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Meta Board => Retired PbP Games => Archive => [D&D 3.5] Arkkek testing => Topic started by: geniussavant on June 25, 2016, 10:06:45 PM

Title: Arkekk ooc
Post by: geniussavant on June 25, 2016, 10:06:45 PM
Arkekk OCC
Title: Re: Arkekk ooc
Post by: Nanshork on June 26, 2016, 01:26:10 AM
I'm moving the conversation out of PM and to here.

For reference:
Yeah, it uses E6 rules as it's base. I'm making it gestalt because of party size.  There are some house rules in play. But mostly, I want to see how the setting holds up. I've gotten the basics laid out, but until I start introducing people, I can only go so far.

Setting wise, it's a divided world. The players, in this case, just you and an npc who will help out are from Arkekk, a small city state Arkekk is the only bastion of free magic left. Is ruled by a gold dragon and houses the only real university of magic. The city lays to the north, along the coast and suffers harsh winters. South of the city, and the only reason the city hasn't yet been conquered is a massive mountain range. Beyond the mountains lays Thoun. Long ago, Thoun was many kingdoms and nations, but centuries ago, a giant came from the south, wielding magic more powerful than had been seen before. Summoning creatures and raising the dead to begin his army, the giant, calling himself the Arch Mage, conquered the land, but was stopped at the mountains. 500 years has passed since the last time armored clashed. But now, the Arch Mage has become restless.

There are no real gods in the setting, at least nothing like what is traditional in a d&d setting. This means that divine casters worship ideals instead.

Magic is rare outside of Arkekk. Within the city, it is fairly common. Psionics are present in the setting, but treated as another type of magic, much like arcane and divine. Psionics are just a form of mind magic. Incarnum, shadowcasting, truenaming, and other alternative magic systems, while possible, are too uncommon for any real setting specific reactions.

Outside of Arkekk, the Arch Mage of Thoun has outlawed magic. Only those that have been magically bound into his service can perform any sort of magic without incurring his wrath. Each year, he sends out search parties to find and either capture or kill any magic users they find. Rewards are given out to anyone who turns in a magic user.

To signify those allowed to cast spells, and as part of the ritual that binds then to the Arch Mage, they get a tattoo on their forehead, the more favor they gain from the Arch Mage, the more extensive the tattoos become until they are covered from head to toe.

The material plane in cut off. This means extra planar travel and dimensional travel do not function. Summoning and calling work a little differently. Instead of pulling a creature from another plane, the creature is pulled from the mind of the caster. Summoning lists are customizable. Begin with the standard list for the spell in question, and swap creatures at equal CRs pending DM approval. As well, the creature summoned is the same one each time. Meaning that if an imp is summoned on day one and on day three an imp is summoned by the same caster, it has the same memories and personality as the one from day one.

Tome of battle is suggested as opposed to the phb martial classes, although the phb classes are available. (I suggest this in all of my campaigns)

Character build guidelines:

Please as questions, lots if you think of them.
Gestalt 6th level, only one full casting (9th level spells by elc 20 allowed per character). Cleric/druid isn't allowed, cleric/paladin is, as an example. Prcs are allowed on both sides, but no dual spell casting.
Monstrous races will get you hunted down and killed unless you have a way to hide your monstrous-ness.

Your sidekick(the character I'll run) will be an artificer/x with you picking the other side, and I'll work with you on its feats.

If you would like to run two characters, you could, but otherwise I'm not going to be seriously optimizing the challenges, so I'm not too worried about only having you and the side kick in the party.

The special feats about e6 are what I found to be complicated, it's not a big deal though.

My thoughts so far:

We've got three options.

Option A) NPC is the tank.
NPC is an Artificer//Crusader and the party tank.  Maybe warforged so I can heal, but that isn't necessary.
I am a Psion (Shaper?) //something or another

Option B) I'm the tank
NPC is an Artificer//Wizard or Archivist or Psion.
I am a Swordsage or Warblade//something

Option C) I'm a ranged guy
NPC is an Artificer//Wizard or Archivist or Psion.
I'm a Soulknife 2/Swordsage 3/Soulbow 1//Fighter 2/Full BAB class 3/Shiba Protector 1 (Wis is primary stat of this build, this would be the most optimized as it's based on one of the builds from my build thread.)
Title: Re: Arkekk ooc
Post by: geniussavant on June 26, 2016, 07:35:22 AM
I lean more towards option A, but I'll leave that choice up to you.

