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[Sealed in Blood-V.2] OOC Thread

Kalanyr's character ,if you mean Hyanda, was vastly overpowered (unless compared to Hellfire Wyrm or Tracy), Liriel has been depowered a bit since the old game too.
 

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Glad you like the idea SE, I anxiously await any info you can give me to help prepare your solo adventure.

Everyone else, since SE will have his own adventure, Dalamar will be taking his spot as the representative for evil. I'll talk to Dalamar and in a few days I'll start up the in game thread :)
 

Sollir Furryfoot said:
Glad you like the idea SE, I anxiously await any info you can give me to help prepare your solo adventure.

Ok, you wanted to know where the G-E was at this point in time, so here it is. I hope it's heplful.
His wealth and character level imply that he has already been active for quite some time. He's originally from Aerdy, and his first steps as an adventurer were taken in that volatile political landscape, but he has not yet achieved any political power (because of the "no Leadership", because it's not reflected in his wealth-allocation and since that would probably make this campaign too political and complex). His ambition, though, has probably all along been to gain power in any form he possibly could.
Since his stats make him exceptional he must have started to achieve the goal he'd been working for all that time, but since he has no power now he must have had a major setback. Perhaps one of the dominant clergies or noble houses of Aerdy managed to outmaneuvre him in an armed or political struggle.
After being defeated he may have realised that he needed to gain greater personal power to be able to succeed at challenging the representatives of the Gods and set out to improve himself the only way DnD allows; by killing and looting. Maybe he learned of an artifact that could help his quest, maybe a demiplane open for conquest, or maybe a dying God who just needed a little shove in the right direction to part with it's divine essence.
The possibilities are endless, and he could be basically anywhere in the Multiverse you feel like putting the adventure. There is no group of beings he would not associate with, no deed to dark to be done, to achieve his goals.

If you need to know more I'd be happy to fill you in.
 

I have a kernel of a plot idea for you that I think you'll like. It'll take me a bit to plot out things a bit and the beginning may be slightly rail roaded but I'm still in the developing stage of it. I'm afraid I'm not familiar with Aerdy, is it somewhere in Oerth or Faerun? And also, how much control would you like me to have with your char's earlier background?
 

Sollir Furryfoot said:
I have a kernel of a plot idea for you that I think you'll like. It'll take me a bit to plot out things a bit and the beginning may be slightly rail roaded but I'm still in the developing stage of it.
And also, how much control would you like me to have with your char's earlier background?
Rail-roading is ok, as long as it's reasonable.
It's not really possible for me to write out all the details of his background. I simply cannot account for all the neccessary events that represent 26 levels worth of XP-gain. Therefore I can only write a pretty general outline (with perhaps a couple of significant instances elaborated on) of his career until now, an outline that will give you plenty of room to fill in any details you feel would give increased depth to your story-line. I still want the final control, but I'll be very flexible.

Sollir Furryfoot said:
I'm afraid I'm not familiar with Aerdy, is it somewhere in Oerth or Faerun?

Oerth. Also known as The Great Kingdom, it's the nation that was the core of the Union of Oerth for most of the IR.
__

PS. I've filled in the last blanks in the Feat and Skill-lists. He's quite a well-rounded character now, I think.

PPS. Thanks again. :D
 

I've taken a look in the Rogues Gallery. It's quite an inspiration to read so many skillfully made characters. Well done all. :) But isn't the Lyseeri-template a bit powerful for its LA? I know Kalanyr had a hand in correcting the official WoTC Paragon-template, so I know he's concerned about the issue of game-balance. I'm sure that is the case even when it affects his own characters and his own home-made templates. :\

For an LA of 16 he gains 21 levels of spellcasting, 24 (!!!) bonus feats, 108 racial points to the ability scores of his character, tons of psi-like and spell-like abilities usable at will, the supremely powerful spell Shapechange usable 5/day, nearly unbeatable regeneration, Su abilities, Ex abilities, etc, etc...

It's not really any of my business anymore but don't you think that's just a little bit unbalanced?

It may be balanced with the Paragon Cydian Overdeity version of the God-Emperor, but hardly with any 26th level character. ;)
 
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Some more Spam for your perusal

I've updated the RG again, some of the background is up. I'm probably going to change my mind about the name(s) several times and there's a lot more to be done, but it's at least a step in the right direction.
 

Thanks, I'll get around to reading that soon. I've expanded upon the idea I have for your first adventure, but I'll still need some time to fine tune the details and such-most likely we'd start on Sunday or Monday.
 

/me goes and finds a normal Cydian.

