C.O. Forum - Who wants to play ... ? [Archive] - Wizards Community

Post/Author/DateTimePost
Snow Savant

06-28-04, 08:51 PM
As you all know, C.O. Forum regulars Balthanon and Jensun are each respectively running the CotSQ Campaign over at the Real Adventures Forum (a play-by-post D&D forum). The participating players are also C.O. Forum regulars (like Horndgod, Mean Liar, Mommy was an Orc, Funny Slaughter, & myself).

On behalf of Balthanon's campaign, we are ambitiously looking to recruit some more C.O. people to play in our "expanded" campaign. All players in this Forgotten Realms campaign have characters that are considered to be minor nobles (Lord or Lady) who were granted land in Sembia after a recent defeat of a major local evil. As a noble, you are granted partial ownership of the noble's manor, as well as lordship over the town of Shadow's Edge. If you read Balthanon's pre-amble in both the threads I linked to below, he will explain it better than I do. He's an awesome DM!

The original 6 characters are soon to be headed out of the manor, and off to Daggerdale. The new players coming into the game, will be adventuring in and around the manor (called Sarent Hall), in the town of Shadow's Edge, and in the wilds of surrounding Sembia. New characters will be responsible for the governing of Shadow's Edge, dealing with the citizenry and local Sembian nobles, and the new threat on the horizon ... the undead up in the hills.

Characters who enjoy the nuances of social interaction as well as hard-core, boneshattering combat, will find all of it in Shadow's Edge.

Feel free to write-up a fully fleshed-out & optimized 10th level (or lower) character sheet and post it at the Pre-Game Setup. And of course, read Balthanon's pre-amble to both of these threads below.

10th Level Character ... 32 Point Buy ... 49K Starting Gold
Maximum 1st HD, then use online dice roller for the rest.
Use the "Common Character Sheet" template at the bottom of the page * here * (http://boards1.wizards.com/showthread.php?s=&threadid=222737).
Do not create a build that mirrors an existing character in the game. Be unique!.
No Leadership feat allowed - animal companions and familiars are allowed.

Pre-Game Setup Thread (http://boards1.wizards.com/showthread.php?s=&threadid=255757&perpage=30&pagenumber=1)
Shadow's Edge - A Gift of Nobility (Actual Game Thread) (http://boards1.wizards.com/showthread.php?s=&threadid=261526)

XO,
Snow :cloud9:

P.S. At some point in time (soon), I will be playing a 2nd character - one who solely adventures at the Manor as well. So come on ... I need some fun folk to hang out at the tavern and kick some undead tail with! Also, you might have an option to join the CotSQ party in the future. With the Teleport, Sending, and Scry spells readily available, inter-party communication and character shuttling to-and-from the Manor to the Daggerdale group should not be a problem.
Vodalen

06-28-04, 09:24 PM
Posting to show my interest. I'll flesh out a character in a little while. Leaning towards a:
Saint2/Ranger1/Monk2/Fighter2/Paladin2/Shiba Protector 1 at the moment, basically an exalted unarmed undead slayer
cryptictravler

06-28-04, 09:27 PM
I'd like to be added too. I will post a character soon.
snb1131

06-28-04, 09:28 PM
I am interested as well...will post soon.
Snow Savant

06-28-04, 09:35 PM
Wonderful!

And I cannot stress enough, even though combat will be plentiful, social interaction is even more key.

Having a strong social skill (or suite of skills) such as Bluff, Intimidate, Sense Motive, Gather Information, Diplomacy, etc. ... will be extremely helpful. Skill-heavy characters in general will probably have more fun or more play options.

And frequent posting would be helpful as well.

If you like to write a lot, this campaign will also be right up your alley.
cryptictravler

06-28-04, 09:35 PM
Where are the char creation rules?? the setup thread doesn't have them.
Snow Savant

06-28-04, 09:48 PM
You can write up a 5th-to-10th level character. My manor-based character will be 10th level ... although I believe Bal will accomodate lower level characters if they so choose.

All official WotC 3.0 and 3.5 material is legal, with updated 3.5 material taking precedence over 3.0 material. Even stuff like OA, all the FR sourcebooks (PGtF, UE, Magic of Faerun, F&P, RoF, etc.), 3.0 splatbooks, Deities & Demigods, and A&EG are all legal. Some of Ghostwalk's stuff may be legal as well.

Certain rule variants aspects of Unearthed Arcana will need to go through Bal's approval. The cheesy Character flaws are out for example, but if you wanted to play a Prestige Class Ranger, variant Abjurist, Wilderness Rogue, Dwarf Paragon, or Slaad Bloodline character, those would probably be legal. WotC-licensed stuff like Rokugan, Kalamar, Warcraft, etc. are not allowed. That includes the ever-popular Rokugan Ninja.

As you can see, that's a really broad range of material.

Any other questions, feel free to ask!
Fălenganor

06-28-04, 09:55 PM
Snow, I`m very interested but can I use my Wiz 5/ Maho-Tsukai 1/ Ur-Priest 1/Cleric 3 build ?
Snow Savant

06-28-04, 10:00 PM
One other qualifier ... no *EVIL* characters. That's a rule instituted by the WotC Real Adventures Forum administrators.

Also, no borderline evil characters ... or ones who want to or perform harmful acts against fellow characters.

Fălenganor, that rules out Ur-Priest or Maho-Tsukai.
Cornbread

06-28-04, 10:05 PM
Sounds cool, I'm in if there's space yet.

I'll probably play a wizard type with leadership stuffed in there somewhere. Why be a lord if I can't have minions, yeah? =P
cryptictravler

06-28-04, 10:06 PM
I meant is there a point buy or wealth sprcification.

I think I will play an undead turning specialized cleric.

Cleric 6/ Eye of Horus-Re 4

Feats:
1 Extra Turning
1 Alertness
3 Empower Turning
6 Quicken Turning
9 Diciple of the Sun or Divine Metamagic Persist
Snow Savant

06-28-04, 10:09 PM
Sorry ... 32 point buy.

49K starting gold at 10th level ... refer to the DMG table 5-1 on pg. 135. If you write up a lower level character, adjust your starting gold per the table.
Pauper

06-28-04, 10:12 PM
Sounds like a lot of fun, especially after reading the stuff already posted. I only wish I could commit to such a game in good conscience - maybe if my schedule opens up in a couple of months, and if there's an opening, I'll toss a character into the ring...

:)

--
Pauper
iN.fuSioN

06-28-04, 10:35 PM
I could probably try a wizard or a bard. For the wizard i would like to check the other folks before though. this week is exceptionally busy for me, but by friday i can manage to put a build up with no problems (perhaps before).
snb1131

06-28-04, 10:38 PM
I think I will go with Ranger6/StalkerofKharash2/FoeHunter2 for my build...obvious favored enemies of evil and undead (not sure about the final one, though - probably drow).

Is Dragon material allowed?
Snow Savant

06-28-04, 10:46 PM
No Dragon, D20, or WotC sub-licensed material.

Pauper, nice to see you back! :) Please do join us if time permits. Your past contributions to C.O. gaming have not been forgotten.

The Ranger and Bard ideas sound great.

Folks, if you go to the Real Adventures Setup Zone page, and read this document

* here * (http://boards1.wizards.com/showthread.php?s=&threadid=222737), it will be provide you a wealth of information on how to play at Real Adventures.

Use the "Common Character Sheet" template at the bottom of the thread as *your* character sheet. I'll update my primary post to reflect this information.
Caelic

06-28-04, 11:26 PM
Hmm. I don't suppose any of these nobles needs an optimized butler-slash-castellan? :)
snb1131

06-28-04, 11:30 PM
Hmm. I don't suppose any of these nobles needs an optimized butler-slash-castellan?

Sort of like Jeeves on steroids, yes?

On another topic, what about the UA generic classes?
Snow Savant

06-28-04, 11:31 PM
Dammit, Caelic. I'd be highly dissapointed if you *didn't* post a character submission. :)

Interestingly, the nobles already do have a rather intriguing butler by the name of Darse. Think Alfred of Batman fame, but more capable and with more character ...

Hmmm .... maybe Bal would let you RP him! He apparently is also some sort of spymaster/castellan/ombudsman as well. Might be worth PM'ing Bal about it...

UA Generic class? I dunno ... that's Bal's call. Perhaps post the question in detail at the pre-game thread.

XO,
Snow :cloud9:
snb1131

06-28-04, 11:35 PM
UA Generic class?

Not a big deal...just wondering... I am going to play my above build, but I just thought I'd ask that question in case anyone else was curious.
PhoenixInferno

06-29-04, 01:07 AM
What about Psionics and the Expanded Psionics Handbook? Is that fair game?
SuperThread

06-29-04, 01:16 AM
Originally posted by PhoenixInferno
What about Psionics and the Expanded Psionics Handbook? Is that fair game?

They're official WotC, so as far as I can tell, they're fine. :)

Sadly (for me, that is ;)), I'm leaving in a week for a month-and-a-half long trip and will be away from my comp, but I'll throw together a build anyway just in case this is still going when I get back. :)

I'm leaning towards a Telepath ATM, but an Illusionist could be a nice option as well...
Matt Neuman

06-29-04, 04:17 AM
No sub-licensed material?

So dragonlance is out?

Drat.

There goes my Paladin 2/Mystic 4 (DLCS)/Mindspy 4


Oh well.

I'll submit something else then.

;-)
Matt Neuman

06-29-04, 05:18 AM
Hmm, maybe a VOP Maztican Eagle Knight.

Something along the lines of:
Afflicted Lycanthrope Eagle 1 (+2 LA)/Barbarian 2/Ranger 2/Warshaper 3

I think could work quite well.
Eagle Prince

06-29-04, 05:42 AM
Hmm, well if there is still a slot open I wouldn't mind playing. I made a character, go ahead and point out any stupid CO mistakes about him. If there isn't a slot, well someone can use it as a backup character or something.

Basic strategy, charge in with dogs using Aid Another to boost attack roll for power attack and pound it into the dirt before it can kill his dogs. Assuming its not some big giant or such, make a trip attack first. Lots of low-ac monsters, have the dogs trip them with their bite attack and rip them apart with power attack, cleave, and AoOs. Stunning Fist anything you think might have a low save. He was also sort of built hoping the DM would allow Three Mountains weapon style feat with Warmace (not normally a choice iirc).

