Author Topic: Around level 13, based on the Dicefreaks Nine Hells  (Read 10417 times)

Offline Tshern

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Around level 13, based on the Dicefreaks Nine Hells
« on: March 23, 2012, 07:44:23 PM »
Hola,

In case anyone here has some existing knowledge of the Dicefreaks' version of the Nine Hells or willingness to read a bit about it, I am thinking of running an adventure. Essentially this would be a game with one, specific goal, the forces of good destroying a Duke of Hell. The forces of good here is meant in a very loose sense of the word, so evil characters and whatnot are allowed as long as they have a decent reason of joining the cause.

Here are some rules and guidelines:
  • The level is going to be 12-14, just shy of the 8th level spells for standard casters. The characters are likely to gain two or three levels during the adventure.
  • The XP allocated will be quite ad hoc due to the slow pace of PbPs. I am considering simply giving a level after every other fight or so.
  • Sources are mostly limited to official D&D 3.5 material. Homebrew, third party and all such things are possible as long as you ask me first and wait for the green light. I would, however, prefer not to use material that use systems that have no precedent in 3.5e.
  • Standard wealth will be used. However, I am open to the idea of giving out some extra XP for crafting, LA buy-off or casting spells as long as all characters can get equivalent bonuses out of it. For example, if we have an Artificer and some characters with backgrounds tied together, they could all benefit from the services of the Artificer prior to the game and donate their own XP.
  • Don't be douchebags. Optimised characters are welcome and even preferred, but we all know a Pun-Pun when we see it. Don't do that.
  • Looking for 4-5 players.
  • If you want, feel free to create intertwined character stories. For example the crafting thingee above suggests it might be useful.
  • Anything unique or special on your mind? Just ask.
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Offline sirpercival

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Re: Around level 13, based on the Dicefreaks Nine Hells
« Reply #1 on: March 23, 2012, 08:00:39 PM »
I would like to submit my interest (god I can't stay away from PbPs...).  I don't know too much about the Dicefreaks Nine Hells, which may or may not be a good thing, but I'm willing to read up.

My preference would be to play something homebrew.  I have a few ideas (of course)...
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Offline Tshern

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Re: Around level 13, based on the Dicefreaks Nine Hells
« Reply #2 on: March 23, 2012, 08:02:50 PM »
I would like to submit my interest (god I can't stay away from PbPs...).  I don't know too much about the Dicefreaks Nine Hells, which may or may not be a good thing, but I'm willing to read up.

My preference would be to play something homebrew.  I have a few ideas (of course)...
Well, the basics are pretty much the same as for the standards 3.5. The Lord of the Sixth is different and some names have been changed, but nothing too drastic there. It is the power level of the nobles that truly brings the changes. Easy to learn and when I get enough interest, I will make a thread that briefly states the basics.

Edit: If you get a clear vision about what kind of a homebrew thing you want, post it here, so I can get down to reading it through.
« Last Edit: March 23, 2012, 08:05:20 PM by Tshern »
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Offline sirpercival

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Re: Around level 13, based on the Dicefreaks Nine Hells
« Reply #3 on: March 23, 2012, 08:16:19 PM »
Well, then, some ideas.

~I've been itching to play a Warpsoul.
~I'd also love to play a factotum using the homebrew factotum stuff from here (and the links therein).  It would require a houserule from you which I personally think is reasonable (that [Inspiration] feats each grant 1 inspiration point, and then change FoI to the version in that thread).
~Something time-y from stratovarius's Past, Present, & Future.
~A Thaumaturge.
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Offline Tshern

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Re: Around level 13, based on the Dicefreaks Nine Hells
« Reply #4 on: March 23, 2012, 08:22:36 PM »
Even without checking, I can say the Inspiration feats can work similar to Luck feats that give a reroll for every feat. I'll have a look at the rest.
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Offline Tshern

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Re: Around level 13, based on the Dicefreaks Nine Hells
« Reply #5 on: March 23, 2012, 08:26:33 PM »
Oh, just remembered when I read the first few things of Warpsoul. All classes with 2+int skill points get bumped up to 4+int.

