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Topics - Zango_Unchained

#1
I think druids should suffer a % spellfailure when they are not in a wilderness area. Such as in any of the Sanctuary areas, they suffer a percentage of failure to their spells. For example a druid in the in-between or upper would have 15-20% spell failure, while say if a druid were to enter the machine itself they would get even greater spellfailure of 25-35%. I think this would reflect why druids do not stay in cities and towns, and make a mechanical incentive for druids to keep to outside of city areas as opposed to having no negative effects within the region. Much like how spellcasting has failure when casting underwater because you are interrupting the aspects of speech and gesture, druidic magic has failure in urban areas because you are interrupting the flow of ley.
#2
Suggestions / Ranger FE Perk Synergies.
November 29, 2016, 01:36:07 AM
I was considering this, and noticed that while some have bonuses that relate to other foes, and thus build into what I propose, I would still suggest the following that is unlocked by pure rangers at level 8, because what I notice is that most people who use ranger will take 6 levels and multiclass fighter or rogue etc etc, and while that is fine, I would like more incentive for pure rangers. The following is my suggestion for this end, as someone who is a pure ranger would be defined as truly a hunter of this prey.

There will be three sections of FE synergy groups.

The categories are "The mundane", "The exotic", and, "The unknown"

Looking at the FE list, you have

"The Mundane"
  • Animal
  • Beast
  • Dwarf
  • Elf
  • Giant
  • Gnome
  • Goblinoid
  • Half-elf
  • Half-orc
  • Halfling
  • Human
  • Orc
  • Reptilian
  • Vermin
"The Exotic"
  • Construct
  • Elemental
  • Dragon
  • Fey
  • Monstrous Humanoid
"The Unknown"
  • Aberration
  • Outsider
  • Undead
  • Shapechanger
  • Magical Beast
If you pick two FE's which are within the confines of your category you unlock a bonus which reflects your advanced training in this category of prey.

Benefit for the Mundane:

Exterminator:
They call on you to fix their daily woes, orcs in the forest, goblins in the
granary, fat merchant requiring a culling. and, trolls along the roads. So you answer with a strange gusto and canny smile. Knowing that what ever you shall face, has been slain a thousand times before, and you shall slay them a thousand times again. With your clear experience you know just how much force you need to snap a goblin's neck and how heavy a touch it takes to crack a hill giant's knee. Your years on the field against these foes leaves you with a clear confidence and knowing step against these most "Mundane" of foes...

+1 magical damage to your FEs / +1 reflex / +2 Discipline +2 Concentration +2 Taunt / 3 gp tick wage


Benefit for the Exotic:

Seeker:
They lurk in the heart of the wilds, the depths of the mire, the abandoned keeps, and, the heights of mountains and clouds. These beings are known and feared, they are hunted and stalked with a uncertain result. The brave and foolish alike often finding themselves at odds with these foes as their countrymen cower. You are braver or more foolhardy then most, to take on these most dangerous of games. Yet with lance, crossbow, and, torch, you stride with careful and hateful step. Within you a spark of the hunter's spirit be it the lingering thirst of Malar or the final glowing touches of Lathander's hope. You walk forward seeking to right a wrong, steal a horde, or, become a champion...

+2 slashing damage when you equip a spear/crossbow / +1 will / +2 Listen +2 Search +2 Spot / 5% immunity to all elements


Benefit for the Unknown:

Slayer:
Screams herald your steps, chaos in your wake. You are the first who arrives on the scene of a masacre and inspects the viscera for marks of the strange and diabolical. Rarely are you greeted with a smile or handshake, but with whispers and closed doors. You seek the distant and dangerous which lends this job to hold a ephemeral nature for most. But you have survived, you have endured the horrors of the beyond, the dripping ichor of the dead and damned, the guttural chants of the cultist, and, gloaming eyes of the beholder. You have endured where countless others failed, and when you arrive, it is because there was no other hope beyond the aid of a slayer...