Arios
Male Human mnk4/ftr3/ewm3
Lawful Neutral

Str 22 [+2 level, +4 enhancement]
Dex 12
Con 14
Int 14
Wis 12
Cha 10

Hit Points 73
AC 17, Touch 10, Flat 16 (+1 dex, +7 armor, -1 warmace)
Init +1
BAB +9/+4, Grap +15
Speed 30 (base 30, load 42/173, light)
Fort +14(base 10), Ref +9(base 6), Will +9(base 6)

+17/+12 Melee, +1 adamantine warmace, 1d12+13, 20/x2
+16/+11 Melee, dire pick, 1d8+9, 20/x4
+16/+11 Melee, coldiron or silver kukri, 1d4+6, 18-20/x2
+10/+5 Ranged, +1 longbow, 1d8+7, 20/x3, 110'r

Medium-size, 5'11" tall, 174 wt, 24 yrs old
long white hair, flint grey eyes, milk-white skin

Speaks Common, Dwarven, and Giant

+8 Balance (5)
+10 Craft (weaponsmithing) (6)
+2 Diplomacy (0)
+10 Handle Animal (10)
+6 Hide (5)
+13 Jump (5)
+10 Intimidate (10)
+3 Knowledge (arcana) (1)
+3 Knowledge (relgion) (1)
+8 Listen (7)
+6 Move Silently (5)
+2 Profession (brewer) (1)
+2 Profession (miner) (1)
+7 Ride (5)
+6 Sense Motive (5)
+13 Spot (7)
+8 Tumble (5)

Feats
-Cleave
-Combat Expertise
-Combat Reflexes
-Exotic Weapon Proficiency (warmace)
-Improved Bull Rush
-Improved Trip
-Improved Unarmed Strike(v)
-Power Attack
-Stunning Fist (5/day DC 16)
-Weapon Focus (warmace)

Monk Abilities
-monk unarmed strike 1d8
-flurry of blows (-2 penalty)
-ki strike (magic)
-evasion (light armor)
-fast movement +10 (unarmored)
-still mind (+2 saves vs enchantment)
-slow fall 20

Exotic Weaponmaster Abilities
-stunning blow (stunning fist w/ weapon)
-trip attack (trip w/ weapon)
-uncanny blow (x2 Str w/ weapon)


Arios started his life in Damara, as the son of a miner. He grew up in the pursuit of fighting, however, as he would rather slay monsters than work the mines like his old man. His father found most of his work in the Galena Mountains, and from growing up around dwarves, Arios picked up the language. As he got older, Arios ended up studying in several different fields. The first was for a blacksmith, hoping that making weapons would teach him something about their use. As he got older, Arios was able to go out with the militia to hunt down terrorizing monsters, and that is where he finally began to gain some real martial experience. However, he still worked in blacksmithing for the most part, and picked up a bit of brewing knowledge with the dwarves in his free time. Arios got tired of this after some time, and took off to adventure on his own, but was hard-pressed to support his adventuring financially and returned to work at the mines after only a year. Regrouping his efforts, Arios sought out retired adventurers to learn the tricks of the trade and discovered most adventurers can't make it by themselves. Although he couldn't find anyone to adventure with him, Arios was not one to quit and tried to find a way around the problem. He began training hunting dogs to help him track down and slay the sort of monsters that would put gold in his pockets, and off he went again. After several more years of wandering about, Arios finds himself to the far south in the town of Shadow's Edge.

Arios has little in the way of sociable skills, as he is reserved and keeps to himself. His albinism has been a social stigma in his eyes, and is of the general opinion that most people would rather not talk with him. His main goals are to perfect his fighting style, which is much more disciplined compared to the warriors he grew up around, and to get his hands on enough gold to fund his adventuring indefinitely. Usually his idle time is spent caring for his warhorses and wolf-hounds.

Arios is a man of about average height and size, but his medium build shows great strength. His joints are wrapped in white cloth the way a monk might bandage themselves to prevent sprains. His clothing is rather loose and sparse, but he wears a long black trenchcoat about his body. His long white hair is undone, except for the bangs which have been pulled back to keep it out of his eyes. He looks the sort that packs light and could leave town at the drop of a hat.


+3 mithril shirt (worn, 10lb) 10,250gp
Monk's Outfit (worn, 2lb) freebie

coldiron kukri, masterwork (belt right front, 2lb) 316gp
silver kukri, masterwork (belt left front, 2lb) 328gp
belt pouch 1 (belt right rear, 1/2lb) 1gp
belt pouch 2 (belt left rear, 1/2lb) 1gp

+1 adamantine warmace (left shoulder, 10lb) 5325gp
Quiver Of Ehlonna (right shoulder, 2lb) 1,800gp
-20 standard arrows (3lb) 1gp
-20 silver arrows (3lb) 60gp
-20 coldiron arrows (3lb) 40gp
-+1 composite longbow, +6 Str (left shoulder, 3lb) 3,000gp
Heward's Handy Haversack (center back, 5lb) 2,000gp
Bedroll (below backpack, 5lb) 1sp
-bullseye lantern (right pouch, 3lb) 12gp
-flint and steel (right pouch, -wt) 1gp
-tindertwigs x30 (right pouch, -wt) 30gp
-oil, 3 pints (right pouch, 3lb) 3sp
-weaponsmithing tools, masterwork (left pouch, 5lb) 55gp
-dire pick, masterwork (center pouch, 12lb) 330gp
-shovel (center pouch, 8lb) 2gp

Eyes Of The Eagle (eyes, -wt) 2,500gp
Cloak Of Resistance +2 (worn, 1lb) 4,000gp
Ring Of Sustenance (left index finger, -wt) 2,500gp
Belt Of Giant Strength +4 (worn, 1lb) 16,000gp

Coins- 44pp, 7gp, 6sp, 0cp (belt pouch 1, 1lb)

heavy warhorse, Broc 400gp
-military saddle (30 lb) 20gp
-saddlebags (8 lb) 4gp
-bit and bridle (1 lb) 2gp
light warhorse, Besc 150gp
-pack saddle (15 lb) 5gp
-bit and bridle (1 lb) 2gp
riding dog (hunting dogs) x6, 900gp
allenchan

06-29-04, 05:53 AM
Im interested in playing an LG half-dragon monk.
(half-dragon 3/monk 6/favored soul 1, all future levels in Sacred Fist) Details to follow :)
Kalender

06-29-04, 07:05 AM
Well, modified due to the changes to the guild thief. Will LA-buyoff rules be used? if so, could I still begin @ level 10 if I bought one LA?
Mucknuggle

06-29-04, 07:35 AM
Well, Locke just mentioned that he is hoping that a Cleric of Lathander shows up to help deal with the undead problem. Won't someone answer his call for help? ;)
Snow Savant

06-29-04, 08:45 AM
Just a recap from my last post last night:

1. No variant "Generic Classes" from UA, although the variant Prestige Core Classes and variant Core Classes are allowed.

2. The recent XPH book is legal material as well.

3. Matt, glad to see you interested! Although I am not familiar with a Lycanthrope Eagle .... which book is that from?

4. Eagle Prince, that's an interesting build with the whole "dogpack" theme. Give it a good quality check onceover and post it to the pre-game thread. Whereas he may not have many social skills, his brewer and miner profession skills, decent Intimidate ranks, and rather offbeat focus on handling dogs should make for some interesting story lines. Remember, a lot of what you get in adventuring in Shadow's Edge is what you create yourself. And this character looks extremely unique! Oh yeah, if 3 Mountains Style explicitly states it won't work with Warmace, it won't here as well ... but don't consider that a loss.

5. Kalender, feel free to post the level buy-off question in the Pre-Game Setup Thread for Bal to address. Regard Guild Thief, it technically has a different name than Shadow Thief of Amn ... and has less of pre-req. cost and a better bonus feat selection. I wish WotC would have stated that SToA replaces Guild Thief, because no one in their right mind would take SToA. Run it by Bal as well to see if he will take Guild Thief instead.

6. Mucknuggle's plea for an Undead Killing Cleric is a valid one. Shadow's Edge could use a straight level Cleric, Eye of Horus-Re, Morninglord of Lathandar, or Radiant Servant.

***

Thanks for all the enthusiasm, Folks! More submissions are welcome!

XO,
Snow :cloud9:
Nick_Nameless

06-29-04, 09:03 AM
Originally posted by Snow Savant


6. Mucknuggle's plea for an Undead Killing Cleric is a valid one. Shadow's Edge could use a straight level Cleric, Eye of Horus-Re, Morninglord of Lathandar, or Radiant Servant.


Mind-reader

:P

One Cleric/radiant servant, Paladin, or skullclanhunter build in the works. I'll let you know...
fergsta2

06-29-04, 09:03 AM
Dumb Question: How does it all work?
Cornbread

06-29-04, 09:40 AM
I decided to make a bard instead of a wizard...one that focuses on casting ability and bardic music...words of creation and all that.

However I've never made a bard before so I'll be posting it tomorrow on the CO forum for massive tweaking because I don't really know that much about the class.

Should be fun. =P
Lakom

06-29-04, 09:55 AM
Snow I have a question for you...is this only for "regulars" or anybody that wants to join...if so I would like to take the opportunity to play with all of you in the "big" league.

I would play somethin like a brb1/clrc1/hex3/fight2/fb3 or a brb1/clrc1/pal of freedom2/fight2/temp4..since undead will came up...maybe even making him half celestial if there is enough XP to buy 2 lvl's off.

PS
Oh and in case that it is for regulars (I can understand that so no problem), I wuould like to ask you as per CO RAW what is a regular ;) :)
rilem

06-29-04, 10:15 AM
Currently moving over my mostly-polished Grimlock Rogue/Psywar/Barbarian. Should work nicely as tactical combatant/smashy guy, scout and backup trapfinder.

One question: I may have missed it, but the current PCs seem to all use different HP-generation methods: Is it Average HP, Full 1st level + Avg. HP for the rest, or roll everything?
Snow Savant

06-29-04, 10:23 AM
Fergsta, go to the Real Adventures "Setup Zone" forum and read this document * here * (http://boards1.wizards.com/showthread.php?s=&threadid=222737). It's the Newcomer's Handbook and Guide on how to play in Real Adventures "play-by-post" forum. It may seem daunting at first, but its not.

The most challenging thing you'll have to learn is how to use the online dice roller and how to post the results in the thread.

Once you understand this document, go to the Setup Zone to see how games are well, setup. :) Then go to the Real Adventures "Real Roleplay" Forum (linked from the Setup Zone) to see how real games are played.

If you really don't think you are a interesting or creative writer, don't let that stop you. As long as you have practice good grammar, punctuation, and enthusiasm, you'll find that writing posts "in character" will be something you'll slowly improve at.

**

Lakom, the desire to have C.O. Regulars play in the game is not intended to be an act of elitism. It's more of a way to show appreciation for those who are regular contributors to the group ... and also a chance to let them showcase their "min/max fu" by getting actual game play experience with their optimized characters.

Besides the fact that we'll be having fun from a social camaraderie standpoint, these games are also a chance for people to see how "character optimizers" are just as capable at role-play finesse as they are at making awesome, top-tier builds. Dispelling that commonly held misperception is something I am looking forward to. :)

And along the way, we may find some new, previously unknown "optimization tech" ... or even find some min/max methodologies to be less optimal than we thought. Actual field-play experience is crucial to making buildcraft theory a credible art/science.

**

Rilem, full 1st HD and then roll for your other 9HD using the dice roller.

XO,
Snow :cloud9:
fergsta2

06-29-04, 10:50 AM
Thanks Snow, I'll check it out. Is this the CoTSQ campaign you are doing? If so, I am DM'ing that now, so I guess I should wait till the next one.
Caelic

06-29-04, 12:35 PM
Hrm. I'm working on a Radiant Servant build, but I don't know if it's going to conflict with Nick's.
Balthanon

06-29-04, 12:48 PM
One thing I would like to do actually is possibly use Shadow's Edge as a staging area not only for my game, but possibly for other optimized games as well. If some other DM has optimized backup characters in the 5-10 range (and maybe expanded as the main game characters level up) then I would be open to them playing in Shadow's Edge until such time as they're called forth to battle evil, injustice, or that annoying little gremlin bothering a small town in Cormyr.

Technically by the board rules, Shadow's Edge and the CotSQ campaign are separate because you aren't allowed to split a campaign into two threads, so I don't see a problem with allowing something like this. So long as you stay within the rules and the thread doesn't devolve into a chat room or unmoderated roleplaying area its within the confines of what I proposed to Leapingshark.
Matt Neuman

06-29-04, 12:54 PM
3. Matt, glad to see you interested! Although I am not familiar with a Lycanthrope Eagle .... which book is that from?

