The IR Aftermath Campaign Characters


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Well, finally a reply from me then...:)

I've been working past week (get up 6:00 get home 19:30), so I have little time (and am quite tired) these days (untill the campaign starts at least :D).

Well, Kal, if even carrying an Dark Skull is an evil act, then I suppose casting an Evil spell is also an evil act? So, no Animate Dead, not Protection from Good etc?

Festy, DW, Pervias. Complaining about that Dark Skull is going to get you nowhere. I will have it under my cloak, so you won't notice it (visually, at least :p). I have that item to protect myself from Turning (which I think is worse than being commanded). I don't know if it's going to be really effective, but I think it does make me harder to kill. And IC you don't even know I have one...

About the Evil Characters: Yes, I like to play evil characters. But since the evil alignments were forbidden, I will play my second AL: LN. I don't know where this character is going. It depends on how Kalanyr rules on certain acts and gives certain rewards / disadvantages. But I do know that I'm not going to PK, if that's what you're worried about.

And Forsaken One: So did I...but I'll get it back...>:-].

One last thing: Kalanyr, I had a kind of rage table in mind. Somehting like:

When: Hurt Severely Hurt Kill

Insulted 70% 20% 5%
Hurted 50% 35% 15%
Killed 0% 25% 75%

Something like that. Is that an acceptable idea? I also wanted to add something like "insult" and "paralyse and bury alive" or some other really evil thing...
 

:confused: Why wouldn't casting an Evil spell be an evil act? It is by the core rules. It most certainly would be in my game even if it wasn't by the core rules.

And could you clarify what you mean by a rage table? I really don't care much so long as it doesn't give you any kind of bonus. But that table just from a looksies is gonna have you of Evil alignment fairly quickly.
 

Why wouldn't casting an Evil spell be an evil act? It is by the core rules. It most certainly would be in my game even if it wasn't by the core rules.

I have heard quite some dicussions on this subject. Just post something like: "Is casting animate dead an evil act"? Most people will say: "By the core rules, it is not, but in my campaign it is.". Personally, I really don't care about it (when I'm DMming), but if you really want us to be Good and if I can't convince you that Animating an Ogre to be a cheap mule is clever, instead of Evil, then so be it...

Right, the rage table: when I am insulted (must be a rather serious insult), then I will roll a d100. When it's 1-70 I cast something like Magic Missile (or I hit them with a quarterstaff). When I roll 70-95 it's in the range of a fireball / acid arrow and when I want to kill them I cast finger of death or something.

The numbers shift in favor of more evil acts when the "crime against me" is more serious...
 

Zizzyzazu

Illithid Ftr12, Lawful Neutral

Str 14 (+2)
Dex 22 (+6)
Con 14 (+2)
Int 27 (+8)
Wis 25 (+7)
Cha 25 (+7)

Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 27) or be stunned for 3d4 rounds. Mind flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon.

Psionics (Sp): At will-astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. These abilities are as the spells cast by an 8th-level sorcerer (save DC 23 + spell level)

Species Skills:
Bluff, Concentration, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Spot
Class Skills:

Species Skill Points: (HD+Intelligence) x 2 or 58
Fighter Skill Points: (2+Int mod) x Level or 12 x 7 or 84

8 ranks Bluff (+15)
15 ranks Climb (+17)
15 ranks Drive Two-Wheel Vehicle (Motorcycle) (+21)
12 ranks Hide (+18)
8 ranks Intimidate (+15)
15 ranks Jump (+17)
12 ranks Move Silently (+18)
9 ranks Listen (+16)
15 ranks Pilot Starcraft (+21)
9 ranks Knowledge (History of the Apotheosis War) (+16)
15 ranks Ride Horse (+21)
9 ranks Craft (Gunsmith) (+16)

Species Feats: Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse (tentacle)
Class Feats: Weapon Focus (Automatic Rifle), Lightning Reload, Mounted Archery, Rapid Shot, Shot on the Run, Vehicle Combat, Fast Reload, Weapon Specialization (Automatic Rifle), Trample, Point Blank Shot, Mobility, Far Shot

Feat Notes:
Vehicle Combat is exactly like Mounted Combat, except for vehicles instead of mounts. Same for all other feats from the Mounted Combat chain.
Fast Reload allows me to reload a Rifle as a MEV rather than a standard action.
Lightning Reload allows me to reload a Rifle as a Free Action rather than a MEV.

Gear: (760,000 GP worth)

Ectoplasmic Hovercycle (50,000 GP): Zizzyzazu carries a small stick on his person at all times. When this stick is broken in half, the two halves become the handlebars of an ectoplasmic hovercylce that immediately forms between them. This motorcycle weighs 250 lbs, but has a Fly speed of 150. It can carry up to 900 lbs, and has a maneuverability rating of Good. It has 90 hp, hardness of 10, and regenerates hitpoints at 5 per round.
Word of Ilsensine: +4 Lawful Automatic Rifle of Shade-Bane
Psychoenhancement Mesh (Helmet): +6 Enhancement to Wisdom, Intelligence, Charisma
Adamantinium +5 Buckler of Reflecting
Skins of Nimbleness, the Hero, and the Claw
Third Eye: Conceal
Manual of Quickness in Action +3
Inherent Power Boost Amulet +6
 
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Anab those stats look to low, considering what Forsaken Rolled for you and Illithid Racial bonuses. (See the thread in the In Character Forum). Also I take it you haven't decided on Alignment yet? or Feats?.
 

'o Skoteinos:-

I know, I don't metagame but as soon as my char is suspicious (and that won't take long seeing as the good aligned chars won't be able to go near you!) he won't want to allow anything to disrupt the party's operations and thus will step in to deal will the matter apropriately.
 

Well, Festy, is that ... a challenge? ;)

And why can't Good creatures come near me? Conjured and Summoned Good creatures, yes, but you (if you're good) can.

The best of of it, though, is that the Darkskull weakens turning *and* prevents me from being commanded...and if you're within 10 ft. of me, you're protected too...it's an advantage with some drawbacks I guess...
 

Heh, no challenge but I got worried so I looked up the effects of unhallow. The description I read did not include that only outsiders couldn't enter within the circle, but what I'm primarily worried about is the negative effects unhallow may have upon good-aligned beings within its range. Maybe you could enlighten me?

btw: My previous statement was supposed to imply an IC negotiation about said darkskull, I don't pk either. ;)
 

The effects of Unhallow are:

-4 turning checks +4 rebuke check
Permanent Magic Circle against Good
1 Spell (disabled in the darkskull)

The Protection from Good (as protection from good):

Good aligned outsiders and summoned creatures can't touch you (or come in 10 ft. radius).
Immune to mindcontrol / possession / domination (regardless of alignment)
+2 deflection bonus to AC against Good, +2 saves against Good casters.

There are no ill effects for Good creatures...
 

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