Cydian (3.5) (80% Official (Awaits Mr Draco's comments)

Large Outsider
Hit Dice:...........................30d8+420 (555 hp)
Initiative:..........................+19
Speed:.............................300 ft, fly 300 ft, swim 300 ft, burrow 200 ft
Armor Class:......................48 (-1 Size, +19 Dex, +20 Natural Armor)
Base Attack/Grapple:..........+30/+47
Attack:............................Slam +42 melee
Full Attack:.......................1 Slam +42/+37/+32/+27 melee, 9 Slams +40/+35/+30 melee (with the Multiattack feat-chain)
Damage, Slam:...................3d10+13 and 3d10 lightning and 3d10 gravity manipulation
Face/Reach:.....................10ft./ 15 ft.
Special Attacks:................Spell-like Abilities, Spells, Electricity Mastery, Gravity Manipulation
Special Qualities:...............DR 20/Epic and Chaotic, SR HD+10, PR HD+10, Regeneration 30, Blindsight, Perfect Darkvision, Cydian Qualities
Saves:.............................Fort +31, Ref +36, Will +32
Abilities:...........................Str 36 (+13), Dex 48 (+19), Con 38 (+14), Int 46 (+18), Wis 40 (+15), Cha 44 (+17)
Skills:..............................Due to their great intellects, their deeply lawful nature and the tremendous diversity of their tasks in society no skills are considered cross-class. As outsiders they get 8+int bonus skill points per racial HD.
Feats:.............................Cydians choose their feats and skills according to their personal needs and their tasks in Cydian society. Cydians assigned to military duty are often trained to use for their 7 non-epic feats a choice among and combination of: Multiattack, Improved Multiattack, Greater Multiattack, Power Attack, Combat Expertise, Combat Reflexes, Power Attack, Cleave, Greater Cleave, Quicken Spell-like Ability. Cydians can be expected to use nearly any feat that is not made redundant by the abilities of their species.
Environment:.....................Any Plane
Organisation:.....................Solitary, Squadron (20), Legion (1000) or Army (1'000'000)
Challenge Rating:...............30
Treasure:
Alignment:........................Always Lawful Neutral
Advancement:...................30-39 HD (Large); 40-79 HD (Huge); 80-100 HD (Gargantuan)
Level Adjustment:


Combat
Cydians are formidable adversaries and usually vastly outnumber their opponents in any fight they have foreseen.
A Cydian's natural weapons, as well as any weapon it wields, are treated as lawful-aligned and epic for the purpose of overcoming damage reduction. Cydians often use powerful magical items to enhance their performance in battle.

Regeneration (Ex): A Cydian takes normal damage from epic chaotic-aligned weapons, and from spells and effects with the chaotic descriptor.

Quickness (Su): A Cydian is supernaturally quick. It can take an extra standard action or move action during its turn each round.

-Electricity regeneration (Ex): A Cydian regenerates 1 hit point for every ten points of electricity damage inflicted on it.
-Gravity/Magnetism sight (Ex): A Cydian can perceive gravitic/magnetic fields as through sight.
-Cydians can shift between corporeal and incorporeal forms as a free action (Ex). When incorporeal, Cydians are, in effect, great bolts of electricity, and can move at the speed of light, induce electromagnetic fields as well as any other task electricity is capable of.

Electrical Mastery (Ex):
A Cydian gains +5 attack and +5 damage if its opponent's nervous system uses electricity.

Gravity Manipulation (Ex):
A Cydian can manipulate gravity within 50 ft of it with pinpoint accuracy (+/- 300g). This is a free action.
A Cydian is unaffected by gravity levels below those of black holes (singularities).
A Cydian may focus its gravity control to damage another being/thing. This damage is 10d10 unless the target succeeds at a fortitude save DC 39 (10+1/2 HD+Con Mod) for half damage. This is a partial action.

Touch Attack (Ex): The touch of a Cydian can be lethal to unprotected creatures. Should the Cydian want to, it can make a touch attack against a living creature, if it hits, the creature must make a fortitude save DC 39 (10+1/2 HD+Con Mod) or die. This attack has no effect on other Cydians.

All of a Cydian's Electricity based attacks, spells, spell like abilities and special abilities can be infused with Divine energy. Half of the damage of any such attack or ability is therefore not subject to immunities or resistances against electricity, but is considered Divine damage. (Su)

Spell-like Abilities: At Will- Blasphemy, Chain Lightning (Maximised and Empowered), Detect Thoughts, Delayed Blast Fireball (Energy-Admixtured (lightning), Maximised and Empowered), Dictum, Greater Teleport, Improved Invisibility, Haste, Holy Word, Major Image, Plane Shift, True Seeing, Tongues. Caster level equals HD. The save DCs are Charisma-based.