Ahh. Common misperception about the lycanthrope template. The lycanthrope template in the MM is NOT restricted to the animal forms they present, just "...any predator, omnivore or scavenger whose size is within one category of the base creature's size..."

In essence the ones they give examples of are just the most common.

Almost any animal can be half of a lycanthrope.

Since the Maztican Eagle Knights could only turn into Eagles it seemed like a good way to go about it. ;-)
PhoenixInferno

06-29-04, 01:19 PM
That sounds bada$$, Matt. I wonder how you'd explain how this Maztican Eagle Knight got to Sembia...

I may want to contribute a Psychic Warrior chain fighting ex-mercenary who's running from his past...more details later.
Matt Neuman

06-29-04, 01:47 PM
That sounds bada$$, Matt. I wonder how you'd explain how this Maztican Eagle Knight got to Sembia...



Well assuming that we are in the 'year of wild magic' (1372), then it's been 11 years since Cordell landed in Maztica during the 'year of maidens' (1361) and limited trade has been in place between Maztica and Waterdeep since the 'year of the sword' (1365). There is even a colony called new waterdeep in Maztica. During most of the 'year of the guantlet' (1369) the tradelanes between the two essentially were closed, but have been back during the three years since then.

With semi-regular shipping taking place it's not that hard to imagine some Mazticans travelling the realms.
Vapor IX

06-29-04, 04:22 PM
I would love to play an interaction-focused rogue style character. Perhaps a wandering merchant or a spymaster type of guy. I'll ponder it some more and post a build in a day or two.
Fălenganor

06-29-04, 04:31 PM
Originally posted by Snow Savant
One other qualifier ... no *EVIL* characters. That's a rule instituted by the WotC Real Adventures Forum administrators.

Also, no borderline evil characters ... or ones who want to or perform harmful acts against fellow characters.

Fălenganor, that rules out Ur-Priest or Maho-Tsukai.
Please Snow, forget I posted that ;), my memory is horrible, someone told me that +-5 days ago. Would a sorcerer MoTAO be a good adition? Is battle sorcerer allowed? If it is, spellsword would be any good?
Mucknuggle

06-29-04, 06:45 PM
Originally posted by Caelic
Hrm. I'm working on a Radiant Servant build, but I don't know if it's going to conflict with Nick's.

May the best build win? We could always have two clerics...OR maybe one of you could make a Radiat Servant and the other could make a follower of Horus Re?

I'm thinking about making a Paladin of Tyr as a Manor character.

Bal, it would be great if we could turn Shadow's Edge into the "unofficial character optimization board role-play setting".

Anyway, time for me to go referee some soccer, after that, Paladin build research.
PhoenixInferno

06-29-04, 11:35 PM
I would like to submit this 8th level character for consideration:

Moran White
Male Human Ranger 1/Psychic Warrior 5/Fighter 2
Alignment LN

Str 13
Dex 14
Con 15
Int 13
Wis 14+1(4th level)+1(8th level)
Cha 10

Hit Points 8+5d8+3d10+16(con)
AC 10(base)+2(dex), Touch ??, Flat ??
Init +2(dex)
BAB +3/+3=+6/+1, Grap +??
Speed 30 base
Fort +9+2(con)=+11
Ref +3+2(dex)=+5
Will +1+3(wis)=+4

Attacks
Melee
Spiked Chain 2d4+1(str) +7/+2 20/x2

Languages
Common, and some others

Skills
TBD

Feats
Exotic Weapon Proficiency(Spiked Chain) - No penalty with Spiked Chain
Combat Expertise - Trade attack bonus for AC
Improved Trip - No AoO for Trip attempts, +4 to Trip check
Combat Reflexes - More AoOs
Deft Opportunist - +4 to AoOs
Power Attack - Trade attack bonus for damage
Improved Sunder - No AoO for Sunder attempts, +4 to Sunder check
Combat Brute - Advancing Blows, Sundering Cleave, Momentum Swing
Improved Bull Rush - No AoO for Bull Rush attempts, +4 to Bull Rush check

Human Traits
Bonus Feat
Bonus Skills

Psychic Warrior Abilities
Power Manifestation

Fighter Abilities
Butt-kickin!

Ranger Abilities
Favored Enemy(Abberations)
Track
Wild Empathy

Psychic Warrior Power Points/Powers Known
Power Points 7+7(bonus)
1st- Expansion, Force Screen, Synesthete
2nd- Animal Affinity, Prowess


Background
It was a caravan guard job - how hard could it possibly be? You follow the caravan, beat on the highwaymen and goblinoids, get paid and go home. How hard could it possibly be?

As it turns out, the Underdark never makes things easy. But we're getting ahead of ourselves.

He worked for an adventuring company called the Stray Thoughts, based out of Selgaunt. He was contracted to be a caravan guard for a group of dwarves. Not so ordinary dwarves - but grey dwarves as it turned out. They traveled to the mysterious and strangely beautiful Underdark, laden with the money they made, excess inventory, and surface goods to trade in their Cities Below.

The caravan was attacked by Illithid slavers. Moran was rear guard. When he saw what was going on, he remembered what older members of the Thoughts told him - "If you ever meet an illithid - run. Run away as far and as fast as you can. None of the Thoughts has ever fought an illithid and survived." What choice did he have? He ran.

After being released from the Thoughts, he wandered again for about a year until he found the small village of Shadow's Edge. He took a few jobs here and there but for some reason, the quaint little village kept a hold of him. It reminded him a little of the first home he ever had, a little village that died of the plague. They asked him to investigate something outside of town - something big. He turned it down, it was too big for him. One night, as he returned from a hunting expedition, he heard that a band of 6 adventurers were in the town, and they took The Job. Well goody for them, Moran thought, they'll likely get themselves killed.

Turns out they didn't get themselves killed, and returned to Shadow's Edge victorious - the new lords and ladies to boot. Moran is kicking himself for not hooking up with them and has taken up semi-permanent residence at the local tavern, as a well regarded body-for-hire-to-do-anything.

Personality
Moran doesn't talk much. He likes to observe others before speaking - if at all. He's spent the better part of his life as a mercenary & journeyman. He's got nothing to tie him down and really nothing to live for. The townsfolk speculate that he's either an escaped convict running from the law, or he's got a story that he's not willing to share.

He's good to his allies - if he had any right now. He's competant, and confident in his abilities, but not arrogant. Right now, he's been caught in a turning point in his life, unsure of what direction to take, trusting only in his wickedly spiked chain to see him through the day.

Appearance
TBD

Stuff
TBD
snb1131

06-30-04, 12:21 AM
Since I have Evil as a favored enemy, can I now obtain a bane (Evil) weapon enhancement?
SuperThread

06-30-04, 01:51 AM
As long as you have practice good grammar...

:D I love irony...

snb: Nope, unless you get a DM ruling (and the chances of that are minimal at best).
Balthanon

06-30-04, 12:23 PM
As Superthread said, no evil bane weapons. You might want to look into options that can duplicate the effect, I think there is a spell or feat that allows a weapon to act as a bane weapon against favored enemies--but I might be thinking of an epic feat.
snb1131

06-30-04, 12:27 PM
Not a problem. There's actually a spell on the WotC website called Foebane - it's in the retired Spellbook section - which duplicates a bane enhancement. Though I think it's too high of a level for my character to get now, I suppose I couldn't make that an evil bane spell, either?
Blade2718

06-30-04, 12:38 PM
Depending on the the churches that are dominant in the region, I plan on submitting some kind of cleric or paladin. Maybe even a build I suggested someone: Hum Paragon 3/Clr 2/PrPal 5/FoR 10.
Matt Neuman

06-30-04, 02:37 PM
But for now, here is a piece of concept art that I doctored from a photo of a preening eagle.

http://www.donia.org/~rumours/DandD/files/EagleKnight.jpg
catharz

06-30-04, 03:04 PM
Originally posted by snb1131
Not a problem. There's actually a spell on the WotC website called Foebane - it's in the retired Spellbook section - which duplicates a bane enhancement. Though I think it's too high of a level for my character to get now, I suppose I couldn't make that an evil bane spell, either?

This spell imbues one of the caster's weapons with great killing power against a single favored enemy type. Against creatures of that type, the weapon acts as a +5 magic weapon and deals +2d6 points of bonus damage. Furthermore, while the caster wields the weapon, he or she gains a +4 resistance bonus to saving throws against effects created by creatures of that type.

Day-umm! And by the text, it would actually make sense to let you do it!

As another option, UE has the Baneblade spell (Cleric 3/Paladin 2/Wizard 4), which gives you the Bane weapon enhancement for one round per level. It won't be (Evil), but that hardly matters which you can decide the enemy on casting. The costly material component is a problem for Wizards, but Clerics don't have to deal with that. Boo-yea!

This makes a rather nice spell to Quicken for those melee or archer Clerics with too many slots too (only 7th level!).
rilem

06-30-04, 03:05 PM
Originally posted by snb1131
There's actually a spell on the WotC website called Foebane - it's in the retired Spellbook section...

There's a print version, too, called Bladebane -- it's 4th level, in Unapproachable East. It specifically says that you use the Ranger list for acceptable bane types, but it's quite flexible.

Edit: Curses, a minute too slow.
snb1131

06-30-04, 03:17 PM
Perhaps a wand of Foebane would be an acceptable item to obtain, yes? It would be a bit pricy, though (3000 for a first-level spell power; mulitply by two for each successive power level); it would have 50 charges, though.
Snow Savant

06-30-04, 03:40 PM
PhoenixInferno,
Your concept looks sound. Definitely post it to the Pre-Game Setup thread once you fleshed it out. Try to squeak in some respectable social skill ranks if you can. I know that's hard with Fighter-types, but perhaps Intimidate, or some cross-class ranks in something else...

Matt,
Definitely looking forward to your Were-Eagle character!

***

I still hope someone submits a Bard or Rogue type .... they would be an awesome addition to the Shadow's Edge coterie of characters.
snb1131

06-30-04, 03:44 PM
I would think that my Intimidate skill would be rather high (given my character concept) - Snow, what do you think?
snb1131

06-30-04, 03:46 PM
I would think that my Intimidate skill would be rather high (given my character concept - it is a class skill for FoeHunter) - Snow, what do you think?
catharz

06-30-04, 04:26 PM
Originally posted by Snow Savant
I still hope someone submits a Bard or Rogue type .... they would be an awesome addition to the Shadow's Edge coterie of characters.

This reminded me of a very odd build.

Chaotic good Dwarf
Bard 5/Memory smith 5/Nar demonbinder 2/Troubador of stars 8
BAB+15, 7th level spells, lots of skill points, divine vengance (not the feat), etc.
Snow Savant

06-30-04, 04:35 PM
A very cool build, Catharz ... unfortunately, no Dragon magazine stuff.

Like you, I really enjoyed that Dragon edition with all the great Bard PrC's. Including that wacky Druid/Bard "Mystic Theurge-like" PrC.

XO,
Snow!
catharz

06-30-04, 04:37 PM
Heh. The Smith PrC really isn't that vital to the build.
I actually got the idea from a build you posted a while back (Possibly on the 3.5 Bard thread).
Fălenganor

06-30-04, 07:07 PM
Would Sorc/Bard/Virtuoso be any good? MoTAO? Spellsword? Mindbender?
Balthanon

06-30-04, 07:32 PM
Originally posted by catharz
Day-umm! And by the text, it would actually make sense to let you do it!

