Approval Thread [Archive] - Wizards Community

Post/Author/DateTimePost
necrodude16

03-07-06, 11:52 PM
The Approval Thread

Approving New Material

As we can tell, some of you are quite unhappy with the Core/SRD limitation. If you must absolutely have something, then you may make a case for its inclusion here.

Your case should include where the materials is found, (A link if it is on the boards or on a website. The title of the book and page number it is found on if it is published in a book). In addition, you must review the material in comparison to Core/SRD material. It is prefered that your review also include a 'fix' if you believe it is more powerful than comperable Core/SRD materials.

Do not post material here.

If the material is a spell, your character has to go through the research process before we reveal if the spell will be allowed or not.


The following will not be approved:
Materials from the BoED or the BoVD.
Regional feats.

-Necro, Jagggar and Sssargoth.
necrodude16

03-07-06, 11:53 PM
Approved:

-None-
necrodude16

03-07-06, 11:55 PM
And this makes 3
jagggar

03-07-06, 11:55 PM
Races
The following races are open for use in "Round 3":
PHB - Human, Dwarf, Elf, Gnome, Half-elf, Half-orc, Halfling.
XPH - Umm, whatever those races are. . .
MM - Any monster with a printed Level Adjustment. If a creature's HD and LA (ECL) totals more than 7, then it can only be played if a "monster class" exists or is created.
OA* - Hengeyokai, Korobokuru, Nezumi, Spirit Folk, Vanara.

Classes
The following classes are open for use in "Round 3":

PHB - Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard
XPH - Psion, Psychic Warrior, Soul Knife, Wilder
OA* - Samurai, Shaman, Shugenja (same as CD), Sohei, Wu Jen (same as CA)
CW - Hexblade, Samurai, Swashbuckler
CD - Favored Soul, Shugenja (same as OA), Spirit Shaman
CA - Warlock, Warmage, Wu Jen (same as OA)
CV - Ninja, Scout, Spelltheif

*Oriental Adventures has been updated to 3.5 in Dragon issue 318. If you do not have access to the update, please contact jagggar.

Approved

Races
Sangorian (http://lostsoulsx.topcities.com/sangorian.htm)

Feats
Quick Change (SS, Dra313) - Prereq: Dex 15
Spirit of the Beast (Dra313) - Prereq: Dex 15


Approval Pending

Spells
Summon Undead I-V - Needs verification of most current/proper errata summons list.

PrC
True Necromancer - Needs Summon Undead spells approved.
jagggar

03-07-06, 11:56 PM
he loves me not
Sssargoth

03-07-06, 11:59 PM
HAHA! MIND BLAST!
Sssargoth

03-08-06, 12:00 AM
Congratulations, you just got your brain eaten by a brainstealer dragon.
Wilds

03-08-06, 12:24 AM
...sry
jagggar

03-08-06, 12:28 AM
Example of requesting online material:


http://boards1.wizards.com/showpost.php?p=8585503&postcount=49
-Were Template
by jagggar

While a creaturewere (animal to humanoid) could be created using the normal lycanthrope (humanoid to animal) template and by saying the natural form was animal, there are a few more changes I would make to the template. My -Were template has those changes.

I don't believe it's any more powerful than the Lycanthrope template, and it requires most -weres to take a pratically worthless humanoid Hit Die. When in humanoid form the -were loses all its animal's physical ability modifiers and the -were's mental scores are based upon the humanoid form's mental scores.
jagggar

03-08-06, 12:30 AM
Example of material published in a WotC book.

Half-Dragon
Urban Arcana, page 29-30

Honestly? I just want the wings.
The scaling breath weapon DC (in exchange for lower natural weapon damage) is awesome too, but the breath weapons themselves need to be updated to the 3.5 damage values.
If the scaling DC is too much, I'm fine with just being allowed the option of wings, lovely, lovely wings.


Link only provided because the material is in the SRD. ArcanaShadowkind (http://www.wizards.com/d20/files/msrd/ArcanaShadowkind.rtf)
jagggar

03-08-06, 12:32 AM
Example of requesting material in a periodical. (Slightly rambling.)
"Staffs of the Magi: Imbuing Your Wizard's Staff"
by Ben Vandgrift,
Dragon 338, pages 54-61

There's a great deal of fantasy litature which illustrates great mages, not with a familiar tagging along, but with a powerful staff. Normally in D&D, you can't have a staff until you can buy one or until you can craft one at 12th level by taking the Craft Staff feat. Even then, many staffs can be considered wands on steroids.

The article in Dragon allows the option of replacing your familiar with the power to imbue a staff. Some similar abilities come sooner, such as an Imbued Staff's remote viewing at 5th level versus scrying on familiar at 13th, but the staff cannot sneak into the BBEG's base without its owner unless the staff has been stolen. The "Behind the Curtain" section on page 59 explains why imbue staff can replace in more detail.

The feats in the article should also be allowed to let a caster who wants to take further advantage of having a staff. Except for Recharge Staff, the feats in the article require additional gold to improve the staff (taking the feat isn't enough).

Recharge Staff would pose the only problem (but not for a while) because it assumes normal time keeping. Perhaps to prevent an automatic recharge of the staff you could only use up to 1/3rd of your spell levels (if you didn't cast that much) and the time period could be every 2 (or even 3 or 4) weeks. If it would create a huge hastle, it could be dropped if it needed to be.
Wilds

03-08-06, 12:46 AM
Seeking approval or what needs to be done for approval

this is what I have so far for the modifed Black Blood Hunter:
Players Guide to Fauren pg 177

Modified Black Blood Hunter from Players Guide to Fauren:

Prerequisite:
Feat
Change Vile Natural Attack to Improved Natural Attack -MM

Class Features:
Change Improved Vile Natural Attack to The Beast Lord’s Blessing
4th level:Change damage from +1d4 Vile damage to +1d4 Silver damage.
8th level:Change damage from +1d6 Vile damage to +1d6 Silver damage.

Validation of change and why it shoudl be allowed.

Black Blood Hunter is originally some what dependent on Vile damage. Which is banned as it is part of the BoVD. The prerequisite feat was changed to make it compatible with the said ban. The class feature was a more tricky matter. Simply just adding damage would not keep with the class ideal and weaken the class more than it is already. Thus in place of Vile damage, the 4th and 8th level abilites of the class will give the character Silver damage. Silver was chosen because it is the major weakness of lycanthropes. Which is following in the dogma of Malar. The hunter and the prey. There comes a time when a lycanthrope is too weak to have such an honor of being a lycanthrope, it is times like these that Hunter’s would be sent to challenge the fallen lycan to a hunt. The winner would live, the weaker die and return its energy to the pack in the form of food. Thus keeping the pack strong and not allowing any weakness to penetrate deep.
The class is balanced I believe before and after modification. It does not advance previous class abilities as is common in prestige classes. Nor does it give new abilities that outshine previous ones. The class builds upon abilities the character already has.
As to flavor: Looking through prestige class there are none as of yet for a hunter werewolf that doesnt include divine casting or vile damage as above. There is also a lack of PrCs designed for werewolves looking to advance their own abilities. Classes can add abilites onto their own, but none as of yet have ever increased a werewolves abilitys them selves.
Eglentyne

03-08-06, 02:00 PM
the Kender will ahve proublems with the larger bages of holdindings, they need their own bags their size.
these bags are made for kender, is there size.
the bags would be the same as bags of holding type 3 or 4 depending on abilites of holding ability.
these bags hold the same amount as a bag of holdin but is smaller, made for kender, less wieght and not as big.

I know the bags no have how they made and d&d things, what I ask is
for you the gm's to say weather type 3 or 4 bag of holding,
some hold alot and some not as many.


http://www.kencyclopedia.com/kender/magic/DisplayMagic.cfm?id=50

http://www.kencyclopedia.com/kender/magic/DisplayMagic.cfm?id=550

http://www.kencyclopedia.com/kender/magic/DisplayMagic.cfm?id=52
Lady Rolindin

03-08-06, 02:39 PM
I would like to have this spell approved again.
Psonic scation, it would be used for any character who has the ability to cast the spell (7th level), or characters who would like to by an magic item that would allow them to have psonic proctection.
That is the whole purpose of the spell to protect the character using the spell or magic item the spell is into put into from psonic attacks.

from the last approval thread
http://boards1.wizards.com/editpost.php?do=editpost&p=8295167
Lady Rolindin

03-08-06, 02:53 PM
ranger/wizard/sorcerer/rouge/fighter
this is from the dragon magizine issue august 2003 issue.
I would like to have the class approved again becuase it is a mixed class that can allready be used with out having to mix and match the classes by your self.
this way just use the pre made class and use the feats and other abilites with out having to make the prc class your self and work out all the bugs.

http://boards1.wizards.com/editpost.php?do=editpost&p=8194237
redhase

03-08-06, 09:10 PM
http://boards1.wizards.com/editpost.php?do=editpost&p=8523028
where the items are, some are from fr sources and some are from core sources.
I do ask that the items be approved and the spells for they are needed for things that can be done.
Having the spells and items will help to make things easer.

source for the items above site there has items in a list fr items and books their from
http://www.candlekeep.com/index.html
thayen bombs and other items from last approval thread, httm is on top for last thread.

