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OgreWattage

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  1. The Goals of this post Get test results, Set the stage for character introductions and set the stage for a little Roleplay and what have ya before the mission itself
  2. Today marks the conclusion of six months of specialized military operations training encompassing a diverse range of skills and knowledge. The tests you underwent ranged from typical military scenarios to the bizarre and downright peculiar. Throughout, you were repeatedly informed that 20% of those selected were meant to make the others shine or rise to the occasion. Your trainers drilled into you the mantra, "You are not the 20%; let's prove it." However, after hearing this declaration countless times, it began to sound like an empty statement. As the DM, I need you to perform the following roles: Provide three rolls at your highest skill, regardless of its nature. Sum up the successes and provide me with that number. Offer three rolls at your highest basic stat and three rolls at your highest combat skill. List these three numbers separately; they will be your test results. Life took an unexpected turn, steering some of you out of individual control. Some soared too close to the sun, akin to Icarus, only to have the jealous sun melt away their wings, sending them plummeting to the coldest, darkest depths of society. Others sought refuge here as an escape from their previous lives, with D class and SCP Foundation offering yet another safety net in a long list of such handles. Each time they found a handle, it seemed to lower them further in life until an external force compelled them to step up. For some, these classes provide a semblance of their former regimented lives. Being a D class without a program like this feels like waiting for death, betting on whether the next test is one they can survive or if they're simply waiting to test their remains. In the midst of the last testing phase, "unexpected" containment breaches occurred, interrupting the process. Teams known as "D-MTFs" were swiftly formed and are now rapidly being deployed. Among the D classes, rumors circulate that the breaches were either expected or planned. Today marks the end of those tests, and the mood is light, as one successful operation stands between the underprivileged D classes and the freedom of becoming an MTF unit. Your task, however, stands out, as your assignment involved two teams. Please flip a coin or use a method with 50% odds to determine which team you were placed on. Everyone selected would have been led by an MTF team member to a central room. The room is generally bare, besides a table heaped with supplies or armors and the like, four soldiers, a tall man dressed strangely and covered in tattoos, and two cylinder style robots with a small animated screen holding the position of its faces.
  3. we are done recriting, I have some internet problems so my frist post which is supposed to be pretty large as been delayed a bit, osrr to worry you guys,
  4. I finished moving, back to blistering fact replies. To reiterate ; Once I get 4 people to have 3 characters each were off to the races my guys! with the pew pews and bangs bangs
  5. The ability costs Good leaning Evil leaning Chaos leaning Law leaning God leaning Player leaning weapon armor weapon armor weapon armor weapon armor weapon armor weapon armor +1 Allying. Benevolent, Courageous, Defending, Flaming, Guardian, Huntsman, Keen, Merciful, Valiant Cruel, Cunning, Deadly, Frost, heartseeker. menacing, ominous, viscous mighty cleaving, Thundering Glammered , Corrosive, Grounding, , Furious, Quenching, seaborne, spell storing, Thawing, throwing neutralizing Impervious, Called, Countering, Dispelling, Ghost Touch, Ki Focus, Limning, mimetic, shocking Jurist Conductive, Grayflame, Planar, Bane 1. Unaligned +2 Holy Advancing Unholy Anarchic Axiomatic +3 +4 +5 exceptions: Bane
