Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - professorgear

Pages: 1 2 3 4 [5] 6 7 8 9 10
81
Play By Post / Re: One-on-One Deicide/Apotheosis Adventure
« on: March 17, 2014, 12:51:05 PM »
@VennDygrem Hmm, well it certainly is nice that you have a character almost tailor-made for this. Feel free to elaborate on what changes you would make to your character for this campaign, and if you already have it, you may as well post the build such as it is.

82
Play By Post / Re: One-on-One Deicide/Apotheosis Adventure
« on: March 17, 2014, 11:17:02 AM »
As I mentioned, Shar's stats can be found in FP (Faiths and Pantheons). I can't post that without violating copyright.

83
Play By Post / Re: One-on-One Deicide/Apotheosis Adventure
« on: March 17, 2014, 01:23:03 AM »
Sorry VennDygrem, but the reason I didn't want other campaign material, either mechanically or in flavor, is because of an item in my narrative that I'm unwilling to remove. It's a shame because it sounded like a good fit. Truth be told, though, you wouldn't want a character with the Shadow Weave Magic feat fighting Shar anyway.

84
Play By Post / Re: One-on-One Deicide/Apotheosis Adventure
« on: March 17, 2014, 01:16:15 AM »
Ah, don't give up so quickly Raineh Daze, it's early days yet. I'm not quite sure what your question is getting at, though, Raineh. If the character uses the Deicide spell, Shar fights you on your ground. Admittedly, if you don't go that route, we would have to work together on a plan for hunting down Shar. The system I will be using is Pathfinder. Or do you mean the game's medium? I think I would prefer myth-weavers, but whatever PbP site I use will be used only minimally for combat (the fight with Shar and possibly some preliminary battles). Most of the adventure however will be cooperative storytelling, as I think it is fitting for epic play.

85
Play By Post / One-on-One Deicide/Apotheosis Adventure
« on: March 16, 2014, 05:57:10 AM »
Hello MinMaxers,
I'm looking for a player in a one-on-one epic Forgotten Realms adventure to kill Shar. This adventure will serve as a prelude to a group campaign (which the person can join later if s/he wants). Though this game will be in the FR, I will be using Pathfinder rules. However, no material specific to a campaign besides the FR is allowed. 3.0 and 3.5 material is allowed after it has been converted to 3.P.

The parameters for your character background are:
1. The PC must want to steal the elements of Shar's portfolio relating to shadows and annihilation by killing her. (Otherwise there won't be an adventure, lol. I don't care how this point is satisfied. You could want vengeance on Shar for some reason, and once you've killed her, you don't mind snatching said portfolio elements. Or your motivations might be to steal said portfolio elements, and killing Shar just happens to be the best way to go about it. This doesn't even have to be premeditated or particular to Shar, you could simply be a good-aligned character who sees the diminution of the power of evil, Shar's or otherwise, as a good thing. I suppose in theory you could build a character who would instead allow an NPC to take said elements of Shar's portfolio, but I'm guessing that won't be a popular option. You don't have to be evil to take these portfolio elements btw; they can be mysteriously transformed when you ascend.)

2. IF your character is motivated to kill Shar through premeditation... (Skip if otherwise)
A. The circumstances of the adventure necessitate that you begin to put your plan into motion before the time is ripe. (In the narrative you will be asked, probably by Elminster, to kill Shar earlier than you would've liked, Tarsakh 1385 DR, and you can see that you must act now or the consequences could be disastrous...)
B. Your character must have confined him/herself to the city of Sigil from roughly the time premeditation began to the present. (This is necessary to explain how Shar, the goddess of secrets, did not see your plan to kill her and kill you first while you were still weak).

3. The PC must not want to kill Mystra. (Nuff said.)

It should be noted that there are two different directions I can see character builds going for this adventure: nonspellcasters and spellcasters (specifically the sort that could cast epic spells). If you're a nonspellcaster, then some god (probably Mystra) will be your divine patron, enabling you to kill a god and steal elements of their portfolio (normally only possible for a deity). This patron will also mysteriously grant you immunity to Shar's annihilating strike (without which she would be too challenging).

