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Post by DM Quietus on Aug 11, 2012 0:28:41 GMT -5
So, Dave, let's use this to hash a few things out. You want to play that dragonslayer character idea... what sort of a feel are you wanting out of the game? Are you wanting to be the conquering hero, having to struggle but ultimately being able to trust that you'll come out on top in the end? Or are you instead looking to be the underdog, who most expect is going to get himself killed, but manages to win primarily through guile and wit?
I'm not guaranteeing I'll run it, just yet. Just teasing ideas around. I will, however, be placing a rule where every post in this game will need to be matched by one for Mortimer, more or less.
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Post by DM-Delfon on Aug 22, 2012 7:29:56 GMT -5
That depends on a few things, but my vision for the character is to eventually ride around on a wagon loaded with dragon slaying gear. The wagon will be magical, as will a great many of the things on the wagon. Thing things I need to know to help shape what kind of character this will be are: First, stats used? Second, what level are you wanting to start at? Third, setting? Will this game be run in Veth? or some new world that is yet to be created?
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Post by DM Quietus on Aug 22, 2012 21:54:06 GMT -5
Stats would be point buy based - I'm thinking 25 if you were going for "Unlikely savior", or 32 for "Conquering hero". The magical wagon means you'll need a decent fantasy base to work off of, which forges a few specifics of the setting.. I'm leaning away from Vethedar as it is, if only to break away from the plot lines I had for the previous PbP I was going to run you in. I don't know why, but I feel that I wrote myself into a corner with Vethedar, and it's missing something for me.
Thinking.. for it to be a true dragon slaying game, I do want dragons to be more prevalent in general. Moreso than they were in Vethedar.. I think that's where I was missing something. I was trying to build a dragon setting where dragons were rare, and that doesn't work for me conceptually. I have a few ideas in mind, all of which would require you be at *least* level 3 to start, possibly up to 5. I'm leaning toward capping it at that point, just so that we have some time seeing the character as a "mundane" before opening up the possibility of prestige classes, and Platinum Knight (or whatever it was) specifically.
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Post by DM-Delfon on Aug 23, 2012 8:10:05 GMT -5
I'll be doing my first 3 levels as a paladin regardless, so I get the bonuses to saves and the immunity to fear. I was thinking hit up fighter after that so I can get extra feats. I'm aiming for Vassal of Bahamut for it's Dragon Wrack ability. (Book of Exalted Deeds PG 80) Requires LG, Base +7, Craft Armoursmithing, and Diplomacy 5 ranks, Sacred Vow, and Vow of Obedience. The requirement you will like the most is to slay a Juvenile Red single handed.
I'm open to feat suggestions, but I was aiming for a bunch from the Draconomicon since they focus on killing dragons.
Thoughts?
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Post by DM Quietus on Aug 23, 2012 14:08:39 GMT -5
Right, Vassal. That was what I was looking for. I could remember the specific abilities, but not the name. I'd forgotten briefly that the class was in Exotic Deeds; does the Exalted status match with your concept of the character? What have you got in mind for him personality wise?
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Post by DM-Delfon on Aug 24, 2012 3:20:13 GMT -5
I think I might just play him as ultra good, which you will be able to abuse the crap out of. He will be The Knight in Shiny Armour.
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Post by DM-Delfon on Aug 25, 2012 0:19:59 GMT -5
Reposted Character Below
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Post by DM Quietus on Aug 26, 2012 20:53:44 GMT -5
The start of the build seems decent enough, but I'm not seeing a whole lot that will increase your generally-reliable damage against a dragon in your future plans. I see Dodge/Mobility/Spring Attack, but I'm unsure if those will be as useful as you think - they make it look like you're trying for a hit and run style, but a dragon is likely to be capable of out-skirmishing you. Dragon Bane seems a little questionable to me as well, since by the time you get it, if you can hit a dragon reliably, using that full round action for a full attack seems a smarter route to take. I'm not seeing much here that would help scale your damage against a dragon as you progress into mid or high levels.
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Post by DM-Delfon on Aug 26, 2012 22:15:48 GMT -5
Dragon Bane stacks with a Bane Weapon (which I intend to have) at level 11 I gain Dragon Wrack for +2d6 on my attacks, and 1d6 when struck - both of which half the damage also comes off Max HP as permanent damage. At 14 I add another d6 to my attacks, and at 17 I add another d6 to both my attacks and attacks against me. Once I can afford it I will be adding Holy to my weapon also since I only plan on killing evil dragons. So...