Alter Memory (Brain Washing)
Conjuration
Level: Sor/Wiz 8, Clr8
Casting time: 3 rounds
Range: touch
Duration: 5 minutes per caster level
Saving throw: Will save
Spell resistance: yes
This spell allows a creature to change the memorys of an another creature, a will save stops the spell. if the target fails then caster can change the victums memory of events by suggestion taking to them. You can change attudes towards an event or person if done long enought, two or more times the spell is cast on the target. over a long time peroid the subject can be made to believe that a friend is a enemy, and an enemy is a friend, A limited wish or wish spell has to be used to restore the memory of the target. Casting the spell into a item, ie head band or ring made permant allows the spell to be used easer.the materail component are a small 1 inch square of beholders brain and a silver ring worth 100 gold pieces.


spell needed to make magic items to be used on characters, to make them friends

Teleportation Portal
Conjuration (Teleportation)
Components: V, S, and M
Level: Sor/Wiz 8/ clr8
Casting Time: 30 minutes
Range: see below
Effect: the caster opens up a stable portal that teleports one creature at a time to the other end of portal.
Duration: 5 minutes per caster level
Saving throw: None
Spell resistance: yes
This is a Netheril spell they used to move troops around from one place to another place. A black 10-foot circle opens up with flickering red specks. The caster needs to know location of the place to open the other portal; a scurrying will help do this. A greater dispel magic, Mordenkaien's Disjunction, or anti magic field will close the portal. Once open the portal will stay in place until the magic fails or magic is used to close it. It can be made permanete by using a permanency spell once opened. The material’s components are one blue diamond worth 5,000 gold pieces each and a small 1-foot gold rod, which are used up after the spell takes place

Alignment Change
Enchantmrnt
Level: Wiz/Sor 8, clr 8
Casting time: 2 rounds
Components: V, S
Area of affect: 1 creature
Range: 25 ft. +5 ft. /level
Duration: instant and permanent
saving throw: will restance -4
spell resistance: yes
this spell will change the alignment of the creature effected by the spell, if makes will save then changes to thus, awish spell or miracile spell can reverse this spell
LG to N roll a die to determine if evil or good
LE to N roll a die to determine if good or evil
CG to N roll a die to deterimine good or evil
CE to N roll a die to detrmine if good or evil
TN, EN, Ln, N, Ng to C good or evil roll die for evil or good
if fails saving throw then.
Lg to Le
Le to Lg
Ln to En
Ng to Ne
N to Ne or GN
cn to Ce or CG
makes sav at -4

the materail component is a magic item of no less value than 5,000 gold pieces.

spell needed to change some of our friends at other guilds so their aliegment is closer to ours.


Miniature mind (from dragon magizine)
Alteration
Level; Wiz/ Sor 5, Clr, 5, brd
Range: touch
Components: V, S, M
Duration : permanent
Area of effect: 1 object
Saving throw: none
this spell has a wide variety of usages, it prepares a item to be filled with kinds of information. When it is cast the object and a trigger word is stated, the object is ready for two things and are made in pairs so one can see and view what the second object is seeing.
First, it can be used to store sounds, after the trigger word is uttered, the object records every sound around it for 10 minutes per two leles of the caster. thus music played in a room, a message readby the object, or even a chat between two people, the owner of the object can listen to the recordingf sounds latter.
The second object if made, the listener can hear all sounds with in 10 ft. + 5 ft for every caster level. it by passes all wards since this is two items that are connected to each other. and anti magic foeild will stop the effect.
second efect, the object can record an image of an area in front of it. From the end of the object a cone of five feet long and one feet per radius per level of the caster. the trigger word is uttetred and the object takes the image of the place where the oblect was. or the object can have a second object to makean pair and the second object can be used to view an area when held.
using the combined two powers a with amade pair of objects, so vases, and one is placed in a house. the caster can see and hear everthing within the area covered by both powers, by uttering a command word then concentrating on the object. the objects can by pass a ward, because they both are atuned to each other and will work within an warded area. the only way to block the item is to have a anti magic field in the area of one of the atuned objects.

spell needed to make spy devices, to see waht our friends are up to and what is going on in other places.

sending stones magic of Faerun
thayan bombard bombs
death bomb Unaparoachable east
fire ball bomb unap east
snowball swarm bomb unap east
stinking cloud bomb unap east
stone shot bomb unap east

blast globes magic of faerun
book of blood magic of faerun
viper dagger magic of faerun
mirror mask magic of faerun
arrow of biting magic of faerun


Book of Blood
Spellbook; can summon a yeth hound 1/day, casts finger of death 1/day which permanently drains 1 hp from the reader, can contain up to 45 spells, waterproof and fireproof; Weight 3 lb.
21,300 (3rd)
CL 13th; Craft Wondrous Item, finger of death, summon monster V.
MoF 155

Arrow of Biting
Injects poison (Fort DC 16, 1d10 Con/1d10 Con) into its target.
1,457 (3rd)
CL 7th; Craft Magic Arms and Armor, poison, 732 gp + 58 xp
The Fist
Unique +2 spiked guantlet; adamantine, grants immunity to chill metal and heat metal spells, 1/day can make a piledriver attack that deals an additional +2d6 damage, creatures struck by the piledriver attack must make a Fortitude save (DC 22) or be stunned for 1d4 rounds as well as a Reflex save (DC 22) or be knocked prone.
23,305 (3rd)
CL 15th; Craft Magic Arms and Armor, bigby's clenched fist, resist elements, 13,305 gp + 800 xp

Thayan Bombard Bomb: Cloudkill Bomb
Only usable with a thayan bombard; glass sphere filled with bilious green liquid that creates a cloudkill effect triggered and centered at the point of impact (cloud remains stationary); Weight 20 lb.
1,125 (3.5)
CL 9th; Craft Wondrous Item, cloudkill.
UE 56
Wpn
3.5

Thayan Bombard Bomb: Death Bomb
Only usable with a thayan bombard; black glass sphere with blue runes, creates a circle of death effect triggered and centered at the point of impact, slays 11d4 HD of creatures; Weight 20 lb.
1,650 (3.5)
CL 11th; Craft Wondrous Item, circle of death.
UE 56
Wpn
3.5

Thayan Bombard Bomb: Fireball Bomb
Only usable with a thayan bombard; red, dull glowing sphere creates a 3d6, 6d6 or 10d6 damage fireball effect triggered and centered on the point of impact; Weight 20 lb.
375 (3d6), 450 (6d6), 750 (10d6) (3.5)
CL 5th (3d6), 6th (6d6) or 10th (10d6); Craft Wondrous Item, fireball.
UE 56
Wpn
3.5

Thayan Bombard Bomb: Snowball Swarm Bomb
Only usable with a thayan bombard; blue frost-covered sphere, creates a snilloc's snowball swarm (FRCS 74) that does 3d6 cold damage triggered and centered at the point of impact; Weight 20 lb.
250 (3.5)
CL 5th; Craft Wondrous Item, snilloc's snowball swarm (FRCS 74).
UE 56
Wpn
3.5

Thayan Bombard Bomb: Stinking Cloud Bomb
Only usable with a thayan bombard; glass sphere filled with a sickly yellow concoction, creates a stinking cloud effect triggered and centered on the point of impact; Weight 20 lb.
375 (3.5)
CL 5th; Craft Wondrous Item, stinking cloud.
UE 56
Wpn
3.5

Thayan Bombard Bomb: Stone Shot
Only usable with a thayan bombard; stone deals 3d6 damage, can only strike a target creature and is a ranged attack instead of a ranged touch attack; Weight 30 lb.
5 (3.5)
CL n/a.
UE 56

Cloak of Fangs
Upon command, cloak fires invisible force darts up to 15 ft. in all directions for 7 rounds, the darts do 4d6 damage per round or half on a successful save, can only be activated once before the cloak is destroyed.
10,000 (AD&D)
Bone Bracers of the Death Deity
+3 bracers of armor; bestows one negative level on anyone of good alignment that wears them; casts death ward 1/day, desecrate 1/day, and unholy blight 1/day; Weight 1 lb.
58,300
CL 7th; Craft Wondrous Item, death ward, desecrate, unholy blight, mage armor, creator must be at least 6th level.
Viper Dagger
+2 dagger; 1/day can turn into a small viper under the owner's control.
10,462
CL 5th; Craft Magic Arms and Armor, Craft Wondrous Item, summon nature's ally II, creator must be 6th level, 5,382 gp + 406 xp
Blast Globes
On command, glass sphere seperates into smaller spheres that orbit each other and can strike a target within 400 ft. as a free action, any target struck must make a Fortitude save (DC 19) or be disintegrated after which the globe explodes in a 20 ft. radius doing 10d6 fire damage and 2d6 sonic damage to any target in the area as well as causing deafness for 2d6 rounds and knocking back any target 1d6x5 ft. away from the center of the blast, a successful Reflex save (DC 15) halves the fire damage but not the sonic damage and negates the knockback while a successful Fortitude save (DC 15) negates the deafness; Weight 1 lb.
8,000
CL 11th; Craft Wondrous Item, battering ram (MoF 80), disintegrate, fireball, shout

Sending Stones
A pair of stones which can send a message (as the spell sending) to the bearer of each stone; Weight 1 lb.
15,000 (pair)
CL 7th; Craft Wondrous Item, sending

Mirror Mask
Grants a +5 resistance bonus on all saves vs. gaze attacks and spells that work through sight (such as flare, illusion (pattern) spells, a vampire's charm ability, etc.), anyone viewing the mask while worn sees their own face rather than the wearer's; Weight 1 lb.
8,759 (3rd)
CL 5th; Craft Wondrous Item, change self, resistance
jagggar

03-11-06, 12:23 AM
Black Blood Hunter PrC
In discussion at the WereVamp Society

Kender Bags
The bags in the given links don't have any D&D stats.

