Jump to content

Master_Enceladus

Members
  • Posts

    65
  • Joined

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Out of curiosity, would the side kick rules from Tasha's be an option for a character? Looking to do something a little different.
  2. A small clarification. In the "About This Game" there is mention of starting at level 5. Is this a typo?
  3. While others were making their introductions, a loud clanging was heard from the door. A very scrawny man appeared with several tools, books, and large backpack and other assortments stumbling around while trying to juggle all of this equipment. By physical looks alone it was amazing how he was able to hold up such things letting only one or two items fall. He was wearing very thick and large glasses which, were sliding off his nose, as he was finally able to turn around and see a group of people. "Oh, hello everyone!", he said in a slight nervous introductory manner. "Has anyone seen an individual named Merlin?", he stated before a small wrench fell out from the middle of the pile of items. Before he could say anything else he tripped over very haphazardly and fell to the ground. Quickly picking himself up he looked around out of embarrassing but quickly composed himself stating, "Sorry about that...I'll clean this mess up in a bit. Ah, oh right introductions I guess. I'm Milo. Milo James Thatch."
  4. Well, its old Milo from Atlantis the Lost Empire. A very underrated movie. On the mechanics did have a few questions. The Mark of Making Humans from Eberron will probably need review but frankly I am fine with ditching the extra spells. But the race seemed to make sense for the character. As to other things, wanted to clarify if feats and ASI were both being given? The character creation information seemed to indicate as such but wanted to double check before working on mechanics.
  5. Name: Race: Human (Mark of Making) Class: Artificer (Artillerist) Background: Sage Kingdom: Lost Empire of Atlantis Personality: There's nothing I like more than a good mystery. Ideal: Self-Improvement. The goal of a life of study is the betterment of oneself. Bond: I work to preserve a library, university, scriptorium, or monastery. Flaw: I speak without thinking, sometimes insulting or confusing others. Background Milo James Thatch was orphaned as a young boy and taken in by his paternal grandfather. Thing is his grandfather was the legendary scholar Thaddeus Thatch known and respected in the fields of archeology and cartography. Growing up, Milo was exposed and developed the same love his grandfather had for all things of history and antiquities. His formal education would take him to many prestigious academies where it was languages that he excelled at. Despite his expertise and accomplishments, he only managed to land a job at the Smithsonian Institute working in the archives cataloging the museum's collection. This only by the reputation of his late grandfather. His luck would change when he was recruited by Preston Whitmore, a friend of his grandfather and respected explore who had an opportunity of a life time. Thanks to a discovery called the Shepard's Journal, detailing the location and way to find the lost city of Atlantis. Joining an expedition organized by Whitmore, Milo would make the needed breaks to find the lost city and even befriended one of the royals, princess Kidagaksh Nedkh (or Kida). Yet rather than a scholarly pursuit, Milo would come to learn that the team was there to only plunder the treasures of Atlantis, taking the very heart of the city which was a powerful source of energy and a potential weapon. Milo was able to thwart their plans and save the city in the process. When his compatriots decided to return to the surface Milo chose to stay behind to help the people of Atlantis recover their lost history for he was only able to read and understand their ancient language. In this, a close relationship with Kida formed and he became something of a consort to the new Queen of Atlantis while being made a court historian and teacher to the Atlantians. Yet in his research and further understanding of Atlantis' unusual but advanced technology, he made a profound discovery. Atlantis at one point held contact with beings of other lands and worlds not of their own planet. Before its collapse, Atlantis had entered a golden era of exploration and contact with other realms. Yet the pathways to these lands were closed in Atlantis's collapse. Milo was able to figure out and reconstruct the technology to open the gateways to these other worlds. With the queen's permission, one of the reconstructed gates was activated opening a portal to a place known as the Mage's Towers. Initial meetings with the locals was a challenge at first but Milo, whom had lead the expedition, was able to communicate with the locals and act as an ambassador of sorts. Since then, Milo has become something of a full time resident at the Mage's Towers leading to the sharing of knowledge and teaching the locals of this strange and wondrous magic of their world called technology.
