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The Invasion of Mori OOC [3.5][planar][PAUSED]
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<blockquote data-quote="Voidrazor" data-source="post: 3031419" data-attributes="member: 41605"><p>Apologies for the cheese. I tend to be of the 'build hard play hard' school. Meaning, I aim for optimization when building characters, but love roleplaying out personality quirks, especially ones that are disadvantageous to my character.</p><p></p><p>I noticed that Lord Raven dropped out. Which is bad because his roleplay style is pretty cool. The upside though is that I'd love to steal his idea and play a Fiend of Possession. Possibly, having been introduced as Zox Pox but actually being a different fiend altogether.</p><p>Ideally, I'd like to play a Kaorti with the <a href="http://www.d20srd.org/srd/psionic/monsters/phrenicCreature.htm" target="_blank">Phrenic</a> template, 2 levels of Spirit-Talker, and the full 6 of FoP. But I'd certainly understand if I had to make some substitutions since "creatures who advance by character class are usually not phrenic creatures" and "no instance of a divine spellcaster Kaorti has been recorded". The <a href="http://www.crystalkeep.com/d20/rules/DnD3.5Index-Templates.pdf" target="_blank">half-fey template (p.7)</a> would work nearly as well, but phrenic seems better flavor-wise. And if a Kaorti divine caster is a no go, I think Lurk (Complete Psionic p.17? p.14?) would fit the bill (I need a base class with Will as a good save and hide as a class skill). Let me know what you think.</p><p></p><p>[sblock=Kaorti]</p><p>Medium-Size Outsider (Evil, Extraplanar)</p><p>HD 2d8</p><p>Spd 30'</p><p>Attack d6-2 bite or weapons</p><p>Face/Reach 5'/5'</p><p>Abilities: Str 7 Dex 14 Con 11 Int 14 Wis 11 Cha 16</p><p>Skills: Concentration, Craft, Heal, Intimidate, Know (Arc,Plane), Spellcraft, Survival, UMD</p><p>Feats: Exotic Weapon Proficiency (ribbon dagger) (B), Weapon Finesse</p><p>Align usually neutral evil</p><p>Advancement by character class</p><p>LA +2</p><p></p><p>Spell-Like Abilities: 1/day alter self, color spray, feather fall, ray of enfeeblement, reduce, spider climb Caster level 2nd DC 14+spell level</p><p>Vile Transformation (Su): A kaorti can infuse any living creature with otherworldly essense from the Far Realm, permanently transforming it into a mockery of its previous form. The process takes 8 hrs, during which time the kaorti's jaws must be locked onto the victim, who must be willing or helpless for the duration. After 8hrs the victim must make a DC 11 Fort save. Failure indicates that the victim transforms into a kaorti if humanoid, or into a kaorti thrall. If the victim suceeds at the save, the kaorti can attempt the tranformation again; each additional attempt raises the save DC by +1. Creature tranformed into kaortis retain any class abilities and modify their ability scores as follows: Str -4, Dex +4, Int +4, Cha +6. They become neutral evil and embrace the racial ethos of the kaortis. They gain all the other abilities and disadvantages of a standard kaorti. This transformation is the only way the kaorti can propagate their kind. A victim transformed into a kaorti thrall gains the fiendish creature template, except that instead of gaining the smite good SA it gains the ability to cast true strike on itself 1/day (the pseudonatural creature template (Complete Arcane) may be used instead at DM discretion).</p><p>Material Vulnerability (Ex): The material plain is painful to an unprotected kaorti. An unprotected kaorti must make a Fort svae each hour (DC 15 +1 per previous check) or take d6 subdual damage and become fatigued. The fatigued condition persists until the kaorti recovers all the subdual damage it took from exposure. If a kaorti is rendered unconscious from subdual damage (from this or another source), the Material Plane environs begin to deal normal damage at the same rate (Fort sve neg. DC continues to increase as normal). A Kaorti wearing a resin suit, or a kaorti inside a cyst is protected from the effects of the material plane.</p><p>Outsider Traits: Kaortis have darkvision 60' and cannot be raised or resurrected.</p><p>Skills +8 racial bonus to Heal.</p><p></p><p>Kaorti Items</p><p>Kaorti devices are made from resins secreted by the creatures' palms. A kaorti can produce 1 cubic foot of resin each day, enough to coat 10' square do a depth of 1". It takes a kaorti about 1 hr to produce and apply this much resin. The substance dries to a rigid covering 1 hour after being applied. Walls and doors encrusted with this resin have their hardness increased by 2. </p><p>Untreated kaorti resin lasts for only 500 days before crumbling to shards. A single kaorti can keep a 40' square room 10' high covered by spending 1 hr/day maintaining its cyst.</p><p>Resin Suit: light armor +4 armor bonus +3 max Dex bonus, -4 armor check penaly, 25% arcane spell failure, 250 gp, 20lb</p><p>Ribbon Dagger: 1d4 damage, X4 crit multiplier, +2 to disarm attacks, 50gp 1lb</p><p></p><p>Kaorti Characters</p><p>A small number of kaortis turn rogue and abandon their native cysts. These characters have resisted the psychological transformation into kaorti. Kaortis have a natural predisposition to become sorcerors. Kaorti sorcerors generally become the leaders of a kaorti cyst. Kaorti wizards do not keep ordinary spellbooks, they record their spells on long strips of resin hung from the ceiling of their lair. Kaorti wizards or sorcerors never summon animal familiars. Most nonspellcastin kaortis are rogues, although fighter kaortis are not unheard of. Kaortis only rarely become barbarians, and no instance of a divine spellcaster kaorti has been recorded.[/sblock]</p><p></p><p><span style="font-family: 'Century Gothic'"><span style="color: Red">EDIT</span></span> - Instead of 2 levels of Spirit-Talker, I'm now leaning towards a level of Cleric (taking the trickery and time domains) followed by a level of Warlock.</p></blockquote><p></p>