Level 5: +1 Heavy Pick, +11 melee (5 Base + 3 str + 1 weapon +2 Dragon Foe), 1d6 +4 (3 strength + 1 Weapon)
Level 6: +1 Heavy Pick, +12/+7 melee (6/1 Base + 3 str + 1 weapon +2 Dragon Foe), 2x 1d6 +4 (3 strength + 1 Weapon)
or
Level 6: +1 Heavy Pick, +16 melee (6 Base + 3 str + 1 weapon +2 Dragon Foe + 4 Dragon Bane), 1d6 +4 +2d6 (3 strength + 1 Weapon + 2d6 Dragon Bane)
Level 7: +1 Bane Heavy Pick, +15/+10 melee (7/2 Base + 3 str + 3 weapon +2 Dragon Foe), 2x 1d6 +4 +2d6 (3 strength + 1 Weapon + 2d6 bane)
or
Level 7: +1 Bane Heavy Pick, +19 melee (7 Base + 3 str + 3 weapon +2 Dragon Foe + 4 Dragon Bane), 1d6 +4 +2d6 + 2d6 (3 strength + 1 Weapon + 2d6 Dragon Bane + 2d6 Bane)
Level 11: +1 Holy Bane Heavy Pick, +19/+14/+9 melee (11/6/1 Base + 3 str + 3 weapon +2 Dragon Foe), 3x 1d6 + 4 +2d6 +2d6 + 2d6 (3 strength + 1 Weapon + 2d6 bane +2d6 holy +2d6 Dragon Wrack) and 1d6 dragon wrack whenever struck by a dragon
or
Level 11: +1 Holy Bane Heavy Pick, +23 melee (11 Base + 3 str + 3 weapon +2 Dragon Foe + 4 Dragon Bane), 1d6 + 4 +2d6 +2d6 + 2d6 + 2d6 (3 strength + 1 Weapon + 2d6 bane +2d6 holy +2d6 Dragon Wrack + Dragon Bane) and 1d6 dragon wrack whenever struck by a dragon
Level 17:
+5 Holy Bane Heavy Pick, +29/+24/+19/14 melee (17/12/7/2 Base + 3 str + 7 weapon +2 Dragon Foe), 4x 1d6 + 8 +2d6 +2d6 + 4d6 (3 strength + 5 Weapon + 2d6 bane +2d6 holy +4d6 Dragon Wrack) and 2d6 dragon wrack whenever struck by a dragon
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Post by DM-Delfon on Sept 1, 2012 11:42:26 GMT -5
The following idea is to be added to weapons: Blessed Weapon (Bless Weapon Continuous Use) Minor Transmutation [Good] Spell Level (1) x Caster Level (1) x 2,000gp x 2* x .3** = +2800gp *If the duration of the spell is 1 minute/level, multiply the cost by 2 **Item Requires Specific Class or Alignment to Use, Even more restrictive than requiring a skill, this limitation cuts the cost by 30%.
The weapon becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.
In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.
The main point of such an additive is that it auto confirms critical hits. It is a smaller version of the Holy (+2) ability which requires 18,000gp to acquire. If you had a +1 Blessed Holy Long Sword, you would get the auto confirm for critical hits from Blessed, and the +2d6 damage against evil foes. Both would make the weapon good aligned for bypassing DR, and holy would give negative levels to evil creatures that attempt to use it.
Thoughts?
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Post by DM-Delfon on Sept 1, 2012 11:47:02 GMT -5
Xanadu Roman, Human, Ranger 1 / Paladin 2 / Fighter 2, LG STR 16+3 HP 58 (10+(2x12)+(2x12)) Fort 8+2+3=13 DEX 14+2 AC 25+1 dodge (10+1+9+5) Reflex 2+2+3=7 CON 14+2 Base 5 Will 0+1+5=6 (+4 Vs compulsion) INT 13+1 Grapple 8 Level 5 (R1/P2/F2) WIS 13+1 Speed 30ft (20ft) Exp 10,000 CHA 16+3 Deity Bahamut Next 15,000
Initative: -4 (+2 Dex -6 Unreactive)
Vs Dragons Attack: +10 (Base 5 +3 Strenght +2 Dragon Foe) AC: 27 +1 dodge (10+1+9+5+2) Fort: 15 (8 base +2 con +3 cha +2 dragon hunter) + (1/2 level (2)*) Reflex: 9 (2 base +2 dex +3 cha +2 dragon hunter)+ (1/2 level (2)*) Will: 8 (0 base +1 wis +3 cha +2 feat +2 dragon hunter) + (1/2 level (2)*) + (+4 Vs compulsion) *Dragon Hunter Defense Vs supernatural and spell like abilities of dragons.
