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Author Topic: Seeking players and a GM for an unusual D&D 3.5 game... [Update: GM found!]  (Read 4121 times)

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Offline Zaer Darkwail

Fiendish Codex I yeah for what each subtype gives.

Offline KunoichiTopic starter

Yeah, but after while I decided I lean more ogre mage anyways as I got cool concept for him. Also I am concerned also for the 'spell cap' if any as ur-priest you break it by default already. I write bit more later about my concept.

True, Ur-Priest could be a bit of an issue.  I don't think anyone was planning on taking it, though, so it isn't a problem yet.

Also, it turns out I was wrong on the Ogre Magi's overall CR, so you actually would have room for a +1 CR template for that particular character. ^^

Offline Lockepick

Can an Obyrith disable or turn off their 'Form of Madness?' The Fluff tells me 'No, they always look that way' -- but Forms of Madness is a Spell-Like Ability, which would tell me it's supposed to be activated in some way?

Offline KunoichiTopic starter

Can an Obyrith disable or turn off their 'Form of Madness?' The Fluff tells me 'No, they always look that way' -- but Forms of Madness is a Spell-Like Ability, which would tell me it's supposed to be activated in some way?

You get a self-only Polymorph from the Demon Lord template, so you can shut it off by changing shape if you need to.  That said, your Form of Madness ability doesn't work on chaotic evil outsiders, so if you're concerned about accidentally hitting your allies with it, that's something you don't need to worry about.

Offline TheGlyphstone

Obyrith subtype is so good. Innate true seeing, Innate immunity to mind-affecting, plus Telepathy and Form of Madness. Pity it's not appropriate to my background/story.

Offline PaleEnchantress

Obyrith subtype is so good. Innate true seeing, Innate immunity to mind-affecting, plus Telepathy and Form of Madness. Pity it's not appropriate to my background/story.

Leaning toward Loumara myself, for the fleshcrafter anyway.

Offline Zaer Darkwail

True, Ur-Priest could be a bit of an issue.  I don't think anyone was planning on taking it, though, so it isn't a problem yet.

Also, it turns out I was wrong on the Ogre Magi's overall CR, so you actually would have room for a +1 CR template for that particular character. ^^

Yeah, if I take route where I take 11 levels (+5 1.5 CR, round down?) and so have CR 13 with ogre magi stuff and have 16 HD. So 1 CR play with. My original idea was sort of take warlock level (for will save) and then ur-priest 2 levels and then go eldricth theurge 8 levels (so invocations as 9th level warlock and 10th level ur-priest casting which provides 9th level spells). But I stepped back from the idea (because it's cheesy perhaps exploit ur-priest) and picked different classes.

Unless we go by this article changes or analysis. I myself would be happy we drop ogre magi to CR 5 as it is (no changes done to race but drop CR because according article ogre magi CR is over budgeted) but that needs ST decision/approval.

Okay, here comes my concept (for GM approval, as he needed bit description and personality along with build idea for approval right? I used CR 5 base for ogre magi and add +1 extra HD as giant to get 16 HD filled)

Vholdran, the seer of Abyss
(monster of legend ogre magi prophet prodigy (int&cha) diviner 3/master specialist 1/divine oracle 6)
Vholdran has been a curious sort of ogre magi; he was born very frail and weak compared most ogre magi but what he lacked in physical might he made up with his mind instead. He was most cunning and charismatic ogre in the ogre tribe and he used his influence and charisma manipulate others to do his bidding. More so when he started get visions from the future. Since then he has entirely depended on his curious gift as a seer to help guide himself and his goals, ambitious yet sticking to shadows and do dumber people (his clansmen) do all the fighting. However what he thirsted was; more knowledge above all. Eventually his gazes set upon abyss....and then using his visions guide him he entered one dozen portals to abyss and he entered the hellish and chaotic realm which none did not know what happens next, instead he embraced the chaotic energies and his unique gift allowed predict future events quite accurately.

Soon various demons sought his council for future visions and he gave them advice....only those which long run benefited him and him alone. He started gain secrets, form contacts and start trade favors to get higher on ranks in demon society which is ruled by brute power but his cunning and insights into future gave him a edge which surpassed the physical brute strength. So thus many who think ogres just simple brutes get awful surprise when they cross Vholdran who's cunning matches archdevils themselves. Then it came to him, not a surprise at all as he had worked for that goal for several decades, he become demon prince and he knew his position is vulnerable but he also foresaw others who would receive same gift as he did....so he knew in advance where to go and send invitations to other fresh (young) demon lords to gather.....