Ranger Combo Classes
These classes are just an example of multiclassing. If it helps you create your character, feel free to use it.

Miscellaneous Items
We need clear references to where we can find the items which have been published in a book.

All Spells
Spells must be researched. As there aren't any characters which can research them at this time, there will be no decision given for them.
We do not want the spells posted here, but references to where we can find them. When a spell (or other material) has been published in Dragon, you must provide the issue number and the page number the material is on.
Wilds

03-11-06, 04:04 PM
Feats from Dragon issue #313

Quick Change: reqs: dex 13, alternate form special ability
allows for lycans to shape change as a Move Action instead of a Stand Arction

This feat allows for a faster reaction time for lycans. It does not appear unbalance. Though I know of no feats that are simplar to this.

Spirit of the Beast: reqs: dex 13, con 13, Quick Change, alternate form special ability
allows lycan to use hybrid form's natural attacks in humanoid form. Move action to gain manifest natural attacks. Ending manifestation requires another move action.

Yet another feat that has no known equivelants. Does not seem broken. Allows for lycans to not need manufactured weapons.
Kobold_Ur_Priest

03-12-06, 02:21 PM
Feats from Dragon issue #313

Quick Change: reqs: dex 13, alternate form special ability
allows for lycans to shape change as a Move Action instead of a Stand Arction

This feat allows for a faster reaction time for lycans. It does not appear unbalance. Though I know of no feats that are simplar to this.

Spirit of the Beast: reqs: dex 13, con 13, Quick Change, alternate form special ability
allows lycan to use hybrid form's natural attacks in humanoid form. Move action to gain manifest natural attacks. Ending manifestation requires another move action.

Yet another feat that has no known equivelants. Does not seem broken. Allows for lycans to not need manufactured weapons.

Definitely looking into taking those....
jagggar

03-12-06, 09:27 PM
Quick Change, Spirit of the Beast
Quick Change was originally published (In Savage Species) with a prerequiste of Dex 15. Change "Dex 13" to "Dex 15" for both feats. Approved with said change.
Kobold_Ur_Priest

03-12-06, 09:41 PM
cant wait to get up another lvl or 2, so i can take the feats...SotB in human form...sweet...
Wilds

03-13-06, 01:44 AM
Feats from Dragon issue #313/Savage Species

Quick Change: reqs: dex 15, alternate form special ability
allows for lycans to shape change as a Move Action instead of a Stand Action


Spirit of the Beast: reqs: dex 15, con 13, Quick Change, alternate form special ability
Allows lycan to use hybrid form's natural attacks in humanoid form. Move action to gain manifest natural attacks. Ending manifestation requires another move action.



Changes to Dex have been listed
Kobold_Ur_Priest

03-13-06, 03:10 PM
you dont have to repost over & over, just put like "Edited last post" or something, or better yet, put them in your sig.
turalisj

03-14-06, 10:53 PM
I'd like the magic of incarnum book put up for approval. There is some great stuff in there, like the soulborn and incarnate.
Sssargoth

03-16-06, 10:45 AM
I would like to have the Lupin (http://boards1.wizards.com/showpost.php?p=5666312) and Bowman Charger (http://boards1.wizards.com/showpost.php?p=5662088) approved.
necrodude16

03-16-06, 06:39 PM
I'd like the magic of incarnum book put up for approval. There is some great stuff in there, like the soulborn and incarnate.

As far as i'm aware, none of the GM's have the book.
Eglentyne

03-25-06, 05:17 AM
a ideal that came to me for rangers and others who know about the rocks.
please look at them gm's.

Powder rocks.
These rocks are soft lime like rocks. The differance is that they are semi hard and come in different colors. The rocks are non magical.
{white, light blue, dark blue, light red, dark red, yellow dark, light yellow, pinkish and black.}

The powder rocks can be ground down and made into fine powder, archers or rangers use these to hit a hard target and blind their targets. When they hit a hard target: they make a 15 foot raduis of blinding powder of the rock color that will blind any one in the area. The way they are used is by an arrow in this way, they are tied in a small bag 1/4 pound and tied to an arrow shaft end where metal point should be. So that no powder comes out of bag, the bag is tied tight and sealed by wax. the bag is made out of soft colth that will burst when hits a hard target, the bag is tight with powder around the arrrow end and explodes (beaks) easy. when the arrow bag hits a hard target powder cause everone in area to become blind and they have to get powder out of eyes or be blind for 1d10 rounds. The person has wash out powder in their eyes, the powder will burn for 1d8 rounds, untill washed out.

Wet weather will make the powder in bags on arrow heads to turn to mud, so one needs keep them covered in wet weather.

The powder rocks are found by waterfalls and streams or rivers close to waterfalls in wooded areas. It will take a strenght check to crush the powder rocks into fine powder.
each arrow cost 5 silver pieces.

The reason powder rocks is good ideal for game.
The powder rocks can help any player who can use a bow, they can buy the powder rock arrows and use them then. The powder rocks will make character who use them to blind the ones attacking them, this is good ideal for charcters to do. If Gm's approve powder rocks this will add to this world and make the game better for characters, and even npc's who attack characters can use them.

I would ask gm's to approve the powder rocks because they make the game beter for player who's character use them and if npc's use them they make the characters blind also. This can help add something to the game, some excitement in ways I think in many areas of game.

Please Gm's look at powder rocks and say something, this is my ideal and it can help the game many ways.
Aramar the Black

04-10-06, 11:32 PM
First, I have tables of many of the things that could be a part of the Forest Dwellers Foundation. Things marked with asterisks are creations of this Foundation. SOme have yet to be posted.


Sunmoss*
Valesh Tree*
Venom Tree*
Masthin Plant - ECS
Reath Vine - ECS
Dragonseye Oak - ECS
Livewood - ECS
Densewood - ECS
Silveroak - MoF
Wierwood - MoF
Sleepweed - MoF



Cathier - ECS
Luskin - ECS
Rainbow Crow - HoB
Luna Moth - HoB
White Hart*
Boneleaf - HoH
Brain Mole - EPH
Udoroot - EPH
Krenshar - MM
Assassin Vine - MM
Owlbear - MM
Giant Eagle - MM
Giant Owl - MM
Unicorn - MM
Aranea - MM
Tendriculous - MM
Umbral Banyon - MotP



Spidersilk*
Hithlain*
Sunsap*
Eyefire (powder) rocks*
Venomwood Sap*
Rockblood*
Darkberries - MoF
Fairy Dust - MoF
Mule Pollen - MoF
Silverbark Sap - MoF
Sleepweed Pods - MoF
Destrachan Hide - Spells and Spellcraft
Life Berries - Spells and Spellcraft



Forestals*
Forest Bard*
Songs of Nature*
Feycraft Arms and Armor - DMG II
Fey Mounds - MoF
Herb Lore - The Quintessentail Witch
Ley Lines - Dicefreaks


Should the Approver/DMs need help in finding the source(s), I can glafdy provide aid.

Spidersilk
Woven from the thread of a spiders large and small, and sometimes magical, spidersilk is a material freakishly strong, if not abundant. Surpassing steel in strength and silk in flexibility and comfort, spidersilk is a powerful material.
Since spidersilk is versatile enough to be worn even as clothing, stats are presented here for individual articles of clothing. Note that while any spidersilk clothing provides a degree of protection, multiple layers over the same area do not result in a heightened bonus.
Stats here are preliminary, and are generous. Subject to change.


Article of Clothing AC Bonus Cost Weight
Jerkin/Vest +2 2,500 gp .5 lb.
Short-Sleeved Shirt +3 3,300 gp .66 lb.
Long-Sleeved Shirt +4 5,000 gp 1 lb.
Shorts +1 1,000 gp .5 lb.
Leggings +2 2,500 gp 1 lb.
Boots +1/2 500 gp .25 lb.
Gloves +1/2 500 gp --
Cowl +1 1,000 gp --
Cloak/Blanket +4 5,000 gp 1 lb.


Spidersilk Rope: 8 hp and bursts on a Str check of 26. Grants a +4 on Use Rope Checks

Note: Spidersilk requires large amounts of thread even for a single glove. And because the threads must always be expertly and closely woven, the process of making a spidersilk garment is difficult and time-consuming. Perhaps a 20 + AC bonus for Craft Checks.

Hithlain: This thread-like material is woven carefully from the bark of a Valesh tree. The resulting fabric I durable, silky, and possessing of a pale tan sheen. Indeed, the fabric gives off a dim illumination within 5 ft. Garment made of Hithlain cost 200 gp more than normal, but weigh 1 lb. less.

Hithlain Rope: 6 hp and bursts on a DC 25 Str check. Grants a +2 bonus on Use Rope checks. Give off illumination.
EternalZzyx

04-15-06, 07:26 AM
Feats: mother cyst, libris mortis p28.