If you are an epic spellcaster, you have a different option (though you don't have to take it). In game, your character (OOC me) can craft the Deicide spell that accomplishes the above. In fact, the Deicide spell, as the name suggests, even kills the deity. But it takes 10 rounds to do so, during which the deity knows exactly where you are and how to get to you, so it really is just a game of survival. I'm providing this second option because it allows the PC to shine a bit more, but I'm allowing the first option because not everyone wants to play spellcasters.

Concerning builds, the characters are ECL 60, 32-point buy, 2 flaws and traits allowed. MinMaxing is encouraged, however, I still don't like shoddy rules interpretation. And I really don't care for lack of creativity, either in the build or background. No homebrew or third party.  All your characters will have or be given the particulars of Shar's character sheet, in game terms, as seen in FP, but will also know that is only an educated guess about her actual powers.

I would like initial character concepts which we can discuss. As we go along, I'll thin the herd. If we have a number of really good contenders left, then I may ask everyone to come up with builds I can choose from.

86
Gaming Advice / Re: Vampiric-like weapon ability
« on: February 05, 2014, 08:50:36 AM »
You are the bomb. Thank you.

87
Gaming Advice / Vampiric-like weapon ability
« on: February 05, 2014, 02:53:13 AM »
Hey guys,
I was hoping someone could remind me where to find a weapon special ability. I'm pretty sure it was +3 and I think it was a sidebar in a 3.0 book. It healed the wielder 50% of all the damage it dealt. I don't think it was called vampiric, but maybe it was something like life-leech or feeding? IDK. Thanks for the help.

88
Gaming Advice / Senses spell
« on: January 30, 2014, 04:26:18 PM »
Hey guys,
I was hoping you could help me remember a spell. I seem to recall a spell that allowed you to pick one of the senses of a target creature, say hearing or smell, and you would be able to sense what they were sensing with it. Does anyone know the name of that spell?

89
Gaming Advice / Some teleportation spell...
« on: January 24, 2014, 03:24:58 AM »
Trying to remember. Isn't there a spell that uses an item as a focus. Then you can give that item to someone, and you can teleport to them wherever they are? Thanks for the help guys.

90
Illithid-Apocalypse / Re: Brainstorming
« on: January 13, 2014, 03:27:47 AM »
Sorry for the late reply.

Yeah, I'm still working on this game even though I haven't posted in awhile. Let me know how you want to get involved and we can do some work.

91
Gaming Advice / Soul theft
« on: October 19, 2013, 10:17:45 PM »
Hey guys,
I'm wondering what ways there are to destroy or imprison a soul. I'm mostly thinking of preventing resurrection after death, but I'm interested in any related abilities.

The ones I can think of off the top of my head are:

Thinaun weapon special material
Devourer monster

92
Illithid-Apocalypse / Re: Brainstorming
« on: October 17, 2013, 02:43:09 AM »
Note to self: Epic Expanded Knowledge can be taken by the arch-villain to access 9th level spells. Chameleon Crafting also would work in other contexts.

93
Gaming Advice / Re: Alternate material planes
« on: October 12, 2013, 11:32:23 PM »
Yes! That's the one, thank you sooo much!

94
Gaming Advice / Alternate material planes
« on: October 12, 2013, 08:47:08 AM »
Hey guys,
This is not really an optimizing question, but a question from the perspective of a DM - hopefully you can help me on it anyways. I seem to remember some demiplane or structure or vehicle that sort of randomly traveled to different material planes and times. I think it was either on or used the Plane of Shadow. May have been an artifact of Shar. I just need the name for it. I realize this isn't much to go on, so thanks for whatever help you can provide.