Edit: The Factotums feats are all cool. Drop the Inspiring property to +1 from +2 though.
Edit 2: The Thaumaturge's Heightening ability is annoying due to the number of easy ways to boost skill checks. Wands of Guidance of the Avatar and all... We can find a way around that though, and otherwise it looks all fine and dandy,
« Last Edit: March 23, 2012, 08:39:43 PM by Tshern »
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Offline Ziegander

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Re: Around level 13, based on the Dicefreaks Nine Hells
« Reply #6 on: March 23, 2012, 09:15:38 PM »
Posting interest. I'm going to look into playing a DMM Persist Cleric refluffed as a badass, mundane warrior with Charles Atlas superpowers. Any suggestions for me?

Offline sirpercival

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Re: Around level 13, based on the Dicefreaks Nine Hells
« Reply #7 on: March 23, 2012, 09:31:57 PM »
I think I'm going to stay away from the Thaumaturge... it's really just an arcane spellcaster (with a couple perks, but still), and it'll have me wondering about Reserves of Strength, Ardent, and Psiotheurgist... which I've explored before.  Maybe next time.

I think I'm going to put together a Warpsoul build and a Factotum build, and see which one feels better.  As cool as the P,P,&F stuff seems, I think I'll try out my own homebrew first.


EDIT: For the Warpsoul, 12/13 vs 14 is a big difference (it gets Throat/Waist chakra binds at 14), so do you have any feelings there?
« Last Edit: March 23, 2012, 09:42:31 PM by sirpercival »
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Offline Quillwraith

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Re: Around level 13, based on the Dicefreaks Nine Hells
« Reply #8 on: March 23, 2012, 09:36:01 PM »
Interested.
I do not know dicefreaks 9 hells. Where would I read about it?

How much noncombat encounters do you think?


Offline Tshern

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Re: Around level 13, based on the Dicefreaks Nine Hells
« Reply #9 on: March 23, 2012, 11:37:36 PM »
I am heading back home now, so I won't be posting any links today, but I ought to be back on Sunday and then I will answer more of your questions.
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Offline skydragonknight

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Re: Around level 13, based on the Dicefreaks Nine Hells
« Reply #10 on: March 24, 2012, 06:06:34 AM »
Heh. I could just revive My Eldritch Disciple/Hellfire Warlock from the evil campaign 3 years ago.

In fact, as long as we leave Mephistopheles alone, I don't even have to refluff him...he's just allying with devil-slayers to off Meph's rivals. :)
Hmm.

Offline sirpercival

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Re: Around level 13, based on the Dicefreaks Nine Hells
« Reply #11 on: March 24, 2012, 07:27:08 AM »
How do you feel about custom items?

EDIT: Also, would you allow Ability Focus to work for soulmelds?  If so, would it be individual, or all soulmelds?

There are very few ways to increase soulmeld DCs...
« Last Edit: March 24, 2012, 07:32:15 AM by sirpercival »
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Offline Ziegander

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Re: Around level 13, based on the Dicefreaks Nine Hells
« Reply #12 on: March 24, 2012, 11:01:08 AM »
I'm assuming it's not, but would Arcane Swordsage be allowed in any capacity?

Offline Tshern

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Re: Around level 13, based on the Dicefreaks Nine Hells
« Reply #13 on: March 24, 2012, 11:04:51 AM »
How do you feel about custom items?

EDIT: Also, would you allow Ability Focus to work for soulmelds?  If so, would it be individual, or all soulmelds?

There are very few ways to increase soulmeld DCs...
Requests for custom items are allowed and will be entertained.

Ability Focus sounds good, but it is limited to a single soulmeld rather than all of them.

I'm assuming it's not, but would Arcane Swordsage be allowed in any capacity?
I'd prefer not  to have it due to its vague and, well, stupefying mechanics.
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Offline Ziltoid

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Re: Around level 13, based on the Dicefreaks Nine Hells
« Reply #14 on: March 24, 2012, 11:15:37 AM »
Showing interest if there's still room

Anyone claim the 'wizard' role yet?