+2 dodge ac against your FE's / +1 fort +2 saves against fear / +2 Spellcraft +2 Lore / Every reset you gain a Slayer ward if you have one already you do not gain another.

Slayer ward:
Single Use one of the following
-Stone to flesh
-Undeath to death
-Banishment
-Mind blank







 
#3
GLARRRRRGOOOO QUESSTTTTTT!

This was an awesome event done by Blue41, Derfo and others, please if anyone has more Screenshots of it, post them!
#4
From a twisting nether did they emerge seeking the truth of a fall...




A horned and twisted terrain, brimming with chaos..



And so they departed from it, seeking what remains of the corpse...



In the distance is a spire of light and twisted earth seen, yet not only explorers walked shadowed lands...




And so they claimed, after fighting and felling creatures of dark and shadow of chaos and strange union...




They neared the final scene of a astral murder which slaughtered helping hands...



There was little to be said...



And his lingering essence was seen with his domain...




And with their duty done to the lord of nothing, they departed...




Their duty to see where Gods die.




 
#5
A strange nature moot occurred in the middle of the mold mire where odd bird men and beetle-person creatures spoke....

Who knows what will emerge from these strange dealings and what shall happen to the delicate balance of the Underdark!




[hide=Soon...]

[/hide]
#6
Feel free to add your own screenshots of the event.

Opening ceremony:


Minor complications:


The soon to be champions assemble:


The losers pay the price[2]:



The losers pay the price[3]:


Champions of the battle and their fleshy spoils:


Aftermath:


The Champions(Sans Casimir):


Hail to the dead:
#7
Screen Shots & Obituaries / The Dread Invasion!
August 27, 2016, 03:40:55 PM
I don't have many screenshots but I've a pair of them, I'd like to share. Here is what I got. I hope others post their SS's as well!

 
A long awaited meeting...

Never shall a man with a cause fall, he will just rise and rise again.
#8
Perhaps give Barkskin a certain amount of Fire vulnerability?

And on that note give grease a colorbomb like effect that when casted on people they gain the shadowshield VFX along with a fire vulnerability.

Just some thoughts to change up the way risk/reward and defenses are handled.

 
#9
Screen Shots & Obituaries / Arcan Imperalis
August 11, 2014, 09:41:29 PM
And so hes dead, the clearly murderous Scribe, lost to the eons. Everyone dies, and he always expected his death. Below is his description and the first half of my PCN first post. A SS or two to follow soon, if I can manage it.


Gender: Male
Race: Human
Age: Upper twenties
Faith: Myrkul/Bhaal
Monk Order: Order of Long death
Some ambiance building music to listen to while you read this.

Quote from: Description:A pale and gangly man who has a compact and thin form. His fingers constantly twitch and shake as if barely restrained from doing something. He holds a respectful air about him, and his possessions and person are always clean. If one were to get close to him, he has the stale smell of a tomb or crypt, with the underlying odor of sickly sweet ripening gore.


Quote from: BackstoryBorn into a cult of Mrykul and raised in a state of terror and caution along with a deep respect of the lord of death. Yet was uninitiated into the church of Mrykul itself until he was ten, at this age he was brought to the temple and a high priest of Mrykul was contacted as they normally are in manner of a speak with the dead spell. When this was done, the high priest who was awakened told him that he was to join the order of long-death. And bring fear of murder and death back to the people of Faerun, for the respect of the dead is now owed to usurper lords instead of the true master of death.

Tasked to seek out and join the order of Long Death, he did so venturing from his home at the age of twelve. His path would take from being a simple urchin seeking out murder cults in the nobility of larger cities or the gutter slum assassin guilds located in the same places. Finally discovering his place in a cult of Bhaal on Alaron in Moonshae who taught him the ways of the order. The cult would kill and murder clerics and leymen of faith to sacrifice their divine essence towards Bhaal, this gesture did not do much beyond bring the ire of the various religious forces of the isle in attempting to search and kill the cult.