As another option, UE has the Baneblade spell (Cleric 3/Paladin 2/Wizard 4), which gives you the Bane weapon enhancement for one round per level. It won't be (Evil), but that hardly matters which you can decide the enemy on casting. The costly material component is a problem for Wizards, but Clerics don't have to deal with that. Boo-yea!

This makes a rather nice spell to Quicken for those melee or archer Clerics with too many slots too (only 7th level!).

I'll have to take a look at that to make sure it's not too far off 3.5 standards, but I believe that's probably what I was thinking of.

As for the bladebane spell, if it has an expensive material component then a cleric would need to have that to cast the spell as well. Clerics don't have inexpensive material components, but as evinced by restoration, ressurection, and such expensive material components are fair game.
snb1131

06-30-04, 11:50 PM
I was thinking Foebane would be better since it doesn't specify that I have choose from the ranger's favored enemy list (so I could take evil as the chosen enemy).
Black Sheep

07-02-04, 02:56 PM
removed
Snow Savant

07-03-04, 03:52 PM
Please read Balthanon's quote that I pasted in at the bottom of this post.

The 6 current character in the campaign (Previn, Mucknuggle, Horndgod, Mommy was an Orc, ZenRanger, & I) are currently in discussion via e-mail [see my recent e-mail, guys] to see how and who will receive invites to play in the Shadow's Edge & Manor aspect of Bal's campaign.

Besides highly optimized and well-constructed characters, we will also be looking at "player" criteria as well. It's really difficult to profile people you only know through a message board, but we obviously want people who are also creative/articulate writers, are assertive posters, and are willing to help drive the storyline or make things happen in our wonderful little village of Shadow's Edge. And yes, you can still be all those things while at the helm of a shy or socially reclusive character.

Already, there are a number of people I would love to send invites to right now. But I only get to invite one person. That's why the 6 of us need to kibitz and ensure we get the most deserving 6 new players invited as a collective whole.

Soooo .... polish up your final character sheet submission and post it to the Pre-Game thread (link provided in my 1st post in the thread). Be sure to make everything easy to read, and fix errors or missing stats in things like your gear, spell book or lists, final skill rank tallies, and gold expenditure. Your background story should also be complete, but with room for a revision to include how you got invited to Shadow's Edge. A "Tactical Notes" section at the very bottom of the sheet gives you a chance to brag about how good you are at what you do. And gives us a chance to see what the more complex and cryptic builds can offer to Shadow's Edge, Bal's campaign, and the current Party of 6.

The "invitation" process will hopefully start soon and quickly ... so we can ensure those of you who worked hard to submit your auditions are rewarded by getting up and playing as soon as possible.

Thanks! Feedback welcome ...

XO,
Snow :cloud9:
--------
Balthanon said:
For the time being, this is how I'm going to handle bringing backup characters into the manor thread:

Essentially, each player currently at the manor will get to choose one backup character and then roleplay out the letter they send, chance meeting as the character is passing through, calling upon a family member, etc... When that character leaves the manor, the new one comes into the game fully (they can come in briefly to roleplay their introduction if they would like). Essentially, this will just mean that they scraped together the money for a teleport, were in the area, or arrived at the manor by some other means.

I'll start off like that, and eventually, if we have enough characters (and it looks like we're definitely going to), I'll start bringing in other characters at my own pace as well. Also, if any player currently in the game ever finds another game their character is suited to, get tired of the manor, or have to drop out, they can introduce a new backup character assuming one is available.

I think this system will let the manor continue evolving and growing while still keeping it under control. I do of course reserve the right to veto characters that player's choose, but unless there is something truly objectionable about the character (for instance, if it breaks the forum rules) I shouldn't need to exercise that option.
Previn

07-05-04, 08:31 PM
:bump:

Anyone else have an interesting or unique builds? Go ahead and post them, we don't bite.
snb1131

07-06-04, 10:33 AM
Sorry I haven't been around to finish my character's history... Have you picked the entries yet? If not, when will you be?
Black Sheep

07-06-04, 10:47 AM
removed
Snow Savant

07-06-04, 11:03 AM
Originally posted by snb1131
Sorry I haven't been around to finish my character's history... Have you picked the entries yet? If not, when will you be?

To my knowledge, 3 players have had their character's chosen - Rilem's Grimlock Rogue, Matt Neuman's Were-Eagle Knight, & Caelic's Rose the Cleric. While that knowledge may not yet be manifest in the story line, that is what is happening or about to transpire in the game thread itself.

That leaves 3 more player/character to have yet been chosen.

This process is not easy - a lot of you have posted some absolutely *excellent* character concepts & builds. I really wish I had 5 selections instead of 1. :( It makes it even more difficult because it's readily apparent that a number of you are really putting a lot of effort into your preciseness, creative background story, and emphasis on team-play chemistry.

Keep up the good work! :)

XO,
Snow
snb1131

07-06-04, 11:37 AM
It's finished!

"I have two questions: What are we fighting and how do I kill it?"

(It's hard to think of a good name! LOL)
Level 10 Human Male Ranger6/StalkerofKharash2/FoeHunter2
Neutral Good

Str 14 -- (6 pts)
Dex 15 -- (8 pts) + 1 (level) = 16 (+2 - gloves) = 18
Con 14 -- (6 pts) + 1 (level) = 15
Int 14 -- (6 pts)
Wis 12 -- (4 pts)
Cha 10 -- (2 pts)

Hit Points 72 (average)
AC 22, Touch 14, Flat 18
Init +4
BAB +9/+4, Grap +11
Speed 30 (base 30)
Fort +12, Ref +16, Will +6

+13 Kukri (either coldiron or silver), 1d4+2, 18-20/x2

+ 15/+10 (+13/+13/+8 Rapid Shot; +1 to attack/damage within 30 feet) Darkwood Composite (+4) Longbow (with Blessed and Hunting enhancements); 1d10+2, 20/x3, 110' - 19000 gp
(Blessed - threat vs. evil target is automatically a critical)
(Hunting - doubles all damage vs. all favored enemies)

Sizecategory, 6'2" tall, 210 wt, 28 yrs old
Brown hair; blue eyes; white (tan) skin

Speaks Common, Dwarven, and Elven (spent four points to know Draconic, Gnome, Goblin, and Orc)

Skills (ranks + modifier; if none stated, no ranks bought)
+2 Appraise
+4 Balance
+0 Bluff
+4 Climb (2+2)
+5 Concentration (3+2)
+6 Craft (fletching)
+0 Diplomacy
+0 Disguise
+4 Escape Artist
+2 Forgery
+0 Gather Information
+11 Handle Animal (11+0)
+6 Heal (5+1)
+12 Hide (8+4)
+13 Intimidate (13+0)
+7 Jump (5+2)
+12 Knowledge (geography) (10+2)
+12 Knowledge (nature) (10+2)
+14 Listen (11+1) +2 (Alertness)
+12 Move Silently (8+4)
+8 Ride (4+4)
+10 Search (8+2)
+1 Sense Motive
+14 Spot (10+1) +2 (Alertness)
+8 Survival (7+1)
+6 Swim (4+2)
+5 Use Rope (1+4)

Feats
-Alertness (+2 to Listen and Spot)
-Favored of the Companions (+1 to any roll or check once per day)
-Track
-Rapid Shot
-Endurance
-Point Blank Shot
-Manyshot
-Weapon Focus (longbow)
-Improved Favored Enemy (+3 to damage vs. all favored enemies)

Ranger Abilities
Favored Enemy (Undead): +7 to Bluff, Listen, Sense Motive, Spot, and Survival checks; + 7 to damage bonus
Favored Enemy (Aberrations): +6 to Bluff, Listen, Sense Motive, Spot, and Survival checks; + 6 to damage bonus

Stalker of Silvanus Abilities
Detect Evil at will (within 30 feet; upwind to 60 feet; downwind to 15 feet; know exact location within five feet - otherwise, only general direction)
Favored Enemy (Evil): +4 to Bluff, Listen, Sense Motive, Spot, and Survival checks; + 4 to damage bonus

Foe Hunter Abilities
Favored Enemy Rancor (+1d6 bonus damage per round)
Damage Reduction 3/- vs. evil

Special: When using his bow, all favored enemy damage is doubled (Undead: +14; Aberrations: +12; Evil: +8)

Ranger Spells Per Day 2/1/0/0
1st - Hunter's Mercy, Magic Fang
2nd - Cat's Grace

Animal Companion: Wolf
HD: 4d8+8 (26 average)
Initiative: +3
Speed: 50 feet
AC: 16 (+3 DEX, +3 natural); 13 touch; 13 flat-footed
Base Attack/Grapple: +1/+2
Attack: +4 melee (1d6+2)
Full Attack: +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision; Scent
Saves: Fort +5; Ref +6; Will +1
Abilities: STR 14, DEX 16, CON 15, INT 2, WIS 12, CHA 6
Skills: Hide +3, Listen +3, Move Silently +4, Spot +3, Survival +1
Feats: Track, Weapon Focus (bite)
Trip (ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.


A child of two priests of Ilmater in Waterdeep, he learned early on to respect nature and its power - and consequently, Silvanus, the god of nature. He quarreled with his parents often: they believed that he could best serve the peoples of the world by taking care of the sick and injured; he wished a more proactive approach, seeking to prevent the injury in the first place. After the largest (and undoubtedly the most severe) argument with his parents, he set out on his own to see the world. He met up with an elderly druid priestess and sought to learn as much as he could about the ways of the various creatures of the world; he learned their habits, their tracks, even their speech; she imparted to him the great stories of Kharash, the Hunter, and how he is seen as an extension of Silvanus' will. However, before he could learn more he and his mentor were set upon by a cadre of undead. He and the druid priestess fought bravely, yet she sustained injuries which were beyond his ability to heal. Before she passed on she begged him not to forget what she had taught him and asked him to take on the pup of her animal companion, a wolf. After burying her and praying over her remains he, with his new friend, began what has been a seemingly endless quest of rooting out evil and ending its existence. He has been seen around Shadow's Edge for the last year or so, and the townspeople are divided as to what to make of him. They do know that he seems to be a sort of guardian for the town, and have begun to trust him...those who have actually lain eyes on him, that is. He is quite the mystery to the populace as a whole; some believe him to be a figment of the drunk's eyes or the stories of the children, but to those few who have seen him, he is a source of strength and comfort. The new nobility in the town have given him a great deal of pride and comfort, knowing that he will have assistance against any threat should the need arise.

He is not sure why he first began to do what he does - why what started out as a mission of retribution has become such an obsession - but he does know that he must continue to do so. He is single-minded in hunting out and destroying evil; however, he feels that he is not bound by a code of honor as a paladin might be, but rather he is led by a personal sense of responsibility and has no qualm achieving the ends by (almost) any means necessary. He seeks out evil in any form and destroys it, no matter the size, appearance, or threat. He is a simple man, uninterested in the frills and frippery of town life, preferring to reside with his wolf companion in the forest outside of his beloved Shadow's Edge, maintaining a constant vigil against whatever may threated it. He especially feels a deep sense of caring and pride in Shadow's Edge and will do anything to keep it safe, no matter what the cost; he enjoys the small-town feel, having lived in (and hated) the metropolis that is Waterdeep.

