| Post/Author/DateTime | Post |
|---|---|
| Silmarien Aldalome10-25-04, 02:58 AM | Hi there Reader. Welcome to The Guild House Inter-Foundation Games. You need to post your character here, but before you do, make sure you have the following statistics handy: Note that you will need to modify your character here as you accumulate wealth, power, and experience points. Similarly, at your foundation, a Record Keeper will need to keep some vital statistics about your Guild. Therefore, what I provide is a list of the statistics you need to keep track of and you will need to update your Foundations accordingly, with a slot for that statistic. For Player Characters, what you need is: Ability Scores, HP, Skills and Feats, Saves, XP, BAB etc, as per Players Handbook. When someone cuts a really NICE template, we can share this around and that will save us all time. NOTE: Make a slot for Divine Ranks and Sovereign Ranks on your PC. These are set to blank (not zero, but blank) until such a time as their status changes. Foundations, what you need is: A slot for Foundation Wealth - set to ZERO for all new Foundations and at start of game A slot for Combat Points - set to ZERO for all new Foundations and at start of game A slot that stores - Weapons, Armour, Magic Items In Progress A slot that stores - Weapons, Armour, Magic Items Completed A slot that stores - Captured NPC Resources, which will keep record of the NPC threads you currently have control over A space to keep track of the state of your Diplomatic Relations. See the Players Handbook skill Diplomacy for guidelines about numbers. All relationships are Neutral initially (non-hostile/non-friendly). You will need to keep a list of NPC Countries, and your relationships with them. This idea is not necessary for PC Foundations - that's about us real flesh-and-bloods and how we post. I'll update this as we need. stav |
| necrodude1610-25-04, 03:26 AM | Name: Kayne Shadowborne Class:Fey'ri 2/Archmage of Pain/ Chosen of Mask (http://boards1.wizards.com/showpost.php?p=3555364&postcount=175)/Divine Judge Of The Guild War (DJOTGW) Race:Fey'ri Str: Dex: Con: Int: Wis: Cha: Hp: Skills: Feats: Ref: Fort: Will: Experience: Base attack: Melee: Ranged: Divine Ranks: Would you like me to demonstrate?!? :mage: Soverign Ranks:- None, yet. |
| necrodude1610-25-04, 03:33 AM | Foundation Name: Foundation Wealth: Combat Points: Weapons, Armour, Magic Items In Progress: Weapons, Armour, Magic Items Completed: Npc Resources: Diplomatic Relations: Hostile: Friendly: Npc Countries: |
| Tenzhi10-25-04, 04:01 AM | Name: Tenzhi Class(es): Sor20/Mnk20 Racial HD: 44 Level Adj: TBD Total ECL: TBD Race (Type): Ascended Zhi Lung (Dragon) Gender: Male Size: Colossal+ Alignment: True Neutral ---Ability/modifier--- Str: 61 +25 Dex: 33 +11 Con: 51 +20 Int: 40 +15 Wis: 50 +20 Cha: 40 +15 Skills: Too numerous to list; additionally with the Divine Intellect salient divine ability charracter may manifest any skill not inherently possessed at a base rank equal to his Int bonus. Feats: Saves (R/F/W): HP: 2448 AC: 116 (-8 size, +15 deflection, +79 natural armor, +20 divine) BAB: +64 ---Attacks/Damage--- Melee: Ranged: Special Abilities: Special Qualities: Divine Ranks: 20+ Sovereign Ranks: Huh? Experience: To infinity and beyond Description: In his natural form, Tenzhi appears as a serpentine dragon with scales of deepest black trimmed in silver whose coiling body appears to have no discernible end. His most often assumed form, however, is that of a wizened old man of indiscernible origin who appears to be almost gnomish in nature. His eyes are forever hidden beneath the impenetrable shadows cast by his prodigious white eyebrows, and a narrow beard of variable length hangs almost mischievously from his pointed chin. His garb in this form consists of a simple black silk shirt, pants, and a pair of cloth boots. He nearly always has a stick, cane, or long-stemmed bone pipe near at hand. |