Spells:
Cydians cast spells as a Sorcerer with a level of 2/3 of the Cydian's HD. Most Cydians with cast spells as 20th level Sorcerers.
They may also cast clerical spells, and those from the Air, Destruction and Law domains, as arcane spells.


Cydian Qualities (in addition to Outsider traits):

-Immunity to all mind-affecting effects.
-Immunity to poison, paralysis, stunning, disease and death effects.
-Immunity to electricity (this includes Cydian electricity), cold, fire, acid, and sonic energy.
-Not subject to critical hits, ability drain, or energy drain.
-Cydians do not breathe, eat or sleep.
-Cydians do not age beyond adulthood, though they may advance in HD.


Cydian Biology:

Cydians are basically (and that is vastly simplified) complex sapient electrical charges. Their origin is obviously magical, though magic is not necessary for their survival.

Cydian appearance can be unsettling to mortals. Their native form is that of a ten-foot tall 10-armed human made entirely from a single bluish white spark of electricity. Each of them appear identical to the others of their sex and perfect in form and beauty, their voices are also identical and though they are generally cold and dispassionate they can convey whatever emotion they find expedient flawlessly. Cydians have no difficulty identifying individuals among their own species, though.

Cydians are by nature extremely lawful and hierarchical creatures, though they are individuals with separate consciousness and are very capable of making instantaneous decisions on their own, they are most fulfilled when working for the greater good of their society, following the orders of their superiors. Their industriousness is legendary. Religion is bred into them at the moment of conception, they are mentally and physically incapable of worshipping any other Gods than the God-Emperor and Kas who are revered in almost equal measures, the first slightly above the second.

Cydians are generated by sexual reproduction. The two parents merge for a time into one larger entity, a spherical shape of 10 foot diameter. That entity expands by absorbing electric power from its surroundings and then divides into three individuals, the two parents and a new being consisting of a mix of their pseudo-genetic codes. The speed of the process depends wholly on the amount of electricity available during the growth phase and can last anything from 100 years to 1 second. The electrical output of a dozen Groundpounder Generators is needed for a pregnancy of 1 second, while the natural power generated by the parent-entity makes the pregnancy require 100 years. The speed of the growth of the Cydian into physiological adulthood also depends on the availability on electricity from 1 week to 1000 years, the mental growth into adulthood ranges from 1 month to 50 years.

Since one of the primary goals of the Union of Worlds is to create as many Cydians as possible and since electricity is very easily generated there is rarely any shortage of electricity, and never any shortage of Cydians.

And that average Cydian,already has better stats than Liriel with 6 +5 tomes, 40 point buy and 2 level up points. Did I mention the 20 extra HD, the access to 9th level spells, the higher damage per attack? oh and the massively higher attack bonus. It's also faster in every mode of movement and has even harder to penetrate Regeneration.

While Liriel may be overpowered compared to a 26th level character, which is why its still a work in progress subject to Sollir's rulings... she is not even CLOSE to a match for a normal Cydian, let alone a Paragon Cydian, much less a Paragon Cydian Overgod (who incidentally could have that DSA that kills all beings without at least Divine Rank 0 within 20' of it constantly) .
 
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Err, and now I've made my rant, some notes from me:

Dropping Liriel 2 HD, seems wise, her relevant skills totals currently slightly exceed Jack's which is unacceptable.
Since the Class Levels/Outsider HD for a Lyseeri are identical, the double stacking for caster level should probably go.

In total this will drop her access to spells to that of an 8th level wizard (with a caster level of 14), a 5th level Sorceror (with a caster level of 11), a 5th level druid (with a caster level of 11), and a 5th level Psion (with a manifester level of 11.), it will reduce all her non-spell/spell-like DCs by 1 (except the guarded Presence Scry DC which will remain the same and the DC required to see her araus which will drop to DC 29 for epic spells and 8th level for normal spells, her true seeing will similarly drop to Heightened to 8th level.) and most of her special ability caster levels will drop by 2 (to 14th). This will make anything of our level with standard SR literally immune to her spells and spell-like abilities, and Theseus will then save against all the non-spell/spell-like abilities on a 2 or more. It also removes her access to some of the more potent alternate forms which I'm not yet finished statting. And while in my opinion Shapechange is not vastly powerful when one has 8 HD and many many abilities dependent on one's own form, I'm willing to remove it. It will also reduce Mithral-fangs HD by 2 (and reduce his Dex to 34 from the loss of a level up point at 20 HD). It will also have a similar effect on Dojj.

Edit- Err and I forgot to note it will also considerable weaken her Psi-Like abilities since both the manifester level will decrease to 14th and some augmentations will be lost. It will also reduce the Magic Weapons ability to 4 levels. (Though in either case this is likely to be completely irrelevant once equipment is finished.)
 
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