When the eternal darkness fell and the gods slaughtered, Arcan and the cult devolved into a mad killing spree of now powerless clergy. Taking them into the pits of their murder dens and ritualistically killing them and burning their relics and flesh in a sacred pyre would take what divine energies which lingered in their possessions and aid in resurrecting the lord of murder.


Was a fun run, and I enjoyed interacting with everyone which I did, his death perhaps known, perhaps not, hopefully works towards his goal of bringing back the goodly lord of murder. Till next folks.
#10
Screen Shots & Obituaries / The Arena of DEATH
August 05, 2014, 03:01:23 PM
Anyone who has some screenshots of last night, toss them up here so people can see the folly of mankind against the champions of the goodly flayer.

The first half of the battle






And as the forces thinned out...



[SIZE="3"]This action packed sequence of images, was but ONE battle of the many held that night. Lets see your screen shots folks.[/SIZE]

Oh, and heres some Gideon.

Quote from: Setting of a sun

[COLOR="Yellow"][SIZE="5"]
SO BE IT
[/SIZE][/B][/COLOR][/I][/URL]

#11
Player Workshop / IRC Channel
June 07, 2014, 07:13:47 PM
#EfuBuilders
#12
Player Workshop / Explorables
June 07, 2014, 06:20:25 PM
We should all develop a format for explorables that we make, so we can combined them all into one area for submission. This allows we builders to not have to make 10 explorables to submit it, but instead lets people make small bits and in the end we just place them in the same area for submission.

Zango, I can't understand you/TL : DR:

Lets come up with a format for a set of explorables so we can compile them all together into the same area for ease of submission.
#13
Hello friends, well its that time again when the curtain falls and before your eyes is another one of your pc's stories coming to a close. Jeb was my try at a few things to push some of my boundaries and try some new stuff. I really enjoyed him. He was quirky and had that extra spice to him like Echr had. He really was enjoyable for me and met his end as I always expected it would happen. Through wanton gambling with someone who never wins.

A brief look in his past can be seen here...
[Hide=The run down.]
Character name: Jeb "Rattles" Talbot
Race: Halfling
Class: Pure Fighter [Duelist perk taken to represent swashbuckler.]


[SIZE="3"]
Past:
[/B][/SIZE]
Quote from: His pastJeb used to be a normal sailor on a merchantman vessel in a trade line that worked along the sword coast, this merchant line was a privately owned guild of merchants based out of waterdeep.

Things took a turn for the worst when the sun died down and they turned to transporting of goods and food, never killing when it could be avoided and inviting people who couldn't protect themselves onto their vessel, the ship was also built into and changed in its duration at sea in these dark times, the hull was lined with boxed metal torches, and the Hull lined with fireproofed animal hides, it gave a ghastly visage to other ships on the sea, as the hides used were from anything gathered on the surface, from aberrant beasts with hides of countless and disturbing hues to that of starved deer, wolves, bears, and, likewise. The ship once called the dauntless mariner, was renamed after the fall, as The Saving Grave. As all the men aboard were certain they would die at sea, but would often save who ever they could while attacking and destroying raider vessels which grew very common with the fall of the sun. Their port of calling was a few miles south of Neverwinter.


Before the fall he was a humble fisherman who indulged in fishing off the side of the ship. Yet, he soon gave up his hobby to practice and train melting his old hooks into large knife like fishhooks.

This leads into his name Jeb "Rattles"^1 Talbot, known for using a pair of flattened and sharpened fishhooks^2, this improvised weapon would not fit into any proper sheath, so he would simply place them into metal sheaths beaten into the general shape of his weapons, causing such to rattle and cause a clinking noise as he walked. Thus "Rattles" grew to be his namesake with the sound that followed him as he walked.

[SIZE="3"]
How he ended up in Sanctuary:
[/SIZE]

Quote from: Back StoryHe ended up in sanctuary as he was defending against a aberrant host as it invaded his humble port home by sea and by land with thrall forces from the siege of Neverwinter.

