divine Power for you.

-No at-will casting. Although maybe she can pick a few spells as spell-like abilities so she doesn't have to use her casting slots.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Koumei »

Okay, I made some changes:

She now gets to cast as many spells of a given level as she knows, per day. So the spells known also happens to be spells per day. Note that she does not get bonus spell slots for a high Int.

Actually wrote down the list. Originally it was "Any Cleric or Sorc/Wiz", now there are some restrictions there. Could it do with more freedom of choice?

Most of the vanity-related powers were swapped out for:
-Bonus Metamagic feat (2 instances), due to Magic being in the portfolio.
-The ability to Metamagic other people's spells (again, Magic).
-Finger of Death (holy shit, it isn't on the Death domain) with a Death Note reference.
-A protective/death power that ties in with having Death and Protection domains.

Thoughts?
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Post by Koumei »

Right, here's another one (Complete Divine), for a stupid race, but with an idea that I kind of liked - the Traps thing. If the kobolds and weasels stuff are removed and other shit added, one could easily make this a general trapper class. Whatever.

The Favoured Soul of Kurtulman:

"Heheh. heh, you activated my trap card, buttmunch."

Kobolds get a shit deal, and this is as it should be. But those who are really picked out by their god, for whatever reason (probably pity or lulz), are gifted with the ability to survive life's hardships (and many hardships to actually survive), as well as the ability to make other people die first. Usually they like to be where the violence isn't, but they get some understanding of the fact that they are sooner or later going to be where the violence is, and can prepare for that.

Alignment: usually Evil, but survival is ranked higher than any real allegiance
Race: Kobold
Hit Die: d6
Base Attack Bonus: Medium
Good Saving Throws: Reflex
Skill Points: 4+Int

Class Skills: Balance, Climb, Concentration, Craft*, Disable Device, Escape Artist, Handle Animal, Hide, Knowledge (Arcana, Engineering, Religion), Listen, Move Silently, Ride, Search, Spot, Use Magic Device
*The Favoured Soul always has maximum ranks in Craft (Trapsmith)

Proficiencies: All Armour, Simple Weapons
Level:Special:Highest Trap Level:
1Traps, Trapmeister1
2Infectious Bite1
3Thick Skin2
4Sneak Attack +1d62
5Weasel Knight!3
6Out of Sight3
7Evasion4
8Sneak Attack +2d64
9-5
10Unleash the Dragon5
11Mettle6
12Sneak Attack +3d66
13-7
14Evil Little Fucker7
15Improved Evasion8
16Sneak Attack +4d68
17-9
18Double-Trap9
19-9
20Survivor!, Sneak Attack +5d69

Class Features:
Trapmeister (Su): the Favoured Soul can cast Create Trap (Races of the Fanboy) at will, DC 10 + half HD + Int mod. Additionally, when crafting actual traps, the Spot and Disable Device DC is equal to his Craft (Trapsmith) check, which he can (and should) always take 10 on.

Traps (Sp): additionally, the Favoured Soul can "cast" traps. He automatically learns two per level, up to the maximum level specified. Each trap can be "cast" twice per day, but he also has a bonus pool of traps of any castable level equal to his Intelligence modifier.

For instance, a level 3 Favoured Soul with Int 14 would know six traps, and could cast each twice per day, and have two bonus slots to cast any trap in. A level 1 Favoured Soul with Int 50 would have two traps twice each per day, and could cast them in any combination an additional 20 times.

Casting a trap is a Standard action, and leaves a hidden mark on a 5' square within 30' of the Favoured Soul. This mark can be noticed with Detect Magic and similar, and can otherwise be found in the normal way traps are (Search checks or setting them off). Entering the 5' square sets the trap off, targeting the individual (for targeted effects), centring the area on them (for bursts, spreads and so on) or starting the effect in their area (for lines, cones and such), aimed in the direction of the Favoured Soul's choosing. If a saving throw is normally allowed for the spell used, it is DC 10 + half HD + Int.

