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Sohala

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  1. "Our condition?" The word held too much meaning to guess its intended meaning in the current context, let alone possible double-speak. Malger set his hard expression squarely on the man, "Our terms?" His eyes narrowed, "Do you mean to buy out our compact?" Statblock M NG Hellbred (Body) Ranger 1/Dragonfire Adept 1/Swordsage 1\\Binder 3 Level 3, Init 3, HP 33/33, Speed 50 AC 18, Touch 12, Flat-footed 16, Fort 8, Ref 7, Will 7, BAB 2.55 Abilities Str 14, Dex 14, Con 16, Int 12, Wis 10, Cha 14 Combat: Unarmed +5 | 1d6+2 30ft Breath Weapon 4d6, DC13 1/5 rnd 30ft/15ft Breath Weapon 2d6, DC14 Effects: Soul binding - Amon [DC 20] - Poor pact - Surly, irritable, saves vs spells -Darkvision 60ft -Breath Weapon 4d6 fire damage, 30ft, 13 Reflex DC -Ram Horns - +4 | 1d6+3 - Charge +1d8 Pact Augmentation (1) -DR 1/- Favored Enemy {Arcanists} -+2 on Bluff, Listen, Sense Motive, Spot, and Survival vs type. +2 attack and damage vs type. -Sense the presence of Arcanists within 60ft ScentThis extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. Conditional: +1 vs paralysis and sleep +4 vs poison -4 vs ingested poisons +1 damage taken vs metal weapons Actions: Sense Motive OOC: -
  2. Took the minimum's average outcome (~30 years worth of age per given year of real-time) and flipped the aging around, with a twist for a good/selfless hag. It works out to a little under two years for venerable. This is compared to 2/3s for 'good-slaying' and less than one year for 'mindless killing' from the original Debated just front-loading the stats per the written-out version, but 1, 3, 5 looked better. Removed the change of casting time, expanded the range for the first set of abilities, adjusted the caster and DC text, sorted them by ECL requirement. Added the 'agreed action' and 'visible collaboration' bit, along with a slightly adjusted Animate Dead mechanic. Ability Score Increases: 1st: +1 Str, +1 Dex, +2 Con 2nd: +1 Str 3rd: +1 Str, +1 Dex, +1 Con, +1 Cha 4th: +1 Cha 5th: +2 Str, +1 Dex, +1 Con Withered Hags: The first level Green Hag appears little different than a sickly human, half-elven or elven woman who has just reached adulthood, ranging from average to attractive in appearance, that is a bit malnourished and unhealthy. Many have little idea of what they are, having been secreted away in human society. However, her true nature soon asserts herself. The green hag ages prenaturally fast, at a rate of a month per day. At the end of a day in which the hag has performed a selfless act, they instead do not age. The hag gains no ability score penalties to her physical statistics as she ages. She ages as a human for the purpose of age categories, starting at adulthood (15+1d4 years old) and aging up past venerable age, but she never dies of old age. Weird Sisters: At fifth level, the Green Hag may bond with up to two other spell casters or Hags, creating a strange sistership between The Green Hag and the others. The targets of this binding must be willing and are automatically aware of the attempt. The Green Hag must spend 24 hours within 100 feet of the targeted creatures to create this binding. The two or three have been bound they may communicate telepathically over any distance so long as they are on the same plane. If the hag has bonded with one creature, or has bonded with two creatures but only one is present, the two bound creatures may work together for the following effects As long as the two stand within 10 feet plus 10 feet of each other per 5HD the Green Hag has, either of them may focus on casting the following spell-like abilities, Caster level is equal to the Green Hag’s HD (or the highest caster level of among the bonded characters) +1. DC(10+1/2 the effective caster level + the highest shared Charisma score +1) Each ability has a minimum effective caster level to be able to be used: ECL 5 ~ Animate Dead* 1/day for each 2HD the Green Hag has - 5 ~ Bestow curse 1/day for each 2HD the Green Hag has - 5 ECL 9 ~ Dream 1/day for each 2HD the Green Hag has - 9 ECL 15 ~ Mind Blank 1/day for each 3HD the Green Hag has - 15 If the hag has bonded with two creatures who are both present, the three of them may work together for the following effects As long as the three stand within 5 feet plus 5 feet of each other per 5HD the Green Hag has, any of them may focus on casting the above spell-like abilities and the following ones as well, Caster level is equal to the Green Hag’s HD (or the highest caster level of among the bonded characters) +2. DC(10+1/2 the effective caster level + the highest shared Charisma score +1) Each ability has a minimum effective caster level to be able to be used: ECL 7 ~ Polymorph 1/day for each 3HD the Green Hag has ECL 11 ~ Veil 1/day for each 3HD the Green Hag has ECL 13 ~ Control Weather 1/day for each 2HD the Green Hag has ~ Forcecage 1/day for each 3HD the Green Hag has ~ Vision 1/day for each 3HD the Green Hag has Usage of the spell-like abilities has to be agreed upon by all active participants and all participants give the impression of being part of the casting even if it is not their action (for the purposes of concealing their involvement). *Animate Dead has a separate control pool based on the HD of Green Hag. Control of this pool is shared between all bonded characters. A bonded character, at their choice, may animate to either their personal control pool or the shared one, with the excess going to the other as limits allow. No effect or ability may increase the shared pool's limit beyond the Green Hag's HD * 4. Cohort restriction: Hags are not allowed to be cohorts of non-hag characters
