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Le Monsieur
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What do you say, give it another go?

Post by Le Monsieur »

My usual group is on hiatus due to a falling out between players, and the play-by-post game I was participating in seems to have died, so I'm pretty RPG starved right now. Despite this site's lack of success with PbP games, does anyone want to give it another go? D&D 3.5 seems to be the local favorite, so I'd be happy to DM a game if anyone's interested.
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Post by Siberys »

Depends on what you have in mind, but I'd be interested.

I honestly don't have it in me to DM anymore PBP games knowing they won't last long, but if you were willing to DM and people were willing to actually come online and post in the game...then I'd be willing to join.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Post by Le Monsieur »

I'm open to just about anything. If there's any particular setting, theme, etc you're interested in, I'd probably do that. I tend to make things up as I go along in PbP games anyway.

I do have this one idea I've been kicking around in head for a couple of days. A sort of 'magical apocalyptic' setting, where planar boundaries have grown thin due to excessive use of magic and eldritch horrors have begun to creep in to consume the world. Psionics and Magic, both arcane and divine (and incarnum, I guess. I know next to nothing about that system, though.) would have serious drawbacks: casting normally provokes a d20 roll, and if the result of that is less than 6, another hole is torn, and a being can come through. It's possible to Cast Safely, though that takes a toll of (spell level)d4 subdual damage. It's also possible to Overchannel, where you use the volatile nature of the world in your favor. Metamagic is free in this case (even if you don not posses the feat), but the d20 roll must be at least 11 to avoid trouble. Only 1 unknown metamagic feat may be applied per casting, but you can use as many known ones as you wish.

Magic items would still exist, though not many are being created anymore. Ones that cast spells or have spell-like abilities can still tear holes in the fabric of reality, albeit at a much lower rate (only on a 1.) Using items that have already been enhanced does not run any risk of ending the universe.

If that setting doesn't appeal to you, that's okay, as I said I'll pretty much do anything. That's just what I've been thinking about lately and would like to use at some point in my life.

PbP games will almost always die within a couple months, but they're usually fun while they last. That's why I tend to make them up as I go along; I fully accept that they'll most likely come to an untimely end sooner or later, so I don't like spending weeks in planning stages.
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Post by Siberys »

I'd be interested, yeah.

Not sure what kind of character I'll make based on that, I'll want a bit more info, but yeah, sounds like it could be fun.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Post by Le Monsieur »

Once we attract at least one more player, I'll delve into the world some more. Most characters will work fine with the setting. Since I haven't made the world yet, I won't be picking about setting-specific material; if you decide to use it, I can just fit it in. Of course, a spellstitched necropolitan Deep Imaskari Red Wizard of Thay might attract some not entirely welcome attention, considering what's going on and who's to blame.

I do ban some of the more easily abusable stuff (Natural Spell, Planar Shephard, the Celerity line, Candles of Invocation, Pazuzu, infinite loops in general, etc.) I'll at some point type up my list of house rules. Also, I've never come across a good way to translate immediate actions to a PbP scenario, so unless you have some method that miraculously removes that headache, they'll be off limits too. If appropriate, anything that's normally an immediate action will instead become a swift action.
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Post by Siberys »

Awesome sauce.

If you're going with 3.5, I'll be making a Warforged Artificer.

If you're going with Pathfinder, I'll be making a blind Drow Bard.

Oh and considering how unpredictable PBP games tend to be, I would prefer this to be a higher level game as opposed to a first level one. Fledgling adventurers who just start out only to be tossed aside a few months later seems more pointless than higher level ones.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Post by Le Monsieur »

It'll be 3.5, as I'm not a fan of Pathfinder (I find it mostly pointless, as it didn't fix what needed to be fixed and nerfed what really couldn't afford to be nerfed) but you bring up an important point. I'll approve some pathfinder content, as long as it neither conflicts with 3.5's rules nor already has a 3.5 equivalent. For example, if you wanted to play a Pathfinder monk, I'd tell you to just use an Unarmed Swordsage, but if you wanted to play a Pathfinder Summoner, I'd allow it, albeit with a reduced HD.