Spells: necrotic spells (require mother cyst) libris mortis p67-69. Summon undead I to V, libris mortis p78&79 (also spell compendium p215)

PrC: True necromancer libris mortis p51

all of these add more flavour to those who deal with necromancy, the true necromancer brings together both wings of necromancy (the arcane and divine) into one whole, the caster progression is similar to that of mystic theurge, but designed so at caps at the same level (15) despite the greater amount of levels. Summon undead is one of the requirements for true necromancer, the mother cyst and necrotic spells just add more flavour for necromancers.
Wilds

04-15-06, 05:12 PM
RP stuffs

Among the lycans there is an anomaly. Contrary to what most of the good humanoids believe. Not all lycans are there to kill and maim. These lycans are that exception; they know what they are and accept it. They form their own packs and protect their lands. They do not hunt humanoids but rather their animal side’s true prey. May that be deer, boar, rabbits, bears any sort of animal. They hunt those lycans in their territory that hunt humanoids and scare the humans into hunting them down. Among those packs that try to live as they feel nature has set is a unique group. The protectors and defenders of their packs. They are the Silvered. They draw their power from of all things Silver. Silver is their weapon of choose. As lycananthrope characters advance in the Silvered classes their coats develop silver streaks. Whether it be fur, feathers or scales, streaks of silver become prevalent. In their humanoid base form the silver manifests as streaks in their hair. The Silvered are separated into two groups. Hunters are the defenders and hunters of the pack. They gather food for the pack and are the primary enforcers. More experienced Hunters are veterans at stalking and killing their fellow lycans. Their claws and teeth gradually gain a silver sheen. Slicing neatly through lycan flesh and leaving searing wounds that make the hunted wonder just exactly what they fought. That is if the hunted survive for long enough to ponder what attacked them. Only making things worse for the hunted and those attacking the Silvered. Their already impressive regenerative abilities are boosted. Eventually only magic silver can hurt them substantially. Even then it is lacking, advanced Silvered regenerate wounds at an exponential rate. One of the greatest fears of the humanoid races. If one of the Silvered escapes, it is guaranteed to come back fighting all too soon or it returns a time later. With its pack mates and vengeance in its heart.

The other branch of the Silvered is the mighty Casters. They act as the back line and supportive warriors. If they are of Divine origin they most often serve to heal their allies wounds in the middle of battle and those of a Arcane origin most often attack from the sidelines letting loose hails of offences magic. It is often that Casters use their magical process to locate enemies and possible allies of the Pack.
The Silvered most often lead the Packs they protect and Packs are as often lead by Casters as they are by Hunters..

Silvered Hunter

Requirements:
Race: Lycanthrope
Skills: Control Shape 6 (Afflicted Only), Knowledge (nature) 4, Survival 6
Feats: Power Attack, Improved Natural Attack

Hitdice: d8

Table: The Silvered Hunter
Level BaB Fort Ref Will Special
1st +1 +2 +2 +0 Wild items, Rein Over the Curse
2nd +2 +3 +3 +0 Quick Change, Wild Empathy
3rd +3 +3 +3 +1 Spirit of the Beast
4th +4 +4 +4 +1 Fury of the Beast
5th +5 +4 +4 +1 Improved DR (+5/Silver), Fast Healing 1
6th +6 +5 +5 +2
7th +7 +5 +5 +2 Free Change
8th +8 +6 +6 +2 Strike of the Beast
9th +9 +6 +6 +3 Improved DR (Silver and Magic)
10th +10 +7 +7 +3 Fast Healing 2

Class Features
All of the following are class features of the trickster.
Weapon and Armor Proficiency: The Silvered Hunter gains no new profiencys with weapons, armor or shields.

Wilds Items: Items with the Wild enhancement and effects similar to it affect the Lycanthrope when in alternate forms.

Rein Over the Curse: A Silvered Hunter may repress his Curse of Lycanthropy as a Free Action. He may cancel the repression as a Free Action.

Quick Change: A Silvered Hunter of 2nd Level gains the Quick Change Feat as a Bonus feat. He need not meet any requirements.

Wild Empathy: A Silvered Hunter of 2nd Level or higher can improve the attitude of animals or dire animals. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Silvered Hunter rolls 1d20, adds his Silvered Hunter level, his Charisma modifier, and any levels he has in other classes that provide the Wild Empathy Class Feature to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use Wild Empathy, the Silvered Hunter and the animal or Dire Animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time.
A Silvered Hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Silvered Casters get a +8 to their Wild Empathy check when deal with Animals or Dire Animals or the same species as their Animal Form.


Spirit of the Beast: A Silvered Hunter of 3rd level gains the Spirit of the Beast Feat as a Bonus feat. He need not meet any requirements.

Fury of the Beast: If a Silvered Hunter hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+(1.5 x str) points of damage.

Improved DR: At 5th level the Silvered Hunter’s DR increases by +5, so Afflicted have DR 10/Silverand Natural have DR 15/Silver.
At 9th level a Silvered Hunter gains DR /Silver and Magic. So Natural have DR 15/Silver and Magic. Afflicted DR 10/ Silver and Magic.

Fast Healing: The Silvered Hunter gains Fast Healing 1 at 5th level and Fast Healing 2 at 10th level.

Free Change: A Silvered Hunter of 7th level or higher can change form as a free action.

Strike of the Beast:At 8th level, the Silvered Hunter can take a full attack action at the end of a charge.

Silvered Caster

Requirements:
Race: Lycanthrope
Skills: Concentration 6, Spellcraft 6, Knowledge (nature) 4
Feats: Improved Natural Attack, Eschew Materials
Spells: Able to cast 2nd level Arcane or Divine Spells

Hitdice: d6

Table: The Silvered Caster
Level BaB Fort Ref Will Special Spells Per day/Spells Known
1st +0 +0 +0 +2 Gift of the Blood +1 level existing spell casting class
2nd +1 +0 +0 +3 Wild Empathy +1 level existing spell casting class
3rd +1 +1 +1 +3 Quick Change +1 level existing spell casting class
4th +2 +1 +1 +4 Howl of the Pack +1 level existing spell casting class
5th +2 +1 +1 +4 Improved DR (+5/Silver) +1 level existing spell casting class
6th +3 +2 +2 +5 Howl of the Night +1 level existing spell casting class
7th +3 +2 +2 +5 Fast Healing 1 +1 level existing spell casting class
8th +4 +2 +2 +6 Bonus Feat +1 level existing spell casting class
9th +4 +3 +3 +6 Improved DR (Silver and Magic) +1 level existing spell casting class
10th +5 +3 +3 +7 Howl of the Moon +1 level existing spell casting class

Class Features

Weapon and Armor Proficiency: The Silvered Caster gains no new weapons profiencys or armor/shield profiencys.

Gift of the Blood: Items that directly enhance a Caster's spell casting ability are still in effect when the Caster enters hybrid and animal form. In addition the Caster may cast spells while in hybrid/animal form as though under the effect of Natural Spell

Wild Empathy: A Silvered Caster of 2nd Level or higher can improve the attitude of animals or dire animals. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Silvered Caster rolls 1d20, adds his Silvered Hunter level, his Charisma modifier, and any levels he has in other classes that provide the Wild Empathy Class Feature to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use Wild Empathy, the Silvered Hunter and the animal or Dire Animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time.
A Silvered Caster can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Silvered Casters get a +8 to their Wild Empathy check when deal with Animals or Dire Animals or the same species as their Animal Form.

Quick Change: A Silvered Caster of 2nd Level gains the Quick Change Feat as a Bonus feat. He need not meet any requirements.

Howl of the Pack:For a number of times per day equal to the Casters level in this class + the Casters primary spell stat. The Caster may howl when casting a spell, this takes the place of the verbal component of the spell and adds a verbal component if the spell did not have one already. One pack member per class levels in Silvered Caster is affected by the spell cast by the Caster to a maximum range of 5 feet per class level.

Improved DR: At 5th level the Silvered Caster’s DR increases by +5, so Afflicted have DR 10/Silverand Natural have DR 15/Silver.
At 9th level a Silvered Caster gains DR /Silver and Magic. So Natural have DR 15/Silver and Magic. Afflicted DR 10/ Silver and Magic.

Howl of the Night: As a standard action the Caster emits an errery howl. Effect: The area around the Caster to a range of 10 feet per class level is hit by moonlight. This blocks out all other light and fills the area. One pack member per class level gets +1 to attack and damage while within the range of the Howl. The Howl lasts for a number of rounds equal to the Casters class level + primary spell casting stat.

Fast Healing: The Silvered Caster gains Fast Healing 1 at 6th level.

Bonus Feat

Howl of the Moon: 3/day the Caster may emit a howl to the Moon, whether the moon is visible or not, all creatures with in 30 ft briefly glimpse the moon. The next spell that the Caster casts is affected by the Maximze metamagic feat. Activating this ability is a move action.


combined effort of Wilds, Zombomaniac, Jaggger, Kevmann and others
gabrion

05-13-06, 02:10 PM
Ooh...can I have the Chameleon (Races of Destiny page 111) approved? :D

(Tongue in cheek if ya'll can't tell)
redhase

05-14-06, 10:02 PM
The class I would like to have approved is the Half-Vampire:
from libris Morti's, page 107- 108

The half -Vampire will not influance the game hardly any manner, the class will allow players like my self to play a vampire type character. The half-vampire will allow different types of characters to help the guild they join, the guild will benfit and so will the area the guild is built in. A half-vampire will be able to help the npc's in the area and also be able to build some influance in the area. The half -vampire can add a lot to this game while at the same time adding a good enhanchment qualtily to the game. The half-vampire will also make the game interesting and add some things to the game that could have excting qualties to the area and to other characters and npc,s.
this is how the half-vampire will make any area they go to help make the npc's and other characters easer in some ways, such as influnacing npc's that the guild is on their side. Or that the guild can help them in some ways.
The half-vampire template is a good ideal for this game and would be something that could have many benfits.
turalisj

05-14-06, 11:04 PM
Ooh...can I have the Chameleon (Races of Destiny page 111) approved? :D

(Tongue in cheek if ya'll can't tell)
*pulls out +5 metal storm (the gun to replace all guns apparently) of anti-munchkin and aims*
The GM's would be wise not to allow it. Otherwise, they should allow everything from BoVD and BoED. And allow every templates in the big book o' templates deluxe edition. (all three which I own)
jagggar

05-14-06, 11:37 PM
Ooh...can I have the Chameleon (Races of Destiny page 111) approved? :D :rofl:
No. :noway:

First, your request doesn't fulfill the required little summary of why it's not broken.
Second, you've previously shown how it can be broken, so without a :censored: load of 'fixes' it will not be approved.


