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    1. VarockSvent 10 yrs ago

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As the old saying goes, "If fire isn't solving your problems, you aren't using enough of it."


So long as you are okay with being okay with an enemy heavily resistant to your attacks. Once you add your monster levels to your type power level and if you wanted to add more equipment, everything else looks good on your character.

Okay, so I'm lagging behind on a backstory, but this build is getting wacky. In theory, it's a pretty powerful evasion-heavy build with some very situational items and powers. My current question is that of items. I've got this idea for a set that drops from a raid boss.
Does this seem like a bit much? For what it's worth, I intend to make this set have infamously low odds of dropping.



I would shy away from specific numbers, just because we don't really know how they translate in canon, 4hp could amount to absolutely nothing. An absolute reflect is iffy. For the footwraps, I wouldn't put a limit on it how much you could use it so long as it's less than a 1 to 1 exchange. Though that seems an odd effect for a foot slot. Having a set bonus is very RPG element and it's not OP so I can dig it.
Similar to Undead, but not quite. I'm thinking more an Elemental in the vein of Fire or Water, but instead going for an expression of Negative Energy. Undead are not raw Negative Energy, but rather are kept animate by it. I'm thinking she'd be a sort of Shadow Mephit. Hell, maybe that's a better name.


xD everyone is going to end up Fire elemental. Hard to say what "life forms" there are native to a plane who's main feature is death. Only native outsiders that came up when I googled were Drelbs, trillochs, and xeg-yi, and there isnt much info on them. Might have more reference material if you were going more shadow plane stuff.
Like, One Unit Whole Balor implanted in place of his heart?


Yessir


Okay, how funky can we get with races? Like, my current concept is an evolved variant of the Shadow Demons. It's never made super clear how dangerous they are, but they've guarded individuals such as Sebas. I'm going with the notion that they're not very formidable by old guild standards, similar to the Shadows from D&D. Scary in theory, and hard to see without very bright light, but if you have a way around their being incorporeal, they're fodder.

My character's race would be some sort of ascended shadow being. Heavy on Illusions and evasion both physical and magical, though I feel it bears mentioning that there's lots of instant death and sometimes worse when you've got a witty caster. Working name for her species is Nightwalker, similar to the entities from the Negative Energy Plane. I think it'd be cool to have someone experiencing becoming a literal manifestation of Negative Energy.

Anywho here's the pic I'm using for her.



Kind of seems more like an undead, considering the toes to the negative energy plane and incorporeal. I could certainly something like shadow>wraith>??? There are also some pretty powerful undead shadow creature, Nightshade, with various subraces, but Nightwalkers are Huge.

I leave it up to your discretion, so long as the amount of levels is appropriate to the power in game. I do like the idea of power contrast from game to New World. I feel like that is half the fun of it.
O.o Iiiiiii should note that Ashardalon is a Red Dragon with a Balor implanted in place of his heart, so he is immune to fire damage.

EDIT: While the holy element would be helpful, you would be hard pressed in the initial fight. You should factor in your monster level into your type level. And you don't have to got 15 levels into your base monster type.

You can add more equipment if you want.
<Snipped quote by VarockSvent>

Many of the canon ones are already... what?


Based on Dungeons and Dragons Classes?
HunkaBurninLuv
Hunk

OOC profession: Mangaka
Character Role: Support and CC
Alignment: -50
Appearance:
Race: Oni- Also known as an Ogre mage or Horned Ogre
Classes Max level is 100 prior to arrival in the new world.
Monster Classes:
-Goblin:5
-Orc:10
-Ogre:10
-Oni:5

Job Classes:
-Berserker:15
-Warlord:10
-Bloodrager(Abyssal Bloodline):10
-Oracle:15
-Rage Prophet:10
-Blessed of the Fire God:5
-Elementalist:5

-Class type level:
-Martial level: 60
-Divine magic level: 40

Attributes:

-HP: 40
-MP: 60
-Physical Attack: 80
-Physical Defense: 50
-Agility:80
-Magic Attack: 80
-Magic Defense: 70
-Resist: 60
-Special: 80

Abilities:
Berserker:
-Wild Agility: Increased movement speed, reflexes, and dodge ability when only lightly armored.
-Rage: Increases strength and endurance by sacrificing mental abilities and protection.
-Elemental Rage: Wreaths him in fire while raging, adding fire damage to melee attacks.
-Damage Reduction

Warlord:
-Tactics
- Warcries: Can imbued various effects on to allies
-Inspired Rage: Allows allies to Rage, gaining benefits of his rage powers as well.
-Witch hunter Rage: Allows those raging spell resistance, possibly being healthed by spells cast against them they resist, bonuses to disrupting spell casting, and able to physically attack spells and enchantments
- Minions

Bloodrager:
-Bloodcasting: Can cast spells while raging
-Abyssal Bloodline Rage: Become demonic while raging, gaining appropriate resistances, gaining claws, gaining an aura of fire, and growing in size.

Oracle:
-Curse: Clouded Vision: vision range reduced to 15ft, gain blind sight 30ft
-Mystery of Fire: Bonus to forging skill, using fire weapons, and fire spells
-Revelations
-Secret of Fire: Can cast all fire spells as if Enlarged, Extended, Still, and Silent

Rage Prophet
-Spirit Guide: A spirit familiar, able to offer guidance, increasing skill check and cast minor spells. Gives bonuses when fighting Fey, Outsiders, Undead, or Incorporeal.
-Rage casting: Spell power increased by Strength and Constitution while raging. Increase mp when taking damage while raging.
-Greater Rage: Relieves penalties of raging

Blessed of the Fire God
-Greater Fire God's Blessing: Healed by dealing fire damage.
-Curse:Burned: Permanent Constitution penalty, constantly take small amounts of damage, penalty to dimplomacy, bonus to intimidate. Immune to disease and resistance to pain.
-Elemental Body: Become part elemental, going appropriate resistances, increasing movement speed.