PP 36 GP 2 SP 8 CP 8 Gem 100gp Pearl
+1 Heavy Pick (+9 Melee, 1d6+4, x4, 6lb) Vs Dragons -> (+11 Melee, 1d6+6, x4, 6lb) +1 Full Plate (+9AC, +1 Max Dex, -5 ACP, 20ft, Silver Bahamut Holy Symbol, 51lb) +1 Tower Shield (+5AC, +2 Max Dex, -9ACP, 45lb) Signet Ring
Belt: Silk Rope and Hook (9lb)
Map Case (1/2lb)
Backpack (2lb), 2x Acid (1lb each), 2x Alchemist fire (1lb), 2x Antitoxin, 2x Caltrops (2lb each), Bedroll (5lb), Flint and Steel,
Master Work Manacles (2lb), 10x Ration (1lb each), Waterskin (4 lb), Whetstone (1lb), Everburning torch (1lb)
Fireheart, Heavy War Horse (Large Animal), HP: 4d8+12 (30 hp), Init +1, Speed: 35 ft (140ft run), AC 21 (-1 size, +1 Dex, +4 natural,
+7Armour), Base: +3, Grapple: +11, Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2), Space/Reach: 10 ft./5 ft,
Special Qualities: Low-light vision, scent, F/R/W: +7/+5/+2, Abilities: Str 18+4, Dex 13+1, Con 17+3, Int 2-4, Wis 13+1, Cha 6-2,
Skills: Listen +5, Spot +4, Feats: Endurance, Run.
+1 Banded Mail Barding (+7AC, 1 Max Dex, -5ACP, 70lb), Bit and bridle (1lb), Military Saddle (30lb), Saddlebags (8lb)
Class Features: Favoured Enemy: (Dragon), Wild Empathy, Aura of Good, Detect Evil, Smite Evil 1/Day, Divine Grace, Lay on Hands
Skill Ability Mod Rank Other Total Why Climb Str +3 -14 -11 ACP Craft (Armour) Int +1 5 +6 Diplomacy Cha +3 5 +2 +10 Sacred Vow Handle Animal Cha +3 1 +4 Heal Wis +1 +1 Hide Dex +2 -14 -12* ACP Intimidate Cha +3 +3* Jump Str +3 -14 -11 ACP K. (dungeoneering) Int +1 1 2 K. (geography) Int +1 1 2 K. (nobility & royal) Int +1 1 2 K. (nature) Int +1 1 +2 4 Synergy K. (religion) Int +1 1 2 Listen Wis +1 4 -4, (+2) 1 (3)* Inattentive, (Favoured Enemy) Move Silently Dex +2 -14 -12* Ride Dex +2 7 (-14) 9(-5) (ACP - Fast (dis)mount) Search Int +1 1 Sense Motive Wis +1 (+2) 1(3) (Favoured Enemy) Spot Wis +1 4 -4, (+2) 1 (3)* Inattentive, (Favoured Enemy) Survival Wis +1 5 (+2) 6(8) (Favoured Enemy) Swim Str +3 8 -28 -17 ACP Use Rope Dex +2 2 Bluff(cc) Cha +3 0 (+2) 3(5)* Favoured Enemy Tumble (cc) Dex +2 2 -14 -10 ACP *+2 competence bonus on opposed checks Vs dragons - from Dragon Hunter
Feats & Flaws: Inattentive: You take a -4 penalty on Listen checks and Spot checks. Unreactive: You take a -6 penalty on initiative checks. 1st Flaw Bonus: Dodge 2nd Flaw Bonus: Iron Will: +2 Will Saves Ranger Bonus: Track Human: Sacred Vow: +2 Perfection bonus on Diplomacy checks. 1st: Vow of Obedience: +4 perfection bonus on Will saving throws vs compulsion spells and effects. 3rd: Dragon Hunter: +2 Dodge bonus to AC Vs dragons, +2 competence bonus on saving throws and opposed checks Vs dragons 4th/1st Ftr: Dragon Hunter Defense: Gain evasion against dragon breath weapons. +1/2 character level on savinging throws Vs
supernatural and spell like abilities of dragons. 5th/2nd Ftr: Dragon Foe: +2 on attack rolls vs dragons, +2 caster level checks Vs dragon spell resistance, dragons take a -2
penalty on saving throws against my spells, spell like abilities, and supernatural abilities.