Come on guys. Since I last posted here, only one person followed the guidelines. Are they really that hard to follow?

1. If it's in a book, reference the book (with page numbers). If it's on the net, link to the topic or page. Do not post things directly in this topic.

2. Explain how whatever it is isn't going to be disruptive to the game power-wise. It doesn't have to be a three page essay, but any request should be more than just a "Can I use this?"

3. Realize that spells will have to be researched before they're approved.

If the other GMs want to look at the stuff that don't follow these guidelines, that's up to them, but I'm only going to look at the ones with summaries.

Feats: mother cyst, libris mortis p28.

Spells: necrotic spells (require mother cyst) libris mortis p67-69. Summon undead I to V, libris mortis p78&79 (also spell compendium p215)

PrC: True necromancer libris mortis p51

all of these add more flavour to those who deal with necromancy, the true necromancer brings together both wings of necromancy (the arcane and divine) into one whole, the caster progression is similar to that of mystic theurge, but designed so at caps at the same level (15) despite the greater amount of levels. Summon undead is one of the requirements for true necromancer, the mother cyst and necrotic spells just add more flavour for necromancers. Next time I'm at the store I'll take a look at these.
I know the summon undead series has been printed and reprinted several times. I want to make sure of which is the most recent version and I want to make sure they didn't "updated version is most correct" out any balancing errata from preivous printings.

Summon Undead is one of the few spells I think fits in the realm of approval without research (the other spell series being repair damage). If the cyst feat is approved, the spells will still require research fees paid by the character you plan to have learn them.
turalisj

05-15-06, 12:07 AM
Ok then... Magic of Incarnum, entire book.

Incarnum adds a whole new level of magic to the game, allowing for more options and more variation.


That's all I've gpt right now.
turalisj

05-15-06, 12:07 AM
I thought they fixed the double post thing.... >.>
Wilds

05-15-06, 01:05 AM
*pulls out +5 metal storm (the gun to replace all guns apparently) of anti-munchkin and aims*
The GM's would be wise not to allow it. Otherwise, they should allow everything from BoVD and BoED. And allow every templates in the big book o' templates deluxe edition. (all three which I own)


big book of templated deluxe edition? real or fake and if real how old
Zombomaniac

05-15-06, 01:07 AM
Ok then... Magic of Incarnum, entire book.

Incarnum adds a whole new level of magic to the game, allowing for more options and more variation.


That's all I've gpt right now.
I second this.
I have read through MoI and have not seen brokenness in it.
Zombomaniac

05-15-06, 01:19 AM
(do you want us to go class to class and feat to feat or the whole book? :confused: )

1) Magic of Incarnum. All pages.

2) Magic of Incarnum (MoI) provides a new breed of magical-ness. It details three main classes which are more or less the Incarnum Cleric, Shamon, and Paladin.
I feel MoI will not affect the IFWG anymore than Wizards, Clerics, Psionics, Binders, or Wue Jens will.
I have read through the book and have seen no Incarnum versions of VoP, Chameleon, or etc.

I am not a rules genius so I might have missed something. I suggest someone more rules savy looks it over.

3) Spells? Ok we'll talk about them later. :)

Do you want more or is this good?
turalisj

05-15-06, 06:46 AM
big book of templated deluxe edition? real or fake and if real how old
Real. One second, looking up the stuff....


Made By SilverThrone games, Made for 3.x DND. Contains every template you could dream of slapping on your character. Everything from Abberant, to the Greater Zombie template.

Not realy suggested unless the dm's want to go through the hair splitting details of reviewing each and every template that everyone wants to use.
Kobold_Ur_Priest

05-15-06, 03:15 PM
Advanced Bestiary by D20 Publishing Co.


OMFG...

templates out the ass.....100+ templates, including The Four Horsemen of The Apocalypse....(what more could we ask for!?)
:D
turalisj

05-15-06, 04:30 PM
Advanced Bestiary by D20 Publishing Co.


OMFG...

templates out the ass.....100+ templates, including The Four Horsemen of The Apocalypse....(what more could we ask for!?)
:D
A better president? The IFWG being more organized? All munchkins shot on sight?
thasis

05-15-06, 05:52 PM
A better president? Na... he's doing exactly what I want. Financialy destroying America.
Organization? Na... that means someone is in power and that is usualy not me. Thasis doesn't like less power... :P
Muchkins shot? I don't want to be shot... it's so tempting to use my +Biggilion Unholy Vorpol Ubersword of n00bness on you!
DeimosDeMalus

05-15-06, 06:07 PM
A better president? Na... he's doing exactly what I want. Financialy destroying America.
Organization? Na... that means someone is in power and that is usualy not me. Thasis doesn't like less power... :P
Muchkins shot? I don't want to be shot... it's so tempting to use my +Biggilion Unholy Vorpol Ubersword of n00bness on you!


my thoughts exactly
jagggar

05-15-06, 06:35 PM
Guys, cut it out. This is not a thread for spam and that's what the last few post have been (since it's off topic from the thread).


The problem with approving Magic of Incarnum or one of the Tome of Magic variants is that currently none of the GMs have access to the books. (Sure, we can go to the store and flip through them, but while that can cut it for a spell or feat, that won't cut it for a whole new system.)


Also, the only books that we'll do a "sweeping approval" of will be books that add an entirely new set of mechanics (such as psionics (already approved) or incarnum). These books also need to be designed to be balanced with standard D&D. This means we won't do sweeping approvals of the Complete series or a book of spells or monsters.

While, the GMs, may use monsters from 'outside sources', we'll be using them as monsters (read NPCs). If you want to use it as a race, you'll still have to post it for approval.
gabrion

05-15-06, 07:22 PM
Also, the only books that we'll do a "sweeping approval" of will be books that add an entirely new set of mechanics (such as psionics (already approved) or incarnum). These books also need to be designed to be balanced with standard D&D. This means we won't do sweeping approvals of the Complete series or a book of spells or monsters.

Well let me first say that I'm a huge fan of incarnum (and psionics to a lesser extent), but the GMs should keep in mind that the XPH and MoI both have some pretty broken stuff in them. A wholesale approval seems pretty risky...I hope you guys keep some kind of veto power for when people start pulling out all the stops.
thasis

05-16-06, 12:46 AM
Oh but spamming is so fun ;)

On a more serious note, not much of Incarnum is that broken (though I havn't gone through the whole book from front to back). Also, try borrowing the book of someone or something. Not to sound rude, but I'm pretty sure the players don't all want to suffer (especialy with Incarnum being so popular) just because the GM's by chance don't have one book.
DeimosDeMalus

05-16-06, 03:39 PM
can you please review the Advanced Bestiary?
turalisj

05-17-06, 04:17 PM
Here's another class to approve.... The ninja! Stealthy, deadly, and awesome to boot. First class in the complete adventurer, with all the flavor text there.

Pros of a ninja:
Good number of skill points
Sudden Strike
Ki abilities
Pretty good saves
Average Bab

Cons:
Mediocre hp
Poor Fort Saves
No armor
Relies on almost all stats (charisma for bluffing, dex for ac and acrobatics, strength for damage, etc)
Orcy The Green Wonder

05-18-06, 02:25 PM
Orcy would like to submit a race from his campaign world for approval.

The Sangorians are a stoic, mostly emotionless people. The Sangorians are four armed creatures that are very family oriented, seeing everyone in their city as a brother or sister. Orcy doesn't believe they are any more powerful than other races after applying the LA and Racial HD. The race has been playtested in Orcy's campaign, and Sssargoth can attest to their power level. Looking over wizard's material, they are about the same in power level as the Dolgrim from Eberron. Overall, the race has been tested and has so far been proven fairly balanced.

Here is a link to the Sangorian (http://lostsoulsx.topcities.com/sangorian.htm) race.
jagggar

05-23-06, 02:24 PM
can you please review the Advanced Bestiary? If you want a template or monster approved for use as a race you'll have to specify what exactly you want approved.

Ninja along with the other 11 classes in the first four Complete books (Warrior, Arcane, Divine, Adventurer) have already been approved. I'll add that list to my list of approved materials. I'm in the process of creating an expanded "pre-approved" list which will be posted most likely after the board changes.

Orcy would like to submit a race from his campaign world for approval.

The Sangorians are a stoic, mostly emotionless people. The Sangorians are four armed creatures that are very family oriented, seeing everyone in their city as a brother or sister. Orcy doesn't believe they are any more powerful than other races after applying the LA and Racial HD. The race has been playtested in Orcy's campaign, and Sssargoth can attest to their power level. Looking over wizard's material, they are about the same in power level as the Dolgrim from Eberron. Overall, the race has been tested and has so far been proven fairly balanced.

Here is a link to the Sangorian (http://lostsoulsx.topcities.com/sangorian.htm) race.As a note for everyone, we discussed some of the abilties over IM for clarification and a couple of tweaks.
Sangorians are now approved.
Zombomaniac

06-02-06, 05:17 PM
I don't have time to do full approval request right now, but will later.

Just to give you a heads up I am trying to get the Vanara Race from OA approved and to get the homebrew CC, the Blue Mage (http://boards1.wizards.com/showthread.php?t=137596) approved.