Title: Re: Arkekk ooc
Post by: Nanshork on June 26, 2016, 01:46:34 PM
If it makes it easier for you to not have to run a caster NPC along with all of your other stuff I can do that.
Title: Re: Arkekk ooc
Post by: geniussavant on June 26, 2016, 02:19:24 PM
Okay, that works for me. Unless you have specific plans, I'll start working on a prelim build tonight
Title: Re: Arkekk ooc
Post by: Nanshork on June 26, 2016, 05:57:28 PM
I have no plans, I have no idea how to create an artificer.

Now to come up with a class to pair with Psion...

Oh, are you using the Complete Psionic nerfs?
Title: Re: Arkekk ooc
Post by: geniussavant on June 26, 2016, 06:14:54 PM
No, but stuff is allowed from complete psionic if desired, namely linked power and a couple of powers.

Might I suggest either warblade, factotum, or tashalatora(sp) monk? But those are just suggestions
Title: Re: Arkekk ooc
Post by: Nanshork on June 26, 2016, 07:00:46 PM
I'm working on a Psion (Shaper) 6 // Warblade 6

I can make a character sheet thread but I figured you'd rather do it.
Title: Re: Arkekk ooc
Post by: geniussavant on June 26, 2016, 07:11:31 PM
done, and okay

Title: Re: Arkekk ooc
Post by: Nanshork on June 26, 2016, 07:34:05 PM
Flaws/traits?
Title: Re: Arkekk ooc
Post by: geniussavant on June 26, 2016, 07:56:53 PM
2 and 2
Title: Re: Arkekk ooc
Post by: geniussavant on June 26, 2016, 07:58:55 PM
Just as a heads up, the feats that grant a bonus depending in the number of feats you have ex, psionic body become better in e6 due to the large number of feats you will gain.
Title: Re: Arkekk ooc
Post by: Nanshork on June 26, 2016, 09:39:08 PM
Done except for gear which I'm not sure how to do with the artificer.
Title: Re: Arkekk ooc
Post by: geniussavant on June 26, 2016, 09:41:05 PM
Use 1.25 normal wealth by level.
Title: Re: Arkekk ooc
Post by: geniussavant on June 29, 2016, 04:02:12 PM
Npc is almost done mechanically other than about 900 gp to spend. Look him over and let me know what you think. He's built around wading into combat and using his maneuvers to keep him alive while he deals damage.

Once he gets the xp for another feat, he will snag martial stance: thicket of blades and progress into more lock down abilities.
Title: Re: Arkekk ooc
Post by: Nanshork on June 29, 2016, 04:33:56 PM
I've got a couple thousand gp I don't know what to spend on.  I'll look at weapon/armor crystals when I have time.

The NPC looks fine to me.
Title: Re: Arkekk ooc
Post by: Nanshork on June 29, 2016, 06:44:24 PM
Okay, Zarkon is done.
Title: Re: Arkekk ooc
Post by: geniussavant on June 29, 2016, 08:18:30 PM
I'm assuming Zarkon is male?

Title: Re: Arkekk ooc
Post by: Nanshork on June 29, 2016, 11:44:16 PM
Yes. I'm not sure what to do for backstory.
Title: Re: Arkekk ooc
Post by: geniussavant on June 30, 2016, 09:03:02 AM
Given your lack of setting info, I can either write something up if you just want to give me something genetic, or I can put the setting info up. I should probably put the setting info up anyways.

If you want to give me a personality and genetic background, I can handle things from there.
Title: Re: Arkekk ooc
Post by: Nanshork on June 30, 2016, 10:23:54 AM
You keep saying genetic, do you mean generic or do you want a family history?
Title: Re: Arkekk ooc
Post by: geniussavant on June 30, 2016, 11:01:43 AM
Haha generic, my bad.
Title: Re: Arkekk ooc
Post by: Nanshork on June 30, 2016, 11:56:10 AM
Zarkon is egotistical, too egotistical to ever bind himself to the Arch Mage, so when his powers developed he fled to Arkekk for sanctuary.  He is either or sees himself as nobility/royalty.