Edit; Prophet and Prodigy are from DMG II pg157 section (unique abilities). Prodigy is CR 0 but I think they are 1/2 CR (rounded down) so two prodigy is CR +1 CR to individual. With diviner may go for focused specialist and take UA variant for it (take away familiar).
« Last Edit: May 15, 2015, 07:00:18 PM by Zaer Darkwail »

Offline PaleEnchantress

Still waiting to know if  should go phaeriim or nymph before posting

Offline KunoichiTopic starter

Yeah, if I take route where I take 11 levels (+5 1.5 CR, round down?) and so have CR 13 with ogre magi stuff and have 16 HD. So 1 CR play with. My original idea was sort of take warlock level (for will save) and then ur-priest 2 levels and then go eldricth theurge 8 levels (so invocations as 9th level warlock and 10th level ur-priest casting which provides 9th level spells). But I stepped back from the idea (because it's cheesy perhaps exploit ur-priest) and picked different classes.

A rule that was worked out just a few hours ago for creatures with odd-numbered racial hit dice is that you can add on 1 more racial HD without suffering a CR increase.  So you've got 10 levels to work with.  That said, both your racial and your class HD become Outsider HD, so you don't really have to worry too much about things like saves or BAB. ^^

Quote
Unless we go by this article changes or analysis. I myself would be happy we drop ogre magi to CR 5 as it is (no changes done to race but drop CR because according article ogre magi CR is over budgeted) but that needs ST decision/approval.
Still waiting to know if  should go phaeriim or nymph before posting

Mantis Shrimp Prime, it looks like there are a couple of questions that people need you to answer. ^^;

Offline Zaer Darkwail

Besides approval, what you think of the idea/concept for my char Kunoichi? I thought go for caster but not go 'blaster' but more cunning sort diviner/schemer guy.

Offline TheGlyphstone

Working on mine now, but I think your guy will either get along great with mine, or they'll cordially loathe each other. We're both schemers, but you've got a knowledge/divination/prophecy thing going on, and I'm all about misdirection/illusion/deceit.



As far as unique abilities go....I'm thinking of a racial version of the Dread Witch's ability to bypass fear immunity, and a slightly modified version of the Tarrasque's Frightful Presence as my 'special attack'. That leaves one special quality slot - what do people think of a 'tenacious illusions' trait that makes my illusions resistant to True Seeing (probably a CL check like Nondetection)?

Offline Zaer Darkwail

I think tenacious illusions could be nice; makes your illusions resist divinations (shadow magic feat accomplishes this but it's FR specific and relates to Shar invented magic). You could get all benefits of the three feats (harder to detect via divinations, harder to dispel and less able identify) for illusions only as single trait perhaps. Indeed your char and mine will no doubt have interesting conversations ;). As they both had taken very radical different approaches (and just realized even min 8 score applied to Str my char has Str 28, which is far cry from feeble but my char applies feeble appearance).

My own special ability what I pondered on is sort combination of arcane eye/arcane sight and prying eyes (greater) spells combined to single unique spell-alike ability (allowing low level, 1-3 range, spells and spell-alike stuff cast through the eyes on target, takes action from Vholdran himself ofc but otherwise eyes serve sort of spying/communication tools as via eyes he can use telepathy also). The thing being he can concentrate to any of the eyes to collect visual data and otherwise he becomes aware if one eyes sees something (need describe it on instructions given to eyes with 25 sentence or less).

So in short even if he got 10 eyes he cannot make all eyes cast spells on single target (as he needs complete spellcasting gestures and words and then channel it through the eye, touch spells or such would form 'beam' which would try hit targets).

Above is however quite custom and potent that I am okay if this counts as two special qualities for my char (or special attack? As it's sort mystical method how deliver your spells).

Offline TheGlyphstone

I considered a level of Shadow Adept to get those feats, but after looking at the wording, Insidious Magic doesn't actually protect me from True Seeing. It interferes with spells that detect my magical auras, and spells that reveal the effects of my spells, but True Seeing would do neither by a strict read of the RAW. Getting the "Shadow Feats" package as a special quality would be a shoe-in otherwise. So an explicit, custom, 'your spells are resistant to all divinations, including True Seeing' ability is preferable.
« Last Edit: May 15, 2015, 07:50:55 PM by TheGlyphstone »

Offline Zaer Darkwail

Aha, I see. Well custom resistance vs divinations for your illusions sound good (sort of CL check vs DC 10 + your CL or such).

Offline TheGlyphstone

Kunoichi's suggestion of taking Phaerimm Magic to make all my spells into SLA's is also a fantastic idea. I think I might actually use that instead of Frightful Presence, since the latter is a bit more blatant than appropriate for what my character is shaping up to be in my mind.

