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  #16  
Old Jul 14th, 2021, 01:40 AM
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*sheepish grin*

place holder on impulsive post

Last edited by Nomadic druid; Jul 14th, 2021 at 01:41 AM.
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  #17  
Old Jul 14th, 2021, 01:53 AM
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@Nomadic Druid LMAO I noticed that too.
It's like two elven archers in the same group the more the better.


Everyone's Welcome
If any players have anxiety about being chosen for the game let me be the first to tell you all are welcome in this game.

You need not worry about getting a spot I wont be turning anyone away.
Everyone is guaranteed a spot in the game the more the merrier.
I am capable of hosting mass combat with as many combatants as needed and will scale the first encounter accordingly.


I will add this to the opening post to make sure everyone is aware they can all have a slot.

Last edited by Shakram; Jul 14th, 2021 at 01:54 AM.
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  #18  
Old Jul 14th, 2021, 04:17 AM
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My original concept was a psionic build, but then I saw Mahima. Hadn't gotten too far with the idea, so it was easy to switch gears.

Then I spent some time on a cleric build, refreshed to see if there was more interest, and saw that Nezkrul chimed in. Scrapping the cleric so as not to double-up, I then spent a few hours hem-hawing and eventually deciding on and then starting to piece together a dread necromancer, only to refresh and see Nezkrul changed their mind.

Really don't want to cramp anyone's style by doubling up on roles/concepts when there are plenty of different options left. Now it's 3am and my brain hurts, so I'll start over tomorrow. lol

Last edited by BBK; Jul 14th, 2021 at 04:27 AM.
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  #19  
Old Jul 14th, 2021, 07:44 AM
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Quote:
Originally Posted by BBK View Post
My original concept was a psionic build, but then I saw Mahima. Hadn't gotten too far with the idea, so it was easy to switch gears.

Then I spent some time on a cleric build, refreshed to see if there was more interest, and saw that Nezkrul chimed in. Scrapping the cleric so as not to double-up, I then spent a few hours hem-hawing and eventually deciding on and then starting to piece together a dread necromancer, only to refresh and see Nezkrul changed their mind.

Really don't want to cramp anyone's style by doubling up on roles/concepts when there are plenty of different options left. Now it's 3am and my brain hurts, so I'll start over tomorrow. lol
No worries bro go ahead and play what you want my characters won't be traditional so you should be able to enjoy a psionics build.

Dipping into exalted and spellfire for my toons. Also I think my PCs will be jack's of all trades so they will not be filling any particular roles.

Last edited by Shakram; Jul 14th, 2021 at 07:44 AM.
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  #20  
Old Jul 14th, 2021, 06:57 PM
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I am going with a simple Druid.

and I mean simple. Non-wildshape variant from UA.

What do you need for Application, etc?
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  #21  
Old Jul 14th, 2021, 07:47 PM
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Originally Posted by Admin Dirk View Post
I am going with a simple Druid.

and I mean simple. Non-wildshape variant from UA.

What do you need for Application, etc?
All ideas are welcome, and everyone has a guaranteed slot.
I am sure we may have 2 of a few classes but I think that's good for when all the action starts going down to fill in gaps.
Just show interest for whatever type of character you want to play and create your character sheet.

Other than that we just need a game forum, btw are you the guy to ask about that?
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  #22  
Old Jul 14th, 2021, 09:46 PM
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If you want to be the DM for the forum (which is probably easiest), then you should request it through the Game Request panel.

That way, it gets approved and you get assigned DM powers (secret note reading, thread starting, etc.).

I can do it, but then I get it, which is no big deal, but probably better if you got it.
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  #23  
Old Jul 14th, 2021, 09:49 PM
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  • The Divine Fire Mastery salient ability gives you access to all fire spells (of 1/2 your character level, with a minimum of 1) - how are spells that are different spell levels for different classes like Produce Flame (Druid 1, Blighter 2, Fire 2, Orc 2) handled?
  • Is there any reason to not pick Automatic Metamagic as your Divine Salient Ability and pick up either the Maximize or Extend/Persist feats?
  • Are weapons and touchstone sites from the Planar Handbook okay? It's technically 3.0 material, hence the ask.
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  #24  
Old Jul 14th, 2021, 10:26 PM
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Quote:
Originally Posted by BBK View Post
  • The Divine Fire Mastery salient ability gives you access to all fire spells (of 1/2 your character level, with a minimum of 1) - how are spells that are different spell levels for different classes like Produce Flame (Druid 1, Blighter 2, Fire 2, Orc 2) handled?
  • Is there any reason to not pick Automatic Metamagic as your Divine Salient Ability and pick up either the Maximize or Extend/Persist feats?
  • Are weapons and touchstone sites from the Planar Handbook okay? It's technically 3.0 material, hence the ask.
It's just 1 metamagic feat so quite limited without a variety of spells at lower levels. As levels increase it gets better, however at those levels you could do that with class levels or just buy a scroll with the metamagic you wanted.