Wearing dark clothes (browns, maroons, dark greens), he blends into the forest seemlessly - and provides a foreboding countenance to whoever lays eyes on him. His shoulder-length dark brown hair and slightly grizzled face lends credence to his rough lifestyle. He does enjoy the company of others, especially the nobles of Shadow's Edge, and occasionally will journey into town to meet with and spend time with them.


+2 Mithral Shirt (worn, 10 lbs.) - 5100 gp
Explorer's Outfit (worn, 8 lbs.) - 10 gp
Normal Belt (part of outfit) - one pouch on either side in back
Left - 4 Pearls of Power (level one - Hunter's Mercy) - 4000 gp

Masterwork Silver Kukri (belt left, 2 lbs.) - 316 gp
Masterwork Cold Iron Kukri (belt right, 2 lbs.) - 328 gp

Darkwood Composite Longbow (left shoulder, 1.5 pounds; see above description) - 19000 gp
Quiver of Ehlonna (right shoulder, 2 lbs.) - 1800 gp
40 arrows (3 lbs.) - 2 gp
20 cold iron arrows (3 lbs.) - 40 gp
Heward's Handy Haversack (center back, 10 lbs.) - 2000 gp

Cloak of Resistance +2 (worn, 1 lb.) - 4000 gp
Ring of Protection +2 (right 3rd finger, -wt) - 8000 gp
Gloves of Dexterity +2 (hands, 0 lbs.) - 4000 gp

Items in Haversack (in center pouch unless noted):
Waterskin- water (4 lbs.) - 1 gp
5 Sunrods (1 lb. each) - 10 gp
Flint & Steel (0 lbs.) - 1 gp (left pouch)
Trail Rations- 1 days (backpack, ??wt)
Bedroll (5 lbs.) - 1 sp
Winter Blanket (3 lbs.) - 5 sp
Cold Weather Outfit (7 lbs.) - 8 gp
Iron Pot (10 lbs.) - 5 sp
30 Tindertwigs - 30 gp (left pouch)
Shovel (8 lbs.) - 2 gp

Coins- 35pp, 3gp, 89sp (pouch, 2 lbs.)
Mommy was an Orc

07-06-04, 12:22 PM
Unless some really amazing utility caster shows up, I'd view it likely that Black Sheep's Nyx gets chosen as well.

Originally posted by Snow Savant
To my knowledge, 3 players have had their character's chosen - Rilem's Grimlock Rogue, Matt Neuman's Were-Eagle Knight, & Caelic's Rose the Cleric. While that knowledge may not yet be manifest in the story line, that is what is happening or about to transpire in the game thread itself.

That leaves 3 more player/character to have yet been chosen.
Black Sheep

07-06-04, 12:36 PM
Originally posted by Mommy was an Orc
Unless some really amazing utility caster shows up, I'd view it likely that Black Sheep's Nyx gets chosen as well.

As I said, if I get chosen I would like to adapt the character to the party to get some synergies. I will be open to any spell requests from other characters, or requests for specific auras/items/etc.

I toyed a bit with a Marshal/Sorcerer/PrC Bard design, which has some nice synergies, but it always looked too much like Maer, and I did not want to copy that.
Mommy was an Orc

07-06-04, 12:44 PM
Hmm...remember, Racial Paragons don't cause exp penalties. I think your build has one or two potential improvements:
If you take Marshal 1 at 1st level, you get an extra 7 skill points(+8 for 4*4 instead of 2*4, then -1 for not having +2 Int at 4th level) with no changes to the final build at 10th level.

If you only take 1 level of Marshal, you get an additional caster level - as you've taken 2 feats that are in a sense making up for the loss of 3 caster levels(Spellcaster Prodigy, Practiced Spellcaster), the additional caster level might let you get 1-2 feats back in return. You do lose the major aura, but +1 to damage isn't that huge of a boost in comparison.

Just some thoughts.

Originally posted by Black Sheep
Nyx
Male Sun Elf Wizard3/Elf Paragorn3/Marshal2/Shadow Adept1/Spellsword1
Black Sheep

07-06-04, 12:58 PM
Originally posted by Mommy was an Orc
Hmm...remember, Racial Paragons don't cause exp penalties. I think your build has one or two potential improvements:
If you take Marshal 1 at 1st level, you get an extra 7 skill points(+8 for 4*4 instead of 2*4, then -1 for not having +2 Int at 4th level) with no changes to the final build at 10th level.

I started with the Elf Paragorn because I thought that the skill suite was more useful than that of the Marshal.

Originally posted by Mommy was an Orc
If you only take 1 level of Marshal, you get an additional caster level - as you've taken 2 feats that are in a sense making up for the loss of 3 caster levels(Spellcaster Prodigy, Practiced Spellcaster), the additional caster level might let you get 1-2 feats back in return. You do lose the major aura, but +1 to damage isn't that huge of a boost in comparison.


Yeah, I do not like the major aura, too. But I wasn't sure what I should substitue for the Marshal. I mainly chose Practised Spellcaster because of my lower casting level of evocations and transmutatios, especially the latter, since many good buffs are from that school. By the way, would Practised Spellcaster negate the -1 casterlevel from Shadow Weave Magic? Depends on what would be applied first, I guess.
Mommy was an Orc

07-06-04, 01:43 PM
You've got at least 4+ points in at least 8 Marshal skills. You have only spent 14 on Elf Paragon-only skills(Hide/Move Silently). i.e. free points

+14 Bluff (7)
+18 Diplomacy (9)
+8 Intimidate (4)
+22 Knowledge (arcana) (13)
+14 Knowledge (nobility and royality) (5)
+8 Listen (6)
+6 Sense Motive (6)
+12 Spot (6)
+10 Knowledge (geography) (1)
+10 Knowledge (history) (1)
+10 Knowledge (underdark) (1)

I'd rule the practiced spellcaster would counter the shadowweave penalty, but that's just me. I'd get an extra level of Shadow Adept and kill the Prodigy feat.

Originally posted by Black Sheep
I started with the Elf Paragorn because I thought that the skill suite was more useful than that of the Marshal.

Yeah, I do not like the major aura, too. But I wasn't sure what I should substitue for the Marshal. I mainly chose Practised Spellcaster because of my lower casting level of evocations and transmutatios, especially the latter, since many good buffs are from that school. By the way, would Practised Spellcaster negate the -1 casterlevel from Shadow Weave Magic? Depends on what would be applied first, I guess.
Balthanon

07-06-04, 06:17 PM
Originally posted by Black Sheep
Yeah, I do not like the major aura, too. But I wasn't sure what I should substitue for the Marshal. I mainly chose Practised Spellcaster because of my lower casting level of evocations and transmutatios, especially the latter, since many good buffs are from that school. By the way, would Practised Spellcaster negate the -1 casterlevel from Shadow Weave Magic? Depends on what would be applied first, I guess.

So long as it's not putting your caster level over your hit dice, I'll allow practiced spellcaster to negate the penalty of Shadow Weave Magic. Essentially, you'll have a +4 in most schools, and a +3 in evocation and transmutation, up to your hit dice.

Shar, however, has to go. She's one of those deities that demands her followers be evil (her dogma even forbids associating with members of good churches unless you're actively trying to corrupt them.) So you will be taking a -2 penalty to your wisdom if you stick with the Shadow Weave.
Black Sheep

07-07-04, 02:38 AM
Originally posted by Balthanon
Shar, however, has to go. She's one of those deities that demands her followers be evil (her dogma even forbids associating with members of good churches unless you're actively trying to corrupt them.) So you will be taking a -2 penalty to your wisdom if you stick with the Shadow Weave.

The problem is that you need either Shar as patron or WIS 15 to qualify for Shadow Weave Magic. Would the -2 hit to WIS be enough of a penalty to say that he followed Shar once (and was evil), but he renounced her and took the -2 after that? Could be part of his quest to be accepted among his people again. Otherwise the Shadow Magic has to go.
horndgod

07-07-04, 03:45 AM
Originally posted by Balthanon
So long as it's not putting your caster level over your hit dice, I'll allow practiced spellcaster to negate the penalty of Shadow Weave Magic. Essentially, you'll have a +4 in most schools, and a +3 in evocation and transmutation, up to your hit dice.

Shar, however, has to go. She's one of those deities that demands her followers be evil (her dogma even forbids associating with members of good churches unless you're actively trying to corrupt them.) So you will be taking a -2 penalty to your wisdom if you stick with the Shadow Weave.

As he's not a cleric or other divine spellcaster, he doesn't have to abide by alignment restrictions involving his diety's alignment. He could very well be a worshipper of Shar without being a very devout one. I don't think Nyx should take the penalty associated with non-Sharran Shadow Weavers. His True Neutral alignment definitely seems to be an indication of his amoral status.

However much I believe the character could function please realize that if Roryn finds out that you're a Sharran, he will have to kill you. The Moonmaiden is not kind to those who follow her dark sister.
Black Sheep

07-07-04, 04:15 AM
Originally posted by horndgod
However much I believe the character could function please realize that if Roryn finds out that you're a Sharran, he will have to kill you. The Moonmaiden is not kind to those who follow her dark sister.

Nyx does not advertise is outcast status or his (lessening) devotion to a dark goddess. In fact, I envision him as being at a crossroads. His longing for his home is just as great as his longing for power and knowledge. Maybe with the help of good companions he could revoke his ways and stop his descent into evil. Or he could competely give up any hope and plunge into darkness, depending on the things that the future brings.
Black Sheep

07-07-04, 04:22 AM
Originally posted by Mommy was an Orc
You've got at least 4+ points in at least 8 Marshal skills. You have only spent 14 on Elf Paragon-only skills(Hide/Move Silently). i.e. free points

I'd rule the practiced spellcaster would counter the shadowweave penalty, but that's just me. I'd get an extra level of Shadow Adept and kill the Prodigy feat.

I will probably switch the classes around a bit. The problem is that a second level of Shadow Adept does not net me anything great. I have to look through some more faerunian PrCs.

The Prodigy feat gives me another 2nd level spell (and more if my intelligence gets higher) and another +1 on the save DCs against my spells. I wanted to blow the save DSs through the roof without specializing in a few schools only. Right now they are 20+spell level, which I think should suffice. Any proposals for better feats?
Ravashack

07-07-04, 04:56 AM
Just a quick FYI, there is no more Wisdom hit in the 3.5 version of Shadow Weave Magic. At least, not in my copy of the PGtF.
Snow Savant

07-07-04, 11:38 AM
Black Sheep, in light of reading your last few posts, I highly recommend you get Balthanon's approval on your character's deity and alignment issues. While neutrally aligned characters of good or neutral deities are okay over at Real Adventures, neutral characters of evil deities might be pushing it regarding the guidelines set forth by the Admins of that forum.

Besides, you'll be in close proximity to a bunch of other high-level clergy at Shadow's Edge that worship deities (Mystra, Mielikki, Lathandar) that would want to hand you your butt if they found out who you worship. At least if role-played in the proper fashion. :)

This is not criticism of your character or concept, just potentially your alignment/religion ... and it's in reference to the guideline parameters of the forum we'll be playing.

**

Also, 2 more characters are yet to be chosen. I believe Previn and Horndgod are still looking over the candidates.
Balthanon

07-07-04, 12:42 PM
Originally posted by Black Sheep
The problem is that you need either Shar as patron or WIS 15 to qualify for Shadow Weave Magic. Would the -2 hit to WIS be enough of a penalty to say that he followed Shar once (and was evil), but he renounced her and took the -2 after that? Could be part of his quest to be accepted among his people again. Otherwise the Shadow Magic has to go.