Offline Lockepick

@TheGlyphstone: Are you still CL 20 on top of that idea? If so... er... Spell-Like Wish sounds pretty sweet!

@GMs: How are we determining Class Skills for Outsiders? I can't seem to find a list, and don't quite understand the listing under Demon Lord.
« Last Edit: May 15, 2015, 08:17:40 PM by lockepick »

Offline Zaer Darkwail

So far as I understand from various outsiders; all skills are class skills for outsider.

Offline TheGlyphstone

@TheGlyphstone: Are you still CL 20 on top of that idea? If so... er... Spell-Like Wish sounds pretty sweet!

@GMs: How are we determining Class Skills for Outsiders? I can't seem to find a list, and don't quite understand the listing under Demon Lord.

I have an effective sorcerer level of 19 base, but only 16 Hit Dice. One of the questions I've got queued up waiting for the GM to return and answer, in my post back on page 2, is if he wants our spellcasting access capped =Hit Dice, or if having access to 9th level spells instead of 8th level spells at game start (also doable via Ur-Priest, Sublime Chord, or Beholder Mage) will be okay.
« Last Edit: May 15, 2015, 08:28:56 PM by TheGlyphstone »

Offline Re Z L

@TheGlyphstone: Are you still CL 20 on top of that idea? If so... er... Spell-Like Wish sounds pretty sweet!

@GMs: How are we determining Class Skills for Outsiders? I can't seem to find a list, and don't quite understand the listing under Demon Lord.

MM1, page 301 under Skills.

Hmm...an Obyrith with the Alienist PrC might be interesting...

Offline Zaer Darkwail

I have an effective sorcerer level of 19 base, but only 16 Hit Dice. One of the questions I've got queued up waiting for the GM to return and answer, in my post back on page 2, is if he wants our spellcasting access capped =Hit Dice, or if having access to 9th level spells instead of 8th level spells at game start will be okay.

And if is allowed get spells past HD cap then I could take Ur-priest instead diviner (would need get one level in other class with good will save before it).

Offline Lockepick

@Re Z L: I didn't want to over assume that every skill was a class skill -- though the closer I read that section, it does literally tell me to do so... Thanks for the link. :)

I'm still kind of at a loss on what to do for my Special Attack/Qualities -- it took me a while to even figure out what Spell-Likes to add. Most of the ideas I have are almost entirely like... non-combat.

Offline TheGlyphstone

@Re Z L: I didn't want to over assume that every skill was a class skill -- though the closer I read that section, it does literally tell me to do so... Thanks for the link. :)

I'm still kind of at a loss on what to do for my Special Attack/Qualities -- it took me a while to even figure out what Spell-Likes to add. Most of the ideas I have are almost entirely like... non-combat.

Then let's brainstorm. What's your general character concept, and particular thing you're looking to be 'good' at? What vague ideas do you have for special qualities already?

Offline Lockepick

So the character is "Methu the Imbiber, Lord of Excess." The general idea is taking hedonism and gluttony to an excess, ritual madness, and enlightenment/inspiration through ecstasy. He himself is somebody who was unsatisfied by wine, and moved to blood; grew weary of that and has now moved to drinking Souls themselves. Mechanically, the build is Satyr - Monster of Legend - Vampire & Vampire Lord w/ 10 Levels of Soul Eater.

I thought the 'nature' of the creature, and thus what most of my 'Demon Lord Template' decisions have been based on, is the idea of somebody who revels and gets others to do the same. So I took spell-like abilities such as: Symbol of Persuasion, Glibness, Suggestion, Charm Monster, and Gaes/Quest.

My main themes I'm trying to focus on for my Attack/Qualities would be: Blood, Soul Devouring, Getting others to imbibe/revel/suffer the effects of such, and Enlightenment/inspiration through ecstasy.

Two Attacks I saw that I considered, but thought would be too powerful:
 - The 'Feed' ability from Barghest (consuming a target grants +1 HD/STR/CON/Nat Armor.) I was going to say they must be 'devoured' by Energy Drain -- but even putting some kind of daily limit still means those permanent bonuses could get out of hand.
 - Mimicing 'Spells' from Rakshasa -- and casting as a Sorcerer of my HD.

As for what he's good at: Well he's basically a martial character with really good (hopefully) scouting/stealth/social skills.

Offline TheGlyphstone

If he's all about eating/consumption/gluttony, what about Swallow Whole? Let him 'swallow' things/people even if they wouldn't normally fit, and they take damage+energy drain every turn until they can get free.

Offline Lockepick

Eh, that's more Cannibalism-y than I want. Kind of playing off the idea of devouring every OTHER part of the person. I appreciate the input though, and I think it might be something to grow off of.