I should warn you: Artificer infusions will count as magic, even though they're classified as "neither arcane nor divine." Same goes for invocations, vestiges, and any maneuvers/stances that are physically impossible rather than just stupidly improbable. Desert Wind, I'm looking at you.

I agree about the higher level. I'm thinking 9; that'll give people incentive to play spellcasters, but melee hasn't been completely left behind quite yet.

I've never DMed an artificer before, but from what I've been told they can make some pretty crazy stuff. Do me a favor and don't build, like, Unicron, 'kay?
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Post by Siberys »

While I completely disagree with you about pathfinder, I'll respect your decision as I have no problem with 3.5.

As for infusions being magic, yeah I figured. If I was gonna play a magic class, I would go for something a little more pragmatic and planning based than a spell flinger, and artificers make too much sense.

As warforged are both objects and people, I can use infusions on myself as well. Also a plus.

BTW: Pun pun kicks unicrons ass any day :P

Nah, seriously. I'm not abusive. The point of the game isn't to build the most powerful character around, I like my characters with flavor and flaws and don't believe that she should be punished by the game rules because of it.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Post by Siberys »

Ruling questions, these are kind of houserule-ish so if it's gamebreaking to you or you don't like it, no worries.

1- Effigy masters and artificers are both item creators and seem to go hand in hand except for one tragic ruling, simulacrum must be on my spell list. For me to have that, I'd have to dip into one level of wizard that would essentially be useless to me in every way. Any way I can avoid that?

2- The "no rollover" clause about the craft reserve seems kind of limiting in all honesty, even with the Legendary Artisan feat which reduces the XP cost by 25%. effectively, this means that I can create up to 10000 GP of magic items at 9th level if I have said feat for free. 9th level characters, according to the DMG would have 36,000 gold on average from gold, loot, and magic items they find, with magic items being the rarer of the three.

Basically, by starting a higher level game at level 9, I am unable to create anything beyond 10000 gold pieces without reducing my level down to 8.

Two options I usually tend to go for when this happens, either allow a half-rollover for there craft reserve (I.e. if they had 200 at X level and 300 at Y level, then half of X levels remaining craft reserve rolls over to Y levels new craft reserve, OR just allow a character to spend his craft reserve over time effectively allowing him a more expensive item at the start of level 9.

Basically that just means that if an item costs 500 XP to make, and at X level I only had 200 then I spend all 200 to make part of that item, and while it has magic infused into it, it does not function yet as the magic item is intended to function. Then next level when I get 300 more XP in my craft reserve, I can finally "finish" the item so to speak.

This ruling is especially prevalent if you allow the effigy master ruling.

(by the by, effigies tend to be significantly less powerful than problematic magic items if you're worried about loophole abuse).


3- Backgrounds: how detailed can we get with our backgrounds? No limit as long as it doesn't impede on your story, or would you prefer something more generic?

4- Point Buy: Allow, disallow? If allowed, how much?

5- Artificers and Action Points: If no action points exist in your game, how would the whole "Speeding up infusions" thing work? Maybe a once per day thing, or maybe I'm just out of luck with that all together?

6- Average HP allowed?


Anyway, I'm building a rough draft character that can be changed depending on rules and stuff, but essentially I'm going for an effigy master artificer who kind of embraces her machine-like nature by creating friends for herself with artificial simple personalities (nothing majorly intelligent mind you, more like "Protective personality" versus "adventurous personality" or something).
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Post by Le Monsieur »

1. You can take it as a feat. Flaws are allowed, by the way.

2. As I said, I'm no expert when it comes to Artificers (I'll amend that this weekend, probably by checking out one of the handbooks; is there one you'd recommend?), but I agree, that does seem like a rather pointless rule. Go ahead and spend your reserve over time.