While the Saving Grave was taking refugees and running the gauntlet of drow ships to save who they could, Jeb kept the port from being over-run with a handful of fellow sailing men who were willing to give up their lives to save the ship and families.

During a lull in the fighting a final mustering of aberrant forces was baring down on the settlement the Saving grave took off, the seas for a few moments safe of nearby dread vessels as the ship mage used the last of his reagents to incinerate the aberrant ship. The saving grave boarded to near double capacity had to leave burdened down with its hold of people crawled away.

Leaving the remaining defenders to entrench in a broken down tavern by the name of Tymora's kiss and Bitches bite, holding out in this final hold, a Spellguard portal appeared on the edge of the town. The defenders thinking the ship's wizard had opened a portal to save them sprinted out for it, as the final aberrant force surged. Under a flurry of bolts and magic the defending force was burned to bones, leaving only Jeb and a handful of his luckier halfling and human co-patriots to dive in the portal before it vanished from sight leaving him in the strange illusion of the destroyed Sanctuary with a hooded man beckoning him forward.  

[Hide=Description]
A Halfling in grimy seafaring garb, on his sides are two makeshift sheaths which hold curved and flattened fishhooks with a crude and sharp edge. As he walks the sounds of rattling metal is heard, barefooted and his arms covered in nautical inks as well as two talismans around his neck, one of a raging storm and the other of a simple coin.  This Halfling seems to look at the world with a jovial eye, yet he seems quick to set hands to the curved and sharpened hooks on his sides.
[/Hide]

1. I got the idea for "Rattles" on this articale about halfling surnames, and how there are "Earned" names and "Family" names. Link to the Article


2. These objects will be represented as Kukuri's this being his main weapon these "fish-hooks" are sharpened and well kept by this halfer. For a size comparrision you can look at this link.
The fish hook, size comparison
[/hide]

A few screenies of my time then...

I recall Jeb was once called a womanizer, thats not true at all...
[Hide=Ladies Man]

[/Hide]

Now he called himself a captain did he truly have a boat? Who knows...
[Hide=VFX ACROSS THE SKY, WHAT DOES IT MEAN?.]

[/Hide]

He did go on some zaney adventures though..
[Hide=I vant to suck yer vlewd.]

[/Hide]

And can you spot the blue clad halfling?
[Hide=Wheres Wald-Jeb]

[/Hide]

I had a blast folks, I had meaningful encounters with so many of you and it would be an injustice to try and list them as my mind would be incapable of putting all the names that deserve to be here. Kudos to you my fellow players for making Jeb come alive. And thank you to the DM team for all the help they gave me, Jayde Moon with the Starling, Mira with calling me names, Liah for making me fear ropes again, BoM who helped Jeb on the path to greatness, Halfbrood because beer barons #1, and the rest of the team for all their great work and everything you did to help make the character enjoyable.

I'll see you all on my next one, he keenly was a blast.
#14
Suggestions / Paladin oaths: Paladin based perk
April 07, 2014, 05:40:00 PM
A few thoughts have been going through my mind recently of such was an idea for paladins to have a small edge against the hordes of unending evil which plagues the server environment.


[FONT="Arial Black"][SIZE="3"]
Paladin oaths
[/SIZE][/FONT]
These perks ig wise would be recognized as oaths taken at their respective monasteries and would be expected to be upheld icly and if they are not be handled with ic repercussions as falling from paladin hood.

You can take two oaths at creation to take further oaths would require IC action and rp along with an app. And can only be bestowed/blessed on you by a ranking member of your faith. These oaths do not work with any form of multi-classing and are only available if you are pure.

Up to two may be taken, but you can choose none of them and follow just the base oaths of being a paladin without any additional requirements.