As to the fire mastery looks like it's pretty unlimited meaning any spell. If any DMs have a suggestion on a fix I am willing to NERF it.
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  #25  
Old Jul 14th, 2021, 10:27 PM
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Quote:
Originally Posted by Admin Dirk View Post
If you want to be the DM for the forum (which is probably easiest), then you should request it through the Game Request panel.

That way, it gets approved and you get assigned DM powers (secret note reading, thread starting, etc.).

I can do it, but then I get it, which is no big deal, but probably better if you got it.
Ok I will get on that ASAP
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  #26  
Old Jul 14th, 2021, 11:17 PM
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Ok so game thread is up I'll work on it this link
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  #27  
Old Jul 15th, 2021, 12:34 AM
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Ok I have a pretty good nerf in mind fire/water/air/earth mastery how about a limit it to one spell per spell level which can only be changed when not in combat.

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  #28  
Old Jul 15th, 2021, 07:47 AM
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I am tentatively going with Automatic Metamagic (twin spell) for my dread necromancer Kelemvor mirror image avatar, because another ability on the list is giving me anxiety of weather or not it should even be allowed:

May I suggest a removal of one of the choices until later? Divine Blast. For my guy starting out I'd have 8 uses per day of one mile long ranged touch to hit of 6d12 divine damage, no save, no SR. I'd be able to basically one shot any player character, and we're only 1st level. I suggest removing that one from the list as it is super cheesey.

Also, I'd like everyone applying to understand that even before this game starts, if we're going to use exalted good stuff, then EVERY tenet of exalted goodness must be followed and maintained. That includes not doing things for selfishness later on, only creating minions to subjugate to further your own power, etc. And the definition of "willing" must be adamant. A creature mind-controlled, or controlled absolutely, in the eyes of exalted goodness, cannot be considered truly "willing" for any effect, if the controller MAKES them willing. That should matter, as it is explicitly detailed in the BoED. I don't care if its a DMPC, if its going to be an exalted good character, that bar of standards better be plenty high and stay there for the entirety of the game. I usually play good characters, and even I don't like trying to make them exalted because of the heavy and demanding roleplay requirements that go into it, and how truly easy it is to lose exalted status.

Last edited by Nezkrul; Jul 15th, 2021 at 07:53 AM.
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  #29  
Old Jul 15th, 2021, 02:12 PM
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Quote:
Originally Posted by Shakram View Post


Ok I have a pretty good nerf in mind fire/water/air/earth mastery how about a limit it to one spell per spell level which can only be changed when not in combat.

The way I read the abilities, it seems only Divine Fire Mastery gives you spells. Earh, Air, and Water give different unique benefits instead of spells.

Also, your suggestion basically makes it a changeable (outside of combat) version of a the extra domain option that is restricted to only 'fire' spells. That removes the vast majority of the ability's uniqueness and appeal without ever allowing it to reach anything close to full (original) potential (like other abilities that have been changed to scale with character level).

Quote:
Originally Posted by Nezkrul View Post
May I suggest a removal of one of the choices until later? Divine Blast. For my guy starting out I'd have 8 uses per day of one mile long ranged touch to hit of 6d12 divine damage, no save, no SR. I'd be able to basically one shot any player character, and we're only 1st level. I suggest removing that one from the list as it is super cheesey.
I can kind of see your point, as that is a lot of damage 'all at once', but it is restricted by usages per day (plus you can just plain miss your target and that use is wasted). Which, in the long run, is less useful/deadly than well-selected domain spells. Sure, you might be able to explode the first 8 kobolds you see rushing you... but after that, you are no longer benefiting from a divine salient ability. Someone else could have Fast Healing 20 all day and survive most everything at lvl 1. Another person could be maximizing Lesser Shivering Touch every round, taking a solid 6 Dex with each passing round all day long. Someone persisting everything could be benefitting from a handful of choice spells like Fist of Stone (+6 Str), Shield (+4 AC), Swift Expeditious Retreat (+30' Speed), Bulwark of Reality (+6 AC vs Incorporeal), Guided Shot (No ranged distance penalties), and more all the live-long day. (theoretical) Infinite/continual-use is almost always better than uses-per-day abilities, because there can always be another wave of enemies. There isn't ever another wave of ability uses for the day to account for that. Plus, the ability is front-loaded. Sure, you get something that is great...at level 1. But by level 20, unless you somehow acquire more divine rank, a standard Warlock (Tier 4 Class) can do 75% of that damage chained to multiple targets literally every round. Forever. Just something to consider.

Last edited by BBK; Jul 15th, 2021 at 03:04 PM.
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  #30  
Old Jul 15th, 2021, 06:53 PM
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Didn't think character creation would be so complex....in the vein of item creation over the course of a game. I'm wondering how many feats I should be allocating to various crafting magical items. Long term, how many feats would it be realistic to have attached to my artifact for the sake of creating magical anythings?

There's so much piling onto the character at 1st lvl that I'm just trying to keep the running total straight...

So far I have:
Feats: 1st lvl (from HD), feat (from artifact)
Cleric Domain: Family (Personal), Creation (from artifact)
Domain power: (from being godly)
...

The individual pieces list goes on.
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