Hopefully I can do a proper request after work. :raincloud
swordspell_mage

06-04-06, 04:23 PM
I would like to get (my) homebrew class of the Dream Monk (http://boards1.wizards.com/showthread.php?t=647596) (or at http://boards1.wizards.com/showthread.php?t=647596 if you don't want to quote) approved. I don't think it would upset the balance because the Warlock (the class on which it is based) has the same incovation (or dreamshape) progression, and instead of Deceive item, etc. it has balanced abilities and the same damage at the melee range until the 9th level, where it becomes a melee touch, and 12th, when it becomes a short ranged touch. The range at the 20th level is half that of the Warlock.
Zombomaniac

06-07-06, 05:09 PM
Race: Vanara
Source Book: Oriental Adventures (OA) Pg. 15

Pros:
+2 Int and Wis
Climb speed of 20
+8 Racial Bonus on Climb checks
+4 Racial Bonus on Jump and Balance checks
+2 Racial Bonus on Hide and Move Silently
Low-Light Vision


Cons:
-2 Str


Vanara have many great racial features, +2 Int, Climb Speed, Racial Bonuses, and Vision, but they make poor melee warriors. Their higher Int and Wisdom could make them good clerics or Wizards, but as warriors in anything but ranged combat they are poor because of their lack of strength.
Spells would be just about their only way to power.

Vanara of no LA or Racial HD.
Kobold_Ur_Priest

06-07-06, 10:26 PM
Warforged Cleric 4 / Fighter 3
Chaotic Evil
Strength 15 (+2) Size: Medium
Dexterity 10 (+0) Height: 6' 3"
Constitution16 (+3) Weight: 290 lb
Intelligence10 (+0) Skin: Silvery
Wisdom16 (+3) Eyes: Blue
Charisma 6 (-2) Hair: None

Domains: Evil War
Energy: Negative [Harmful / Rebukes Undead]
Total Hit Points: 62
Speed: 20 feet
Armor Class: 18 = 10 +8 [Armor Plating]
Touch AC: 9
Flat-footed: 18
Initiative modifier: +0 = +0 [dexterity]
Fortitude save: +10 = 7 +3 [constitution]
[B]Reflex save: +2 = 2
[B]Will save: +8 = 5 +3 [wisdom]
Attack (handheld): +8/+3 = 6 [base] +2 [strength]
Attack (unarmed): +8/+3 = 6 [base] +2 [strength]
Attack (missile): +6/+1 = 6 [base]
Grapple check: +8/+3 = 6 [base] +2 [strength]


Light load:66 lb. or less
Medium load:67-133 lb.
Heavy load:134-200 lb.
Lift over head:200 lb.
Lift off ground:400 lb.
Push or drag:1000 lb.

[B]Languages: Common

Greataxe [1d12+4], crit x3, 12 lb, two-handed, two-handed, slashing] MWK (+1 dmg/+1 to hit)
Heavy Flail [1d10+4], crit 19-20/x2, 10 lb., two-handed, bludgeoning] MWK (+1 dmg/+1 to hit)
Adamantine Body [heavy; +8 AC; max dex +1; check penalty -5;]
Spiked Body [1d6+2], crit x2., light, piercing]

Feats:
Combat Casting
Mounted Combat
Ride-By Attack
Adamantine Body DR 2/Adamantine
Spiked Body Spiked Armor Plating deals 1d6 damage
Weapon Focus [war domain, sect weapon] Great Axe

Traits:
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Climb Str* 2 = +2
Concentration Con 8 = +3 +5
Heal Wis 3 = +3
Jump Str* 2 = +2
Knowledge (arcana) Int 5 = +0 +5
Knowledge (religion) Int 5 = +0 +5
Listen Wis 3 = +3
Move Silently Dex* 0 = +0
Ride Dex 0 = +0
Search Int 0 = +0
Sense Motive Wis 3 = +3
Spellcraft Int 7 = +0 +5 +2 [Knowledge, arcane]
Spot Wis 3 = +3

Warforged:
+2 constitution, -2 wisdom, -2 charisma (already included)
Composite plating makes armor unusable, 5% arcane spell failure
Cannot heal damage naturally
Does not eat, sleep, breathe
25% chance to avoid criticals and sneaks
-1 to -9 hp, inert but not progressing to death
Immune to poison, sleep, energy drain, disease, nausea, paralysis, fatigue, exhaustion
Slam for 1d4+2 bludgeoning
Cleric: DC = 10 + Wis Mod + Spell level
Alignment Aura (Chaotic Evil)
Spontaneous Casting (harm)
Rebuke Undead (1x/day)
Domains: War, Fire
FIRE DOMAIN
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. 1/day
DESTRUCTION DOMAIN
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level. You must declare the smite before making the attack. 1/day
Fighter:
Bonus Feats (already included)
Equipment:
22 lb Weapons / Armor / Shield (from above)
1 lb Holy symbol (silver)
2 lb Spell component pouch
____
25 lb Total

Zero-level Cleric spells: 5 per day
Detect Magic: Detects spells and magic items within 60 ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.(2)
Virtue: Subject gains 1 temporary hp.
First-level Cleric spells: 5 per day
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage (2)
Magic Weapon: Weapon gains +1 bonus.
Burning Hands: 4d4 fire damage (2)
Second-level Cleric spells: 4 per day
Aid: +1 on attack rolls and saves against fear, 1d8+4 temporary hp
Silence: Negates sound in 15-ft. radius.
Produce Flame: 1d6+4 damage , touch or thrown. (2)

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

Equine Golem
Large Construct
Hit Dice: 6d10 (33hp)
Speed: 50 ft.
Initiative: +1
AC: 18 (-1 size, +1 Dex, +8 natural), touch 13, flatfooted 17
Attacks: 2 hooves +8 melee and bite +3 melee
Damage: Hoof 1d8+5; Bite 1d4+2
Face/Reach: 5ft. by 10ft./5ft.
Special Attacks:Shatter
Special Qualities: Construct, Dr5/+1, magic immunity
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 21, Dex 13, Con - , Int - , Wis 11, Cha 1
Challenge Rating: 5
Alignment: Always Neutral
DR 2/Adamantine
COMBAT:
Shatter: 3/day it can emmit an ear shattering whinny, which acts as a shatter spell (10d6)
Immune to Magic: Heat Metal or Chill Metal slow it for 2d6 rounds as the slow spell. but if it resists the spell it can hold its ground. It never breaks any part of the horse.
Carrying Capacity: Light load 459lb., Medium 918lb., Heavy 1,380 lb.
Zombomaniac

06-07-06, 10:32 PM
Kobold I am gald you are trying to follow the rules, but right now no one is approvong characters and this isn't the right thread for character approval.
Kobold_Ur_Priest

06-07-06, 10:35 PM
Kobold I am gald you are trying to follow the rules, but right now no one is approvong characters and this isn't the right thread for character approval.


im sorry, i couldnt find the character approval one, and this seemed like the best alternative

can you please review him though, if yuo have time and atleast tell me if you like him?
Zombomaniac

06-07-06, 10:45 PM
im sorry, i couldnt find the character approval one, and this seemed like the best alternative

can you please review him though, if yuo have time and atleast tell me if you like him?
Sure, I planned to do that anyway really. :)
thasis

06-07-06, 10:45 PM
He seems fine. Just wondering, how are we determing HP? Rolling or taking averages?
Zombomaniac

06-07-06, 10:51 PM
You have a few organization issues, but other then that I don't see anything wrong.
Now, don't take this as a "It is perfect" I just skimmed it so there may be something wrong. Just nothing huge.
Kobold_Ur_Priest

06-07-06, 11:02 PM
You have a few organization issues
such as?

ill be sure to fix them right away
Zombomaniac

06-07-06, 11:30 PM
Well,

Strength 15 (+2) Size: Medium
Dexterity 10 (+0) Height: 6' 3"
Constitution16 (+3) Weight: 290 lb
Intelligence10 (+0) Skin: Silvery
Wisdom16 (+3) Eyes: Blue
Charisma 6 (-2) Hair: None
Thi doesn't look to good.

Try this
Size: Medium
Height: 6' 3"
Weight: 290 lb
Skin: Silvery
Eyes: Blue
Hair: None

Strength 15 (+2)
Dexterity 10 (+0)
Constitution16 (+3)
Intelligence10 (+0)
Wisdom16 (+3)
Charisma 6 (-2)

Why is this
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier

in this

Traits:
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
ModifierClimb Str* 2 = +2
Concentration Con 8 = +3 +5
Heal Wis 3 = +3
Jump Str* 2 = +2
Knowledge (arcana) Int 5 = +0 +5
Knowledge (religion) Int 5 = +0 +5
Listen Wis 3 = +3
Move Silently Dex* 0 = +0
Ride Dex 0 = +0
Search Int 0 = +0
Sense Motive Wis 3 = +3
Spellcraft Int 7 = +0 +5 +2 [Knowledge, arcane]
Spot Wis 3 = +3

Thats the main stuff that seemed wierd to me.
Sssargoth

06-07-06, 11:43 PM
He seems fine. Just wondering, how are we determing HP? Rolling or taking averages?

Max for every HD I believe.
Zombomaniac

06-07-06, 11:47 PM
Max for every HD I believe.
Ya ECL 7 is going Max for each HD.
Kobold_Ur_Priest

06-08-06, 08:55 AM
originally, the stuff which was kinda crammed together was in a table, it just doesnt transfer over well.

but ill try and fix it as best as possible

thank you
thasis

06-08-06, 04:28 PM
There's a complete character sheet in the Character Posting Thread. Somebody should dig that up again.
turalisj

06-08-06, 04:29 PM
Guys, cut it out. This is not a thread for spam and that's what the last few post have been (since it's off topic from the thread).


