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Topics - Dr_emperor

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[D&D 3.5] Hail Basileus / rolling thread:Ilea iacta est
« on: June 30, 2016, 08:53:07 PM »
 dice rolling thread

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[D&D 3.5] Hail Basileus / Politics and history:"to the strongest"
« on: June 21, 2016, 06:41:34 AM »
The campaign begins in the Hellenistic period 30 years after Alexander.  To understand the current situation though we need to go back further than that.  In the past heroes have arisen they were normally characters like what we have here.  Those characters were normally using the manuevers and stances from there city states, or perhaps there godly blood allowed them to cast sorcerer spells.  The Greeks were only matched or threatened by the Persian empire which had similar heroes.  The Spartans gained dominance after the Pelopanasin war.  During this dominance they made deals with the Persians and a Greek alliance formed against them and they lost.  This decimated the old Greek strength.  During this time period Greek scholarship had gained further understanding of wizards and studied magic but never had that been formalized into the Polis(city-state)  even its heroes fought apart from the city and heroes were becoming more common as god blood reactivated.

An outsider to Greece would change everything, who would be called Great if not for his son.  Phillip lll was in simple terms the first to organize magic users into his armies though not a magic user himself.  He in this campaign will also be a stand in for Reshar in the book of 9 swords who organized Greece's spear skills.  He gained control of all of Greece, but was killed by poison when Alexander was 16.  Though never proven many suspect that Alexander killed his father, others suspect Olympias his queen killed Phillip.


Alexander had to deal with rebellious generals and the Gods would not endorse his kingship over Greece...

Alexander faced a few rebellions from Polis and his fathers generals he would crush the sacred band of Thebes.  Some say that he organized the rebellion as peace was to proclaimed by mankind at the Olympics.  (The original games honored Zeus)  He used the cover to gather the strongest and most loyal supporters near Olympus.  He somehow blinded Helios and scaled Olympus unknown to the gods gaining access with his companions.  He is said to killed many gods.  His companions killed many more, but Zeus escaped.  He would eventually slay Zeus at Tyre along with some of Zeus's Egyptian allies.


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-Aristotle   though only from a quick google search :huh

Please Post complete character or a link to a mythweavers sheet where things will be kept up to date

4
You were all awoken in the morning by sailors, the Marathon which you arranged your passage on hasn't moved in 3 days.  Today early in the morning you were told the ship was going to be setting sail and that it would leave shortly after dawn.  Those of you with over a 12 str were able to get passage for free on agreement that you would row, and those without paid whatever the fee was (funds just assumed to be spent).  He already had a full compliment so no one in the party is expecting pay after the voyage.

The nobility around Crete has rallied at Knossos to train an army in an attempt to maintain independence.  The meager soldiers you've seen won't be enough.  The docks are almost bare today some of the fisherman have tried to sail to a different island, and over half of the Cretan nobility has fled on other ships, but still at the outgoing ship there is a crowd, it seems there is still space for a few desperate enough to pay the now inflated price. The Marathon is one of the last to leave.  She's an older smaller ship.  She only has a single set of oars more for maneuvering than traveling distances, but she carries two sails. The dock has been built out to see to help unload ships.

The docks were humid again today and Captain Melius had gathered his crew, along with his passengers.  There is a decent breeze but unfortunately it heads south.  For the last 3 days he has not been willing to set sail.  Complaining that the wind would be against them it would be faster and easier to wait, but reports from the city showed that Spartan scouts had been cited near Knossos.  He looks at everyone assembled, the day is hot already as the large man starts to sweat its obvious he hasn't manned an oar in years, "I'm sorry we'll have to use oars part of the way, but the profits from this one will be good, we have plenty of food and a few passengers to help even out the way."  Over half the crew looks nervous.  He continues, "Delos is having a bit of a famine and while the growing season is just beginning it should take about a week to get there even with these winds and the hold is laden with food."

The first mate a slender short man of Crete standing behind the rest on the dock still can be heard by those nearby, "Yes we'll sail around islands take this food away from families with a crew of green cowards, but its ok cause they'll eat well and you'll be hailed as heroes there"  His accent is barely understandable.  "Bugger off wench, they're Spartans not monsters" he tells one among the crowd who tries to hand him a child.