[QUOTE="Voidrazor, post: 3031419, member: 41605"] Apologies for the cheese. I tend to be of the 'build hard play hard' school. Meaning, I aim for optimization when building characters, but love roleplaying out personality quirks, especially ones that are disadvantageous to my character. I noticed that Lord Raven dropped out. Which is bad because his roleplay style is pretty cool. The upside though is that I'd love to steal his idea and play a Fiend of Possession. Possibly, having been introduced as Zox Pox but actually being a different fiend altogether. Ideally, I'd like to play a Kaorti with the [url=http://www.d20srd.org/srd/psionic/monsters/phrenicCreature.htm]Phrenic[/url] template, 2 levels of Spirit-Talker, and the full 6 of FoP. But I'd certainly understand if I had to make some substitutions since "creatures who advance by character class are usually not phrenic creatures" and "no instance of a divine spellcaster Kaorti has been recorded". The [url=http://www.crystalkeep.com/d20/rules/DnD3.5Index-Templates.pdf]half-fey template (p.7)[/url] would work nearly as well, but phrenic seems better flavor-wise. And if a Kaorti divine caster is a no go, I think Lurk (Complete Psionic p.17? p.14?) would fit the bill (I need a base class with Will as a good save and hide as a class skill). Let me know what you think. [sblock=Kaorti] Medium-Size Outsider (Evil, Extraplanar) HD 2d8 Spd 30' Attack d6-2 bite or weapons Face/Reach 5'/5' Abilities: Str 7 Dex 14 Con 11 Int 14 Wis 11 Cha 16 Skills: Concentration, Craft, Heal, Intimidate, Know (Arc,Plane), Spellcraft, Survival, UMD Feats: Exotic Weapon Proficiency (ribbon dagger) (B), Weapon Finesse Align usually neutral evil Advancement by character class LA +2 Spell-Like Abilities: 1/day alter self, color spray, feather fall, ray of enfeeblement, reduce, spider climb Caster level 2nd DC 14+spell level Vile Transformation (Su): A kaorti can infuse any living creature with otherworldly essense from the Far Realm, permanently transforming it into a mockery of its previous form. The process takes 8 hrs, during which time the kaorti's jaws must be locked onto the victim, who must be willing or helpless for the duration. After 8hrs the victim must make a DC 11 Fort save. Failure indicates that the victim transforms into a kaorti if humanoid, or into a kaorti thrall. If the victim suceeds at the save, the kaorti can attempt the tranformation again; each additional attempt raises the save DC by +1. Creature tranformed into kaortis retain any class abilities and modify their ability scores as follows: Str -4, Dex +4, Int +4, Cha +6. They become neutral evil and embrace the racial ethos of the kaortis. They gain all the other abilities and disadvantages of a standard kaorti. This transformation is the only way the kaorti can propagate their kind. A victim transformed into a kaorti thrall gains the fiendish creature template, except that instead of gaining the smite good SA it gains the ability to cast true strike on itself 1/day (the pseudonatural creature template (Complete Arcane) may be used instead at DM discretion). Material Vulnerability (Ex): The material plain is painful to an unprotected kaorti. An unprotected kaorti must make a Fort svae each hour (DC 15 +1 per previous check) or take d6 subdual damage and become fatigued. The fatigued condition persists until the kaorti recovers all the subdual damage it took from exposure. If a kaorti is rendered unconscious from subdual damage (from this or another source), the Material Plane environs begin to deal normal damage at the same rate (Fort sve neg. DC continues to increase as normal). A Kaorti wearing a resin suit, or a kaorti inside a cyst is protected from the effects of the material plane. Outsider Traits: Kaortis have darkvision 60' and cannot be raised or resurrected. Skills +8 racial bonus to Heal. Kaorti Items Kaorti devices are made from resins secreted by the creatures' palms. A kaorti can produce 1 cubic foot of resin each day, enough to coat 10' square do a depth of 1". It takes a kaorti about 1 hr to produce and apply this much resin. The substance dries to a rigid covering 1 hour after being applied. Walls and doors encrusted with this resin have their hardness increased by 2. Untreated kaorti resin lasts for only 500 days before crumbling to shards. A single kaorti can keep a 40' square room 10' high covered by spending 1 hr/day maintaining its cyst. Resin Suit: light armor +4 armor bonus +3 max Dex bonus, -4 armor check penaly, 25% arcane spell failure, 250 gp, 20lb Ribbon Dagger: 1d4 damage, X4 crit multiplier, +2 to disarm attacks, 50gp 1lb Kaorti Characters A small number of kaortis turn rogue and abandon their native cysts. These characters have resisted the psychological transformation into kaorti. Kaortis have a natural predisposition to become sorcerors. Kaorti sorcerors generally become the leaders of a kaorti cyst. Kaorti wizards do not keep ordinary spellbooks, they record their spells on long strips of resin hung from the ceiling of their lair. Kaorti wizards or sorcerors never summon animal familiars. Most nonspellcastin kaortis are rogues, although fighter kaortis are not unheard of. Kaortis only rarely become barbarians, and no instance of a divine spellcaster kaorti has been recorded.[/sblock] [FONT=Century Gothic][COLOR=Red]EDIT[/COLOR][/FONT] - Instead of 2 levels of Spirit-Talker, I'm now leaning towards a level of Cleric (taking the trickery and time domains) followed by a level of Warlock. [/QUOTE]
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