  6. I have a few questions and wanted to get some clarification/approval for some ideas I am thinking on. 1. For creation points, if we are gestalting two magic classes (like a wizard and cleric) is the 3 cost paid for each to advance their spell casting? Or would this be a 1 time payment to advance both? 2. Regarding officer positions, is a player going to be the captain or is this an NPC role? If a player is being the captain, how is the type of ship/funds for purchase being done? 3. Could a non-captian player contribute to the ships build/improvement? I had a wacky idea of using the Stronghold Player's Guide (if allowed) to use some of the room effects and other misc. bonuses. Like for instance putting in a workshop, training area, etc. 4. Would there be an objection to using the Heritage Feats from the Planar's Handbook? Going possibly with elemental themes but would prefer this instead of having to use templates. 5. Would there be any objection to using the Dvanti race from Dragon Compendium? 6. Would there be any object to using Weapons of Legacy? 7. Regarding crafting gear, are the price reductions noted in the DMG (pg. 282 sidebar) and DMG 2 (regarding certain guild memberships) in use? For that matter, are feats that reduce crafting cost from Eberron up for use? 8. Would we be able to use incantations from Undearth Arcana? Figured best to ask first but no biggy if not allowed. 9. On classes I had two thoughts concerning the Healer (Miniature's Handbook) and the Fiendbinder (Tome of Magic). While yes the Healer is weaker compared to other classes like the Cleric, one of its strengths is that it gets special creatures which are in effect longer lasting summon monsters. I had read a few ideas online that suggested to perhaps allow the list of creatures to possibly expand for selection of choices in some manner. The most straight forward method was perhaps as some form of barging with creatures of similar alignment from the planar ally spells. Regardless, would it be possible to perhaps at least to expand its list a bit? On the Fiendbinder, pg. 227 has the adaption section noting of a "good fiendbinder" and also adding more selections to its list. Might this be up for a consideration of PRC choice? Got me to thinking of an idea for a good aligned fiend binder who is helping recently changed evil creatures to good find new purpose in life. Basically like Arueshalae from Wrath of the Righteous. Though there is also something to be said about turning it into something like a "celestial caller" where celestial creatures of similar CR could be used. In this case the binding cost might be considered a discount planar ally payment. Though if this PRC is allowed, rather than using Truespeak skill, could this be placed with the Linguistics skill and all needed checks made with it? Anyways, a lot but initial thinking.
  7. Couple of questions for a new player. Sorry if already answered prior but after reviewing 50+ pages of OCC thread didn't see these addressed. Game Structure and Rules Clarification 1. Is the set up of this just a mission based one shot? Or is there ongoing campaigns? Sorry but really not sure how to approach this regarding making characters. 2. How invested does a character backstory need to be for this? Ties into question #1. 3. Are sub-systems for 3.5 being allowed for this game? This is including to such things like Incantations (Unearthed Arcana), Rune Magic (Magic of Faerun), etc.? More asking in general. Class Related Clarifications 1. If classes have adaptions, are these considered to be allowed? Or is it ask on a case-by-case basis? For example, in Tome of Battle the Swordsage has information about casting arcane spells in place of maneuvers of equivalent level. Likewise, in Tome of Magic the Anima Mage class has adaptations to allow level progression for divine casters instead of arcane caster classes. Racial Related Clarifications 1. Since Oslecamo materials are being used, does that mean feats created for the race are able to be taken? Or is this a case by case basis? For example, there is an Oslecamo write up for the Dvanti where two racial feats (Two as One, Together through Space) were created. Since the Dvanti is on the approve list can those feats be choices for consideration? Source Related Clarifications 1. Given how the rules for treasure/gear are done, how would this react to alternative sources for equipment like Legacy items? 2. I noticed that Pathfinder feats were allowed so is there any general guidelines on things to avoid? Or is this also a case-by-case scenario?