Elementalist
-Elemental synthesist: Can convert any other element spell to fire damage.
-Elemental Supremacy: Ignores 50% of Target's fire resistance, including targets normally immune to fire damage.
-Elemental Rebuke: Can rebuke fire elemental creature as an evil cleric can rebuke undead.

-Spells/Martial Arts: Hunk’s Martial arts focus primarily on synergy with raging while also compensating for its weaknesses. Beyond that, skills that utilize his high mobility to deal lots of damage.

Hunk’s spells are split between Fire spells and Buffs.

Skills: Metalworking, Intimidation

Equipment:
-Zaroichi's Blindfold: Greatly increase range of Blind Sight, grants 'Infinite Deflect" ability.
-Shroud of the Maurter: Increase effect of Curses, but also increase bonuses provided, increase Oracle casting power the more damage the wearer takes.
-Stigmata Handwrapping: Increase healing given and received, increase Oracle cast power
-Mythril Chain shirt- Can be worn as armor under cloth armor.
-Belt of Cloud Giant's Strength: Increases Strength
-Cloak of the Ashes: Concealment bonus amid fire, blocks scrying and divination on wearer.
-Boots of Haste: Increase movement sp hieed, bonus actions.
-Talisman of Spiritual Vestige: Increases benefits of spiritual guardian. Armor Bonus
-SoulBurn Axe: On kill with fire damage, add 'Sacrifice's level to spell power of spells with “Fire” Description. This additional power can be coverted into metamagic abilities.
-Vestments of the Blood Scion- Empower transformation of bloodline abilities and spells of that description. One per day can become half demon.

In-Game Backstory: Hunk was originally created to fulfil his player's orc ravaging desires. As a Mangaka he wrote ecchi if not outright smut manga of orcs "romancing" scantily oarmored heroines and princesses. He soon formed a guild of like minded orc players and led them on raids of npc villages, stealing away particularly cute village girls to keep at their guild base. This went on for quite some time, Hunk rising as the leader of the guild, needed to branch some into support as the guild was almost entirely various shades of barbarian, fighter, and beserkers. This all was not to last however, as eventually the cities closest to where they raised began to put bounties on his guild and offer unique quests to raid their guild base to rescue the npc villages. Eventually the guild was being hunted constantly, their guildhall sacked over and over, they could do little but be constantly on the defensive. Tired of the constant assault one player after another quit or made a new character, abandoning the guild till only Hunk was left. In a last ditch effort to defend his guild, Hunk advanced from the beloved Orc to Ogre. However, during one final assault when Hunk was about to give up the game members of Ainz Ul Gown defeated the attackers and invited him to join their guild. The entire experience left a bad taste in Hunk's mouth of the Orc ravishing young maidens thing and he began to move towards healthier relationship dynamics, which changed his manga from predatory to paternalistic. As he did he advanced more into spell casting, finding the unique class Rage Prophet, he selected an avatar of Sezelrian , Orish god of Magic and Fire, which led him to the Blessed of the Fire God rare class quest line. In order to lean more into spell casting, he advanced into Oni to overcome the intellectual penalties of Ogre. The final capstone of his build though was Elementalist, done in a “Trial by Fire” tournament among other casters focused fire magic. In all, the challenges and the nature of the competitors made the fire magic they were focused on somewhat ineffective, supposed to be humbling experience and a greater trial for the casters, but gave Hunk an advantage to Hunk with his martial skills and witch hunter rage special ability.



What's our goal? Like, we already know as roleplayers that we're getting shunted into the new world, but are we going to meet other players in the guild or will it just be us and whatever our ambitions are?

I'd like to know how far above my station my ideas can be before I get started on making a character. Without a definite goal, I'll opt to get up to some bullshit.

Edit: Also, for help and inspiration, below is a link to the Job Class list so far.

overlordmaruyama.fandom.com/wiki/Job_…


There isn't really a goal, the only players I intended to include were those on the raid. As I said, there will be a BBEG but he, to start with, is not that concerned with the party, and how you want to deal with him is entirely up to you, as is everything else following the entrance into the New World.

Edit: I would also say use Pathfinder/D&D classes/archtypes/prestige classes to draw inspiration from as many of the existing canon ones are already.
Still need to do the highlights on this but felt like posting it.
I will be making an Ogre/Oni DPS/support, if we wanted to try to balance the party.
A question regarding levels: On the official character sheets, they don't break down every level. Instead they name a few class and race levels and then add 'Others' at the end. Point being, do you want to get *really* specific, or is a certain amount of vagueness acceptable?


I an amount of vagueness is acceptable in abilities, skills, and spells just for the sheer volume of what they would have at level 100. However, I am not entirely sure of the benefit of vagueness in levels. I feel like that can lead to a certain amount of fudging with abilities, which is why I put the level type total on the sheet, to determine the approximate power of each. I feel that might be harder if you do not determine your levels fully. I'd say some vagueness is acceptable, more so with say monster levels, as they are slightly less relevant
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