You hear the sound of a horn somewhere nearby.  The horns have been all to common with drills as levies prepare to fight.  The captain seems to sweat more as he hears the horn.  Hurriedly, "The sacrifices have been made get the rigging set remove the ropes and GET TO YOUR OARS."

"What sacrifice?" The first mate gives an incredulous look as he pushes any on the dock that have already paid onto the ship.  He kicks the gangplank.  If any in the party move to the oars he stops them and tells them to help him move off the plank.  He also grabs two older men from Crete its clear that he thinks the horns have more to do with the ship than basic maneuvers.  To confirm your suspicions a group of the Cretan guard appear on the docks.  The crew of the ship seem inept and disheartened but full of energy some put out there oars and start rowing why the ship is still attached to the dock.

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[D&D 3.5] Hail Basileus / OOC:Quisque est Barbarus Alio
« on: June 16, 2016, 09:54:40 PM »
OOC talk we had 6 characters building and I don't need more unless we lose people.  So lets finish characters and start a game.

Remember, everyone will for whatever there characters reason be leaving Crete.  So for a character history and you can write more, is why you were there, and why you are taking the Marathon and where you think its going, however you don't need to care where its going.

I might ask other questions to flesh your characters more out with what I have planned for the world.

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Play By Post / The Basileus is dead!
« on: May 03, 2016, 11:56:38 AM »
To the strongest!
 Long live the Basileus!

(click to show/hide)

(click to show/hide)

Original post below
There are to many subdivisions here and this might belong in homebrew, or general discussion.

So I'm going to do a play by post here, but I don't know which of the three ideas will get interest and should be fleshed out, and I honestly might need help fleshing out a world.

1.  A Greek campaign.  The heroic age never ended.  Everything you learned in history happened way more like 300 than you thought.  The campaign would begin some 30 years after Alexanders death.  Alexander forged the largest empire the world had ever seen.  He scaled Olympus and cast down Zeus and the Olympians, as with Egypt and Persia.  It isnt' clear how he died via poison curse or if his generals conspired against him.  The campaign will take place with 5 kingdoms at war trying to reunite his empire or just survive.

2. The first men.  I've been reading game of thrones and playing the witcher and I thought hey wouldn't it be fun to play a campaign where humanity isn't everywhere.  In this campaign the small amount of human lands have been sacked by orcs? The humans have been taken in by an elven baron.  You'll play the heroes amongst mankind.  Unifying the factions within your race, ally with the elves/dwarves/orcs/goblins to slay the elves/dwarves/orcs/goblins or just become involved in the politics of the elves/d

4. I guess someone could post a fleshed out world with an interesting premise, and I might be willing to DM.

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Homebrew and House Rules (D&D) / Giant Soulmelds now with class(WIP)
« on: November 27, 2015, 01:47:24 PM »
Hi so I like Incarnum, enough that the Archive duke of souls project really interested me, but it appears to be dead, no posts in almost a year and all.  I thought I'd help by making soulmelds for giants.  Giants actually have a lot mythological fluff that is interesting, titans, cyclops, just giants in Greek myth and the Juton in Norse myth.  This is the beginnings of a project which I should probably build a class for first but I started with soulmelds. 

Goals
1.  Give each giant a soulmeld that helps it with how its supposed to operate in fluff.
2.  Spice up giants with some soulmelds that just are based off size.
3.  Build a class, I'm hoping to get it to operate with choices that let it act as a giant Incarnum gish, like Vafthruthnir who held his own against Odin in a battle of wits, to a big loincloth wearing mountain giant MM2.
4. Throw some rocks.
5.  Get help on balance, I'm sure some of these are completely out of line missing words and could use better fluff, and the formatting could be better
6.  create a new keyword runic for creating breakable disarmable soulmelds.


This post would be a lie without actual soulmelds though:



Bean Growers Gloves
Descriptors:None
Classes: True Giant
Chakra:Hands
Saving throw:None

Mortal men wish for the magic of beans to travel between the worlds.  Only the giants know there secrets.  The Giant grows a simple pair of farmers gloves

Bean growers gloves channel Yggdrasils strength giving  a +4 competence bonus on climb and proffesion farming checks.
Essentia: Every point of essentia you invest in your Bean growers gloves increases the competence bonus by 2

Chakra Bind (Hands)
Only the giants have ever grown them with a simple secret the beans only reveal the roots of Yggdrasil.