I haven't looked over the Shadow Weave feat in 3.5, so I was going off of my knowledge of 3.0, but being a worshipper of Shar isn't going to be possible for the reasons Snow laid out. If it actually says that you need either a 15 Wisdom or Shar as a patron in the prerequisites, if you lose one without having the other (and you can depend on equipment for that if need be), then you'll lose access to the feat and any prestige classes dependent upon it.

So, while you could have worshipped Shar in the past, you can't do so now and will have to have a 15 Wisdom (or 13 and a +2 item, or 11 and a +4, etc...) in order to continue qualifying for Shadow Weave Magic. (Also, while you don't generally need to be the same alignment as your deity, she demands her followers be evil. You can claim her as your patron as much as you would like, but in this case its whether she acknowledges you.)
Mommy was an Orc

07-07-04, 01:24 PM
Prodigy feat has changed in 3.5 - it just gives a +2 to your prime stat for bonus spells - no bonus to DCs anymore(PGtF).

Originally posted by Black Sheep
The Prodigy feat gives me another 2nd level spell (and more if my intelligence gets higher) and another +1 on the save DCs against my spells.
Black Sheep

07-07-04, 06:15 PM
Originally posted by Mommy was an Orc
Prodigy feat has changed in 3.5 - it just gives a +2 to your prime stat for bonus spells - no bonus to DCs anymore(PGtF).

Hmm, you are right, I copied the short description from the PGtF, but the actual text says something different.
Sarah, Arcane Trickster

07-07-04, 06:37 PM
Would a 10th level artificer be helpful?
Balthanon

07-07-04, 08:02 PM
>Deleted<
Mucknuggle

07-07-04, 10:03 PM
Originally posted by Sarah, Arcane Trickster
Moogle's rock.

Yes they do. Be sure to name your artificer Mog!
Blade2718

07-07-04, 10:12 PM
And make sure he has Skill Focus: Perform(Dance)
Grizley

07-07-04, 10:20 PM
You are allowing Eberron stuff? What about warforged?

Considers knocking 2 levels of the other artisan build...
Korg al Tarr

07-08-04, 07:51 AM
Well if there is room for a sorcerer....

Name Cyrus Amanodel
Gender male Race Human Class sorcerer 6/harper mage 3/spellsinger 1 (10 lvl)
Alignment CG Tymora

Str 08 -- (00 pts)<-- show pts if using the pointbuy system
Dex 12 -- (04 pts)
Con 16 -- (06 pts) +2 belt
Int 14 -- (06 pts)
Wis 08 -- (00 pts)
Cha 22 -- (16 pts)+4LV+8LV+2 headband

Hit Points Roll 1 (http://krisinchico.brinkster.net/searchroll.asp?username=korgaltarr#11516 1) + Roll 2 (http://krisinchico.brinkster.net/searchroll.asp?username=korgaltarr#11516 2) +30 = 6d4+3d4+1d6+30= 58 HP
AC 16, Touch 11, Flat 15
Init +1
BAB +4, Grap +3
Speed 30 (base 30, load ??/33, light)
Fort +8 ( 3 base +2 cloak +3 ability), Ref +8 (5 base +2 cloak +1 ability),
Will +11(10 base +2 cloak -1 ability)

+4 Dagger, Masterwork(silvered or Cold Iron) 1d4-1,19-20/x2
+6 Crossbow, Light, Masterwork 1d8, 19-20/x2, 80'r

Medium Size, 5'9" tall, 170 wt, 25 yrs old
black hair, blue eyes, pale skin

Speaks Common, Elf, and Chondathan

+15 Knowledge (Arcana) 11(11) +2 Int+2 feat
+6 Knowledge (Dung.) 4(8cc) +2 Int
+7 Knowledge (History) 5 (5) +2 Int
+3 Knowledge (Local Sword Coast) 1 (1 bonus) +2 int
+7 Knowledge (Local Sembia) 5 (3+2 bonus) +2 int
+14 Concentration 11(11) +3 Con
+15 Spellcraft 11(11) +2 Int+2 feat
+16 Bluff 10(10) +6 Cha
+1 Sense Motive 2(4cc) -1 Wis
+16 Perform (Lute) 8 (8) +6 Cha +(2)(Lute)
+7 Gather Information 1 (1) +6 Cha
+7 Diplomacy 1 (1) +6 Cha
+1 Listen 0 (0) -1 Wis +2 feat
+1 Spot 0 (0) -1 Wis +2 feat


Feats
- alertness (1 Lvl )
- extend spell (human bonus)
- improved counterspell (3 Lvl )
- skill focus(perform ) (6 Lvl )
- skill focus(knowledge arcana) (Harper Mage bonus)
- skill focus(spellcraft) (Harper Mage bonus)
- extra spell(fireball) (9 Lvl )

Human Traits
-bonus feat
-+4 skill points at 1 Lvl
-1 skill point per Lvl after 1st

Sorcerer Abilities
-sumon familiar

Harper Mage Abilities
-Oghma Insight (skill focus(knowledge arcana))
-Arcane Theory (skill focus(spellcraft))
-Extend spell 1+Cha= 7/Day
-Harper Knowledge +7= 3 Lvl +2 int +2 synergy Knowledge (History)

Spellsinger Abilities
-Bardic Music???
-compelling song??? if Bardic Music
-spellsong (spontaneous casting of enchantment spells +1 spell level) - (DC 2+level(original)+Cha)

Spells Per Day 6|8/8/7/6/4
0th- acid splash, detect poison, detect magic, read magic, light, ghost sound,
prestidigitation, mending, message
1st- magic missile, detect undead, ray of enfeeblement, shield,
protection from evil
2nd-detect toughts, gliterdust, see invisibility, web
3rd –fireball, sonorus hum, Clairaudience/Clairvoyance, blacklight
4th- Evard’s Black Tentacles, Invisibility, Greater
5th- draconic polymorph

Special
Enchantment Spells (all, but poor DC =2+level+CHA)
indiference -T&B lose 3rd level spell
rage –PHB lose 4th level spell
heroism –PHB lose 4th level spell
elation –BofED lose 4th level spell
Touch of idiocy lose 3rd level spell
Charm monster (DC12) lose 5th level spell

Polymorph, draconic
I.
Polar Bear, draconic
HP = Same
Int +1
Speed 40
AC 20 ( -1 size, +1 dex, +5 natural, +5 armor) + shield + p. from evil T 10 FF 19
BAB +4 / Grap. +20
ATTACK +15 claw 1d8+12
Space/Reach 10/5
Improved Grab
Str 35 Dex 13 Con 21
Fort + 8 Ref +6 will +9 (+p. from evil)

II.
Digester, draconic
HP = Same
Int +2
Speed 60
AC 22 ( +2 dex, +5 natural, +5 armor) + shield + p. from evil T 12 FF 20
BAB +4 / Grap. +11
ATTACK +11 claw 1d8+10
Space/Reach 5/5
Acid (cone 20 ft. 4d8 Reflex DC 18 or 5 ft. 8d8 Reflex DC 18)
Str 27 Dex 15 Con 19
Fort + 7 Ref +7 will +9 (+p. from evil)

III.
Roper, draconic
HP = Same
Int +1
Speed 10
AC 29 (-1 size, +1 dex, +5 natural, +5 armor) + shield + p. from evil T 10 FF 28
BAB +4 / Grap. +16
ATTACK +5 strand poison or +11 bite 2d6+12
Space/Reach 10/10(50 strand)
Poison DC 19 or 2d8 strength
Str 27 Dex 13 Con 19
Fort + 7 Ref +6 will +9 (+p. from evil)

IV.
Pixie, draconic
HP = Same
Int +4
Speed 20 / fly 60(good)
AC 21 (+1 size, +4 dex, +1 natural, +5 armor) + shield + p. from evil + dodge T 15 FF 17
BAB +4 / Grap. +2
ATTACK +8 dagger, masterwork 1d4+2(+3 both hands)
or +7 touch – spell
Space/Reach 5/5
I can cast Spells!!!!, Dodge, Fly-Good
Str 15 Dex 18 Con 13
Fort + 5 Ref +9 will +9 (+p. from evil)

V.
Dragonkin, draconic
HP = Same
Int +1
Speed 20/ 40 Fly (Good)
AC 22 ( -1 size +1 dex, +7 natural, +5 armor) + shield + p. from evil
T 10 FF 21
BAB +4 / Grap. +16
ATTACK + 11 claw 1d6+8
or + 12 masterwork simple weapon 1dX+12
or + 11 touch – spell
Space/Reach 5/10
I can cast Spells!!!!, Fly-Good
Str 27 Dex 12 Con 15
Fort + 5 Ref +6 will +9 (+p. from evil)



Cyrus Amanodel was born in the year of the Bright Blade (1347) in Baldurs Gate. His father Aman Yarmmaster(human), a merchant from Sembia ( not related to Elduth Yarmmaster, (FRCS page 190, regional history)) died in 1351 claimed by the plague in Baldur’s Gate. His mother Lia Amanodel(Half-elf) raised him alone with songs and epic tales of adventure. In the year 1352 his mother died of illness and he began working as a entertainer in taverns on the Sword Coast. Later in the year 1353 when he was performing in one of the taverns in Baldur’s Gate a man approached him telling him that he was to be his teacher as his mother wanted. Thanks to the “Teacher”, Cyrus quickly become a famous adventurer and performer. After 2 years of “study” the “Teacher” introduced him to the Harpers and he become a member as his mother was. Later his adventures led him to his father’s country were the real test of his life awaited him…
He never saw the “Teacher” again…

Cyrus is a quiet person for a performer. He likes to listen to people and their thoughts, with or without their knowledge. He is a defender of the week and oppressed and he doesn’t like tyrants. He is now working to make Sembia a better place for all not only for the rich. ( At least a small part of it anyway.)