3. Go all out. I'm making this world based on whatever you and whoever else joins want, so be as creative as you like. My stories tend to be deeply rooted in back-stories anyway.

4. Allowed. 32 points.

5. I don't have my copy of Eberron Campaign Setting on me; how is it supposed to work normally?

6. Allowed, and preferred.

Other things to mention: Use fractional BAB, treat all skills as Class Skills, and no multiclassing XP penalties.

Rough draft sounds pretty good. I look forward to seeing the final product in action.
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Post by Siberys »

Action points 101- Characters get 5 action points plus 1 more per 2 levels. I.e., from level 1 to 20, it's 5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13,14,14,15. They don't roll over.

You use action points to gain a spur of the moment +1D6 to any D20 roll, used as an immediate, or in your PBP rules case, swift action. Must be used BEFORE knowing the result of the D20 roll (i.e. I can't roll a 13 on my attack roll, you tell me it missed, and THEN add the action point).

Action Point - Eberron Unlimited

Huge details on other things you can do with action points. However, as for the Artificer specific use, basically you can expend 1 action point to reduce the casting time of an infusion from one minute to one full round action.


As for how artificers work, The Eberron campaign setting and this should help-
Artificer Player's Guide (3.5e Optimized Character Build) - D&D Wiki

I'll have a rough draft available probably in an hour or so.

BTW,
GameBanshee Forums - View Profile: Siberys

If you click on contact info on that page, I have a few instant messengers I use. So if you feel like chatting a little more frequently, feel free to hit me up.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Post by Siberys »

Item Familiars :: d20srd.org

Decided on taking this feat, made a lot of sense for my character.

A quick break down so you don't have to read absolutely everything-

Invest Life Energy is irrelevant. Apart from being too high level to benefit, you seem like the type of DM that'd keep XP pretty much even, so a 10% bonus to XP would just throw that off.

Invest skill points basically means that I get the skill ranks like normal but decide on having them in the item instead of me. They function exactly the same and improve my skills as I level like always, but the risk is that if the item familiar is destroyed, or I'm separated it for more than X-level of days (9 in my case), I lose those skill points forever.

Invest Spell Slots- give the item 1 of my highest level spells slots, get 1 bonus spell slot of 2 levels lower. This is idiotic, as I can already do this WITHOUT this item.

You can use any spell slot to fill a spell of a lower level if you so choose anyway, so if I wanted to use a 4th level infusion in a 6th level slot, I don't need this item to do so for me. That's already possible.


Overall, the basic point of getting this feat is that while I still have to pay the cost of the lesser and greater powers, I don't have to pay the BASE cost to make it intelligent in the first place.

The item in question is an heirloom dagger that will be used as a utility, as opposed to being offensive. I'll be giving it things that either improve it/me, or buff it/me.

Name-Yuvara
Race-Warforged
Racial Features-
+2 Con, -2 Charisma, -2 Wisdom
Fortification: Immunity to sneak attacks, Critical hits, and nonlethal damage
Slam Attack: 1D4 Damage

Class-Artificer 7/Effigy Master 2 (complete Arcane)
Class Features-
Craft Reserve- 0XP
Artificer Knowledge- Artificer Level + Int (7 + 4 = 11), DC 15 to determine if an item is magic.
Artisan Bonus- +2 Use magic device to activate item I have craft item feat for
Disable Traps- Can find traps (DC 20 search) and disable them as rogue
Craft Homonculus- if Given 6HD, it becomes a small construct (+4 str, -2 Dex, Damage 1d6, +10 HP). Can have as many HD as Artificer HD -2.
Retain Essence- Destroy magic item to gain craft reserve XP
Metamagic Spell Trigger- Apply metamagic feat known to spell trigger items.
Metamagic Spell Completion- Apply metamagic feat known to spell completion items.