  6. Works for me, make it that an instructor during the selection process picked it for her options and all.
  7. Only three sad face, you got hard choices to make.
  8. I rewrote my response, as I thought my brain was confusing words from D&D 3.5 and pathfinder, but flaws are listed as custom changes. you can still take them I don't care, however if you want advice on either hit me up
  9. Sorry my guy I use those words interchangeably The "Drawbacks" section is listed under "custom change" So I would avoid that list if I were you, as the flaws section is more or less the intended flaws
  10. In my world Magic is every where, more akin to just being more , and less akin to altering stuff already in existence. so here are some Items I used in the past, all related to flasks, potions and drinks. You ever been in that fight in lower levels that feels oh so close, and your healing yourself, the cleric is healing you, but every one needs it just as bad, But its not enough to be comfortable to fight back? so you put the meat in meat shield, it was kind a cool that one time, Now its four sessions later and its the same type feeling mixed with dread for combat because of the healing you got to do to yourself, these next three flasks is meant to break the cycle Large Potion Flask This potion flask can hold 3 swigs of any potion The price of a potion in this flask is worth 2.75x the normal potions price +300 gp, as it takes a master glass maker to create this style of flasks. The normal potion to buy a potion in this flask. If this flask is unidentified the drinker must pass a reflex check of 5 +5 per spell level in the potion flask, to not drink 1d3 charges of the potion, when drinking the potion in this flask, with only 2 charges of the potion taking effect This allows a drinker to drink 2 charges in the same action as long as there is a charge in this flask, it looks full Looks like a typical potion vial, with the exception of having a knob in the neck, sometimes with a precious gem of various types but not required. Its not typically larger in physical size, nor does it give off any type of magical aura, or trace. However if the roll to identify the potion is higher by at least the potion's spell level will identify the flask. Giant Potion Flask This potion flask can hold 6 swigs of any potion The price of a potion in this flask is worth 5.75 x the normal potions price +300 gp, as it takes a master glass maker to create this style of flasks. The normal potion to buy a potion in this flask. If this flask is unidentified the drinker must pass a reflex check of 5 +5 per spell level in the potion flask, to not drink 1d6 charges of the potion, when drinking the potion in this flask, with only 3 charges taking effect This allows a drinker to drink 3 charges in the same action as long as there is a charge in this flask, it looks full Looks like a typical potion vial, with the exception of having 2 knobs in the neck, sometimes with precious gems of various types but not required. Its not typically larger in physical size, nor does it give off any type of magical aura, or trace. However if the identify spell check is higher by the potions spell level will identify the flask. Fast action flask: A flask designed for front line soldiers, A flask with three needles on the top of it. and they hang on a leather module belt around your chest, like ammo belts, however ,they face inwards, with a seal of wax keeping those needles from going off accidently , and when you get crited on or as a free action you can hit the back of the potion bottle and it perices you it gives you 1d8 right there, then you get fast healing = 2d4 for 1d4 turns, but that one requires a fort save to not get sick from all the healing stuff that hit at once. Costs is 3,5 time of a normal heal pot Flask Of life's heat|Flask of A Spirits Torment Flask of Life's Heat A dull green flask. prized by adventures everywhere This flask can not be filled with any liquid, however if the flask is placed into a campfire bonfire for over 1 hour, then it will start to glow orange like its molten glass. Only the person who put the flask of the in the fire can withdraw it with out taking 3d6 fire damage. The graph represents a undamaged Flask of life, while most are horribly damaged, but they can be repaired. The Tactic to repair these flasks were at one time a closely guarded secret of The Γ†lfs, then a even tighter held secret of the Drow. These being well spread among the drow allowed them to move away from typical clerics is one theory as to why the Drow are so far removed from their Elf brothers. However the methods were released to most when a dwarf enchanter was imprisoned in a drow prison where he was able to watch many of these items get made, and repaired. The discovery was that a soul of a caster who can cast the spells must be claimed melted, and worked down then applied to the cracks in the flask. The magic it uses is directly evil, while the holy magic held with in, is purely good. in some lands the Flask is named, "Flask of souls torment." but regardless the item is loved, and a fully repaired Flask is a badge of near legendary merit as when the current user dies, it can cause the flask to break entirely or be spider webbed with cracks (when a character dies with this in their inventory roll, the shatter effect is applied, and if the cracks are over 6 cracks, it's considered broken and unusable, with only a wish spell being able to repair it. (yes this is an etus flask) The shatter effect is designed to not destroy the flask flat out with the idea, that only the max number breaks it, otherwise its just reduced . Flask of Life's Heat Level Cure light Wounds Cure