The oaths are as follows:

Oath of Justice:
To follow the law to its letter and ensure beyond the normal call of a paladins duty that it is followed. This oath means that you follow the letter of law not its spirit and you ensure that it is upheld. If actions to follow through on this oath seem to be dubious or darkly intentioned you must then question and retaliate against unjust laws in what ever way you can.

+2 Discipline/Concentration
+1 ab against chaotic.

Oath of the Protector:
To stand true and stalwart in defense of the helpless, you never abandon your post and you keep to your word in every case. To follow this line of promise means that you must never betray your position and you never flee from a fight no matter the odds. You must stand stalwart in every battle, fleeing is not an option. You enter the battle slowly yet you hold your ground.

-10% movement speed
2/day Hold ground. +2 ac for as long as you do not move, aura +1 ac that also fades on movement.
Halfplate given on creation, bound only to paladins.


Oath of the Healer:
Your hands are blessed by the gods with the tools and manner to see the meek and poor healed and tended. Paladins of this oath are known to be highly charitable and often donate their time and money to ensure their fellow man is tended to no matter the personal cost. Your very nature makes money hard to hold onto less you donate it to fellows worse off then you yet you are a very nexus of life and the healing touch of the gods.

On reset lose 10d10 gold
+2 Heal/Concentration
Turn undead is replaced with Aura of health. Aoe lesser restoration and heals 2d10 hp

Oath of the Keeper:
Information is sacred and powerful you make certain that knowledge is true and well script. You recover decaying documents and repair them and ensure that the will of the gods is clearly known and not besmirched by poor translation or otherwise. You destroy all sources of false information and lying is tantamount to treason against the gods and men in your eyes. You are a zealot of dogma and follow it to the letter as your learning dictates.

Bonus feat extra turning
+4 Lore
+2 Spellcraft


Oath of the Reaper:
You stand for the sanctity of life and have a deep hatred for the unnatural life of undead. You never speak let alone negotiate with necromancers. You draw an inner holy rage from your righteous belief that all undead should be slain. You never question the death of undead, nor do you ever stay your blade even if innocents are at risk. You stand for the destruction of such darkness and if a light dims so that the shadow is banished so be it.
[Warning may cause very dangerous choices in the continuation of being a paladin, this perk persists after falling.]

Your turn undead has an additional 1d4 to HD
+1d4 divine damage against Undead
2/- negative energy soak


Oath of Vengeance:
You hold true to the teachings that no wrong should go unrighted. And you brandish this belief with a brutal and cold manner. You avenge the wrongs of the world and can be seen as heartless or a hero. This often causes you to call into question your very humanity or become stalwart as stone in your duty as you mercilessly cut down evildoers for their acts of heinous evil without mercy or redemption in your heart.

+1 ab against chaotic [Does not stack with Justice.]

1/day Mark target +1 damage/ab against the target until it is slain if you mark a target you must kill them else suffer -1 damage/ab if you rest without its death as punishment for failing your oath.

[If you do this often enough and not make good on it, it may cause you to fall.]

Oath of the Real:

You are a stalwart champion of what is, and stand against planar beasts and aberrant monstrosities. You are the fine line between the destruction of this world against the countless oppressors of planar rifts and aberrant mutations. You hold no mercy in your heart for they who deal with the aberrant and mutant, and you are farthest detached from your planar masters above. The gods see you as the anatheme of all evil planar beings and aberrant and you are wielded as the weapon you are. You cannot under any circumstance negotiate with aberrant or planar cultists for what ever reason and death is the only sentence for these individuals. Yet paladins who follow this oath must be careful not to grow overly zealous for as they stare into the darkness of planar rift and impossibility they may infact grow tainted themselves. And if such is the case they are duty bound to have themselves silenced before the infestation takes them wholly.

[This oath is kept even if you fall.]

Gain feat FE: Aberrant/Outsider
+1 divine damage against Aberrant/Outsider
#15
Suggestions / Bring back Imps 1 & 2
March 29, 2014, 09:14:40 PM
It was a low level 2-6 quest that was simple to handle and highly entertaining. It was a go-to for paladins and other goodly characters to go vanquish some evil and also was for infernalists who wished to acquired some evil artifacts from hellish planes.

Ways in which it could be implemented:

-Deep gnome research gone terribly wrong. A fringe lab that contacted infernal elements to discover secret gem caches instead brought up a horde of imps that killed the gnome researchers within and forever have been stuck within after gnomes closed off the area to prevent the imps from escape. So much time has passed that the barriers are fracturing and rumor has it that winged devils are once more taking flight out of its depths.
[Hide=Changes for Imps [Deep gnome conversion.]

* Make telescopes, microscopes for gem inspection. Let them use the efuss skill mining for gemology

* Change the the part two area with the candles to be representations of gems in the earth rather then stars in the sky.

* Change the boss from an astrologist into an infernal gem inspector [Part 2]
[/Hide]

-Teleportation portal has been opened by a star gazer from the surface/Agent. This man wishes for a certain text to be recovered from the lab on the surface to recover what could be very important notes from the fall of the sun and what happened to celestial bodies when it vanished.

[Hide=Changes for Imps [Star gazer/Agent conversion.]]
*Add a text at the end that with a lore check can be recovered for a token amount of coin and exp from the quest giver. If this check is failed you can still return to the quest giver and tell him that you cleared out all the imps and its safe for him to recover the book him/herself

*Keep in the telescopes and perhaps make some of the imps have aberrant augmentations to them for starring at the stars to long. Allowing for more variations in the spawns.

*The boss of quest can be a star gazer who has fully transformed into an aberrant beast, and notes can be placed on the floor leading up to the final room which talk about his/her horrific transformation.

*The portal to part two could be opened by a spellcraft check. It was a final escape by the now aberrant star gazer who never used it as it was to late to take advantage. Or a cleric can consecrate it and open it to close it from the other side, and forever server this connection to the hells.
[/Hide]

------------------------------------------------

This was personally one of my favorite quests. From the invasion defense of part two to the chance for some fun evil smashing that is perfect for low level paladins and goodly clerics or infernalists as well.
#16
Screen Shots & Obituaries / Mr. Weedle, A Friendly Man
January 15, 2014, 11:03:57 PM
Mr. Weedle started as humble alchemist who hated the sharing of magic or secrets and kept them all to himself, giving lip service to the goddess mystryl and passionately keeping his head in the books. His family neglected him and when the world ended he fled his home and escaped to sanctuary as many do.

His personal goals were:
-Not die

-Achieve what his father couldn't a cure-all via alchemical and herbalistic research

-Make a friend.

He didn't achive any of these goals, he found that everyone who said was his friend, double dealed and lied to him behind his back, from Dax to Irith no one truely was his friend and his life really just turned into a grand tragedy which went on for weeks as he robbed and mugged his way to let coin fill the gap that love left in his person.

His decay to his current state started with living in upper, he tried to make friends with Abala or any one really who would listen and give him the time of day but as more and more people didn't want anything to do with him, he slowly grew more bitter eventually after a task into the lowerdark he was in his mind at least "Abandoned" by the party who went with him below to the hells.

He would then try to sell himself entirely to the devils in any way that would preserve the weedle that was, he wanted to give his all but keep his spirit and body. In the end when he was told that "I don't need souls or anything you can give me, your just an amusement" he grew disenchanted and worked to destroy the connection as even the devil he had thought could love him simply as a favorite toy did not.

And so he retreated even deeper into himself as he made his home in lower, only finding hatred after interactions with the pissrats he was practically ran out of town by Gwen and Cartwright, and so he made his home in the Pyrimo. Thinking that Intryzz would be his friend where all else were not. Taking his advice and bringing movement to his inn as the base of operations for the Friendlymen. He would stay there until his end, discovering as he died that no one cared for him or told him the truth.

No one truly loved him as a friend, a toy, or, a tool.

