Post by TG Barighm on Nov 13, 2007 19:26:41 GMT -5
Not exactly the same. The soul harvester has to maintain a level of awe-inspiring villainy. The version available for play is much more balanced, but still really cool. I mean, come on, you get to steal souls and eat them. How awesome is that? ;D
Last Edit: Feb 26, 2008 15:29:50 GMT -5 by TG Barighm
Nope. I have the time to do it. I just decided to use the time I spend on the internet for other things. After November I will pretty much be gone (except to finish the Hero Quest game, then im completely gone). Im enjoying what Im reading in that game so far. A little sad that Im gonna miss out.
Post by TG Barighm on Nov 16, 2007 16:04:35 GMT -5
ANYWAY, this post is about the new way I'm going to handle Quests and Propositions. I originally designed the two as chains and jobs. I left the "evilness" of these tasks up to the characters. I won't be doing that anymore.
From now on, all QUESTS will be opportunities to commit a crime or perform some other evil task, and all PROPOSITIONS will be an opportunity to earn treasure.
In other words, quests == chance to earn an Evil Point, and propositions == chance to earn some money or equipment.
Go back and check the quest summary on the first page of the Evilution thread. You will find the look a little different now.
Note it is still possible to turn any propisition or seemingly mundane quest into an opportunity to be evil.
Last Edit: Feb 26, 2008 15:29:05 GMT -5 by TG Barighm
Post by TG Barighm on Mar 31, 2008 11:35:36 GMT -5
Okay, here we go. Don't forget to read through the rest of the set-up thread.
CHARACTER CREATION GUIDELINES FOR THIS GAME:
-Allowable alignments: all evil (duh), True Neutral, Chaotic Neutral
-Character Interaction: Please don't kill eachother if possible. Hate eachother, but don't kill eachother. I won't create a branching plotline for characters who leave the group.
-Evilution: You may eventually turn yourself into a Lich or other evil monsters.
-Levels: Starting Level is now 4. LA is now +3, but again, nothing too weird or too powerful.
-Ability Scores: 34 point buy; all of your starting scores are 8, then you spend the 34 points as you please. The cost increases as a score increases: 1 point to buy up to 13, 2 for 14 and 15, 3 for 16 and 17. 4 to buy up to 18. Can't buy over 18. For reference, the point cost is equal to the mod. score.
-EVIL points: You can trade 2 of your point buy points to buy EVIL points. EVIL points affect the evil curse you're under, and this in turn affects other rewards you gain later on. The more evil points you start with, the faster you gain these rewards. What are these rewards? They were explained earlier in the set-up thread.
-For the most part, EVIL points are granted when you do something truly nasty or despicable. If you buy a lot of evil points, just add these events to your backstory. They are explained in more detail earlier in the set-up thread.
-Starting money is 1800gp (or 1700 if you're a monk).
-Skills have been reverted to the original skills system.
-The "curse of body and soul" thing has been removed. Evilution is still in place, but the curses were lost over the hiatus.
-The game will start where it left off and where it began at the same time: the party has been arrested and is currently under armed guard in the Holy Knights outpost. Blaine has been removed from the game.
-Dag will be changed into a "claymation" character meaning his role in the party will now be determined by YOU. Need more healing? Tell him to practise his first aid abilities. Want more stealth? Tell him. More damage? Tell him. The next time he levels, these changes will take place. These changes will add on to his existing abilities, so don't expect to get a brand new Dag every level, so you will want to be consistent. Right now, Dag is a bard, so he can go in any direction.
All right, here we go! Cealia is already ready to go. The rest is up to the new players.
Last Edit: Apr 17, 2008 12:46:55 GMT -5 by TG Barighm
Ooh, awesome. The rogue was perfect except for that one thing. That makes my job a lot easier.
So, to sum up what we know about Evil Points so far: 6 points might grant a powerful evil template, like lich or death knight. 6 points could stand in for some prerequisites of evil-centric prestige classes. 6 points qualifies you for the soul harvester prestige class.
...I think I'm seeing a pattern here. ;D
A couple questions. 1) What kinds of poisons would be naturally occurring in this area of Tanzkara? Whether it's from plants or animals. I plan on collecting and brewing my poisons instead of hunting the stuff down in the black market. 2) Any chance we could use Keno's variant rules for crafting poisons? With the current rules, even a single dose of the simplest poisons would take three to four weeks to brew.
-Sneak Attack: +3d6 damage -MWK blowgun: +7, 1 damage, x2, piercing, range increment 10 ft. -Mouth darts: +3, 1 damage, x2, piercing, range increment 5 ft.
SPECIAL DEFENSES: -Immune to “” poison and the negative effects of all diseases. -+1 to saving throws against all poisons. -Trap Sense (Ex): +1 to Reflex saves to avoid traps and +1 to AC against traps.
ARMS, ARMOR, AND GEAR #####################
WEAPONS AND ARMORMENT:
-MWK Blowgun 301gp 2lb. Made to look and function like a long smoking pipe. -Blowgun darts x20, 1gp -Mouth darts x, 1gp ea. 1/10lb. ea. (A&E7) (hidden under tongue)
Current Total: 3 -Great Fortitude: Fort+2 -Poison Immunity (BVD49): grants immunity to “” poison and +1 on saving throws against all other poison. -Toughness: HP+3
Class Feats: none
CLASS FEATURES: -Proficient with the hand crossbow, all simple & martial weapons, all armor, & shields. -Sneak Attack +3d6 (2 from rogue, 1 from cancer mage) -Evasion (Ex): take no damage instead of half damage on a successful Reflex save. -Trapfinding: Use Search to locate traps with a DC of 20+. -Trap Sense (Ex): +1 to Reflex saves to avoid traps and +1 to AC against traps. -Disease Host (Ex): The cancer mage becomes a carrier of every disease he encounters, though he remains immune to their effects (save for purely cosmetic ones). However, cure disease deals 1d6 damage per caster level unless the cancer mage makes a successful Fortitude save.
Total Skill Points: 75 Point Progress: 6 (class) +2 (Int) +1 (human) = +9
Balance +6 [4 Dex +2 synergy] Bluff +9 [7 ranks +2 Cha] Diplomacy +4 [2 Cha +2 synergy] Disguise +4 [2 Cha +2 synergy when acting in character] Escape Artist +11 [7 ranks +4 Dex] Heal +8 [3 cross-class ranks +3 Wis +2 kit] Hide +11 [7 ranks +4 Dex] Intimidate +4 [2 Cha +2 synergy] Jump +4 [2 Str +2 synergy] Know (geography) +8 [6 ranks +2 Int] Know (nature) +11 [7 ranks +2 Int +2 synergy] Move Silently +11 [7 ranks +4 Dex] Search +9 [7 ranks +2 Int] Sleight of Hand +13 [7 ranks +4 Dex +2 synergy] Survival +10/+14 [7 ranks +3 Wis +2 in aboveground terrain +2 to avoid getting lost +2 to find tracks] Tumble +11 [7 ranks +4 Dex] Use rope +4/+6 [4 Dex +2 synergy to bind someone]
Armor Penalty: -3
LANGUAGES KNOWN (Bonus +2): Common, Sylvan, Undercommon
• Medium size. • Human base land speed is 30 feet. • 1 extra feat at 1st level. • 4 extra skill points at 1st level and 1 extra skill point at each additional level. • Automatic Language: Common. Bonus Languages: Any.
Last Edit: Apr 7, 2008 16:29:37 GMT -5 by Soulweaver