  8. Going to withdraw interest from this. A bit loaded with other games and things in life at the moment.
  9. I believe this character is completed. This is a first time making something using the Spheres system so I am sure mistakes have been made somewhere. If so, let me know which and corrections will be done.
  10. Stat Block Show this [URL=http://www.myth-weavers.com/sheet.html#id=2867022][B][SIZE=+1]Krauss Friedrich[/SIZE][/B][/URL] M LN to LE Advanced Human (Racial Build) Occultist/Technician, [B]Level[/B] 9, [B]Init[/B] 5, [B]HP[/B] 99/99, [B]Speed[/B] Land 40 [B]AC[/B] 27, [B]Touch[/B] 12, [B]Flat-footed[/B] 25, [B]CMD[/b] NaN, [B]Fort[/B] 9, [B]Ref[/B] 12, [B]Will[/B] 11, [B]CMB[/B] +11/+6, [B]Base Attack Bonus[/B] 6/1 (+11 Armor, +4 Shield, +2 Dex) [B]Abilities[/B] Str 10, Dex 20, Con 16, Int 24, Wis 20, Cha 10 [B]Condition[/B] None
  11. Race: Human (Advanced) Classes: Occultist (Reliquary Keeper) / Technician (Rigger) Before the Realmwardens Krauss past and time before the Gate Keepers was one involved in the most tumultuous times in the history of planet Earth, 1914 - 1945. During his youth, Krauss was founded to be one of the few individuals of humans blessed with a true gift of intelligence. A childhood was unknown to him for most of his youth was spent in academic studies of all kinds. Being from a moderately wealthy German family helped in affording all sorts of tutors and advancing him through institutions of higher learning. On the one hand, he had an insatiable hunger to learn but came at the price of having no friends and being something of a social pariah. More so he lead a very sheltered life among books but would be given a quick awakening on his 18th birthday. In 1914, the great war (WWI) began and Krauss was conscripted for the war effort. At first he was passed on as just another body for the front lines until his intellect became evident and thus was sent to work on various scientific fronts for the war effort. It was in this period that great ambitions in knowledge started with various technological advances for the time being made. What most don't know is the Central Powers, of which Germany was included, conducted various research into things most would consider supernatural and occult during this time. One must understand that supernatural aspects and hard definitive science had not truly separated at this time. Items for instance used in chemical warfare were based on principals of medieval alchemy for instance and it was this that Krauss was exposed to the true powers of ancient magic from relics not seen in modern times. Yet the war effort proved Germany's undoing with the Central Powers losing. Krauss, like so many other scientist during the war, fleed to other regions of Europe covering his trail and any records which would make him a war criminal. In the years following, he took what odd jobs he could to support himself while continuing his studies into the esoteric aspects of the world. With him he was able to save 4 relics of unusual power that he would spend years attempting to master. But the outbreak of another global conflict would provide a boost of sorts Krauss was needed. With the new powers in charge of Germany, the attention to the occult was more open and in dire need. Krauss would join with a group whose works would involve such things as before (the Ahnenerbe). He would never buy into the political dogmas of Germany's new leaders but the Ahneberbe was simply a means to an end in continuing his own scientific and occult studies. Yet like before, Krauss saw the inevitable end and in the final days of 1945 switched sides by offering the Ally Powers key information on several operations in exchange for amnesty. Krauss, like so many other German scientist, were transported to the United States as part of Operation Paperclip. While glad to be out of an apocalypse Europe, Krauss saw his new American "employers" in the same light as the prior to governments he worked for...power hungry. After the Realmwardens Krauss would spend his final days on Earth doing various tasks and projects as "requested" by the American military. Though it was at this point his true powers as a Gatewalker appeared when he unknowingly opened a portal to what seemed like another world. Thing is this wasn't done by any scientific or magical means but seemed to happen by his own will. Yet this power was clearly untrained for the portal only lasted mere seconds, yet long enough to gain the attention of the Realmwardens. What their reasons were for recruiting Krauss is still unknown to him, but the offer was to good to pass up. Krauss at this point was done with how the way Earth's civilization was becoming and with the rise of the two superpowers, America and the Soviet Union, he naturally concluded another global conflict was evident to happen again. Frankly, he