The Roots of Yggdrasil are everywhere and now the giant can see them.  The giant gains a climb speed equal to its land speed, without gaining the normal +8 bonus, and may climb anywhere vertically at DC 25

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Ogres First Club/Titans Maul
Descriptors: Runic (0 GP weapon)
Classes: True Giant
Chakra: Hands
Saving throw: Reflex Negates

Ogres love the first thing they killed with, its given the position of honor in there hordes.  They'll literally use it for everything..   

The weapon counts as one size category larger.  This soulmeld allows the use to sweep a five foot cube within its reach as a standard action with the weapon.  Anyone in the cube must make reflex save or take damage as if struck by the weapon. Essentia: In the standard action the weapon sweeps through an additional 5 ft cube connected to the first.

Chakra Bind (Hands)
Using cheap weapons is probable some most ogres replace their club with the skull of the thing they broke there favorite club on get a new one.

Runic any weapon.
Standard action 2 squares per point of essentia.  At base attack +11 it becomes an attack action to use but only once per round.
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Briareos Crown
Descriptors:None
Classes:True Giant
Chakra:Crown
Saving throw:None

The order of the titans was reversed, the last born first.  If only the sky had seen Briareos beauty.

Briareos Crown enhances leadership and teamwork, The crown gives a +2 bonus to aid another bonuses given by others to the wearer and +1 to hit when the wearer is flanking. (plus one to ac when flanked?)  Essentia: +2 to aid another and +1 to hit when flanking.

Chakra Bind (Crown)
Briareos had 50 heads and 100 arms the coordination was immense.  It is said that he could incorporate his servants to heal himself.

With this meld the bonuses apply to essentia number of other individuals as well
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Lost Eye of the Fomorian
Descriptors: Light, Fire
Classes: True Giant
Chakra:
Saving throw: See text

The Fomorians differ from the titans and the Juton, for they created there own land, separate from the gods. They were thrown out of their paradise by and alliance of fey and the gods, and treacherous Firbolg mercenaries.

The eye creates a circlet with a central closed eye with 7 lids, then what it does mechanically. The Fomorian's remember there betrayal and would strike down the gods they receive a +2 insight bonus on saves versus divine spells, and the abilities of creatures of the fey type.
 Essentia: Every point of essentia you invest in your Lost Eye of the Fomorian increases the Insight bonus by 1

Chakra Bind (Crown)
Their King was named Balor Biurgderc, it was said that his third eye were ever opened it would light the entire world on fire. 

When bound the Lost Eye can begin to open.  Each point of essentia opens another lid closing the eye.  Each creates a gaze and empowers a gaze attack affecting enemies within 5 ft/meldshapers level.  For each point of essentia invested a cover is removed see below.  If an oppponent is struck by a lesser version of an effect they suffer under that effect providing them some immunities from the more advanced effect.  An opponent can only be struck by an effect once per combat.  If they leave the area or the giant no longer has enough essentia invested into the eye to create the effect it lasts for another 1d4 rounds.  Effects are dazzled, being set on fire, and blind.
1 Dazzled the condition while in the radius.
2 Dazzled and saving throw versus being set on fire.  This fire can be extinguished normally. 
3 Saving throw against -1 penalty on attack rolls search and spot/per point of essentia invested and being set on fire.  The penalty does not stack with dazzled as it is an enhancement of the dazzling effect.
4 The fire now does 2d6 damage per round with a save for half
5  The dazzling penalty is now a save versus half
6 3d6 fire damage per round.
7 When the eye is completely open saving throw versus blindness 
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Arghus Veil
Descriptors:None
Classes:True Giant
Chakra: Crown
Saving throw:None

A translucent veil appears upon the giant behind it appear over 

Arghus was watchman of the gods, Slayer of monsters., the veil makes it so you never take penalties to listen and spot checks while sleeping and cannot be flanked.
Essentia: For each point of essentia invested in your Arghus veil you gain a +2 insight bonus to listen and spot.