The problem with approving Magic of Incarnum or one of the Tome of Magic variants is that currently none of the GMs have access to the books. (Sure, we can go to the store and flip through them, but while that can cut it for a spell or feat, that won't cut it for a whole new system.)


Also, the only books that we'll do a "sweeping approval" of will be books that add an entirely new set of mechanics (such as psionics (already approved) or incarnum). These books also need to be designed to be balanced with standard D&D. This means we won't do sweeping approvals of the Complete series or a book of spells or monsters.

While, the GMs, may use monsters from 'outside sources', we'll be using them as monsters (read NPCs). If you want to use it as a race, you'll still have to post it for approval.

So if the Wu Jen is approved, then we have to get every little spell that only the Wu Jen can used approved? Because those seem to be your words.
Zombomaniac

06-10-06, 03:52 PM
With all the talk that had been going about with making Kobold's PC I though I might as well post this.
The Ten Commandments of Optimization

I. Thou shalt not give up caster levels.

II. Wieldest thou thy two-handed weapon with alacrity; but two weapons shalt thou not wield, excepting that thou hast a source of bonus damage such as Sneak Attack.

III. Doubt not the power of the Druid, for he is mighty.

IV. Avoid ye the temptation of Gauntlets of True Strike, for they shall lead thee astray down the Path of Non-Rule Cheese.

V. Thou shalt not give up caster levels. Verily, this Commandment is like unto the first; but of such magnitude that it bore mentioning twice.

VI. Makest thou no build with an odd number of fighter levels, for such things are not pleasing to the Spirits of Optimization.

VII. The Rules of 3.5 are paramount; invoke not the rules of 3.0 if a newer version be available.

VIII. When beseeching the Bretheren of Optimization, come thou not empty handed, lest they smite thee; rather, bringest thou thine own build, that they may offer suggestions and guidance.

IX. Invoke not "common sense," for it is not common.

X. Thou shalt call no build "The Ultimate X" unless his name be Pun-Pun, or thou shalt see thine "Ultimate" build topped by the Bretheren within five minutes of posting.

Yea, verily.
Here is a link to the post. (http://boards1.wizards.com/showpost.php?p=7553080)
jagggar

06-10-06, 06:38 PM
The Ten Commandments of Optimization7 is approved. On such a note: The OA 3.5 update eliminates the Vanara's ability score adjustments. Also, if he wa gunna be a shaman, I'll have to PM you update (improved unarmed strike damage and a different list for the bonus feats).

So if the Wu Jen is approved, then we have to get every little spell that only the Wu Jen can used approved? Because those seem to be your words. Good point. But my brain is about bust right now.
It is kinda a problem. I only have OA, not the Complete series. I'll be going though OA and its update and probably compiling spell lists (since the OA list had to be updated with 3.5 spell changes). We'll check between GMs and friends and see what we'll do about spell lists.
Zombomaniac

06-11-06, 01:02 AM
7 is approved. On such a note: The OA 3.5 update eliminates the Vanara's ability score adjustments. Also, if he wa gunna be a shaman, I'll have to PM you update (improved unarmed strike damage and a different list for the bonus feats).
Wait so the Vanara no longer get the +2 int and Wis?
:tantrum:
I'm not gonna be Shaman, anyways.
Good point. But my brain is about bust right now.
It is kinda a problem. I only have OA, not the Complete series. I'll be going though OA and its update and probably compiling spell lists (since the OA list had to be updated with 3.5 spell changes). We'll check between GMs and friends and see what we'll do about spell lists.
On spells there I never really likeed the idea of having to spend all the time effort and Gold necesary to learn a spell and then find out that you may or may not be able to use it.
Spells should be treated just like feats and such with approves. Just make a list of what is or is not allowed. :twocents:
Kobold_Ur_Priest

06-11-06, 09:31 AM
on the side note: he's only got 3 Fighter levels because I wanted to get more from his Cleric spells, though as soon as he levels up, im tossing a level into fighter to even him out
jagggar

06-11-06, 12:48 PM
Yep, adustments are gone. Sorry. (But not sorry enough to give them back.)

On spells there I never really likeed the idea of having to spend all the time effort and Gold necesary to learn a spell and then find out that you may or may not be able to use it.
Spells should be treated just like feats and such with approves. Just make a list of what is or is not allowed. Well, it's not really a house rule, it's a core rule, and one of the problems we've been having is not enforcing the core rules.

If we just let everyone say "Hey, I want this spell" and make it at no cost to the characters, I'm afraid that this approval topic will start looking like the old one with tons of "Can we please?" and few "Yes you can"s.

Granted, we plan to have a very small number of spells pre-approved. Notably the Repair series and the Summon Undead series (just gotta find the right SU to approve). After we get the game going, I think we plan to have each of the GMs would introduce a new spell/power about once a month.
Kobold_Ur_Priest

06-11-06, 03:30 PM
Male Half-Fiend Elf Warlock 3
Lawful Evil
Strength 18 (+4)
Dexterity 18 (+4)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 10 (+0)
Charisma 18 (+4)

Size: Medium
Height: 5' 7"
Weight: 135 lb
Skin: Tan
Eyes: Green
Hair: Black; Beardless

Total Hit Points: 34
Speed: 30 feet Fly 60 ft
Armor Class: 19 = 10 +4 [studded] +4 [dexterity] +1 [half-fiend]
Touch AC: 15
Flat-footed: 15
Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +3 = 1 +2 [constitution]
[B]Reflex save: +5 = 1 +4 [dexterity]
[B]Will save: +3 = 3
Attack (handheld): +6 = 2 [base] +4 [strength]
Attack (unarmed): +6 = 2 [base] +4 [strength]
Attack (missile): +6 = 2 [base] +4 [dexterity]
Grapple check: +6 = 2 [base] +4 [strength]

Light load:100 lb. or less
Medium load:101-200 lb.
Heavy load:201-300 lb.
Lift over head:300 lb.
Lift off ground:600 lb.
Push or drag:1500 lb.

[B]Languages: Common Draconic Elven Goblin Orc

Heavy Mace [1d8+5], crit x2, 8 lb., one-handed, bludgeoning] MWK (+1 hit/+1 damage)
Spiked Chain [2d4+5], crit x2, 10 lb., two-handed, piercing] MWK (+1 hit/+1 damage)
Studded armor [light; +4 AC; max dex +5; check penalty -1; 20 lb.] MWK
Feats:
Combat Casting
Exotic Weapon Proficiency Spiked Chain

Traits:
Bluff Cha 10 = +4 +6
Diplomacy Cha 8 = +4 +2 +2 [sense motive]
Disguise Cha 10 = +4 +6
Intimidate Cha 6 = +4 +2 [bluff]
Knowledge (arcana) Int 9 = +3 +6
Listen Wis 2 = +0 +2 [elf]
Search Int 5 = +3 +2 [elf]
Sense Motive Wis 6 = +0 +6
Spellcraft Int 11 = +3 +6 +2 [Knowledge, arcane]
Spot Wis 2 = +0 +2 [elf]

[B]Elf:
+2 dexterity / -2 constitution (already included)
Immune to magical sleep
+2 racial bonus to saves vs. enchantments
Low-light vision
Proficient with longsword, rapier, longbow && shortbow
+2 racial bonus on listen, search, and spot checks
Notice secret doors

Half-Fiend Template:
+4 strength, +4 dexterity, +2 constitution, +4 intelligence, +2 charisma
Outsider (native)
Darkvision to 60 feet
Spells:
Darkness 3/day - 20ft radius
Desecrate - imbues area with negative
Unholy blight - 3d8 (good creature) / 3d6 (good outsider) / (sickened 1d4)
Poison 3/day - 2d10 Con damage
Immune to poison
Spell resistance 17
Damage reduction 5/Magic
Acid, cold, electricity, and fire resistance 10
2 Claws = 1d6+2 / Bite = 1d4+4

Warlock:
Save vs. a warlock's magic is 10 + equivalent spell level + charisma modifier
Know 2 invocations of least level:
Eldritch Spear - Lengthens blast range to 250 ft (2nd)
Hideous Blow - Enables Melee attack to inflict blast damage (1st)
Eldritch blast - 2d6
Detect magic at will
Damage reduction 1/Cold Iron

Equipment:
38 lb Weapons / Armor / Shield (from above)
2 lb Backpack
2 lb Rations (1 day) x2
8 lb Waterskins x2
1 lb Whetstone
____
51 lb Total
Kobold_Ur_Priest

06-14-06, 10:21 PM
Male Werebear Dwarf Bear-Totem Barbarian 2 / Avenging Druid 2
Neutral Evil

Strength 14 (+2)
Dexterity 12 (+1)
Constitution 16 (+3)
Intelligence 12 (+1)
Wisdom 18 (+4)
Charisma 9 (-1)

Size: Medium
Height: 4' 5"
Weight: 180 lb
Skin: Tan
Eyes: Dark Brown
Hair: Black

Total Hit Points: 106
Speed: 40 feet [Avenger]
[B]Armor Class: 14 = 10 +4 [hide] +1 [dexterity]
Touch AC: 12
Flat-footed: 15 [uncanny dodge]
Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +14 = 11 +3 [constitution]
[B]Reflex save: +6 = 5 +1 [dexterity]
[B]Will save: +14 = 8 +4 [wisdom] +2 [iron will]
Attack (handheld): +9/+4 = 7 [base] +2 [strength]
Attack (unarmed): +9/+4 = 7 [base] +2 [strength]
Attack (missile): +8/+3 = 7 [base] +1 [dexterity]
Grapple check: +13/+8 = 7 [base] +2 [strength] + 4 Imp. Grapple


Light load: 58 lb. or less
Medium load: 59-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875 lb.