Some questions regarding mechanics/rules:
-Flaws allowed?
-Regarding LA-buyback, would you be cool with having bought back +1 prior to the start of the adventure?
 Specifically, most likely a Tiefling
-Item Familiar feat allowed? Mostly for skill boosting (read: Incantatrix' Spellcraft checks); the bonus XP could be dropped (or used for the above-mentioned LA-buyback?)
-And finally, something a bit more vague: as to not go overboard, can you give a general idea of where you (and the other tentative players, since it's a group game after all) draw the line regarding optimization?
Shadowcraft shenanigans? Celerity? Poly-Spellcasting?
Just looking for a broad sort of guideline really, wanna keep things fun for all involved after all


Regards,
~Z

Offline Ziegander

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Re: Around level 13, based on the Dicefreaks Nine Hells
« Reply #15 on: March 24, 2012, 11:30:09 AM »
I'm assuming it's not, but would Arcane Swordsage be allowed in any capacity?
I'd prefer not  to have it due to its vague and, well, stupefying mechanics.

That's very understandable. Would you allow a psionic variant of Swiftblade? (Is there even a Haste, Psionic?)

Offline phaedrusxy

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Re: Around level 13, based on the Dicefreaks Nine Hells
« Reply #16 on: March 24, 2012, 01:15:08 PM »
I'm interested. I'll probably be using a version of one of these three builds:

Badger Warlord

Mechagishzilla

Stony Prestige Palladin

And that's more or less in the order of interest. Spellcasters are a pain in the ass, and I especially don't feel like playing another prepared one. I just don't have the time to manage all that. So I'm leaning more towards the first build, which is nice and simple, but still has a few options and interesting things. It's basically a "tank". I also liked the background story I made up for the original version of that character, and will probably use most of it as-is. An easy way to get him into this story would be to say that the enemy his father pissed off, and who sent the assassin to kill him, was this Duke we're going after, which Galron finally found out somehow after many years of living in self-inflicted exile.

Also, I am tempted to add the extra LA of werebadger to make him a "natural" lycanthrope (for the extra damage reduction), but I hate the fluff that goes with the standard WotC lycanthrope template. They should all be contagious, damn it! So I'd like to change it to say that in fact all lycanthropy is "afflicted", it's just that it takes time for the strain to become infectious in some individuals, with some never becoming able to spread the disease. So instead of "natural" vs. "afflicted" lycanthropes, it would instead just be a function of how "advanced" the disease is. Sound OK?

Oh yeah, and any problem with me adding another animal hit die for the size increase dire badgers get at 4 HD?

Edit: Work in progress.

and another question: LA buyoff? How will that be handled as far as starting level? What about using it with a savage progression to buy it off more easily?  :D
« Last Edit: March 24, 2012, 03:37:32 PM by phaedrusxy »
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Offline sirpercival

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Re: Around level 13, based on the Dicefreaks Nine Hells
« Reply #17 on: March 24, 2012, 06:03:05 PM »
Hey Tshern, I think my char choice is very simple now.  If you'll allow this feat, then I'll play a factotum.  If not, I'll play a Warpsoul.

If the Warpsoul, how do you feel about me using Soulfused Transcendant?
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Offline Nanshork

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Re: Around level 13, based on the Dicefreaks Nine Hells
« Reply #18 on: March 24, 2012, 10:27:28 PM »
This sounds interesting but I'm not sure what I'd play.

Edit: Since you're using Dicefreaks material are we allowed to use Dicefreaks feats and prestige classes?

Offline Tshern

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Re: Around level 13, based on the Dicefreaks Nine Hells
« Reply #19 on: March 26, 2012, 03:19:50 PM »
Sorry mates, but this is now on at least a temporary halt. My laptop sort of bailed on me and I have lost all the files I had, including my back-ups (I have no idea how my external HD got corrupted, although it was attached to the computer at the time of the implosion). So, for now, I am a bit more worried about saving all my pictures, school works and, well, everything than running a game. Sorry!
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