Chakra Bind (Crown)
The veil lifts showing peacock feathers

Arghus hunted down the monsters.  He was acknowledged for killing the mother of all monsters.  Arghus veil is used by many giants in order to hunt down betrayers.  With the Arghus veil bound a giant will remember everything about a creature he spends studying for 10 rounds alive or with a recently dead version; if he encounters another creature of the same type with arghus veil bound the giant gains +2 to damage +2 more per point of essentia invested.
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Ymir's/Gaia's Sandals
Descriptors:None
Classes:True Giant
Chakra:
Saving throw:None

A pair of simple brown sandals are shaped around the giants feet

Ymir's sandals unlike other footwear enhance ones connection with the ground, The ground enhances balance and speed.  Ymirs sandals increase movement by 5 feet and add a +2 insight bonus to balance checks.  Essentia: For each point of essentia invested in your Ymir's Sandals add another +5 ft increase the insight bonus to balance by 2.

Chakra Bind (Feet)
Ymir's Sandals seem to disappear giving a greater connection to the ground.

The ground itself throws itself around the giant.  A balance check must be made each round within 5ft/essentia to remain standing.
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Sun Riders Boots
Descriptors:None
Classes:True Giant
Chakra: Feet
Saving throw:None

The giant gains a pair yellow boots perfectly tailored for riding.

Sun giants are the master riders in the dessert,  The use these boots without saddles to train rocs and other creatures of the sands.  The boots give a +4 competence bonus to ride and handle animal. Essentia: For each point of essentia invested increase the compentance bonus of your sun riders boost increase the competence bonus by 2

Chakra Bind (Feet)
The giant can summon a bits and tackle taking bones from the ground to assemble a mount.

The giant rips a beast from the ground.  It has as many undead hit die as the giant has meldshaper levels, and is one size larger than the giant. Starting stats STR 19 Dex 18 Con - Int - Wis 10 Cha- 5/magic and slashing Base natural armor see incarnum zombie, as an incarnum zombie horse.

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Strength of Atlus
Descriptors:None
Classes:True Giant
Chakra: arms
Saving throw:None

Bracers with marks of the old titans appear on the giant

Atlus was forced to hold the sky away from its embrace with the earth,  this soulmeld gives a +2 competence bonus on strength checks. Essentia: for each essentia invested in your strength of atlus increase the competence bonus by 2.

Chakra Bind (arns)
As strong as the giant is they will never be without a weapon grabbing onto rocks trees.

The giant gains the ability as a non action to draw a weapon worth 0 gp or a boulder without an action.  The above competence bonus applies to 0 gp weapons as well as unarmed strikes.
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Bracers of the lightning forge
Descriptors:None
Classes:True Giant
Chakra Arms:
Saving throw:None

A pair of bracers used at a forge appear with the symbol of a lightning bolt.  It is said that zeus wears the original pair.

Zeus didn't forge the lightning into a weapon though the mighty Cyclops,  The gauntlets  make all ranged weaponry like the lightning bolt traveling through the storm.  Ranged weapons are not affected by wind conditions Essentia: For each point of essentia invested into your bracers of the lightning forge ranged attacks you use do 1 extra electricity damage.

Chakra Bind (bound chakra)
As mighty zeus calls forth the lightning bolt so to can a giant
 


A giant can now call true lightning as a free action, he may load it into any ranged weapon or throw it as a javelin in which case it adds the giants strength.  It does damage as 1d6 electricity/per essentia invested.
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*************not done*********
Blank Totem Mask
Descriptors:None
Classes:True Giant
Chakra: Brow, Totem
Saving throw:None

A blue mask appears over the giants face.

While the mask is blank to intellegent creatures it isn't so blank to the beasts potraying leatership, The mask gives wild empathy applying to magical beasts as well. Essentia: For each point of essentia invested in your blank totem mask you gain a +2 insight bonus to your wild empathy checks.

Chakra Bind (Totem)
The mask gains the qualities of a beast named in another soulmeld you have shaped

Summons a magical beast of another totemist bind you have shaped based off beast heart adept
Chakra Bind (Brow)
The mask gains the aspects of a beast

The gaint gains a viscious bite dealng 1d8+str with an enhancement bonus equal to the invested essentia.


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Fog Cloak
Descriptors:None
Classes:True Giant
Chakra:Shoulders
Saving throw:None

Giants are known for hiding and ambushing, the fog cloak blurs out your features.