Cyrus is a young black-haired man of handsome appearance, blue eyes and pale skin. He wears a worn brown adventurer’s outfit with a green cloack and sturdy boots. He has two daggers and a rod on his belt, a mithral headband on the head and an iron ring on each hand. He is always smiling unless threatened.

mithral Shirt +1 Twilight
(worn, under the outfit, 10 wt) wild clasp 5100 gp
Explorer’s Outfit (worn, 8 wt) free

Silver Dagger ,Masterwork (belt left, 1 wt) 330 gp
Cold Iron Dagger ,Masterwork(belt right, 1 wt) 304 gp
Rod of Viscid Globs (MofF) (front, **wt) 6000gp
Spell component pouch (belt left, 2 wt) 5 gp
Scroll Organizer (belt right, ˝ wt) 5 gp
Bandoleer, Masterwork (haversack ˝ wt) 50 gp

Crossbow Light, Masterwork (haversack, 4 wt) 335 gp
Quiver bolts (right shoulder, 1 wt) 1 gp
heward's handy haversack (center back, 5 wt) 2000gp

Headband of Charisma +2 (head, **wt) - w.clasp 4000gp
Cloak of resistance +2 (worn, 1 wt) 4000gp
ring of counterspells(d.magic) (left 4th finger) 4000gp
ring of counterspells(d.magic) (right 4th finger) 4000gp
Belt of Constitution +2 (worn, 1 wt) 4000gp

2 Waterskin- water (haversack, 8 wt) 2 gp
5 Torches (haversack, 5 wt) 0,05 gp
Flint & Steel (haversack, **wt) 1 gp
Bedroll (haversack, 5 wt) 0,1gp
Trail Rations- 5 days (haversack, 5 wt) 2,5 gp
4 Wine, fine(bottle) (haversack 6 wt) 40 gp
2 Bottle, Wine (Empty) (haversack **wt) 4 gp
Spell component pouch (haversack 2 wt) 5 gp
Case Map or Scroll(haversack ˝ wt) 1 gp
Ink (haversack **wt) 8 gp
Inkpen (haversack **wt) 0,1gp
10 Paper (Sheet) (haversack **wt) 4 gp
scroll nchaser's glowing orb(PgtoF)(haversack **wt)375gp
scroll of dispel magic(10LV) x4 (organizer **wt) 3000gp
2 scroll of fly (organizer **wt) 750gp
scroll of stoneskin (organizer **wt) 950gp
2 wild clasp (armor , Headband) 8000gp
5 Acid (haversack 5 wt) 50gp
4 Holy Water (haversack 4 wt) 100gp
4 Antitoxin (haversack ** wt) 200gp
5 Alchemist’s fire (haversack 5 wt) 100gp
10 Tindertwig (haversack ** wt) 10gp
Lute Masterwork (haversack 3 wt) 100gp
2 Quiver bolts (haversack, 2 wt) 2 gp
Rope, Silk (haversack 5 wt) 10gp
6 Potion of Cure Light Wounds (haversack ** wt) 300gp
Mother’s Harper Pin (non magical) priceless

Coins- 61gp, 57sp, 55cp (pouch (haversack 4 wt))
8x Diamond- 100 gp (pouch(haversack **wt))

LOAD 22,5 Lb
Haversack 60 Lb

EDIT:fixed requirements for harper mage
Black Sheep

07-08-04, 09:08 AM
Final build can be found here (http://boards1.wizards.com/showthread.php?s=&postid=3905816#post3905816).
Black Sheep

07-08-04, 09:10 AM
Drat, two harper mages in a row... :)
Balthanon

07-08-04, 12:03 PM
Originally posted by Grizley
You are allowing Eberron stuff? What about warforged?

Considers knocking 2 levels of the other artisan build...

Actually...I wasn't thinking when I made that post. Because Eberron is actually a new campaign, I would rather keep it out of this one so I don't need to start fielding questions about why Dragonlance, Rokugan, etc... aren't being allowed in the game. So unfortunately I'm going to say warforged won't be allowed in the game and in general neither will other Eberron material. Because I already gave her permission (albeit without thinking), Sarah can continue to develop her character, but that will be all for the time being.

If I change my mind when I actually get the book, I'll let everyone know.
Grizley

07-08-04, 01:03 PM
Dang, I have a warforge artificer I am itching to try out.
Korg al Tarr

07-08-04, 02:04 PM
Black Sheep - just to let you know, you don't need EDUCATION for Harper Mage

ERRATA (http://www.wizards.com/default.asp?x=dnd/er/20040125a)
Black Sheep

07-08-04, 02:08 PM
Originally posted by Korg al Tarr
Black Sheep - just to let you know, you don't need EDUCATION for Harper Mage

ERRATA (http://www.wizards.com/default.asp?x=dnd/er/20040125a)

Thanks. That opens the old Otherworldly possibility... :)
Snow Savant

07-08-04, 02:32 PM
Per Harper Mage erratta (on the WotC web site), you can nix Education, but you have to add Skill Knowledge: Local (5 ranks) to the pre-req.'s. There may be one other slight modification to the Harper Mage pre-req.'s. If you read the errata PDF, you shall be enlightened ...
W455UP_D00D5

07-08-04, 02:41 PM
Name Risalus Strangeblade
Gender Male Race Sun-Elf (native outsider) Class 1 Rogue/1 Sneak-Attack Fighter/Wizard 2/Elf-Paragon 3/Spellsword 1/Arcane trickster 2

Alignment CG


Str 10 -- (2 pts)<-- show pts if using the pointbuy system
Dex 18 -- (10 pts +2 item)
Con 14 -- (6 pts -2 race +2 item)
Int 24 -- (10 pts +2 race +2 class +2 levels +2 item)
Wis 10 -- (2 pts)
Cha 10 -- (2 pts)

Hit Points Roll 1 (http://krisinchico.brinkster.net/searchroll.asp?username=Risalus#115182)+ Roll 2 (http://krisinchico.brinkster.net/searchroll.asp?username=Risalus#115183)+ Roll 3 (http://krisinchico.brinkster.net/searchroll.asp?username=Risalus#115184)+ 6+ 20=62
AC 23 (10 +4 dex +6 armour +3 shield), Touch 14, Flat 19
Init +4
BAB +6, Grap +6
Speed 30 (base 30, load 0/33, light)
Fort +9, Ref +14, Will +11(+13 vs enchantments)

+7/+2 Melee, Silvered dagger, 1d4, 19-20/x2
+11/+6 Ranged, Masterwork Longbow, 1d8, 20/x3, 100'r

Medium, 5'10" tall, 110 wt, 121 yrs old
Silver with a streak of gold hair, Violet eyes, Gold skin

Speaks languagename, languagename, and languagename

+21 Search (10r +7 int +4 race)
+19 Disable Device (10r +7int +2 item)
+15 Hide (11r +4dex)
+15 Move Silently (11r +4 dex)
+12 Spot (8r +4 race)
+8 Listen (8r)
+14 Decipher Script (7r +7int)
+11 Escape Artist (7r +4dex)
+13 Knowledge (arcana) (6r +7 int)
+11 Knowledge (local:Shadow's Edge) (4r +7 int)
+8 Knowledge (history) (1r +7int)
+8 Knowledge (nobility and royalty) (1r +7 int)
+9 Knowledge (the planes) (2r +7int)
+8 Knowledge (underdark) (1r +7 int)
+6 Concentration (4r +2 con)
+11 Spellcraft (4r +7 int)
+8 Open Locks (4r +4 dex)

Feats
-Otherworldly (darkvision 60ft)
-Practiced Spellcaster
-Point Blank shot
-Precise shot
-Weapon focus (longbow) (elf-paragon)
-Scribe Scroll (wizard bonus)

Sun-elf Traits
- +2 int -2 con
- +4 to search and spot checks
- immune to sleep


Rogue Abilities
- +1d6 Sneak Attack
-Trapfinding

Sneak attack fighter abilities
- +1d6 sneak attack

Elf-paragon Abilities
-Elfsight (+4 to search and spot, low-light vision 3x normal vision)
-resistant to enchantments (+2 to resis to enchantments)

Arcane trickster Abilities
-Ranged Legedermain 1/day
-Sneak attack +1d6

--delete this section unless wizard, cleric, or druid--
Spells Prepared
0th- Spell1, Spell2
1st- Spell1, Spell2 (D) if domain spell
2nd- Spell1, Spell2 (S) if specialization spell

--delete this section unless wizard--
Spellbook
0th- All cantrips
1st- Spell1, Spell2, Spell3

Mithril Chain Shirt +2 (worn, 12.5wt) 5100gp
Mithril Buckler +2 (worn, 2.5wt) 5015gp
Traveler's outfit (worn, 5wt)

Masterwork Silvered dagger (belt front, 2wt) 322gp

Other items attached to belt (location, ??wt)

Efficient Quiver (left shoulder, 2wt)1800gp
-Masterwork Longbow (quiver, 3wt) 375gp
-20 normal arrows (quiver, 3wt) 1gp
-20 silvered arrows (quiver, 3wt) 21gp
-20 cold-iron arrows (quiver, 3wt) 2gp



Headband of intelligence +2(head, ??wt) 4000gp
Goggles of minute seeing(eyes, ??wt) 1250gp
Cloak of resistance +2(worn, ??wt)4000gp
Vest, Vestment, or Shirt (worn, ??wt)
Ring (left ??th finger, -wt)
Ring (right ??th finger, -wt)
Amulet, of health +2 (worn, ??wt)4000gp
Belt (worn, ??wt)
Gloves of dexterity +2 (hands, ??wt)4000gp
Bracers or Bracelets (wrists, ??wt)
Boots or Slippers (feet, ??wt)
Other minor accessories (location, ??wt)
Wand of Knock (50 charges) 4500gp

Waterskin- water (backpack, ??wt)
5 Torches (backpack, ??wt)
Flint & Steel (backpack, ??wt)
Trail Rations- 1 days (backpack, ??wt)
Other backpack contents (backpack, ??wt)

Amount spent so far:34,408/49000gp

Tactics:Will be a sneak attacker, and use spells to buff the party and for battlefield control,polymorphing to help when needed. Decent skillmonkey as well

It's too late now to make any coherent choices for spells and other magic items, as well as writing a background. Will I need to prepare myself for adventuring underground?
Snow Savant

07-08-04, 02:45 PM
Since I see a number of what looks to be like finished builds ... please be sure to post them in the Pre-Game thread in Real Adventures forum. The link is in my original post.

Lots of great characters so far! And still 2 open slots. Good luck!

XO,
Snow :cloud9:
Black Sheep

07-08-04, 02:46 PM
Originally posted by Snow Savant
Per Harper Mage erratta (on the WotC web site), you can nix Education, but you have to add Skill Knowledge: Local (5 ranks) to the pre-req.'s.

Yes, since I already have one Knowledge (local) at 5 ranks I should be fine. It is a good thing, too, since I already had all Knowledge skills as class skills...
Sophuz

07-08-04, 10:14 PM
If there are still open slot´s, I´d like to play :D
LaneDreast

07-10-04, 08:42 PM
Name Jothorkladingrif Von McNonemson the Eighth "Thork"
Gender male Race Human Class Rogue4/Fighter2/Ranger1/Pious Templar1/Divine Crusader1/Windwalker1 (10 lvl)
Alignment CN Shaundalkur

Str 12 -- (02 pts) +2 belt
Dex 18 -- (10 pts) +2 gloves
Con 10 -- (02 pts)
Int 14 -- (06 pts)
Wis 12 -- (02 pts) +2 Periapt
Cha 22 -- (10 pts)+4LV+8LV+4 Cloak

Hit Points Later
AC 20, Touch 14, Flat 20
Init +4
BAB +9/+4, Grap +9
Speed 30 (base 30, light)
Fort +11 ( 10 base +1 vest +0 ability), Ref +13 (6 base +1 cloak +4 ability +2 feat),
Will +9(7 base +1 cloak +1 ability)

+12 +1 Greatsword 2d6+2,19-20/x2 Possible +2d6 Sneak Attack
+13 Crossbow, Light 1d8, 19-20/x2, 80'r

Medium Size, 6'6" tall, 140 wt, 20 yrs old
blond hair, blue eyes, rosy skin

Speaks Common, Auran, and Gnome

+15 Knowledge (Religion) 4(8) +2 Int
+5 Knowledge (Sembia) 3 (3 bonus) +2 int
+10 Concentration 8(13) +0 Con +2 Item
+15 Hide 11(11) +4 Dex
+16 Move Silently 12(12) +4 Dex
+21 Open Lock 13(16) +4 Dex +4 Item
+20 Disable Device 13(16) +2 Int +5 Item
+20 Search 13(14) +2 Int +5 Item
+8 Tumble 4(4) +4 Dex
+7 Listen 6(6) +1 Wis
+7 Spot 6(6) +1 Wis
+6 Survival 5(7) +1 Wis