[B]Languages: Common Druidic Dwarven Goblin

Throwing Axe [1d6+3], crit x2, range inc 15 ft., 2 lb, light, slashing] MWK (+1 Hit/Damage)
Dwarven Waraxe [1d10+3], crit x3, 8 lb., one-handed, slashing] MWK (+1 Hit/Damage)
Dwarven Urgrosh [1d8+5]/1d6+5], crit x3, 12 lb., two-handed, slashing or piercing] MWK (+1 Hit/Damage)
Hide armor [medium; +4 AC; max dex +4; check penalty -3; 25 lb.] MWK

Feats:
Toughness
Improved Grapple
Iron Will
Point Blank Shot
Far Shot
Precise Shot
Track

Traits:
Handle Animal Cha 6 = -1 +7
Intimidate Cha 6 = -1 +7
Knowledge (nature) Int 10 = +1 +7 +2 [druid]
Listen Wis 11 = +4 +7
Ride Dex 7 = +1 +4 +2 [handle animal]
Search Int 8 = +1 +7
Spot Wis 11 = +4 +7
Survival Wis 6 = +4 +2 [druid]
Control Shape Wis 11 = 4 +7

Dwarf:
+2 constitution / -2 charisma (already included)
Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning (+2 on searching stone, intuit depth)
+4 to avoid being bullrushed while standing on ground
+2 racial bonus on saves vs. poison
+2 racial bonus on saves vs. spells / spell-like abilities
+1 racial bonus to hit orcs and goblinoids
+4 dodge bonus on AC against giants
+4 stability bonus to avoid being tripped/bull rushed standing on ground
+2 racial bonus on appraise checks if stone/metal

Werebear:
Lycanthropes gain the shapechanger subtype
Lycanthropes add HP, attack bonuses, and saves for the base creature and the base animal.
Lycanthropy imparts +2 wisdom (already included)
Changing form is a standard action.
Communicates with normal and dire forms of the base animal.
Low-light vision and scent.
Free "Iron Will" feat.
There are (2+intelligence modifier, minimum 1) skill points for each HD of the base animal.
Keeps racial bonuses to skills for both creature and base animal.
Keeps base animal's feats, though if humanoid form does not qualify, may not use in humanoid form.
Feats are awarded combining the animal and base creature's levels.
Natural armor class bonus increases by +2 in humanoid form.
Natural armor class in hybrid form is human or animal, whichever is better.
Size in hybrid form is the larger of the base creature and base animal.
Has the base creature's speed in hybrid form.
Hybrid form has a bite and two claw attacks.
Hybrid form can cast spells so long as they do not have a verbal component.
Animal form can cast spells so long as they do not have a verbal or somatic component. (Ask your referee about material components.)
Natural lycanthropes in hybrid and animal form have damage reduction 10/silver.
The bear's move is 40 feet.
Transforming to werebear or hybrid gives +16 strength, +2 dexterity, +8 constitution.
Increased strength gives +8 to hit and damage and on grapples, as well as strength checks.
Increased dexterity gives +1 on initiative and reflex saves, as well as dexterity checks.
Increased constitution gives +4 on fortitude saves, as well as constitution checks.
Unless the base creature is also large, the bear's large size gives an extra +4 on grapples.
In bear form, +4 on swimming.
Two claw attacks 1d8+2, and one bite at -5 for 2d8+1
Swim, listen, search, and spot are class skills.
Free "Track" feat

Barbarian:
Illiteracy
Rage
Fast Movement
Uncanny Dodge

Avenging Druid:
Fast movement and rage
Wild Empathy checks at -4
+2 on Knowledge (nature) and Survival
Woodland Stride

Equipment:
47 lb Weapons / Armor / Shield (from above)
2 lb Backpack
2 lb Rations (1 day) x2
8 lb Waterskins x2
1 lb Whetstone
2 lb Spell component pouch
Holly and mistletoe
____
62 lb Total


Rage (Ex) 2/Day
In a rage, the subject temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. When Raging, the subject gains +2 HP per class level.
Zero-level Druid spells: 4 per day
Virtue: Subject gains 1 temporary hp. (4)
First-level Druid spells: 3 per dayMagic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls
Orcy The Green Wonder

06-14-06, 10:46 PM
First, Orcy wonders why a character is being placed here, he hasn't seen anything that says "Post characters" yet. Second, Orcy wonders why an ECL 13 creature is amongst them. A wearbear alone has an ECL of 8 or 9 (6 HD and then the +2 or +3 LA). Perhaps you should wait until a character thread is created, since Orcy doesn't believe this is the place for the posting of characters.
Kobold_Ur_Priest

06-14-06, 10:49 PM
First, I've been posting them here
Second, I threw him in for the hell of it
Third, I had nothing better to do with my time


:rolleyes:
Orcy The Green Wonder

06-14-06, 10:54 PM
You realize Orcy knows you are lying right? You could have just said "I forgot to include the Hit Dice" and been done with it. Orcy saw the post at the Werevamp society saying "I may have him stick around because hes ECL 7" before you modified it. Once again, this is not the place for your character posting. This is the approval thread. We post approval requests here, not characters. This is of course until the GMs say otherwise, though Orcy believes they will much more likely create a character thread.
Sssargoth

06-14-06, 10:59 PM
Charicters dont go here Ur Priest. Im sure you have been told that before. Wait until we have a charicter approval thread to post them. Several people have complained to me about it already, including another GM. Becides, you can only have 2 for now, at most. If you want to post them somewhere go to the Charicter Creation Club. :bored:
Kobold_Ur_Priest

06-15-06, 12:08 AM
I DID modify it, because i DID forget, though he was thrown in for the hell of it, he's not being used anyway

i DO have 2, War Child & Bishop

they were posted here to be reviewed, which they were


ignorant people annoy me
Orcy The Green Wonder

06-15-06, 04:47 PM
Down boy. The fact remains that you claimed you might use him in these games "because he was ECL 7." All you had to do was say that you forgot about the HD. Orcy doesn't see why you decided to lie about "Just throwing him in." Perhaps you did throw him in for the hell of it. But considering you posted him on an approval thread, for approval, Orcy would assume that you had every intention of using him, and that you did indeed believe he was ECL 7. If such assumptions based on common sense and the evidance infront of Orcy makes him "ignorant" then perhaps he is. Otherwise, Orcy would suggest you keep your confused insults to yourself.
Zombomaniac

06-15-06, 05:09 PM
That's it.

Everyone STOP.

This isn't important anymore as multiple people are getting angry over it (and if someone here isn't angry then please keep it to yourself. I want this post to be the last one conserning this topic).
Everyone knows now that there was a misunderstanding and everyone knows not to post characters here. Done.
Now everyone just drop it and move on to the next topic.

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

Maybe someone can tell me if the Vanara race is approved?

Race: Vanara
Source Book: Oriental Adventures (OA) Pg. 15

Pros:
+2 Int and Wis
Climb speed of 20
+8 Racial Bonus on Climb checks
+4 Racial Bonus on Jump and Balance checks
+2 Racial Bonus on Hide and Move Silently
Low-Light Vision


Cons:
-2 Str


Vanara have many great racial features, +2 Int, Climb Speed, Racial Bonuses, and Vision, but they make poor melee warriors. Their higher Int and Wisdom could make them good clerics or Wizards, but as warriors in anything but ranged combat they are poor because of their lack of strength.
Spells would be just about their only way to power.

Vanara have no LA or Racial HD.

I think Jagggar told me that the updated Vanara no longer have the +2 Int and Wis or the -2 Str, but I don't know for certain.
Kobold_Ur_Priest

06-15-06, 08:20 PM
As far as I know, it was approved; though dont quote me, if not, it wont be hard to get it approved :rolleyes:
redhase

06-15-06, 09:06 PM
from the book; Races of Ebbron
Race Changelings page 41
medium
base land speed 30 feet
+2 racial bonus on saving throws against sleep and charm effects
+2 racial bonus om bluff, intimidate, and sense motive checks
natural linguist: changelings add speak speak language to their list of class skills for any class they adopt.
minor change self: changelings have the supernatural ability to alter their appearance as though using a disguise spell that affects their body not their possessions. they receive a +10 circumstance bonus on disguise checks.

this is a class that will add a lot of things to the game, and will make any encounter interesting. seeing how the changeling can look like any race.
Aramar the Black

06-21-06, 11:41 AM
This is a creation I found on the Dicefreaks board.
For simplicity, I will provide the link, satae that all the information is within the first post, adn allow the GMs to review it and approve/disapprove at thier pleasure.
Without further ado..

Geomancy and Ley-Lines (http://community.dicefreaks.com/viewtopic.php?t=1970)
Zombomaniac

06-22-06, 01:33 AM
@Jagggar
Can you tell me again what the Vanara lost in the Update?
Was it all thier stat adjustments or what? :confused:
jagggar

06-22-06, 10:06 AM
@Jagggar
Can you tell me again what the Vanara lost in the Update?
Was it all thier stat adjustments or what? :confused:
"Vanara: Remove all of the vanara's ability score adjustments." -Dragon 318, pg 34.
Zombomaniac

06-22-06, 01:27 PM
"Vanara: Remove all of the vanara's ability score adjustments." -Dragon 318, pg 34.
Ty