The fog cloak hides even the largest giants,  The giant negates any size penalty it has to hide and gains a +2 insight bonus to move silently.
Essentia: For each point of essentia invested in your fog cloak increase the insight bonus on move silently by 2.

Chakra Bind (bound chakra)
To those not adjacent you'll appear as a ghostlike foe as your weapon strikes them seemingly out of nowhere.

The insight bonus applies to hide checks and the fog cloak creates a dense fog in your reach. Those in the fog or attacking into the fog take a 5% miss chance per essentia invested unless adjacent to there target. If you remain motionless and have not attacked you can hide in the fog if you have invested 5 or more essentia.
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 Phaerlin's Torc
Descriptors:None
Classes:True Giant
Chakra: Throat
Saving throw:None

The soulmeld creates the torc of a skulltula wrapping around the neck occasionally it twitches its legs.

Paerlin Giants rule by fear and fear alone. They are craven beasts they prey on others fear as much as their own, Phaerlin's Torc allows its wielder to pinpoint a creature under a fear effect as long as it is within 20ft per meldshaper level.
Essentia: For each point of essentia invested in Phaerlin's Torc you deal an additional 2 damage to any creature affected by fear.


Chakra Bind (Throat)
more fluff

What it does.
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Forest Giants Belt
Descriptors: Runic
Classes:True Giant
Chakra: Belt
Saving throw: See text

The giant shapes runes around a bag Painting the symbol for poison and souls

The bag fills with a simple poison,  The amount of uses is equal to 2 X meldshaper level the poison from the bag takes a move action to apply it does 1d4 strength damage with no secondary damage.
Essentia: For each point of essentia invested in Forest Giants belt poisons applied to weapons last for an additional strike.

Chakra Bind (Belt)
The Giant attaches the runes originally on one pouch on all the bags on his belt from Forest giant's belt

The Giant is now able to place other poisons into its belt.  The extra uses from investing essentia apply to poisons added into the belt.
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Vafthruthnir Spectacles
Descriptors:None
Classes:True Giant
Chakra: Brow
Saving throw:None

A form of blue spectacles form around the giants eyes.

Some giants are merely brutes, Vafthruthnir was respected for his knowledge by the gods,  The giant gains a +2 competence bonus on all knowledge checks.
Essentia: For each point of essentia invested increase the competence bonus by 1

Chakra Bind (Brow)
more fluff

The giant can as a swift action ask a question to an enemy.  If they cannot answer the question represented by an intelligence check DC equal to the save DC for a soulmeld.  They take a penalty to AC and damage equal to the bonus granted to knowledge checks.  The penalty lasts for meldshaper level rounds.
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Sutr's Soot
Descriptors:None
Classes:True Giant
Chakra: Throat
Saving throw:None

Ash and forms the ruins of Ragnorok

Sutr holds his armies in wait for ragnorok when the world will be consumed in flame.  The giant With the mark of Sutr gains +2 fire damage against flat footed or burning opponents, this counts as precision damage.
Essentia: For each point of essentia invested in Sutr Soot increase the fire damage by 2.

Chakra Bind (Throat)
Sutr lies in wait for the perfect time to strike

Sift action fire breath 1d6/essentia sets things on fire
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Firbolg's something
Descriptors:None
Classes:True Giant
Chakra:
Saving throw:None

Firbolgs are renown among giant kind, for their ability to catch the rocks of other giants

If you do not already have it you gain the rock catching ability of a giant of your size, If you already had rock catching you gain deflect arrows.  If you already had both rock catching and deflect arrows you gain an effect similar to snatch arrows(XPH) any rock or normal ranged attack that you would catch can be returned on the firer at the same bonus they targeted you at.
Essentia: For each point of essentia invested in Firbolg's belt you may deflect/catch/reflect one additional ranged attack per round.

Chakra Bind (bound chakra)
more fluff

If shaping Firbolg's gets you deflect arrows you now gain the snatch arrow effect described above, if not you may now deflect ranged spells as well as boulders.

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Introduce Yourself / HI
« on: November 07, 2015, 11:53:51 AM »
I used to have an account but that was years ago and that email got hacked so new one.  I'm thinking of starting a Play by post 3.5

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