Infectious Bite (Ex): Kobolds cannot live by traps alone. At second level the Favoured Soul gets a Bite attack that deals 1d6+Str for a small creature, and carries Red Ache. Those bitten must make a Fortitude save (DC 10 + half HD + Con) or contract Red Ache, skipping the incubation time and immediately taking ability damage.

Thick Skin (Ex): at level three, the Favoured Soul gets tougher, to deal with those unfortunate times that people actually attack them. They gain DR X/adamantine, where X is equal to half their HD, plus their Con modifier.

Sneak Attack (Ex): every four levels, the Favoured Soul gains +1d6 Sneak Attack, but this does not apply to damage dealt by traps. Sorry. When making a Bite attack, after determining whether the target fails their save or not, the Sneak Attack damage can be exchanged for additional ability damage - one point per die sacrificed.

Weasel Knight (Ex): at level five, the Favoured Soul gains a Dire Weasel as a pet. If it dies, another one wanders along the very next day. Every time he gains a level, it gains an additional hit die. Every 2 hit dice, add +1 Natural Armour to it. It is always friendly and amenable to being ridden, and will never bite the fingers off the rider. The Favoured Soul needs no special saddle or training, he instinctively knows how to ride it, though Mounted Combat (and thus Ride) would be a swell idea. Additionally, he can communicate with weasels, ferrets and dire weasels as though they spoke the Queen's English, and will never be mistaken for something edible by them.

Out of Sight (Su): at level six, the Favoured Soul gains the ability to become Invisible with a Move-Equivalent action, though attacking still breaks this.

Evasion (Ex): at level seven, the Favoured Soul becomes really good at not being where the hurt is, and gains Evasion. If he already has Evasion, he gains Improved Evasion. If he already has Improved Evasion, he gains a round of applause. At level fifteen, he gains Improved Evasion, unless he already has it, in which case he doesn't gain it a second time.

Unleash the Dragon (Ex): at level ten, the Favoured Soul becomes a bit more draconic, because his god wills it. He gains +2 Int, +2 Con, +4 Strength and +2 Natural Armour, and can change his type to Dragon if he wants. Better still, his Dire Weasel gains the full Half-Dragon template (colour of the rider's choice, as long as that choice is Green, Black, Red, Blue or White).

Mettle (Ex): at level eleven, the Favoured Soul learns how to survive attempts on his life, and thus gains Mettle. If he already has Mettle, then he wins a round of applause.

Evil Little Fucker (Ex): at level fourteen, the Favoured Soul's mount becomes even more fierce and loyal (to him), and hateful (of everyone else). It gains the Fiendish and Warbeast templates, and now uses actual Dragon Hit Dice for all of its "higher than level five" bonus HD, each of those HD adding +1 Natural Armour and 1d10 to the breath weapon. Apply them in the order of Warbeast -> Fiendish -> Half Dragon, should it matter.

Double-Trap (Sp): at level eighteen, the Favoured Soul goes back to focusing on traps, and as such may set two traps at once with a Full Round action. These may even be two different spell effects in the same square (though the unfortunate soul to step on it still saves against each as normal).