Moderate Wounds Cure serious Wounds Cure Critical Wounds Heal Regenerate Shatter effect 1st 1 - - - - - 1d4- fort 2nd 2 - - - - - 1d4- fort 3rd 3 - - - - - 1d4- fort 4th 2 1 - - - - 1d6- fort 5th 1 2 - - - - 1d6- fort 6th - 3 - - - - 1d6- fort 7th - 4 - - - - 1d6- fort 8th - 3 1 - - - 1d8- fort 9th - 2 2 - - - 1d8- fort 10th - 1 3 - - - 1d8- fort 11th - - 4 - - - 1d8- fort 12th - - 5 - - - 1d8- fort 13th - - 4 1 - - 1d10 - fort 14th - - 3 2 - - 1d10 - fort 15th - - 2 3 - - 1d10 - fort 16th - - 1 4 - - 1d10 - fort 17th - - - 5 - - 1d10 - fort 18th - - - 6 - - 1d10 - fort 19th - - - 6 1 1 1d12- fort 20th - - - 6 1 1 1d12- fort The Alche-Meta Revolver Flask these flasks operate like normal flasks with two distinctions the first is that the neck of the potion bottle is at a an angle, and can be pushed along when pushed the potion changes to one of the others in stored in another chamber, that and it comes in every variation of meta magic rods. I messed up the math for the belt shelf in the table somewhere, Im still working on it, but effectivly its X +1/2x+6000 or (X+E) + 1/2ex +6000 X is always the final value of the belt shelf that shares a encryption status with the one your working on, Add the 1/2 of value,+6000 to get the value of the next higher shelf in terms of holes. I know I wrote holes alot. This belt poach thing is I gotta say a favorite item of mine for players The Alchimist's Belt Shelf, a hard leather rectangle that seems to be holding two potions, , and can be attached to the belt, but if one of these potions is pushed it will disappear over the edge of the box, to another shelf spot, while another slides in from the opposite direction Each slot can hold a potion, flask, scroll, wand, or anything roughly bottle sized such as boat in a bottle golem, Alchemical weapon that count as a flask before use, wine bottle, Daggers, shrunk items that unshrink on command They come in the typical size 8 by 8, large 16 by 16, and Huge 20 by 20, These can also be coded, meaning you can set it up where it ony shows the other potions if pushed in an uncoded spot. 2500 gp, 4000 gp large, 8500 gp for huge. For encryption coding add 1,000 gp, 2,500 for large, 4,000 for huge. So if you want encrypted huge that is 12,500. This item is the signature of a member of the Star Crossed Boarder herbologists. Another opening to your shelfs can be created with a master crafter, and costs 50% more then the one opening version level of the belt shelf, +6k for every opening, lets say you want 5 openings on he max level, no encryption as the barb is just not getting it. 8.500+ (4,250+6000) hole 2 8.500+ (4,250+12000) hole 3 8.500+ (4,250+18000) 30,750 hole 4 8.500+ (4,250+24000) 36,750 hole 5 Size without encryption with encryption without encryption, 2 holes with encryption, 2 holes without encryption, 3 holes with encryption, 3 holes Normal 2,500 3500 9750 11,250 20.625 22,875 Large 4,000 6,500 12,000 15,750 24,000 29,625 Huge 8,500 12,500 18,750 0 24.750 34,125 43,125 equations normal 2,500 2,500+1,000 2500+1250+6000 3500+1750+6000 15,750 + 7857 +6000 11,250+5625 +6000 equations large 4000 4000 +2500 4000+2000+6000 6500+3250+6000 12,000+6000+6000 equations huge 8,500 8,500+ 4000 8500+4250+6000 12,500+6250+6000 Other items I need to add to this; The weapon potion pommel, tracking word flasks: A flask you tell it what to do and it teleports to the named character and deploys potion, Foam armor: A foam
  11. Fair, Let me know the only issue I had was it dosn't say if I use the unchained or the chained, the differences being its not a direct str bonus Barbarian rage Rage () A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to , such as those gained from rage and spells like , do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her and , as well as a +2 morale bonus on saves. In addition, she takes a –2 penalty to . The increase to grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like . While in rage, a barbarian cannot use any -, -, or -based skills (except , , , and ) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while or but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls , her rage immediately ends, placing her in peril of death. Unchained Barbarian rage Rage (Ex) A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can for a number of rounds per day equal to 4 + her modifier. For each level after 1st she possesses, the barbarian can for 2 additional rounds per day. Temporary increases to , such as that gained from , do not increase the total number of rounds that a barbarian can per day. A barbarian can enter a as a . The total number of rounds of per day is renewed after resting for 8 hours, although these hours need not be consecutive. While in a rage, a barbarian gains a +2 bonus on melee , melee damage rolls, thrown weapon damage rolls, and saving throws. In addition, she takes a –2 penalty to . She also gains 2 per . These are lost first when a character takes damage, disappear when the ends, and are not replenished if the barbarian enters a again within 1 minute of her previous . While in a , a barbarian cannot use any -, -, or -based skill (except , , , and ) or any ability that requires patience or (such as spellcasting). A barbarian can end her as a , and is for 1 minute after a ends. A barbarian can’t enter a new rage while or , but can otherwise enter a rage multiple times per day. If a barbarian falls , her rage immediately ends. VMC rage wording Barbarian A character who chooses barbarian as her secondary class gains the following secondary class features. Rage: At 3rd level, she gains the rage class feature for a number of rounds per day equal to her Constitution modifier + her character level.