  3. Malger reflexively gave a halfhearted dominating snarl back at the creature, even as it retreated. Caged and bound, or not, his instinct was to cow it. Unruffled by the encounter, he begrudgingly nodded along with her assessment of the crowd's appetites. It didn't really surprise him... Flirting with damnation for a thrill. He took a long, savoring inhale of anticipation as the name was put with a face, made all the sweeter by his other senses. It was enough for a hint of a smile to play at the corner of his hard face. His eyes lingered on the woman, sizing her up a second time, "Lissandra... I have heard so much about you." A handshake from a knight was unexpected, his appearance notwithstanding. He had heard them to be a proud and stuck-up lot. The surprise was visible in his moment of hesitation to the offered hand. He didn't disappoint though, matching it with an equally firm grip. Whatever the man had mistaken him for, it appeared to be of a respectable nature, "They are in their place, we can't ask for much more." The creatures and the way the individuals decided to dress and act were troublesome to him, but he doubted they would be directly the cause of the foretold events; nor was it his place to act without cause. "As I told your man, we got a look, now we gotta move." The elation he had felt at identifying Lissandra was fading quickly, his voice heading for an apathetic tone once more. Statblock M NG Hellbred (Body) Ranger 1/Dragonfire Adept 1/Swordsage 1\\Binder 3 Level 3, Init 3, HP 33/33, Speed 50 AC 18, Touch 12, Flat-footed 16, Fort 8, Ref 7, Will 7, BAB 2.55 Abilities Str 14, Dex 14, Con 16, Int 12, Wis 10, Cha 14 Combat: Unarmed +5 | 1d6+2 30ft Breath Weapon 4d6, DC13 1/5 rnd 30ft/15ft Breath Weapon 2d6, DC14 Effects: Soul binding - Amon [DC 20] - Poor pact - Surly, irritable, saves vs spells -Darkvision 60ft -Breath Weapon 4d6 fire damage, 30ft, 13 Reflex DC -Ram Horns - +4 | 1d6+3 - Charge +1d8 Pact Augmentation (1) -DR 1/- Favored Enemy {Arcanists} -+2 on Bluff, Listen, Sense Motive, Spot, and Survival vs type. +2 attack and damage vs type. -Sense the presence of Arcanists within 60ft ScentThis extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. Conditional: +1 vs paralysis and sleep +4 vs poison -4 vs ingested poisons +1 damage taken vs metal weapons Actions: -Was defaulting to trusting, but added a Sense Motive roll regardless. OOC: -A partial brush-off, open enough for further interaction if there is a call for it.
  4. I am uncertain if you want the whole conversation without input or not. I know that some of the details were likely lost between replacements and can do so if it will help.
  5. There was a silence as Kael stood there, which ended with a rueful head shake and nose wipe, "Now..." He gave a resigned exhale, "Now I do my job, if you will have me." His tone said he wasn't certain about the prospect but held a determination to it. He set his bag on the ground and dug around until he came up with three pieces of wood and a handful of leather straps. He expanded the collapsed poles and formed assembled them into a tall wooden T, securing it with the straps. Then he pulled a purple bundle of cloth out as well. Unfurling it into a simple flag and attaching it to the assembled pole. There were questioning looks between Shane and Rick, which moved to whispers when the bundle appeared. They were quietly arguing if they had seen that color before. Shane was certain it was the same from the initial cave, Rick disagreed, but Shane tried to argue the color could have been affected by its time in the cave.
  6. Malger's favored enemy + Nemesis feat "Sense the presence of Arcanists within 60ft" It is an always thing, that is why I was offering him as a radar for the other groups.
  7. Ah, I think I see the concern. The hags not being 'casters' will allow a different build vs 'caster' cohorts. I don't see any angle of benefit that isn't already covered by a single level in Bard (or other lesser caster options), when looking at the relative power of cohorts and Weird Sisters. Ooo... I could see a limitation on Green Hags for cohorts.
  8. She can physically be an aged hag eventually then... Not sure when to fit that in. I figured, I missed on my first pass as well. It made me have to rethink some other choices. It is whatever you guys decide. I was just trying to get a read on your intentions vs my original interpretation, and then come up with the mechanical implications. Regardless if I agree or disagree with the decisions. I am not sure why such a point should be a concern. I don't care for either one enough to assemble a character with them as part of it. Enslavement and anti-heal for the Annis (likely a totemist/claw build), SUPER ugly and eye-things for the Sea (likely a dread witch build). And, neither is considered undead by default. My bringing them up is to show the aging/stats wasn't a one-off, but a shared mechanic between the 'race'.