Survivor! (Ex): at level twenty, the Favoured Soul realises he has survived the whole thing and is amazed. He may then create his own small Demiplane which is perfectly safe, which he can Planeshift to and from at will, and can survive there indefinitely. Additionally, all of his traps are now Extended, Empowered and Twinned, where appliccable. Additionally, he becomes immune to [Death] effects, ability damage, ability drain, critical hits (but not Sneak Attack) and negative levels.
Traps List:
First Level: Grease, Rot of Ages**, Sleep, Sticky Floor*, PW: Fatigue*
Second Level: Web, Gnome Blight*, Incendiary Slime+, Arcane Turmoil+, Boiling Blood+
Third Level: Fireball, Poison, Contagion, Icestorm, Caustic Smoke+, Prickling Torment+
Fourth Level: Black Tentacles, Caustic Mire+, PW: Disable*
Fifth Level: Stinking Cloud, Fever Dream+, Incendiary Surge+, Haze of Smoldering Stone**
Sixth Level: Chain Lightning, Cloudkill, Maze, PW: Nauseate*, Lingering Flames+
Seventh Level: Prismatic Spray, Horrid Wilting, Smoky Confinement+, Choking Cobwebs+
Eighth Level: meteor Swarm, Energy Drain, Iceburg, Deadly Sunstroke+, Deadly Lahar+
Ninth Level: Weird, Wail of the Banshee, Trap the Soul, Burst of Glacial Wrath**

*Races of the Fanboy
**Fanboy Magic
+Complete Garbage
Last edited by Koumei on Wed Oct 06, 2010 5:31 am, edited 2 times in total.
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Post by ubernoob »

PW: Pain is a REALLY strong spell to put in a trap at first level. Like, don't do that.
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Post by Koumei »

Shit, you're right. I forgot that it was the awesomesauce one.

Thanks for catching that, I'll change it out.
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Post by Maxus »

Hm. You know what would be an awesome trap?

A violent thrust Telekinesis. It appears to send you 10 feet per level. One of those on the floor...yes, I think that would work. Even one on the wall could knock someone back down a hallway
Last edited by Maxus on Tue Oct 05, 2010 5:35 pm, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by For Valor »

I thought that said "Maximum Trap Card Level"
... YuGiOH has an adverse affect on me, even a year after I break the addiction...

Also, I never can remember. What are Fanboy Magic/Races of the Fanboy/Complete Garbage?
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Post by Maxus »

Races of Fanboy is "Races of Dragon"

Complete Garbage is "Complete Mage"

Fanboy magic is probably Dragon Magic or some similar title involving dragons. Might be Draconomicon.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Koumei »

Dragon Magic. And now I'm going to have to change the quote to reflect YGO!: Abridged.
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Post by For Valor »

"You can't hurt me; I'm the main character!"
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Post by For Valor »

Doublepost:

All right, I wanted to write up a FSoNerull (I want to make a Quadripartite party) and was looking at a few abilities. Nerull is all about death and killing things, so slay living in any form is a must.

I was thinking about an ability that bring an opponent from 0 to -1 HP (weak, yes) and death knell, and then a touch attack which initiatives a fort save v. losing 4 or so HP. If you pulled those off in a turn, anyone with 5> HP is dead. Deathwatch is nice, and so is soul-eating.

I was also interested in throwing in some Putriptoq references--giving a mount (Nycaloth, or some lesser version of it), and wanted to remove the need for breathing somewhere down the line (initiaties into the "Nerull club" go through rituals where, at one point, they have to get buried alive for a time).

Along with that, I started yanking spells off of this: http://dicefreaks.superforums.org/viewt ... f=33&t=245

All right, that was all my thoughts just spilling out.

CONCRETE IDEAS:
I want a 10-15 level class (10 levels preferrably: Quadripartite with Pelor!) with death/dying abilities and a flying mount. My biggest idea is to have a list of spells (3 first-level, 3 second-level, etc.) available at each odd level, a FSoN can choose CL number of available abilities to use at-will each day. The other abilities are available some limited number (1/day scaling to 3/day... 4/day max). My questions are:

a) Would that kind of system be balanced if I wanted to use spells like deathwatch, death knell, wretched/unholy blight, and slay living?

b) ... um... got any death-y spells?

My list:
  • Unholy blight
  • Deathwatch
  • Antilife shell
  • harm
  • imprison soul
  • destruction
  • energy drain
  • shivering touch
  • ghoul touch
  • death knell
  • implosion
notice that it significantly lacks low-level spells... I also don't want to use inflict in any way. If I want to do HP damage, it'll be a limited class ability.[/list]
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Post by ubernoob »

Please never link to dicefreaks again.