He sees himself as a great leader but in reality he is not the best at dealing with people even with his social skills, thus his specialization in astral constructs (he can lead them however he wants because they have to obey his orders).  This probably has something to do with his being paired with a Warforged.



Hmm, I don't have much else right now.
Title: Re: Arkekk ooc
Post by: geniussavant on July 07, 2016, 10:06:17 PM
Do you want to keep the 400 and change gp you have left as valuables out do you want to spend it on stuff still?
Title: Re: Arkekk ooc
Post by: Nanshork on July 07, 2016, 11:22:55 PM
I can't think of anything else to buy, I'll keep it as spending money.  Zarkon is good to go.
Title: Re: Arkekk ooc
Post by: geniussavant on July 08, 2016, 12:06:02 AM
Okay, I'll get things going probably tomorrow then.
Title: Re: Arkekk ooc
Post by: geniussavant on July 12, 2016, 10:41:52 PM
I haven't forgotten this, just can't figure out how to get things started.
Title: Re: Arkekk ooc
Post by: Nanshork on July 13, 2016, 12:14:23 AM
Anything that I can help with?
Title: Re: Arkekk ooc
Post by: geniussavant on July 13, 2016, 04:48:59 PM
Mostly just don't know how to get the ball rolling. I have a bunch of written notes on the setting and want see how it works out, but haven't figured out how to start off. I'll read through singer of my notes and see if anything sparks a good starting off point.

On another note, do you think another player would be a decent idea? Originally I'd just wanted the one(you) to make things a little smoother, but I'm starting to wonder if another person might be a good idea?
Title: Re: Arkekk ooc
Post by: Nanshork on July 13, 2016, 05:01:16 PM
I'm fine either way really.  Just the two of us will make things go quicker (theoretically), but if you think that another person will help you test things out then we can do that.
Title: Re: Arkekk ooc
Post by: geniussavant on July 13, 2016, 05:07:50 PM
Let's start with just us and go from there. Fi you want to start with a combat encounter or a character interaction encounter? And in the city of Arkek or outside? I'll let you pick what you'd like to start exploring first.
Title: Re: Arkekk ooc
Post by: Nanshork on July 13, 2016, 05:19:48 PM
Let's start with character interaction in the city and then you can send me wherever from there.
Title: Re: Arkekk ooc
Post by: geniussavant on July 13, 2016, 05:21:57 PM
Okay, hope you're ready to meet a dragon. ;)
Title: Re: Arkekk ooc
Post by: Nanshork on July 13, 2016, 05:33:47 PM
Since I'm the only player I can kill him and take his treasure right?  You don't want a TPK on the first encounter.  :P
Title: Re: Arkekk ooc
Post by: geniussavant on July 13, 2016, 05:43:07 PM
Picking a fight with the king of the city would likely be a bad idea, but you never know... Just for reference, he's a spell hoarding great wyrm silver dragon(maybe with a few class levels, haven't decided)
Title: Re: Arkekk ooc
Post by: Nanshork on July 13, 2016, 05:46:16 PM
Runing all my fun. :p