Theres pages more to this story, but a lot of it is still current IG so I'll let that go as it will.

As all tales go with devils his came to an end with a deal with the devil finally reaping its reward of him.

My screenshots sadly are few due to some corruption in my files but here is what I saved.

Some Screenshots, for your viewing pleasure of his end.
[Hide=How it started]
Before the first roll...

And after...

[/Hide]

[Hide=How it ended]
The end..

And what happens in it..

[/Hide]

[Hide=The Story I wrote for the winter story contest]
A surprise on the night of the winter festival.

The night started with the crackle of fire and fruity scent of rich punches that fill the air. The winter festival of waterdeep was starting and a pale figure gazed out the window of his father’s estate. The man thin and wiry with heavy robes clutching to his flesh like leaves to a tree, as he peered out the frost covered window he chuckled softly and gazed over his room.
They had a single maid, a brown haired girl called Helia who never could quite finish what she started. Half-done decorations and a box of left overs decorated the far side of the room, while the one he was on was barren and plain. Simple wooden floors, slightly cracked windows the only saving grace was the fact that they had a handful of stories on the impoverished people below and a solid stone foundation and cellar which his father had allowed to be emptied of its wine for the occasion. As he peeled off his blood spattered and chemical covered robes akin more to a hedge wizard then the son of a noble of any standard even one that was barely more than a merchant.
He dressed himself in slightly festive robes which had snowflakes styled on its hems and along his back a coil of green was stitched to give the impression of vines and holly. He then pulled one two impeccable gloves, replacing the ones he was wearing for his surgeries in the cellars depth. These no longer had the fingertips dyed red in the blood of patients but glistened a pristine white like the snow that floated outside.
As he stepped from his room on the second floor heading to the main dining room on the first to join his family in the celebration the servant known as Helia bumped into him right outside his door. Her expression was one of pure shock and horror as he crashed into her and they both toppled aside. Johnathen Weedle simply stared, having caught an ear at his door left him not only shocked but more then a bit curious as to why a servant was eves dropping on a man alone in a room. He raised his brow patiently waiting an explanation and the humble girl extended a now slightly crushed package with shaking hands.
The woman must have spent more than a month’s wages on the small silver coated iron snowflake she handed him. The edges slightly bent from the fall but it still kept its overall beauty of a sort. It seems she spent a good time polishing it to give it a shimmer more akin to its brothers which fall from the sky. But as everything she did it was half finished the other side still held the dull glint of unpolished metal and Johnathen simply smiled and dips his head politely to the girl. At a loss of what to repay this lavish gift, at least by the servants standards he looked about and pulled something from his belt, a beautiful yet dull silver knife used for crushing certain fruits and animal parts in his alchemical studies. Worth its weight in gold due to the runes inscribed on it he offered it to the girl without a second thought.
She stared in utter surprised at the return of the favor and took it with a dumbfounded face.  In all honesty Johnathen was rather cross to be without the knife but he would not be shown up in generosity by a servant girl and it was all he had to hand. He gave her a soft smile, the most well-rehearsed weapon in his arsenal of dealing with people and made his way down stairs. To indulge in a night of grander comforts then normal and spend what time he could with a family he rarely saw. One could say its hard to be the child of a man who’s head is so far into his work he doesn’t know his son chops up bodies in the basement and a mother who rarely speaks to him to know that he never followed his proper studies but instead went to more than a handful of academies and universities which had less then savory reputations for safety in their research. But it seemed that this one servant girl paid a mind to him, he would have to repay the favor one day, but this day… This day was for a oft neglected family, and he planned to make the most of it.