  12. Man I saw the ice giant and was like "That too damn cool!, " but go for it, be a troll. its almost Ironic lol. It looks great!
  13. I am not the most familiar with entire systems, I've read over most classes and archetypes myself, but not whole systems. I like Elephant in the room feat tax rules. I said I'm do I'llwn for archetypes and classes, but I'm not familiar to where I would like to with the 3rd party stuff system wise to give an educated and knowledgeable answer but I can't . My impression of each of these; Path of War doesn't really appeal to me, as a warrior or fighter or whatever in real life doesn't go into a battle saying," I can only do this 4 times!" Just dosnt make sense to me. Akashic magic just sounds like some guy trying to come up with a more magic-e-er magic. I feel like, it takes away from a prestige class that uses devine and arcane. I'll have to read a bit more but I read that it combines all magic types. The spheres sounds like they might be cool, but I feel like it waters down the roles of the character classes Again these are all poorly educated opinions. And the reason I'm not using them is multipronged; I'm not familiar with them is a big one, I would need a big chunk of time with them because reading what I did sounds like it night be cool, or I might end up getting a bunch of martial classes with min max players who are wearing their classes over an assortment of matching features and abilities, and techniques with limits on them for like a number of times a warrior can do a special cool slash one 3 times a day, just dosnt appeal to me, when stuff like sunder and other combat maneuvers exist. DSP psionics , again I just don't know i'm currently waiting for the someone to pick a psionic class that pathfinder already has. However I might steal a few bits for magic items I might use those 3rd party alternate rules someday, but nothing for this campaign as I know what to expect from both my players, my tables and the things I'ma send at the party. Im sorry I feel bad, for aying no. but I have learned my lessons multiple times over if I don't know it, don't allow it, with systems explicitly. If you have ever played GURPS where you gave them ability crafting and self imposed limitations.5 point nukes. anyways, But thanks for the thought and bringing them up, so I could talk about em a bit, in case some one asks me later.
  14. I just realized that Urvaeti were also missing the full issue not being charged can have. So I got it in the Urvaeti race page. Long story short of they can't charge they die. Keel over and all that. My poor, poor Alternating current dependant ugly, ugly body horror, hive controlled vat grown babies.
  15. I'm going to say no as I can't look at it and say it feels fair between dice rolling and 25 point buy. How about I tell you the approx dice rolling method, if you roll then try to create it in the point system, plus my added 1D4s to the lowest stats. If you can't recreate the rolls I'll think about it a bit harder. The dice simulation approximant: sum is; 4d6, drop the lowest dice, repeat 7 times pick em outta there or 2d6+6, repeat 6 times After you pick the highest outta these guys. Do the 1d4 to lowest stat or tied twice. Them see if you can make it with the 25 point buy and my little extra 1d4s at the end No there is no differences. All classes from pathfinder are allowed no problem, vampire hunter vigilante all of them are welcome. 3rd party classes are welcome, all I really ask with those is let me.know.so I can review em, and if I say nothing life is good all around. I just realized I didn't talk about guns, I'll say it here first: Guns be every where.
  16. The utavaei are meant to be playable, the charging battery thing is a pretty big negative on em, Just I didn't know how much is somewhere in the area of -6 as the effectively need a metaphorical rebreather to function outside their society. If the rebreather dies on em they could fail to fix it or find materials they could just die. They also always draw on lighting spells regardless of the checks by them are failed. Lastly, I didn't add social stigma to them as some places will assume their tech gnomes, but in places where they are simply not recognize yes for each of your characters roll 2 1d4s and add the one of the d4 results to a stat and the other d4 to another state that are tied for the lowest. These ability scores should put you pretty high up there. I wanted a little randomization, mixed in and I wanted to ensure we had little to no 8s with an average low being 12 The npc class levels apply to each of the three characters. I want you guys beefy. And I hate the idea of a stray 1d10 killing level 1 characters. I mean I'm allowing bullys to be played and they always have great sword profs. I ran these campaigns originally with all lvl 5s to start and I'm not making too much of an adjustment, secondly it was a bit easy at level 5, and I wanted every to feel like it's amped up to 11 Power fantasy after all. Guys this is not as a curated answer as I would have liked I am in middle of a quick small move, and will be answering every 1-2 days for at most a week. Thank you for your patience and interest.
  17. It's supposed to scroll :( thathats what I get for using actual html codes instead of inserts.
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