Craft Effigy- CL = 12 (8 Artificer, +2 artificer item creation, +2 effigy master)

Alignment-LN

XP-36000/45000
Level-9

HP-41/41

AC-16 (+5 Armor, +1 Dex)
Touch-11
Flat Footed-15

Initiative-+1

Speed-30ft

Str-10
Dex-12
Con-12
Int-16(18)
Wis-10
Cha-16

Base Attack/Grapple-6/6

Attack-
+8 Crossbow
1D8+1
19/x2

+5 Dagger
1D4+1
19/x2

+4 Slam
1D4+0
20/x2

Saves-
Fortitude--2+0+1+=3
Reflex-----2+0+1+=3
Willpower--5+3+0+=8

Skills-
(4)Concentration------11+2=13
(4)Craft(metalwork)---12+4=15
(3)K:Arcana-----------8+4=12
(3)K :P lanes-----------8+4=12
(2)K:Architecture-----6+4=10
(0)Listen-------------0+6=6
(4)Spellcraft---------12+6=18
(3)Search-------------11+4=15
(0)Spot---------------0+6=6
(4)Use Magic Device---12+3=15

(1/3rd of all skill points assigned to Item Familiar rounded up. Total skill points in familiar- 27, +9 bonus to any skill or skills)

Flaws-
Noncombatant-
-2 to all melee attack rolls
Unrelatable-
-4 to all charisma skill checks and ability checks relating to organic sentient creatures

Feats-
1-Mithral Body: +5 Armor, +3 max dex, -3 armor check penalty
F-Emulate Spell (Simulacrum)- Is considered to have spell for purpose of prestige class requirements, although does not possess the ability to use said spell in any way.
F-Legendary Artisan: Reduce XP cost of items created by 25%
A-Scribe Scroll
A-Brew Potion
A-Craft Wondrous Item
3-Item Familiar: Item Familiars :: d20srd.org
A-Craft Homonculus
A-Extraordinary Artisan: Reduce GP cost of raw materials for item creation by 25%
A-Craft Magic Arms/Armor
6-Improved Fortification: Immunity to Critical Hits/Sneak Attacks (eberron)
A-Craft Wand
9-Improved Resiliency: Immunity to Nonlethal Damage, but can no longer gain regeneration or fast healing in any way (races of Eberron)

Infusions Per Day- 4/4/4/2


Equipment-36000 GP, 900 XP worth of item creation as 8th level artificer
Note: Every 1000 GP of crafted items (not including raw materials) = 30 XP when divided by 25 and then reduced by 25%


Crafted Items-
Amulet of Intelligence +2 (2000 GP, 60 XP)
Fire-eyes (11 HD Huge Hieracosphinx Effigy, Fire Enchanted Bite 19000 GP[7500GP Body + 11000GP HD + 1000 Flaming Weapon] 690 XP)
Hammer (1 HD standard Dedicated Wright Homonculus, 2100 GP, 120XP)
Light Crossbow +1 (1335 GP, 30 XP)
50 Bolts (5 GP

Non Crafted Items-
Wand of Magic Missiles With Backlash (5th level, 5D4 Nonlethal Damage to user, 3750 GP)
Bracers of Dexterity +2 (4000 GP)
Ointment Material Components for Infusions (400GP worth)


Item Familiar-
Masters Lucky Dagger +1 (2000 GP)
Invest Skill Ranks (27 skill points invested)
Sapience (Int 10, Wis 12, Cha 10, Ego 2)
Senses (Can see and hear 60ft, functionally giving me Alertness as Bonus Feat)
Communicate (Can communicate basic feelings or emotions, such as emoting fear when danger is nearby)


1410GP
---------------------------

Fire-Eyes
Size/Type: Huge Construct
Hit Dice: 11D10+40 (101/101)
Initiative: +1
Speed: 60 ft., fly 150 ft. (Poor)
Armor Class: 22 (-2 size, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple: +8/+27
Attack: Bite +17 (2D8+11+1D6 fire)
Full Attack: Bite +17 (2D8+11+1D6 fire) and 2 Claws +12 (1D6+5)
Space/Reach: 15 ft./15 ft.
Special Attacks :P ounce, Rake +15 (1D6+5)
Special Qualities: DR 7/Adamantine
Saves: Fort 3, Ref 4, Will 3
Abilities: Str 33, Dex 10, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: Power Attack, Cleave