Future: Level 6&7 Dragon Slayer, 8+ Vassel of Bahamut 6th: Dragon Bane: (Base +6) full round action single attack at +4 melee/ranged, +2d6 damage (within 30ft for ranged) 9th: Improved Critical (20 becomes 19-20) 12th: Dragon Doom: (Base +10) Increase crit multiplier (x4 becomes x7)
Requirements for Dragon Slayer: Base: +5 Feats: Dodge, Iron Will Skills: Tumble: +2
Requirements for Vassal of Bahamut: Alignment: LG Base +7 Remaining Skills: Craft (armoursmithing) +5, Diplomacy +5 Feats: Sacred Vow, Vow of Obedience Solo kill a Juvenile red dragon Remaining
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Post by DM-Delfon on Sept 9, 2012 18:18:47 GMT -5
Xanadu Roman shall be this slayer of dragons name.
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Post by DM Quietus on Sept 10, 2012 10:37:41 GMT -5
Alright. So, setting-wise, I seem to remember us discussing using a variation of Dark Ages-era Vethedar, but I can't remember what the final decision was on that point. Are we going with that? If so, I may still shuffle things around geographically a little, but it's a useful shorthand for the feel of the world in general.
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Post by DM-Delfon on Sept 11, 2012 3:38:33 GMT -5
That is what we discussed, and that is what was decided upon. I see old Board Veth as a starting point which this new modified Veth stems from, perhaps an alternate reality or something? Maybe eventually we find out that this alternate reality is another way Mau is trying to escape on Veth Prime? Ohhhh, that got the creative juices flowing.
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Post by DM-Delfon on Sept 11, 2012 3:39:01 GMT -5
PS I think I just signed my own death warrant.
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Post by DM Quietus on Sept 11, 2012 21:34:57 GMT -5
You're probably right. But hey, that's what being a hero is all about - putting your ass on the line in the hopes that you can achieve the impossible. You know, the complete and utter destruction of an impossibly powerful deity.. twice.
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Post by DM-Delfon on Sept 12, 2012 7:35:30 GMT -5
So what's left to figure out? I wanna play this feller!
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Post by DM Quietus on Sept 20, 2012 13:40:27 GMT -5
I think all that's left to figure out is his past. If he's starting at level 5, then he's presumably got some stuff he's done to get there; We know he has a less-than-moral mentor, and a hate-on for dragons. Did we decide if there was a reason for the hate-on outside of the "Dragons rule the world and are kind of dicks"? And what sorts of things has Xanadu done thus far to reach level 5? Has he made a name for himself at all?
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Post by DM-Delfon on Sept 20, 2012 16:45:22 GMT -5
I don't think I would be well known anywhere important, but that little village about a day from the Capitol I'm a bloody legend. My mentor uses the place as a base camp because their tavern serves 'the best ale in the multiverse!' I've been picking up odd jobs, and defending the town against crime and attack since I arrived. I maintain a very modest two room residence there, and could easily ask favours from any of the residents if needed.
The village has almost no local crime since everybody knows everybody, the most common disturbance is my mentor when he gets drinking. I've broken up a few scuffles, guarded the annual harvest run of crops to the capitol, tracked down a group of bandits that tried to strong arm a farmer into paying protection money. Once a murderer from the city sought refuge within the village and there was a hostage situation when the city guard tracked him to the village.
How's that for a start?
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Post by DM Quietus on Sept 20, 2012 21:45:17 GMT -5
Alright, sounds fair - I'd like to avoid making the capital (probably still Vaeles, but during the time that Maulisauna sat directly in it) a major location, though. Possibly the site later on of a search-and-rescue mission where he'd have to go somewhat undetected, but I've overused the city as a major location, and working within it kind of sucks the interest out of me. Are there any locations you particularly want to see, or particularly want to avoid?
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Post by DM-Delfon on Sept 20, 2012 23:20:02 GMT -5
Locations that suck the interest out of you are a no no. I helped create most of the locations in post Maulisauna veth, so really I just want to see what the world looked like before that bitch was overthrown.
If somehow my character eventually is part of that fight I would be really REALLY happy.
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Post by DM Quietus on Sept 21, 2012 10:40:29 GMT -5
That is, in fact, something I would like to see as well. If you survive that long, of course. I think in terms of setting building, I'm going to have to look at how much distance a dragon can usually cover, and base the locations of major cities around that - make sure that I don't have too much overlap between different dragon's regions. Major cities... I'm going to fold Cigomenta and Vaeles into a single construct, spanning the river. Probably going to shrink the river's width, as well. This is going to require a bit of research on my part, as far as distances go.