  9. Can Blue Jay's RLA link be fixed with the one from ? Unless I am missing something?
  10. On the subject of prestige classes, Oslecamo has monster classes that clearly act as PrCs, requiring a different monster class. Then there are also template monster classes. Some specify they are PrCs others do not. I am not certain there is any consistency for it. Should the template monster classes be assumed to be PrCs or only the ones with the PrC call out?
  11. Kael initially perked up at the suggestion of going back in. His face shifted to one of focus, his eyes still looking at something only he could see. His mouth worked as if saying or reading something. He snapped out of it shortly after with a look of disappointment and a head shake, "I don't think it works that way... none of recounting ever mentioned any of the Hands returning or braving the trials more than once." He then, with a bitter laugh, added, "I already tried where you came out. It doesn't even appear to open." His expression turned to one of shame at the suggestion of the kobold, looking towards his feet, he spoke again, "I- I tried... When I was turned away, I asked it... no, I pleaded, begged it to tell me if it had seen him." A hint of anger then tinged his words, "We hadn't been the first, but it claimed to not keep track of the passage of time and that we all look the same to it!"
  12. Well, the rapid aging and stats appeared to be the intention across all three hags, considering the monsters all have higher-than-average physical stats. The only wonky part about the ability, to me, is the scaling based on the alignment of victims. Evil for evil's sake doesn't really fit my personal mentally of gameplay. That said, adventures have a fairly common habit of killing things without any guaranteed reward or incentive. But I do understand we need to rule for the lowest common denominator. I obviously can/could, there is a difference. You had no reason to check, but the first build is laid out with the intention of starting at level one, specifically to NOT game the age mechanic (as I was already made aware of the dislike for using aging without the debilitating negatives). Further, doing so would have helped get into the character's head on their transition from human/elf-ness to hag/negative energy fueled. With your decision though, that doesn't appear to be a thing that will need to happen. Would they retain their immunity to age-based penalties and death? The 'here is everything, go nuts' part of it did give me pause. I figured once it got a pass over here, it would work out to access at level appropriate points based on spell level vs character level (as you have already laid it out). It is a very reasonable solution to SLAs gained well beyond what a character should have at their level. So, less 'circle magic lite', and more 'we kind of work together'. It works I guess... and because they are individually casting the SLAs, the extra people have their own undead pools. Hey, that might be an additional boon from this change. *snerk* Intentionally bond with a level one and then a level-appropriate third. Allow the first-level character to animate some dead. Repeat until Karrnath is recreated. You may have missed it, but there was the requirement of the bonds to be with 'casters'.
  13. Prax mulled over the options before her... she quickly decided that her inaction in this would be unnecessarily wasteful in both time and resources, if her tools proved up to the task instead. Stepping to the fore of the group, delicate tracing in her armor lit up a burning red, starting in her chest before spreading out. Her empty hand drew her encased sidearm as the other slung her long rifle onto her back. The weapon already had an inner red glow, which intensified as the lines reached her grip. In moments the tip of the barrel glowed fiercely. With a practiced, steady hand, she traced a fiery lance of elemental fury around the door. First the upper left, right, then the lower middle, and finally the bottom. The lines of power had dimmed overtime, now a lingering glow remained in the weapon after the cuts had been made. The last vestiges were released in an unfocused burst at the center of the ice. Softened, she thrust her empty hand in before it refroze, then using it as a firm handhold, she heaved the block free. OOC Daily Fire used.
  14. Cook'e brought his crossbow up, mumbling to himself as he sighted at the large target, "No' go'n cook me..." He closed his off-eye focused his breathing, and then pulled the release. Statblock S N Lizardfolk (Dragon) Dragonwrought Kobold Sorcerer 2/Cleric 1\\Scout 1/Kobold Paragon 2 Level 3, Init 3, HP 13/19, Speed 40 AC 19, Touch 14, Flat-footed 12, Fort 4, Ref 8, Will 8, BAB 2.25 Abilities Str 10, Dex 16, Con 12, Int 16, Wis 12, Cha 18 Combat: Claw (x2) +3 | 1d3 S Bite +3 | 1d3 P (Secondary rules) Ranged +6 | 1d6 P | Range 80ft Frying Pan Warmace +3 | 1d10 B | -1 AC Effects: Immunity to magic sleep effects and paralysis effects Darkvision 90 - Low-light Vision Slight BuildWhenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category., ScentThis extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. Conditional: -2 vs enchantment and illusion spells and effects Actions: Ranged attack Damage Reload OOC: Firing into melee penalty applied.
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