Title: Re: Arkekk ooc
Post by: geniussavant on July 13, 2016, 05:50:19 PM
Haha if you really want, roll initiative lol...
Title: Re: Arkekk ooc
Post by: Nanshork on July 13, 2016, 05:54:09 PM
I'll pass, it took me too long to figure out how to make this character as it is.   :tongue
Title: Re: Arkekk ooc
Post by: geniussavant on July 13, 2016, 05:56:12 PM
Haha call it dm railroading if you want. Have to have some reason that he maintains the last real strong hold of magic in the world. Shear power can keep quite a few things from picking a fight. for now anyway
Title: Re: Arkekk ooc
Post by: Nanshork on July 13, 2016, 05:59:43 PM
This is a single person campaign for you to test stuff, I expected railroading when I went into it.  That's fine.
Title: Re: Arkekk ooc
Post by: geniussavant on July 13, 2016, 06:04:35 PM
For the most part, I want to see what you would like to explore, especially of the setting. In so far as some of the important npcs, I'll clearly warn you of if they aren't designed to be fought (yet). Think of this like a sand box video game where there are lots of adventures/quests what have you and depending on which ones you choose tailors what becomes available and what disappears. Fit the first short errand, I'll give you a couple of options and go from there.
Title: Re: Arkekk ooc
Post by: Nanshork on July 13, 2016, 06:05:15 PM
I can work with that.  As long as I've got options (and not fifty of them) I can be happy in a sandbox game.
Title: Re: Arkekk ooc
Post by: geniussavant on July 13, 2016, 06:06:12 PM
I was thinking maybe 2-5 at a time.
Title: Re: Arkekk ooc
Post by: Nanshork on July 13, 2016, 06:10:42 PM
Works for me.
Title: Re: Arkekk ooc
Post by: geniussavant on July 13, 2016, 08:25:47 PM
Two options up, if you don't like those let me know. We'll stick with the area around Arkekk fit now before we start trekking into Thoun full on.
Title: Re: Arkekk ooc
Post by: geniussavant on July 13, 2016, 09:25:05 PM
The pouch has 400gp in it and the armory will allow you to requisition up to 800gp in items. Assume anything non magical is available without a wait and magic items take 1 day to scrounge up. I'll let you decide how you want to split things up in character. 
Title: Re: Arkekk ooc
Post by: geniussavant on July 13, 2016, 10:58:14 PM
After stopping by the armory, do you want to head out immediately or wait until morning?
Title: Re: Arkekk ooc
Post by: Nanshork on July 14, 2016, 10:26:47 AM
We'll wait until morning, I forgot that the meeting was at dusk.
Title: Re: Arkekk ooc
Post by: geniussavant on July 14, 2016, 10:53:56 AM
That's okay, I figured that was the case.
Title: Re: Arkekk ooc
Post by: Nanshork on July 14, 2016, 10:48:03 PM
I honestly can't think of anything to ask...
Title: Re: Arkekk ooc
Post by: geniussavant on July 14, 2016, 10:55:27 PM
It's nothing you won't find out as time passes, and nothing that will kill you for not knowing.
Title: Re: Arkekk ooc
Post by: geniussavant on July 15, 2016, 07:47:42 PM
I'll fast forward to the ogre lair either later tonight or tomorrow. Work kicked my ass today.
Title: Re: Arkekk ooc
Post by: Nanshork on July 15, 2016, 07:50:23 PM
Sounds good, no worries.
Title: Re: Arkekk ooc
Post by: geniussavant on July 20, 2016, 12:44:22 PM
My bad, I'd written the post, but never posted it. Well do so after work.
Title: Re: Arkekk ooc
Post by: Nanshork on July 20, 2016, 01:33:03 PM
Again, no worries.   :)
Title: Re: Arkekk ooc
Post by: geniussavant on July 21, 2016, 06:17:22 PM
You're up first, the creatures are 20ft about l above the ground and 30 ft in front of you. Derus is between you and the ogres, 10ft in front of you.
Title: Re: Arkekk ooc
Post by: geniussavant on July 22, 2016, 05:09:08 PM
You're up, good call on the entangling ectoplasm.
Title: Re: Arkekk ooc
Post by: Nanshork on July 22, 2016, 06:39:58 PM
Thanks.
Title: Re: Arkekk ooc
Post by: geniussavant on July 22, 2016, 09:10:23 PM
Damn natural armor..., hopefully you'll fair better
Title: Re: Arkekk ooc
Post by: Nanshork on August 25, 2016, 01:57:49 PM
Are you still wanting to move forward with this game?
Title: Re: Arkekk ooc
Post by: geniussavant on August 25, 2016, 05:46:14 PM
Classes just started and things got crazy for me, I'll get us back up and going soon
Title: Re: Arkekk ooc
Post by: Nanshork on August 25, 2016, 08:52:02 PM
No worries, if you don't have time for this now I understand.  It's a one off testing game.