95
Illithid-Apocalypse / Re: Brainstorming
« on: October 04, 2013, 11:48:04 PM »
After a discussion with a couple different people, I think an episodic rather than overarching plot would be better. Admittedly, there would be no signal for when the party as a whole should be retired, but individual characters at least could be retired when their so-called "internal plots" are resolved. Of course, if the party as a whole takes on a character of its own, then it could be retired when its internal plot is resolved. The reason why I think an episodic rather than overarching plot is better is because episodes let characters shine, while an overarching plot defines and therefore dominates or even subjugates characters. A classic example of this is Harry Potter. Pretty much from the moment of his conception his purpose in the world is to defeat Voldemort. While this makes for a good story, I think Harry Potter is actually the least interesting character in the Harry Potter series. Furthermore, at the end of the story, I found myself (and I know others have as well) feeling quite depressed. In Harry Potter, just like any other story, the reader mentally puts himself in the shoes of the protagonist. We feel what Harry feels, and if Rowling were true to Harry's character, Harry would feel depressed at the end of the story as well. Why? Harry has defeated Voldemort, and there's now no further reason for his existence. His purpose is done; it therefore matters little whether he's alive or dead. If Harry had been more than this story, however, this problem wouldn't exist. The advantage of episodes is that they basically function like science experiments with the party's characters being test subjects in petri dishes. Each character undergoes the same test (goes on the same adventure), but each one reacts to the stimulus differently, because each character has a different composition. The results of the experiments (adventures) then are revelations of character. This emphasizes character development, and I think is therefore better.

96
Illithid-Apocalypse / Re: Brainstorming
« on: September 21, 2013, 03:27:12 AM »
I'm gonna make a post here, but mainly because it's become a repository for the Waterdeep campaign. If you want to comment on it, feel free, but it mainly concerns world history that will never be known by the PCs.

Because the spell weaver Ma'kar was central in Kyuss's ascension, it is important to explain his motives and designs. In trying to do this, I read all of the little lore there was on spell weavers. One of the few things that is known is that they habitually steal magic items. They only give magic items away when the item is likely to ruin the wielder and his civilization. Meanwhile, Ma'kar gave Kyuss the first Kyuss worm. The description of Ma'kar's interaction with Kyuss was that it was an exceptional case where a spell weaver was not acting ethnocentrically but was helping another rise to power. This absurd exception begs for an explanation. Then it suddenly occurred to me, that for any intelligent victim, a spell weaver who gives him a ruinous item is also going to have to give him an "official story" that convinces the victim that the gift will not ruin them. That story is what's recorded in the lore. But of course what really happened is that Ma'kar was acting in perfect accord with his species. The gift of the Kyuss worm would not only ruin Kyuss's civilization, but also every other civilization, including the Illithids', when Ma'kar's plan finally came to fruition.

But there's still more that needs explaining. In reading the spell weaver lore, I came across something called the Code of Revision. The spell weaver civilization itself was ruined ages ago in an unknown experiment that ended in catastrophe, as was their ability to use the Code of Revision, which apparently was some time travel ability. While the code is described as being designed as a fail-safe against the cataclysm, it never rules out (and I assert) that while it could be used specifically to revert that event, it was used before that on a regular basis to basically reset the clock on the spell weaver civilization. Kind of like a Narnian wardrobe, the spell weaver civilization could study magic and experiment for millennia but only take up decades in the world's timeline. But according to the lore, spell weaver time travel is particularly nefarious. The original timeline is annihilated, leaving only the destination timeline in tact. But I'd like to go further and fill in some gaps in the lore. Counterpart beings in the destination timeline are switched to the original timeline right before it's annihilated, thus annihilating them as well. In other words, when George the spell weaver goes into a past when he existed, then younger George is actually switched with older, time-traveling George. Older George then is in the past while newer George has been switched to the future where he and it are annihilated. This is also a convenient explanation of how the Amulet of Second Chances works. And as a spell weaver time-travel artifact, access to it should appropriately be severely limited.