Feats
- Lightening Reflexes (1 Lvl)
- True Believer (human bonus)
- Weapon Focus(Greatsword) (Fighter bonus)
- Dodge (3 Lvl)
- Track (Ranger bonus)
- Mobility (Fighter bonus)
- Spring Attack (6 Lvl)
- Practiced Spellcaster(Divine Crusader) (9 Lvl)

Human Traits
-bonus feat
-+4 skill points at 1 Lvl
-1 skill point per Lvl after 1st

Rogue Abilities
-Sneak Attack +2d6
-Trapfinding
-Evasion
-Trap Sense +1
-Uncanny Dodge

Fighter ABilities
- Bonus Feats

Ranger Abilities
-Track
-Wild Empathy
-Favored Enemy Outsider(Evil)

Pious Templar Abilities
-Mettle
-Spellcasting

Divine Crusader Abilities
-Domain
-Spellcasting

Windwalker Abilities
- +1 Spellcasting Level
- Slow fall
- Air and Travel spells


Spells Per Day(Divine Crusader) 3/2
1st- Obscuring Mist, Longstrider(2)
2nd- Shatter, Wind Wall

Per day(Pious Templar) 1
1st- Cure Light Wounds

Jothorkladingrif Von McNonemson the Eighth had the misfortune to be raised by gnomes. The son of a proud barbarian warrior-chieftan from the Spine of the World, Jothorkladingrif was orphaned when his mother and father were excecuted during a Coup de tat by an opposing faction in the tribe who opposed outsider influence. The chieftan entertained guests from a nearby settlement when they were traveling, and demanded no one in his tribe molest them which placed him in disfavor with the young barbarians who saw the riches passing by. During the raid, young Jothorkladingrif was given into the care of a traveling gnome caravan camping with the barbarians. He was taken south and given into custody of an odd gnome couple from Sembia. Raised as a tinkerer, Thork, his given nickname, was confused by his small parents when he was taller than them at a very young age. When he outgrew the couples house entirely, he decided that it was time for him to give into the wanderlust that coursed through his blood. After finding Shaundalkur during his travels, he has started to follow closely the teachings of his god. He now travels in a cart with his two ponies, "Jothorkladingrif" and "Seraphina", named after his adopted parents.

Thork is an akward youth, still trying to get used to his great height. He loves traveling, and seeks out other peoples tales as he can. Thork often will sleep on top of his carriage to see the sky at night.

Thork is a lanky blond-haired giant of a man. His face is almost feminine with his lack of facial hair, and his startling blue eyes. Thork is most often seen in a loose fitting lounging outfit, of blues and white. He has a greatsword strapped across his back, which interferes with the draping of his color shifting cloak. His backpack is almost always present, and his mithril chain shirt on.


mithral chain shirt +2
(worn, under the outfit, 10 wt) 5100 gp
Explorer’s Outfit (worn, 8 wt) free

+1 Greatsword (right back, 8 wt) 2350gp
Wand of CLW, 50 charges (front, **wt) 6000gp
Spell component pouch (belt left, 2 wt) 5 gp
Belt Pouch (Belt Back right, 1/2wt) 1 gp
Belt Pouch (Belt Back left, 1/2 wt) 1 gp

Crossbow Light (haversack, 4 wt) 35 gp
heward's handy haversack (center back, 5 wt) 2000gp

Headband of Charisma +4 (head, **wt) 16000gp
Periapt of Wisdom +2 (amulet, **wt) 4000gp
Gloves of Dexterity +2 (worn, **wt) 4000gp
Cloak of resistance +1 (worn, 1 wt) 2000gp
Lens of +5 search, +2 concentration
(lens, **wt) 3100gp
Bracers of +5 Disable Device(worn, **wt) 2500gp
Gauntlets of +4 Open Lock (Worn, **wt) 1600gp
Belt of Strength +2(worn, **wt) 4000gp

2 Waterskin- water (haversack, 8 wt) 2 gp
5 Torches (haversack, 5 wt) 0.05 gp
3 Flint & Steel (haversack, **wt) 3 gp
Bedroll (haversack, 5 wt) 0.1gp
Trail Rations- 5 days (haversack, 5 wt) 2.5gp
27 bolts (haversack, 2.7 wt) 2.7gp
100 ft Rope, Silk (haversack, 10 wt) 20gp
Thieve's Tools, masterwork (haversack, 2wt) 100gp
Hammer(haversack, 2wt) 0.5gp
Shovel (haversack, 8wt) 2gp
Bell (haversack, **wt) 1gp
5 Candle(haversack, **wt) .05gp
5 Chalk (haversack, **wt) .05gp
Crowbar (haversack, 5wt) 2gp
Fishhook (haversack, **wt) .1gp
2 Mirror,small steel (haversack, 1wt) 20gp
4 Piton (haversack, 2wt) .4gp
2 Pearl of Power I (haversack, *wt) 2000gp

Carriage (600wt) 300gp
2 Pony (-) 60gp
Trail Rations- 5 days (carraige, 5 wt) 2.5gp
3 barrels (Carriage, 90 wt) 6gp
Bucket (carriage, 2wt) .5gp
Winter Blanket (carriage, 3wt) .5gp
95 Candles (chest, **wt) .95gp
6sq yd Canvas (carriage, 6wt) .6gp
10 ft chain (carriage, 2wt) 30gp
95 chalk (chest, **wt) .95gp
Chest (carriage, 25wt) 2gp
10 Flask (carriage, 15wt) .3gp
Hammer(carraige, 2wt) 0.5gp
Ladder, 10 ft(carriage, 20wt) .05gp
4 Lamp(carriage, 4wt) .4gp
Lantern, Hooded(carriage, 2wt) 7gp
10 Mug (chest, 10wt) .2gp
40 pints of Oil (barrel, 40wt) 4gp
Pick, Miner (carriage, 10wt) 3gp
46 Piton (barrel, 23wt) 4.6gp
4 Iron Pot(carriage, 40wt) 2gp
Pouch Belt(chest, .5wt) 1gp
200 ft hemp rope (carriage, 40wt) 4gp
2 Sack (carriage, 1wt) 2gp
2 Monk's Outfit (chest, 4wt) 10gp
Explorer's Outfit (chest, 8wt) 10gp
Cold weather Outfit (chest, 7wt) 8gp
Mirror, small steel(carriage, .5wt) 10gp

Coins- 2gp; 3sp (haversack .1wt)


LOAD 26 Lb
Haversack 59.8 Lb

Tactics: Uses spring attack and flanking to deal the most amounts of damage within combat, suplimented by the minor healing provided pious templar, pearls of power, and wand of cure light wounds. Has minor battle field control spells. Can take care of traps outside of combat and forward scouting, but does not have the full suite of skill monkey prowess. When the carriage is viable, uses it as a base center, keeping all sorts of odds and ends in case needed.
CompleteSatori

07-12-04, 12:55 PM
Shoot, Snow! I was creating a Druid before I saw your build on the CotSQ board... Did we ever get final word on buying back LA in this game?
My original idea was as such:

Rhivaun Pashar
Half-Fey Human (Exalted Druid 10)

Str 10 (2 points)
Dex 10 (0 points, +2 race)
Con 10 (4 points, -2 race)
Int 16 (10 points)
Wis 20 (10 points, +2 race, +2 level)
Cha 18 (6 points, +4 race)

1 -Druid- Nymph's Kiss, Improved Toughness/ Companion (Celestial Tiger), Nature Sense, Wild Empathy
2 -Druid- Woodland Stride
3 -Druid- Exalted Companion/ Trackless Step
4 -Druid- Resist Natures Lure
5 -Druid- Wild Shape 1-day
6 -Druid- Natural Spell/ Wild Shape 2-day
7 -Druid- Wild Shape 3-day
8 -Druid- Wild Shape (Large)
9 -Druid- Exalted Wild Shape/ Venom Immunity
10 -Druid- Wild Shape 4-day

Not to go into too much detail, as this idea may not even be acceptable to your group since there is already a Druid with an Exalted Feat, but I created this character with the intention that he have a history of deep friendship with the fey of Faerun (due to his parentage and Exalted status), and is known for his almost Volodni-like love of the forests, and his incessant wanderlust. His father, an unnamed Fossegrim in the Dales, discovered the woman who was to be Rhivaun's mother bathing in his waterfall, and was immediately smitten with her (this was no surprise, as the woman, named Anet Basha, who was a preistess of one of the barbarian tribes of the Lake of Steam, had decided to attempt to birth future leader of her tribe, and used compulsion spells to be sure of his conception with this Fey). They spent the better part of 6 months together, after which Anet left him to return to her tribe. Here is where things go wrong... Along her route through the Dalelands, Anet was discovered by a troop of Drow exploring the surface, by whom she was greviously wounded and left to die, and found by a covey of Nymphs, who were able to save her life. There she lay for over a month, allowing her body and spirit to recover, growing more and more obviously pregnant, and when Rhivaun came a month early, the fey around her were unable to stop the trauma of this early birth, and Anet died.
The rest, as they say, is history. With Rhivaun raised by the gentle but savage ministrations of forest fey, and son to a mystical creature and a nomadic tribeswoman, his spirit has been conflicted since his maturity. Drow incursions into his foster parents woods have made him strong and martially reliable, and his natural attachment to the earth has matured incredible powers inside of him, so now he wanders the glades and forests ranging about Faerun, content in one place for only a small time.


Think that will fly? Let me know as soon as you can, so I can come up with a final build that suits the group.

EDIT: Note that this guy utilizes Exalted Wild Shape exclusively for the (Su) abiities, and the scouting abilities of the Giant Owl and Eagle, though he is primarily a Wildshaper for combat purposes. I elected not to specialize in any of the 3 routes that Druids can, making this character more of a generalist, with good Wildshaping, Casting, and a good Pet.
In other words, no Celestial Dire-Ape dual weilding Shillelaghs for me!
CompleteSatori

07-12-04, 01:02 PM
Damned Double Post
Snow Savant

07-12-04, 01:52 PM
Black Sheep and Kalender were both recently chosen to play! Congratulations to you both! :D

We still have *1* position remaining and I believe Horndgod is making that decision. Again, this quantity total is subject to change based on Bal's ongoing assessment of the campaign.

For those of you posting character submissions, please post your finalized and fully complete char-sheet at the Pre-Game thread at the R.A. forum (the link is in the 1st post of this thread).

Regarding the question about level buyback, I believe Bal's answer was "no", it's not allowed.

XO,
Snow :cloud9:
Snow Savant

07-23-04, 12:22 PM
As a conclusion post, I just wanted to thank everyone for their time and effort for posting their awesome optimized build-&-character submissions to play in Bal's Shadow's Edge/Sarent Hall/CotSQ campaign.

The 6 candidates from the C.O. Forum have been chosen for the additional players. Congratulations to all!

Kalender
Matt Neuman
Rilem
Caelic
Blade2718
Black Sheep

Folks who did not get chosen, please keep your character submissions around, for there may be additional openings to the game at a later date. Some of those character submissions were just as awesome as those selected - people like PhoenixInferno, SNB1131, Basketweaver, etc. should all be proud of their character submissions.

**

Finally, for the new people selected, please contact your player who is your sponsor (or "inviter") to arrange for your game introdution. For you sponsors/inviters who need assistance getting the ball rolling to get the new folks introduced, please PM me.

Also, due to a wordpad file corruption, I lost the e-mail addresses of 4 of the new players who gave me theirs. Feel free to PM yet again .... with your e-mail address if you wish to be included on the Shadow's Edge/CotSQ Player's Mail List.

XO,
Snow :cloud9: