Do Americans/Europeans all sleep in Australian afternoons?

Stories about games that you run and/or have played in.

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Koumei
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Do Americans/Europeans all sleep in Australian afternoons?

Post by Koumei »

I have some ideas for games, and could run one.

However I kind of want to keep my Sundays and Thursdays open. I could be convinced to run on Thursdays I guess, but ideally, after work on [Mon/Tues/Wed/Fri] (select one) would be ideal. That's time that would really just be spent playing video games anyway, after I've walked the dog and all that.

So in the timeslot of about 4-6PM (GMT +9:30), is everyone here asleep? And don't say "Yes, but I could totally stay awake one day a week for gaming, I totally won't just sleep through it every time" because you will just sleep through it.

Just make some sort of noise if you are free in that timeslot and interested. The format will be IRC because that works simply enough and I can't be fucked using any fancy virtual tabletop software that may or may not actually work. Specify the preferred day(s). In Australian time - don't confuse me by using your weird foreign timezones. Or note if "some time between noon and 4PM on Thursday" works, I suppose.

The ideas (from which one could be chosen) are as follows:
Logistics and Linnorms
A higher level game, with logistics and economics and building things.

The diabolist Kurgan Creed had a goal: fuse a layer of the Abyss with the Prime, and use that to exert infernal influence as a Warlock and seize control, having access to the armies of the Abyss and the resources of the Prime. It succeeded in part, a whole city was submerged and the ensuing war was bitter, with so many deaths that, short of magic, it will be tens of years to restore the world's population to its former levels.

You were the heroes that lead the assault. You garnered forces, trained the populace, built a fortress... and eventually went into Darkspire Doomskull Castle and slew Creed.

It has been nearly a year since then, and people slowly started to rebuild. They sent search parties, but no trace of the heroes could be found - it's as though they sacrificed themselves entirely, or were destroyed in the conflict.

Until now. You're not entirely sure what happened in that time, but you have emerged. And you were promised riches, and a land to rule. People remember you as heroes - if they recognise you - and they need strong leaders.

Level: 10
Typical Races: Humans, Elves, Goblins, Hobgoblins, Halflings, Gnomes, Orcs, Dwarfs, Planetouched, Yuan-ti Tainted Ones/Purebloods
Classes: more or less all the Tome stuff, decide amongst yourselves if you want to just sidestep economies with the classes that can do that or if you want to ban those and play that part of the game
Noteworthy: much with the logistics, or indeed going "Wish economy bitches, let's change the world!" NWN2-style Traits/Background Feats will be handed out willy-nilly for achieving various goals and stuff.
Souled Out
Starting at the beginning. Again.

You were warned by Naxus, a devil, that you were going to die - that others were out to kill you. You were warned that the enemy included the savage elves of the dreadwoods, legions of undead, and powerful demons, that he would (regrettably) waive the usual fees for providing information to help you, simply because he wanted the demons to fail.

He then provided magical items, but there was a price in a time of servitude post-death. Not that it mattered - it was a time with a limit.

Yet it still wasn't enough. But even as the enemies closed in, and you had mere hours left, he made an offer: partial ownership of your souls in return for your lives. You weren't ready to die, there were things that needed doing. Putting aside concerns that he probably engineered these events from the start, you did what had to be done.

And now you awaken. Weak, and drained, just like when your adventure started. But still with the gifts that were provided - Naxus cannot take them without voiding the contract. And hey, you're alive, and now it's up to you: seek revenge on those that were going to kill you? Run elsewhere and have entirely new lives? Work for Naxus to get ownership of your souls back? Stab Naxus in the face and/or dick to get your souls back and take his job?

Level: 1
Races: what-the-fuck-ever, it's cosmetic. See below.
Classes: Tome stuff, broadly speaking.
Noteworthy: you'll gain fiendish traits as you gain levels based on the fiend type that Naxus sub-leased his share of your soul to. This basically replaces your race, which is now just a cosmetic thing. Also each player starts with a scaling Major magic weapon. It's also Intelligent, and probably annoying.
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Nebuchadnezzar
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Post by Nebuchadnezzar »

I would be interested in Souled Out, and could be available on Tues/Wed/Fri, preferably starting closer to 4pm than 6.
Last edited by Nebuchadnezzar on Tue May 27, 2014 2:10 am, edited 1 time in total.
Koumei
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Post by Koumei »

Oh, I specifically meant "starting ~4PM, finishing ~6PM". Yes, reasonably short sessions.
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radthemad4
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Post by radthemad4 »

I'm usually awake around that time. I can do Tuesdays around 5ish (GMT + 9:30), and usually Thursdays the entire time. Monday and Wednesday are free for me this week, but one of my professors is trying to shift a class to occupy that time, so it might not work afterwards but I don't know if he'll manage. I'm fine with either idea. Btw, any funky houserules?
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Chamomile
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Post by Chamomile »

Souled Out sounds interesting and I should be able to make it on just about any day of the week at that time. Worth noting that the game ends pretty much exactly at the time I usually go to sleep, so if you ever switch to more longer sessions, I may have to drop out.

EDIT: Also, I assume that you operate on Adelaide time? It was the only South Australia city in the timezone converter I used.
Last edited by Chamomile on Tue May 27, 2014 10:34 pm, edited 1 time in total.
Koumei
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Post by Koumei »

Okay so it looks like Souled Out (I make no apologies for the pun) is going to happen, we just need to get a day figured out and maybe get another player or two.

Character Creation:
For Ability Scores I rolled the following arrays - select one:
1. 8 10 14 14 15 16
2. 7 12 13 14 16 17
Arrange them as you please, of course.

Your race will determine your basic appearance and how people react to you, but not ability scores, feats and stuff. Essentially, being Human or Orc or Elf or Mummified Cat or Tauros-Tauric Minotaur just doesn't make much of a difference when your soul is weakened and fiendish influence has been exerted.

Select a Co-Owner of your Soul:
Naxus: scheming contract-making Osyluth
Gaunt Visage: taking after the bone devil, you are so thin as to look unwell. Your Dexterity increases by 2 and you never need to eat or drink, but you take a -4 Penalty on Saving Throws against Disease.
Fiendish Skills: you gain a +2 Racial Bonus to Sense Motive, Move Silently and Spot. At level seven you gain Skill Mastery with these.
Spheres: at fifth level, you gain Basic Access to the Bone Sphere. At tenth level, you gain Basic Access to the Heresy Sphere.

Kynn: Boisterous and long-winded Cornugon
Massive and Bulky: your massive build causes you to push the limits of what is considered a Medium creature. Your Strength increases by 2, but you are considered Large for the purpose of Hide checks and having to squeeze about. You may wield weapons as though Large if you wish to do so, without penalty.
Fiendish Skills: you gain a +2 Racial Bonus to Intimidate, Climb and Spot. At level seven you gain Skill Mastery with these.
Spheres: at fifth level, you gain Basic Access to the Terror Sphere. At tenth level, you gain Basic Access to the Carnage Sphere.

Lerrus: Wheeling, Dealing, WOO!, Kiss-Stealing, Running, Hiding, Cauchemare-Riding Imp
Tiny and Pathetic: you are small and easy to overlook, hunched down and looking rather pathetic, however you gain the cunning and sneakiness of Lerrus. Your Intelligence increases by 2, and you are considered Small for the purpose of squeezing into places. On the downside, you have to wield weapons as though Small.
Fiendish Skills: you gain a +2 Racial Bonus to Hide, Diplomacy and Spellcraft. At level seven you gain Skill Mastery with these.
Spheres: at fifth level, you gain Basic Access to the Venom Sphere. At tenth level, you gain Basic Access to the Sleep Sphere.

Hrove: Calculating, exceptionally cruel Gelugon
Cool Customer: much like Hrove himself, you radiate cold, and also think carefully about things, not fooling for simple tricks and taunts. Your Wisdom increases by 2, and you gain Cold Resistance equal to your level, however your move speed is reduced to 20 feet.
Fiendish Skills: you gain a +2 Racial Bonus to Jump, Search and Survival. At level seven you gain Skill Mastery with these.
Spheres: at fifth level, you gain Basic Access to the Cold Sphere. At tenth level, you gain Basic Access to the Frostbite Sphere.

Shurne: Professional yet easily-angered Erinyes
Dark Majesty: your skin takes a pale blue tone and you gain some of the enticing personality and self-confidence of an Erinyes. Your Charisma increases by 2 and you can choose to treat any [Charm] or emotion effect as a Rage effect, before attempting the save. On the down side, you suffer a -4 Penalty on Saving Throws against any effect that results in entering a Rage (including other effects changed into Rage effects).
Fiendish Skills: you gain a +2 Racial Bonus to Use Rope, Balance and Gather Information. At level seven you gain Skill Mastery with these.
Spheres: at fifth level, you gain Basic Access to the Violation Sphere. At tenth level, you gain Basic Access to the Dominion Sphere.

Gyarvis: Red-With-Righteous-Anger, Ascetic-living Barbazu
Infernal Defiance: your body is particularly hardy and resilient, being a mass of twisted muscles, dense bones and scar tissue. Your Constitution increases by 2, and you gain a +4 Bonus on Saving Throws against [Fear] effects. On the downside, you suffer a -4 Penalty on Saving Throws against [Mind-Affecting] effects that aren't also [Fear] effects.
Fiendish Skills: you gain a +2 Racial Bonus to Craft (Any), Tumble and Disguise. At level seven you gain Skill Mastery with these.
Spheres: at fifth level, you gain Basic Access to the Death Sphere. At tenth level, you gain Basic Access to the Pyre Sphere.

Classes Available:
Assassin (Tome)
Barbarian (Tome)
Dread Necromancer (Heroes of Horror)
Druid (Core*)
Elementalist (Tome)
Hex Blade
Jester (Tome)
Knight (Tome)
Monk (Tome)
Ninja
Rogue
Samurai (Tome; you may give them a lord, or be a ronin, or have their new patron take over as their lord)
Shadow Warrior (Tome: Ceilingcat)
Sorcerer (Core: double spells known, 4 + Int skill points)
Thief-Acrobat (Tome, full Base Attack Bonus)
Totemist (Tome)
Warlock (Tome: Ceilingcat)
Wizard (Core: must specialise, see below)

Specialists: you must specialise in one school as a Wizard, and ban four schools, specified below. You may ban Divination, and Divination still bans four. You reduce spells per day by one per spell level (this can result in 0+Bonus), but gain three specialist slots per spell level. You learn four spells per level for free, at least two of which must be specialist. At levels 4, 8, 12, 16, 20 gain +1 to saves vs your specialist school. At levels 6, 10, 14 and 18 you gain +1 to penetrate Spell Resistance with your specialist school. You may choose the Instant Magic option (PHB2) instead of the familiar if you want.
-Abjuration: Evo, Enc, Nec, Ill banned; add Great Fortitude, Iron Will and Lightning Reflexes to Bonus Feat list
-Conjuration: Abj, Tra, Enc, Div banned; add Cloudy Conjuration, Augment Summons and Elemental-Summoning-Reserve-Feat to Bonus Feat list
-Divination: Ill, Evo, Tra, Abj banned; add [Sense Motive, Spot, Listen Skill Feats] to Bonus Feat list
-Enchantment: Ill, Div, Con, Nec banned; add Unsettling Enchantment and [Diplo/Bluff/Intimidate Skill Feats] to Bonus Feat list
-Evocation: Div, Con, Nec, Tra banned; add [Elemental/Force Reserve Feats, Elemental Tactical Feat] to Bonus Feat list
-Illusion: Enc, Con, Abj, Nec banned; add [Illusion Reserve/Illusion+ and Bluff/Hide Skill Feats] to Bonus Feat list
-Necromancy: Ill, Enc, Evo, Tra banned; add any [Necromancy] Feat to Bonus Feat list
-Transmutation: Con, Abj, Evo, Div banned; add [Transmutation+/Reserve] to Bonus Feat list

Prestige Classes will be available of course, and I'm just about saying "whatever you meet the requirements for, but tjeck first". Note that you can totally cross out "Demon" in "Demon Samurai" and write "Devil". Yes, complete with added benefits if you kill them. Which I assume the PCs are going to do anyway.

*The Druid knows all Core Druid spells, and one non-Core Druid spell per level. Thanks to the horrors of soul ownership and all that, the Animal Companion is a Fiendish version of any Animal with a partial CR (1/2, 1/3 etc). Starting at level 4, it functions as the normal Animal Companion, treating your Druid level as 3 less but adding the Fiendish Template. Wild Shape will use 100% character sheet replacement, but the animal gains the Fiendish Template. If you have more hit dice than the animal in question, you get a really simple "Animal Advancement" to make up the difference: each level grants +1 BAB and +8 hit points.
Skills and Feats:
Feats: I think it might be best if Leadership Feats generally don't grant extra actual men fighting on the field in the same battles. Instead, the little men (Followers) can just be part of armies you send off, if you do that, or people that work for you as miners/craftsmen/spies, and the not-as-little men (Cohorts) can be assigned as commanders for them, or can be sent off on their own tasks to help you overall. If everyone has a Cohort, then yes, sometimes you can play as the cohorts, running off and doing their jobs and such.

You are allowed to take [Fiend] feats, due to the status of your soul.

Skills are changed/clarified/whatever as follows:

Bluff: if you want to get someone to believe something in a conversation, then you make a Bluff check. It more or less is a key for social locks. Additional uses: when encountering potential enemies in the wild and engaging in conversation with them, you may make a Bluff check (opposed by Sense Motive) to throw them off guard. This grants you a Surprise Round when combat starts.

Craft: obviously, Craft (Alchemy) is the one people actually use. You can feel free to dig through books for Alchemical creations. By adding +5 to the DC to create and doubling the price, you may "supercharge" an alchemical creation, dealing damage as though one size larger. You can shift it up two sizes (+10 DC and triple cost) or three sizes (+15 DC and quadruple cost). Going through junk, discarded goods, rubble and so on, you can generally make a Craft check of the appropriate kind to make a makeshift weapon (or piece of ammunition) or piece of armour (DC = 10 + price in gold pieces) in just 1d6 minutes. Such a creation is not masterwork or magical, and won't fetch much of a selling price either.

Diplomancy: in a conversation, you may use a Diplomacy check to persuade someone to like you or to listen to you or to be forthcoming with information. The DC is "enough to shift their attitude to Friendly according to that chart in the DMG". Meeting potential enemies out in the wild, as long as they are intelligent you may attempt a Diplomacy check (DC = "enough to shift them to Neutral") to converse with you rather than attacking. This may still result in combat, but it can allow other options. Moving them up to Friendly can allow you to share information or trade goods.

Disable Device: as covered in Tome, this can "Disable" ongoing spell effects, and also very much covers "Open Lock".

Handle Animal: this works like Bluff, Intimidate and Diplomacy, but for Animals. Fantastic.

Heal: with a DC 10 Heal check, you can stabilise someone who is dying or stop ongoing bleeding. With a Heal check, you can identify the poison or disease someone is suffering from (DC = 15 for relatively common conditions, 20 for uncommon ones or those with hard-to-notice symptoms, 25 for ones that are only ever the result of rare monsters or magic). You may then help them out, providing a +2 Bonus on all Saving Throws they need to make. If you identify someone's disease/poison and it doesn't require magic to heal, then with a Heal check (DC = Fort Save DC + 10) and the right medicines (generally available in "a healing kit") you may remove the condition. Using the contents of a healing kit and one minute, you may tend to someone's wounds. Make a Heal check. The target regains hit points equal to the result of the skill check.

Hide & Move Silently: whenever someone attempts to sneak past/sneak up on someone else, only one check is made, regardless of the timeframe. The sneaking person uses the better of their Hide and Move Silently, the other person uses the better of their Spot and Listen. When two groups encounter each other (or get vaguely close to each other) in the wild, they both make a check - in each case, one person in the party makes a Hide or Move Silently roll (choosing the best in the party), and one person in the party makes a Spot or Listen roll (choosing the best in the party). This simply determines whether one group catches the other by surprise - or takes the opportunity to piss off without being seen.

Intimidate: any appeal to force can use Intimidate, and you use that in conversations similar to Diplomacy or Bluff. When encountering potential enemies in the wild and engaging in conversation, one member of the party may attempt an Intimidate check to demoralise them (the enemies start off Shaken). If they succeed by ten or more, the enemies will in fact break and flee.

Listen & Spot: see: Hide and Move Silently. They are basically interchangeable.

Perform: it works like it did in 3.0, where you have a number of "Perform Proficiencies" equal to your ranks, all using your total bonus. When encountering potential enemies in the wild and engaging in dialogue, you may use Perform the same as Bluff, to distract the enemy.

Profession: these are like Languages - you're either trained or untrained. You do not put a bunch of ranks into a Profession.

Survival: when travelling off-road in the wild, you must make a Survival check (using the highest modifier in the party). A total of zero or less results in the trip taking ten times as long as you get lost, stuck in a bog and chased through seventeen paddocks by a swarm of bees and a vicious bull. Specifically that. 1-10 results in the journey taking four times as long as you end up taking a bit of a detour, circling around and such. 11-15 results in the journey taking just twice as long as normal - that's the problem with not having nice roads. 16-20 takes only one and a half times as long. 21-25 takes as long as using a straight road, grand! 26+ actually results in you finding an awesome shortcut and only taking half the time. Each night of rest out in the wild requires a Survival check to see if you find a safe place to rest without being attacked by stuff. Once per day you can also make a Survival check to stumble across goods: 0-10 results in "nothing", 11-15 results in "junk that can be fashioned into stuff" or "basic food", 16-20 results in "nice food", "a clean water source" or "actual money", 21-30 results in "worked equipment, gems, ore veins, special plants and stuff like that" and 31+ is a major jackpot.
Starting Equipment:
Spend 500GP on nonmagical items, scrolls (level 0 or 1), and potions (level 0 or 1). You then get one Major Magic Item. Choose a Fiend that was harmed in the making of this item, then decide from the list what the item is and what the magic property is.

Imp/Quasit
Base Item: any weapon that benefits from Weapon Finesse, any kind of Bow or Crossbow, Gloves, Cloak, Goggles.
Weapon Properties: Weapon of Deadly Poison (Wyvern Venom, DC 10 + half your level + your Cha), Corrosive Criticals (critical hits bestow an extra 1d4 Acid damage per hit die), Invisible Blade (all attacks catch the foe flat-footed)
Non-Weapon Properties: Greater Invisibility (at will), Verminlord (Rebuke Vermin 3/day, use Handle Animal on them with no penalty), Impish Slavery (each morning it produces a high-level spell scroll or potion or recharges a wand or provides a lump of ore), Displacement, Petrification
Personality: Wheedling and whining, simpering, unsolicited advice

Babau/Dogai
Base Item: Gloves, Boots, Amulet, Any "Rogue Proficiency" Weapon, Light Armour, Demon Armour (Babau)
Weapon Properties: Ruin, Invisible Blade
Non-Weapon Properties: Absorbing, Freedom, Permanent Invisibility, Blink, Escape, Ghost Hand
Personality: sneaky, conniving, and without mercy

Kyton
Base Item: Spiked Armour, Spiked Chain, Boots, Belt, Amulet, Ring
Weapon Properties: Soul Prison, Vorpal, Dancing
Non-Weapon Properties: Blades, Freedom, Heavy Fortification, Displacement, Escape, Regeneration
Personality: sadistic, masochistic, sadomasochistic or tsundere

Succubus
Base Item: Brooch, Headband, Rod, Ring, Whip (including weird variants), Dagger, Magic Clothes, Scourge, Demon Plate, Mysterious Membrane
Weapon Properties: Soul Prison, Greater Time Distortion
Non-Weapon Properties: Absorbing, Charm Monster at will (1 target at a time), Etherealness, Alertness, Blink, Greater Madness, Greater Metamagic
Personality: tempting, "lascivious", sex-obsessed, very talkative

Erinyes
Base Item: Brooch, Gloves, Goggles, Ring, Wis-Booster, Longsword, Shortsword, Longbow, Shortbow, Light Armour, Cloak
Weapon Properties: Greater Time Distortion, Vorpal, Brilliant Energy
Non-Weapon Properties: Freedom, Planar Travel, constant Nightmare TerrainTrue Seeing, Dimensional Manipulation, Flight, Greater Madness, X-Ray Vision
Personality: domineering, perfectionist, battle-frenzy

Barbazu
Base Item: Belt, Boots, Periapt, Glaive, Halberd, Pike, Voulge, Scythe
Weapon Properties: Vorpal, Ruin, Unholy Avenging
Non-Weapon Properties: Spell Reflection, Invulnerability, Heavy Fortification, Elemental Command of Earth, Spellshield
Personality: armchair tactician, blood-lust maniac

Hamatula
Base Item: Spiked Armour, Spiked Gauntlet, Gloves, Ranseur, Trident, Sai, Periapt, Helmet
Weapon Properties: Terrifying (DC 10 + half your level + your Cha, Cower for 1 minute), Deadly Impaler (Death by Thorns on a successful hit), Murderous Spines (Throwing, Returning and Flesh Tearing)
Non-Weapon Properties: Blades, Stone Spikes at will, Quickened Prickling Torment at will, Aura of Fear (30', DC 10 + half your level + your Cha, Panic for 1d4 rounds), Dimensional Manipulation
Personality: ornery, surly, grumpy, foul-tempered

Vrock
Base Item: Headband, Boots, Amulet, Rod, Light Armour, Demon Armour, any Bludgeoning Weapon
Weapon Properties: Ruinous, Infectious (Diseased, DC 10 + half your level + your Cha, failure results in the target suffering 2d6 damage per round for 1 minute or until healed, death results in them turning into an Imp)
Non-Weapon Properties: Flight, Deadly Spores (any melee attacker must pass a Fort Save vs Disease (DC 10 + half your level + your Cha) or be afflicted, taking 2 Con damage per round for 1 minute or until healed), Alertness, Blink, Elemental Command of Fire, Greater Metamagic, Mind Blank, Greater Spell Power, Greater Spell Recall,
Personality: torture-obsessed scholar, heretical loremaster, know-it-all

Bueroza
Base Item: Martial Weapons, Heavy Armour, Shield, Belt, Helm, Amulet
Weapon Properties: Dancing, Infection of Steel (on a failed Fort Save, the target is transformed into a steel statue, DC 10 + half your level + your Cha), Ruinous, Earth-Cleaving (cast Earthquake at will), Shattering (on a successful hit, a Greater Shout triggers, with all unattended objects within 30' of you being subject to a Shatter effect as well. DC 10 + half your level + your Cha)
Non-Weapon Properties: Invulnerability, God of Metal (at will: Telekinesis (magnetic objects only), Rusting Grasp, Heat Metal, Chill Metal), Wall of Iron at will, Alertness, Mind Blank, Regeneration, Static Form, Spellshield
Personality: single-minded, interested only in warfare, stubborn

Orthon
Base Item: Hellspear*, Hellfire* Crossbow, Heavy Armour, Belt, Goggles
*Proficiency and the ability to use the Hellspear/Hellfire Crossbow are automatically granted.
Weapon Properties: Ruinous, Constant Haste, Hellfire (Hideous Blow as a C:Arcane Warlock of your level, Standard Action)
Non-Weapon Properties: Infested (any attack by an adjacent foe causes them to take 2d6 damage and 1 Con damage), Dimensional Anchor (out to 60 feet), Persistent Fire Shield, Petrification, X-Ray Vision
Personality: brutish and warlike, demanding people be injured and killed
The State of Your Souls:
Partial Ownership:
You're not the only one who has a say in what happens with your spirit.
You take a -6 Penalty on Saving Throws against [Compulsion] effects of the co-owner, however you gain a 50% Miss Chance on all Negative Levels.
(This is the state you all start at)

Minority Share:
Somehow, your soul has been split up and many people have shares. You don't have much control of yourself.
You have a 90% Miss Chance on all Negative Levels, however you suffer a -6 Penalty on all Saving Throws against [Compulsions] and [Charm] effects from anyone.

Mortgaged:
You don't exactly own your soul any more: you need to perform certain deeds or risk forfeiture of the entire thing.
You don't suffer Negative Levels, and cannot be forced to act against the owner (or majority shareholder) of your soul. On the other hand, you automatically fail saving throws against effects caused by the owner, and there are conditions you must meet, or it becomes Foreclosed.

Foreclosed:
You have no soul. When you die, life will be... most unpleasant.
No soul-manipulating effect works on you (Trap the Soul, Negative Levels), and you can't even be Scryed upon. You cannot be brought back from the dead by any means short of actually returning your soul, and upon your death, the owning fiends will do as they wish with it. You are completely unaffected by Positive and Negative energy (Turning, Rebuking, Inflict/Cure spells etc). You are living on borrowed time, and may want to consider consuming the souls of others to fill the gap and keep you alive.
The Uses of Souls:
Crafting and Spellcasting: when casting a spell with an XP component and/or expensive material component, or when crafting something, you can use a Soul instead of paying it. The GP value for this purpose is (CR^2)*50, and the XP gained is (CR^2)*25. Any left-over is wasted.

Healing and Survival: a soul can be flat-out consumed as a Potion of Heal. The Caster Level equals the CR of the soul. It then grants you Fast Healing (equal to the CR) for a number of rounds equal to the CR. Furthermore, if you are exposed to negative levels or [Death] effects, you can sacrifice souls instead as a reflexive non-action. A soul will absorb negative levels equal to its CR, and can negate a [Death] effect with a Caster Level equal to its CR (or less).

Revival: pouring a soul into the body of the recently slain can result in the soul being consumed, bringing the dead back to life. With a long-dead corpse, you simply reincarnate the soul into the new body. In the former case, you need to use a soul with a CR lower than that of the body, otherwise the new soul boots the remnants of the old one out and just reincarnates.

Trade Goods: simply traded, they basically have a value of (CR^2)*100 GP - so you need a CR 13 or better to break past the Wish Limit. Or for "do this task for me", the soul CR should equal that of the person doing the task for things that require a day or less and "some danger", multiplying upwards from there. Obviously, some people value some souls more than others. Souls of Paladongs, Demons and Celestials are worth a whole bunch extra to Devils - at least double.
Magical Warriors:
Naxus:
-Knowledge Skill: Religion
-Hated Enemies: Good Clerics, [Water] creatures
-Weapon: Flail, Heavy Flail or Morning Star
-Armour: Still Suit (L) or Bone/Trollhide/Tempest Armour (M) or Coral Armour (H)
-Familiar: Fiendish Bone Cat or Pseudodracolich
-Sphere: Oracle

Kynn:
-Knowledge Skill: History
-Hated Enemies: Arcane Spellcasters
-Weapon: Spiked Chain
-Armour: Mithril Shirt (L) or Breastplate (M) or Great Armour (H)
-Familiar: Fiendish Badger or Dire Badger
-Sphere: Quicksand

Lerrus:
-Knowledge Skill: Arcana
-Hated Enemies: Giants, anything larger than Huge
-Weapon: Rapier
-Armour: Leather Armour (L) or Hide (M) or Silksteel Plate (H)
-Familiar: Fiendish Small Monstrous Spider or Rat
-Sphere: Dust

Hrove:
-Knowledge Skill: Nature
-Hated Enemies: [Fire] creatures, giant bugs
-Weapon: Longspear, Spear, Shortspear or Greatspear
-Armour: Brigandine (L) or Chitin Carapace (M) or Adamanrine Carapace (H)
-Familiar: Ice Mephit or Fiendish Penguin
-Sphere: Shadow

Shurne:
-Knowledge Skill: Planes
-Hated Enemies: Celestials of all varieties, Succubi
-Weapon: Longbow or Longsword
-Armour: Spiderweb/Mysterious Membrane/Unreal Armour (L) or Dragonscale Shirt (M) or Dragonscale Suit (H)
-Familiar: Fiendish Hummingbird or Weasel
-Sphere: Water

Gyarvis:
-Knowledge Skill: Nobility & Royalty
-Hated Enemies: Demons of all kinds, Elves
-Weapon: Glaive
-Armour: Wicker Armour (L) or Lamellar (M) or Hoplite Armour (H)
-Familiar: Fiendish Warhorse or Lizard
-Sphere: Smoke
Last edited by Koumei on Fri Jun 13, 2014 5:03 am, edited 9 times in total.
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Nebuchadnezzar
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Post by Nebuchadnezzar »

I was wondering how you feel about the Fiend of Possession Prestige Class from Fiend Folio. I've been itching to play one for years (letting this link serve as somewhat embarrassing proof). If it's cool, a likely lead in is Shadow Warrior 2/Warlock 1.
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Post by Koumei »

I'm going to say no for now, at least as it stands - possessing people and items and turning ethereal are not things you're supposed to do at level 4-5 (as a reminder that Save-based requirements are stupid). Maybe if you enter it the normal way, via six levels of X, but even then, someone else (the actual fiend) owns half your soul, do you really want to go around taking it out of your body?
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Maxus
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Post by Maxus »

This sounds very interesting. I'm up at what I figure to be the right time, about every day in the week, thanks to evening shift.

I may be interested in an uber-bruiser barbarian with Kynn's soul and a Kyton item.

Other share-owner idea would be Lerrus and going for a bunch of fiend feats.
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!
radthemad4
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Post by radthemad4 »

I'm having a hard time picking, so I'll choose something that rounds out the rest of the party. I'm open to suggestions.
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Post by radthemad4 »

Is this feat allowed? Do you use the lift maneuver to wield someone?

Foe Wielder (Combat)
You like to club people. With other people.
Benefit: You are considered proficient with living creatures (including constructs and undead), and gain a +2 bonus on attack and damage rolls when using them as weapons. Damage is 2d6 for a Medium creature, and you add their natural armour bonus (or armour bonus if worn, whichever is greater) to the damage.
BAB:
+1 Your reach extends by five feet per size category beyond Medium that the wielded creature is. Additionally, you may elect for the wielded creature to take damage equal to that dealt to the target.

+6 Any foe struck by a creature you wield must succeed at a Balance check opposed by your attack roll, or fall prone. You may also throw living creatures, with a ten foot range increment. They land prone and both them and the target take an additional 1d6 damage.

+11 Whether the wielded creature wishes to or not, you may force them to make a full attack against one target you strike with them, once per round. They use Expertise and Power Attack the same amount that you do. When thrown, they automatically make a bullrush attempt, attacking everyone in the path, but still fall prone nonetheless.

+16 You may throw the creature to hit an area in a splash attack - designate a number of squares equal to their space, all foes in the area must make a Reflex save with a DC equal to your attack roll, or be hit. Additionally, when you hit someone in melee with another creature who has at least two hands (or other grappling limbs) free, you may force them to grab their target, adding even more to your reach. You may continue this indefinitely, up to your normal weight limit, and may disarm all except the first by making a line attack (equal to their combined height). This line attack deals their combined hit dice in d6 of damage, and is negated by a Ref save (DC equals your attack roll).
Last edited by radthemad4 on Wed May 28, 2014 5:34 pm, edited 1 time in total.
Koumei
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Post by Koumei »

Yeah, the game is going to end up being mental like that, so I'm cool with Foe Wielder. And yes, you use the Lift manoeuvre.

I will get around to putting in the info for other fiends jammed into items, and maybe custom prestige classes (a transformative one remarkably similar to the Tainted PrCl from Dragon Magazine, a Soul Eating one that may be influenced by Mark of the Betrayer, and specific progressions for Prak's Magical Girl PrCl using these patrons). And I did 99% type up a Tome Hex Blade a few weeks ago, so I could post that for an option for this as well, I suppose.
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Maxus
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Post by Maxus »

Oh, man. Now I definitely want the bruiser role (Kynn/Barbarian) if no one else wants it.
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 radthemad4 »

Is it possible to dual wield (or more with the extra arms fiend feat) foes? Awesometome doesn't say much about what you can't do while you're lifting someone/thing.

However, If Maxus wants to be the bruiser, I wouldn't mind doing something else. Is Hicks' mage allowed?
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Maxus
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Post by Maxus »

My two options:

Leruss-souled thief-acrobat

Kynn-souled barbarian.

So I got concepts to switch between. By all means, man.
Last edited by Maxus on Thu May 29, 2014 4:19 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 Koumei »

The Mage is allowed.

Dual-wielding grabbed people requires you to grab people that are small enough. So if you're Medium, that's a Small in each hand (or a Medium in each hand if Kynn has a 50% share in your soul, subject to terms and conditions as laid out in the contract). If you do that, I recommend Two-Weapon Fighting.
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Post by Chamomile »

Can we use Red Rob's more better Tome Armor?
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Post by radthemad4 »

I think I'm in a magey mood at the moment. My current options in order of preference:

Lerrus-souled Mage

Kynn-souled Monk
Koumei
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Post by Koumei »

Chamomile wrote:Can we use Red Rob's more better Tome Armor?
Can you link it? There are like five variants of Tome Armour.
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radthemad4
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Post by radthemad4 »

Red Rob's Simplified Tome Armor: http://www.tgdmb.com/viewtopic.php?t=53563

He's also got a system for pretty much all equipment: http://tgdmb.com/viewtopic.php?t=53704

His Simplified Tome Armor seems to be in that system as well: http://tgdmb.com/viewtopic.php?p=285811#285811
Last edited by radthemad4 on Fri May 30, 2014 6:50 am, edited 1 time in total.
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Chamomile
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Post by Chamomile »

Considering either a Knight, a Jester, or a Thief-Acrobat. The Jester or Thief-Acrobat will definitely be Naxus-souled, and the Knight would probably be Gyarvis. Kynn would work for the Knight but I think it'd be more interesting to have a wider variety of co-owners and at least one person is taking Kynn already. I also like Gyarvis' sphere access. Death and Pyre on a Knight? I'll get bulk discounts on umlauts.
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Maxus
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Post by Maxus »

Hmm. With two people after Kynn...

Could go Hrove or Shurne Shadow Warrior, as well.

Condensing some concepts there.
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 radthemad4 »

I think I'll stick with the Mage so I'm probably going with Leruss for the Int boost. Though, I kinda like Shurne's spheres and will consider taking that if no one else does, but that's a low priority thing for me.
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Post by Koumei »

Yeah, that revision to Tome Items looks good to me. I have now updated the patron and magic item details to reflect it, and there are now plenty of choices available for the magic item you start with.
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Post by radthemad4 »

deanruel87 made some extra fighting styles for the Tome Monk.

Would this be okay if I go with a Kynn Monk:
*While Active, your Fighting Style allows you to count as one size larger for the purposes of reach, trips, grapple attempts, disarms, and bull rush attempts.
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