Thanks.
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Post by Username17 »

Dicefreaks is not so much the mouth as the refluxing cardiac sphincter of madness. Every so often I think for a moment on what would possibly motivate someone to care whether a D&D god could use Horrid Wilting once per day as a spell like ability. And I always come up empty, because that is so obviously a waste of time to keep track of that I can't even find the headspace required to give a shit about that kind of crap.

But as for a favored of Nerull, wouldn't that just be a Dread Necromancer? I honestly can't think of a single thing a disciple of the necromancer god would do other than get up in the morning and be a necromancer.

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Post by Maxus »

FrankTrollman wrote:Dicefreaks is not so much the mouth as the refluxing cardiac sphincter of madness. Every so often I think for a moment on what would possibly motivate someone to care whether a D&D god could use Horrid Wilting once per day as a spell like ability. And I always come up empty, because that is so obviously a waste of time to keep track of that I can't even find the headspace required to give a shit about that kind of crap.

But as for a favored of Nerull, wouldn't that just be a Dread Necromancer? I honestly can't think of a single thing a disciple of the necromancer god would do other than get up in the morning and be a necromancer.

-Username17
Well, presumably, kill fools horribly with some sort of massively impractical weapon. Like an agricultural scythe.
Last edited by Maxus on Thu Nov 25, 2010 5:33 pm, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by For Valor »

I apologize. That looked like it was taken off of WotC (quality of creation is pretty similar...) so I nabbed it.

In other news, almost everything I read about Nerull emphasizes death, and not undeath. Nerull hates all life and finds it an abomination. In The Crypt (where he lives in Carceri), his citizens are not biased towards death or undeath (there's some of both of the fuckers), and both have to live in constant fear of getting eaten by demons. In Libris Mortis, Nerull's clerics are usually undead, and his armies tend to be full of zombies too. So I suppose there is some Necromancy involved... but I don't think the Dread Necro focuses on "Kill KILL KILL" enough to merit a FSoN=DN.
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Post by Kaelik »

For Valor wrote:I apologize. That looked like it was taken off of WotC (quality of creation is pretty similar...) so I nabbed it.

In other news, almost everything I read about Nerull emphasizes death, and not undeath. Nerull hates all life and finds it an abomination. In The Crypt (where he lives in Carceri), his citizens are not biased towards death or undeath (there's some of both of the fuckers), and both have to live in constant fear of getting eaten by demons. In Libris Mortis, Nerull's clerics are usually undead, and his armies tend to be full of zombies too. So I suppose there is some Necromancy involved... but I don't think the Dread Necro focuses on "Kill KILL KILL" enough to merit a FSoN=DN.
You are wrong, the entire Dread Necro list is the ability to kill things with Necromancy like a Wizard, while Raising the Dead like a Cleric. Except the part where they can Summon Demons to kill people.

Dread Necro == Nerull.
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Post by For Valor »

But... but... oh, fine. Then I've got a request/question:

Is there any way we could change the FSoPelor to a 20-level class? What would have to be included? I want to make a campaign with Pelor/Obad-hai/Nerull/Kord as 4 main characters, but I'd like to have each class stretch an equal amount of levels... and since Obad-hai is Druid (20 levels) and Nerull is a Dread Necro (20 levels), I'm going to try and make a 20-level FSoKord class... but that would mean the 10-level Pelorite class would lag behind.
Mask wrote:And for the love of all that is good and unholy, just get a fucking hippogrif mount and pretend its a flying worg.
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Post by JonSetanta »

Pelor = Cleric. I'm surprised you didn't make that assumption, considering how Jozan is all hot for his patron (like god, like supplicant).
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Post by Kaelik »

Pelorite 10/Contemplative 10. Stop being stupid.
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The U.S. isn't a democracy and if you think it is, you are a rube.

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