As far as the village Xanadu is coming out of.. it might be more convenient, Wyvern-wise, to start out south of the adjoined Vaeles. I'm just trying to decide, now, whether or not this would work for the rest of the plot as a whole. I could see it being easier because then the wyverns are a more direct threat, but on the other hand, being further away, they could be the "test" that arcs Xanadu from small-town hero to Dragonslayer.
Side note on Vaeles - I'm thinking that I'll ditch the city walls, going this far back. Seems they'd be less needed of Mau was sitting more or less on top of the city.
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Post by DM Quietus on Sept 23, 2012 20:43:43 GMT -5
Let's try and remember everything that's been sussed out here.
Mage's Tower - Didn't exist during the time of Mau. The mages in question are working independently, staying hidden within the city, and during the course of the fight against Mau, take over some clocktower as a point of elevation. They fire off a ritual-level spell, miss their target, and it keeps traveling until it wipes out a section of the mountain to the East, causing landslides, floods, and general badness that absolutely devastates that side of the river. This causes the river to swell (new source of water), drowns a whole lot of innocent people, and results in Cigomenta breaking off and becoming the anti-magic city we know and love.
On the clocktower - possibly a gift to Mau, built by dwarves "on loan" indefinitely from Pyralis?
More recent discussions - thinking that a dragon's "territory" will be anywhere they can reach with two hours' flight. That means Mau has a territory that covers two days' travel by foot for the average person - pretty solid. Pyralis would have the same, but I see him being in the mountains, probably covering Fograd.
Moving forward - Is there any specific locations you want to see kept the same? I have a few ideas, and areas that I would like to see explored, but I'm not sure if this is the right game for them.
Also, have I missed anything from our recent talks here?
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Post by DM-Delfon on Sept 26, 2012 9:22:34 GMT -5
Fograd would be intact, and fully under Paralis' control. Vaeles and Cigamenta are one, and under Mau. The Gnome/Halfling city would be under another dragons clawed thumb. I don't see much aside from wilderness and dungeons being explored by this character. He will take on quests like any other adventurer, but he always has killing evil dragons as his primary focus.
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Post by DM Quietus on Sept 27, 2012 16:35:50 GMT -5
Barring the possibility that you pick up a second character/cohort/whatever, I actually see this having a strong chance of leveling you up too quickly. I mean, three wyverns, individually, probably wouldn't be too hard of a challenge for you, and it'd be enough to level you up. Though to be fair, I'm looking at stock wyverns, while real dragons will have an element of customization to them. Makes them a little scarier. And not everything you fight will be dragons, which will make many fights more difficult for you.
Now, to think about plotlines. Wyverns are certainly a go to start with, and we should be setting up the road to a juvie red right off the bat. I can think of ways to drop hints toward that, just gotta decide.. where's that first juvie red live? Gotta be far enough away from Vaeles that it wouldn't intrude on Mau's rule. Thinking either east in the mountains past the forest, or north up by the veil? I think I'd like to see us explore the veil a bit, but I'm not sure whether to do that this early or not.
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Post by DM-Delfon on Oct 3, 2012 9:03:28 GMT -5
I think the vale should be saved for the 10-12 range, that place has always been scary in my head. I do totally want to explore that location more thoroughly. Maybe the reason the dragons don't find me when I'm sleeping and have their way with my shiny pant's behind is because as I get better known I find some way to live within the vale, and they have trouble finding me... Could be interesting to quest for that result.
I expect many non dragon things to be harder for me, but that's the price for making dragon related things easier. I think it's a more than fair trade. The red should live east of town, clearing that territory before Mau gets defeated makes a safe haven for the Cigamentains to run toward.
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Post by DM Quietus on Oct 3, 2012 15:27:49 GMT -5
I can move the Veil up to 10-12 easily enough. Shoving the Red to the east, I'm thinking, that's the location that I was going to have Alhambra built in the more recent incarnation, up in the mountains there. Do we want to retain that? Have said juvie red sitting atop a naturally magical spot, possibly just because he likes how it tingles?
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Post by DM-Delfon on Oct 4, 2012 19:13:36 GMT -5
That all depends on if it flows well based on your plans for the red themselves. That and if your later lay lines work would make sense with Ciggy. Liking how it tingles sounds awesome enough.
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Post by DM Quietus on Oct 16, 2012 1:01:00 GMT -5
Alright, getting ready to start the process of opening the game - as such, I'd like to know, does your horse have a name, or shall we call it corpse?
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Post by DM-Delfon on Oct 16, 2012 6:45:05 GMT -5
Klaxon, Fireheart, or Ryder. Thoughts?
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