[/Hide]

Thanks to everyone who rped with the friendly men, and most importantly thank you to the people we robbed or mugged and how well you took it OOCly, I apreciate everything everyone did for this concept, DMs and players alike. I look foward to my next one, and I hope you all enjoyed this one.
#17
Introductions and Group Management / The Friendly Men
January 08, 2014, 05:17:10 PM
[COLOR="Red"][SIZE="5"]THE FRIENDLY MEN[/SIZE][/COLOR]

[SIZE="3"][COLOR="DarkRed"]The underdark is a dark and deadly place, there is limited resources and quite a lot of people. Crime and mugging is rampant with inter-faction robbing and thieveries and just wide scale crime in most cities in the abyss. There are a lot of gangs in lower and a lot of opportunity to make conflict as a scary mugger.  Your chance for death is high, but that is the life of any pc who breaks the law and goes out on his own. Every character should aspire to make a big difference, but every characters should know that only through risk is there reward.

This faction has a chance of dieing at any moment, its highly dangerous and large risk reward situation of a bandit. Lower needs more muggers, more criminals, and more criminal masterminds were here to bring the heat. We are based out of more then just lower and are willing to help new members get on their feet.

So if your looking for a pvp intensive concept, with high chance of death, devil dealing, double dealing, bomb making, terrorist making, money swimming, and, mad swag.

Well do I have a deal for you,

Only need to sign on a dotted line and we don't provide the ink.

Suggested alignments: LE-CE
Suggested Classes: Any exception of paladin/druid

IRC Channel: #FriendlyMen
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#18
Suggestions / Rentable Rooms in the Pyrimo
January 07, 2014, 12:52:49 AM
I think it would be interesting to have rentable rooms or even a faction base in the Pyrimo, nothing to big but something for villainous pcs or interesting monkeys to be able to rent.
Perhaps make it like the top floor of the bookstore, only factions that interest the owner can make their home there.

Just was thinking about it the other day, and thought it was a good idea.
#19
Halcron was a LN Ordinant of the society of ordered minds, his single goal was the advancement of the society at any cost. He stood by and did his best to continue his crusade. He was a azuthian and passionately hated Mystrlites to causing his own death due to this hatred.  

I hope I made a mark on him to point out how awesome the society is and that it truly is a great faction with a lot of  room for inner conflict and more.

Below are some SS's that I took of him!

He was an Alchemist and artificer of Azuth making strange potions and other such.
[hide=Drinken]

[/hide]

He enjoyed petrifying cultists and long walks through his stone garden.
[hide=Rock Solid]


[/hide]

My mother liked riding bikes
[hide=NO REST]

[/hide]


Ordinants don't show mercy, and when they do they don't.
[hide=Oh dear..]

[/hide]

The man, the legend, the obnoxious stone cold bastard.
[hide=Selfie]

[/hide]

I had fun and thanks to everyone who made him possible.
#20
I'll start with this:

[Hide=Alexei Spoils]
Alexei was not a sleeper agent to betray the spellguard, due to IC issues he turned.

Alexei was a simple pc who was a slate that was meant to be written on,
And that slate got scribbled /All/ over.

Alexei got a five thousand coin bounty at level five, fitting no?

Alexei had a few love interests, two of which were human, one of which was an elf.

Alexei was a lackluster helmite until he came to the understanding that he needs to stand strong by his faith to prosper at least in his mind. In all honesty it led him down the path till his death.
[/hide]

What does this tell you?

A pc can grow in EFU to do things you never expected would happen,
He started as a russianesque like pc that was going to be in a group concept with some friends. When the concept fell apart I got lucky and got a straight shot into the Auxiliary one night. He would then continue his time in the Auxiliary until /THE BREAKFAST/ happened where he made a poor breakfast that started all of this.

People I'd like to thank:
All and everyone for making this a truly great experience, with the emotional up and downs expected of highlyfe to thuglyfe. Keep rocking EFU.

DM team:

For keeping it real and helping me out with my questions, thank you very much.


Its time for some SHOTS:

[hide=The moments he heard about his friends capture before his fight that would lead to his death....]











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Always gotta make time for the gods.


Sparring to keep your strength up.


Because sometimes, you don't know when a good photo op will come.


She always said he never brought her nice places