Now, as for the civilization-ending cataclysm, I'm thinking the spell weavers tried to divorce Mystra from the Weave. I've always thought if I were a mage in a fictional universe, I would be rather disappointed if there was a god of magic. The reason of course is that if there's a god OF magic then there's a god OVER magic and that means that mages are beholden to a god, which is, in my mind, exactly what mages shouldn't be. So, if I were the ultimate magical being in the Forgotten Realms, a spell weaver, I would desire that the Weave functioned independently of Mystra. Of course, I could imagine all sorts of reasons why an attempt at such a divorce could fail catastrophically. So we now have the reason why the spell weaver civilization collapsed.

97
Illithid-Apocalypse / Re: Guilds
« on: September 10, 2013, 07:08:30 AM »
As you doubtless have noticed, I've reorganized the forum quite a bit. I've split a number of posts off of the brainstorming thread to make some new threads. I thought the subject of guilds could be a pretty big one, so I've made it into one of the new threads.

Before I get started, I have a question for you: how attached are you to your guilds? Before I started reading City of Splendors: Waterdeep, I told you to go ahead and post all your guilds, thinking that we would need guilds. Now that I've finished reading it, I've discovered that Waterdeep already has 43 guilds. Now, just because it has 43 guilds doesn't mean we can't add yours to the total or even replace some original ones with yours. Which is why I asked the question: depending on how attached you are to your guilds, I'll put more or less effort into integrating them into the game.

I think I've already implicitly said my aim with this game, but just to clear things up I'll say it explicitly. Even as fleshed-out as Waterdeep is with the published material, there are plenty of gaps that can be filled in and plenty of details that can be added by you and me. For instance, if you were to take a look at the map I keep on mentioning, the majority of the buildings are unlabeled. Even though there are 43 guilds already, each one has only a few or even no NPS statted out. So there's plenty of room for creative contributions from you and me. My preference then is to add things to the canon, so to speak, rather than take away or to alter. We can do the last two things if we feel it's vital for the game, but I'd prefer to avoid it as a rule.

Having said all that, I'll assume for now that you're at least enough attached to your guilds that you want to see some effort made for their integration into the game. So, what will be following is a first stab at doing that. Now, I'm making the effort because I've read the aforementioned book and know what the 43 guilds are about. However, if you want to play a more active part in this you may want to read the chapter on guilds yourself, or at least the guilds that I will reference below (in which case CTRL+F to search for the guild name should lead you to the right spot). The book can be downloaded for free from here: http://www.4shared.com/office/RRhamNzX/City_of_Splendors_-_Waterdeep_.htm. However, as I think I mentioned at some point, we may want to approach our game design in such a way that each of us focuses on the things we're interested in and good at. For instance, you're better at the art, and I want you to have a free hand in it. You in turn may be less interested in the game's cosmology, IDK. If you get disinterested in a particularly area of design, just let me know. I'll probably keep posting just because this site has become a repository for our game (and so that you can at least see where I'm going), but maybe at that point you'll take a more minor role in said area of design.

Anyways, let me know. For now, I will post my stab at integration, as much as it's possible:

(click to show/hide)

Anyways, let me know what you think, if you've read the guild chapter of the book, and so on.

98
Gaming Advice / Re: Helping allies spot
« on: September 09, 2013, 04:06:07 PM »
Sweet, thanks guys. I think I had seen both of these before and they were what I was thinking of. Still, any other contributions would be nice.

99
Gaming Advice / Helping allies spot
« on: September 09, 2013, 03:00:54 AM »
I seem to remember reading some rules on how to deal with allies helping each other find concealed enemies. I'm not sure if it was a Rules of the Game or magazine article or in one of the books. If someone could give me a reference, I'd greatly appreciate it. Specifically, I'm wondering what benefits a character who sees a concealed enemy can give to an ally who doesn't see the enemy.

100
Illithid-Apocalypse / Re: Brainstorming
« on: September 07, 2013, 06:13:46 AM »
Also, concerning some of the moral archetypes and interpretations of morality that you've already posted on the brainstorming thread, these could be included as sort of options the players might choose from (though I would prefer not limited to) in defining their character's philosophy.

Pages: 1 2 3 4 [5] 6 7 8 9 10