tired to becoming a tool for the military. Since the day of recruitment, Krauss has spent just a few years among the guild and in the hub city Nexus. Technically he is still a lower ranking member but the guild has come to respect and acknowledge his intelligence. More so, the guild has provided him something he never really had, the chance to pursue scientific and magic research of his choosing (within certain bounds). And being among the denizens of Nexus, it is clearly evident that there is much to learn. Homeworld and Race Krauss is a human from Earth born and living within the early to mid 20th century. While he looks as a normal human, he is in face an advanced human. This means he is among the few of Earth's humans born with a gift of vast intelligence similar to the likes of Albert Einstein or Nikola Tesla. While not possessing any physical enhancements or strange powers like so many others he has met in Nexus, it is clear that he is vastly intelligent and has a knack to learn things very quickly. In his case, his brain is just as powerful as any other's brawn. Personality Krauss's intelligence is a blessing and a curse. It has done little to serve him regarding forming social skills and relating to others. While he may be able to figure a person out, he has trouble with engaging with others on an emotional level. This is not to say he can't be polite in sociable settings but most of the time he will be the quite one in the background. Krauss is a person who is govern by deductive reasoning and logic so his life is very orderly. Very few things are done without outcomes weighed and measured. While this helps him plan ahead, he has a very hard time in making snap decisions. He is also very stoic and logically cold. Given his past associations, one might think Krauss has an evil bent and to some extent that may be true. Despite serving under two vastly different German governments in the wars, he has never agreed with the politics or ideas of them. His association was a means to an end. After all, they were essentially forcing him to research and make weapons of war, so why not use them as financial backers for his own privately conducted research? What truly makes Krauss "evil" (if one can call it that) is unlike most other scientist, he holds no moral/ethical boundaries on what should and should not be done in the pursuit of research and discovery. To him, it is all about finding knowledge where if some things must be done that construe an evil act, well the end result justifies the means. For example, his occultic studies have granted him a measure of abilities in reanimating the dead. While some would consider this an evil act, he doesn't. Logically speaking, the reanimated dead are just animated objects and hold no distinction of a person. So fundamentally speaking, what is the difference in using animated cadavers for whatever need as one would use a robot or arcane fashioned golem? All of them are just moving piles of matter in the end and not living beings. Such view points have placed him at odds with other religious minded individuals but frankly he doesn't care. However, it should be understood that if said "evil" was committed there is a logical need for it. Overview of Character Build and Service to the Guild Mechanically, Krauss is a combination of a summoner and item builder. While able to summon creatures, undead, or build mechanical automatons, his real strategy in using them is in more unusual ways to achieve a result or help out fellow party members. It wouldn't be unusual to see a golem created by Krauss to rush head long into a crowd of enemies only to then explode revealing he had planted a bomb in it. If anything, this character is an heavily item dependent individual which has its own strengths and weaknesses. As to the Guild, Krauss is the crafter and researcher. Though in down time periods, Krauss has been granted some measure of freedom to pursue his own smithing and hebaligy businesses outside of his guild duties. Reason being is because research pursuits and item creation is an expensive undertaking. Though of course he provides a portion of profits to the guild.
  12. I have a question regarding one of the Reliquary Keeper (Occultist Archetype) class features needing clarification. For the entry on Magical Talents, it notes that a magical talent is gained at every even level though does not specify what or where these should be selected from. Are these additional magical talents suppose to match what magic spheres are selected for the implements? Or does this mean that another magic sphere is selected which is different from those selected for the associated implements?
  13. Recently learned about this system and picked up the core book. So I believe the basics should be finished but let me know if anything is missing.
×
×
  • Create New...