Hammer
Size/Type: Tiny Construct
Hit Dice: 1D10 (5)
Initiative: +0
Speed: 10 ft.
Armor Class: 12 (+2 Size), touch 12, flat-footed 12
Base Attack/Grapple: +0/-7
Attack: Hammer +3 (1D3+1)
Full Attack: Hammer +3 (1D3+1)
Space/Reach: 2.5ft./0 ft.
Special Attacks:-
Special Qualities: Construct Traits, Darkvision 60ft, Item Creation, Low Light Vision
Saves: Fort 0, Ref 0, Will 0
Abilities: Str 12, Dex 11, Con -, Int 10, Wis 11, Cha 7
Skills: Craft Metalworking +7, Craft Leatherworking +4
Feats: Skill Focus Craft

Obviously there will likely be errors. I took a lot for granted, so if anything is a little too far out there, feel free to let me know.

If approved, I'll make the background and post it here.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Post by Le Monsieur »

Action points look fine, I'd be willing to play the game with them in use.
Siberys wrote: If you click the contact info on that page, I have a few instant messengers I use. So if you feel like chatting a little more frequently, feel free to hit me up.
I can't seem to reach your Yahoo profile, so I'll set up an AIM account and send you the details.


The character looks fine after a quick glance, but I'll print it out and make sure everything's correct tonight. One thing I'll say is that flight maneuverability is confusing enough when you can argue the rules in person, and will be even harder to work out online. Just consider all flight to be Perfect maneuverability. And for simplicity sake, you and all your effigies will act on the same initiative (Yuvara's +1.)

I have no problem with the item familiar. They can totally be abused, but yours looks pretty safe. I will say this, though: I'm not the kind of person who's gonna spam sunders or throw Mage's Disjunction around, but I'm also not going to go any easier on the familiar than I would any other magic item. If a situation arises when logically you would lose the familiar, you'll lose the familiar. HOWEVER, if it is lost in this way, I'll let you make a new one at a reduced cost after a week and a day have passed. Also, I will NEVER railroad you into a situation where you have to lose it.


Go ahead and write the background. I haven't decided how warforged will fit in the setting, so make up whatever you want and I'll go with that.
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Post by Siberys »

Changelog for character-

~Fixed ability scores, construct bonus hit points, attack bonuses, grapple bonuses, damage by size, and Armor Class based on "Huge" size.

~Fixed Hammer typo from saying huge construct to Tiny Construct

~Fixed skill bonuses not reflecting increased intelligence from item

~Changed alignment to Lawful Neutral to reflect backstory ideology.

~Fixed typo where skills say I invested 27 ranks in item familiar whereas I put 26 in item familiar section, should be 27 for the skill bonus I received.

~Took away 3 points in K:Arcana and Planes to add a total of 6 points to K:Architecture.

~Added Class features details and Infusions Per Day

~Added Parenthesis before each skill to show how many points are invested in item familiar.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Post by Le Monsieur »

I don't see anything else wrong. If we encounter something later, we can just change it then.

If no one else has joined by, say, Monday, let's get started without them. Maybe we'll draw some interest once the game begins.
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Post by Siberys »

Well it's Monday and I'm ready to go so lemme know if/when you wanna start.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Post by Siberys »

You're welcome to start an official campaign information thread which I can sticky, detailing out rules/houserules for your game, as well as campaign themes, limitations, and so on (like the magic thing).

I think that might be better for allowing other players to get in on the action.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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Post by Claudius »

Hi, I am interested in trying a game. I struggled to know how to post in Siberys campaign as it was my first, but I played in 4 campaigns very brief and got more accustomed to posting conventions.

Let me know, I'll check back on the forum.
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
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Post by Siberys »

It's been a month since he logged in and his campaign was started.

It's dead now.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
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