| BronzeBeard10-25-04, 06:33 AM | When someone cuts a really NICE template, we can share this around and that will save us all time. Whatever the template is, I suggest the following stat-box for your sig. (Str;Dex;Con;Int;Wis;Cha) HP;AC;BaB Xp;Divine Ranks;Sovereign Here's my PC: Name: Class(es): UA variant-rogue 8 / Iaijutsu Master 3 / Ninja Spy 4 Racial HD: 2 Levels: 2d8 HD; +2 BaB; base save 3 Ref, 3 Will; Level Adj: +1 Total ECL: 15 Race (Type): Forest Troll Gender: Male ---Ability/modifier--- (http://krisinchico.brinkster.net/searchroll.asp?username=BronzeBeard#1320 93) Abil Abili Base Race Level Mod. Score Abil Mod. Mod Str: (+4) 18 = 12 + 6 + 0 Dex: (+4) 19 = 16 + 2 + +1 at 12th Con: (+5) 20 = 13 + 6 + +1 at 8th Int: (+3) 16 = 16 + 0 + 0 Wis: (-2) 6 = 8 + -2 + 0 Cha: (-1) 8 = 11 + -4 + +1 at 4th Skills: (max 15+3 = 18) Feats: Saves (R/F/W): HP: AC: BAB: ---Attacks/Damage--- Melee: Ranged: Special Abilities: Special Qualities: Divine Ranks: Sovereign Ranks: Experience: |
| Silmarien Aldalome10-25-04, 06:34 AM | Name: Silmarien Aldalome Class(es): 12th Level Wizard/3rd Level Peredhil Verse Master Racial HD: 0 Level Adj: TBD Total ECL: TBD Race (Type): Peredhil (Half-Elf). 62.5% Elven (of Northern Flame) 37.5% Human Gender: Femlae ---Ability/modifier--- Str: Dex: Con: Int: Wis: Cha: Skills: Feats: Saves (R/F/W): HP: AC: BAB: ---Attacks/Damage--- Melee: Ranged: Special Abilities: Special Qualities: Divine Ranks: A lot Sovereign Ranks: Huh? Experience: To infinity and beyond Description:Not just yet.....[/QUOTE] |
| king_of_evil00710-25-04, 05:12 PM | Hmm, am I allowed to use a custom PrC? No, this isn't for twinkery, I'm still not 100% sure on my class layout. . . |
| Sssargoth10-25-04, 05:40 PM | Name: Sssargoth Class: 6 level Psion Racial HD: 7 Level Adj: +3 Total ECL: 16 Race (Type): Wyrmling Red Dragon Gender: Male Speed: 40 Ft/ Fly 150 Ft (good)** ---Base/Racial/HD/Total/modifier--- Using rolls labled "Take three" here (http://krisinchico.brinkster.net/searchroll.asp?username=Sssargoth) . All rolls total equal just under 28 PB -----Base--Racial--Misc.--HD--Total/modifier Str:.....7...+...6...+...7..+..0..=..20+ 5 Dex:..15...+...0...+...7..+..2..=..24+7 Con:..12...+...4...+...7..+..0..=..23+6 Int:...16...+...0...+...7..+..2..=..25+7 Wis:..10...+...0...+...7..+..0..=..17+3 Cha:..12...+...0...+...5..+..0..=..17+3 Base Skill ranks: *Jump +13, Concentrate +15, Autohypnosis +16, Intimidate +16, Diplomacy +16, Hide +16, Move Silently +16, Knowledge (Psionics) +16, Listen +16, Search +6, Spot +6 Total Skill ranks: *Jump +18, Concentrate +21, Autohypnosis +19, Intimidate +19, Diplomacy +19, Hide +22, Move Silently +22, Knowledge (Psionics) +23, Listen +19, Search +9, Spot +11 *All ranks are from racial HD Feats: Wild Talent, Psionic body(psionic), Aligned attack(psionic), Psionic fist (psionic), Greater psionic fist (psionic), Ghost Attack(psionic) Power Points: 62 Saves (F/R/W):+12, +12, +13 HP: 148 AC: 23 (+6 natural, +7 DEX, - size) BAB: 10 ---Attacks/Damage--- (Attk)Melee:Bite +15, 2 claws +10, 2 wings +10 (Dmg)Melee:Bite 1d8+5, Claw 1d6+5, Wing 1d4+5 Ranged:17 Special Abilities: 40 Ft Cone of Fire 2d10 DC: 22 Special Qualities: Fire Subtype, Critical Immunity*^ Divine Ranks: Currently NA Sovereign Ranks: Currently NA Experience: 134,875/136,000 Description: Do I have to? Personal Wealth: 354,500 gp Items: Manual of Bodily Health +5#, Manual of Gainful Exercise +5#, Manual of Quickness of Action +5#, Tome of Clear Thought +5#, Tome of Leadership and Influence +5#, Tome of Understanding +5#, Pale Blue +2 STR^, Scarlet and blue +2 INT^, Incandescing Blue +2 DEX^, Pink +2 CON^, Gemstone of Fortification (Heavy)*^, Pectoral of Maneuverability (Greater)** Foundation Name: The Psionics Foundation Foundation Wealth: 231,661 Combat Points: 0 Artifacts in progress: The Nexus Artifacts completed/obtained: Mindscraper (Aquired during initial war with Illithid foundation) Weapons, Armour, Magic Items In Progress: None Weapons, Armour, Magic Items Completed: Ditto. Npc Resources: Conciderable Diplomatic Relations: N/A Hostile: N/A Friendly: Children of the Planes, The Warlock Circle, The Risen Dead Foundation, Blackstar Syndicate, The Dwarf foundation, Npc Countries: N/A # Expended Item ^ Ioun stone ** Draconomicon pg. 83. Improves flying maneuverability by 2 steps *^ Treat as armor enchantment of the same name. Thats it for now |
| turalisj10-25-04, 05:53 PM | if sssargoth gets to play as a red dragon, then i get to play as a bronze one. |
| thasis10-25-04, 06:48 PM | I want to play as a pit fiend but the Racial HD is probally to high. Must check monster manual though. |
| Fuzzy Logic Inc.10-25-04, 08:08 PM | [Notice: This Character was created using a standard 32 point buy.] Name: Thane Khazur Khalad Class(es): Fighter 4/Cleric 6/Battle Chaplain 5 Racial HD: 0 Level Adj: 0 Total ECL: 15 Race (Type): Ivory Dwarf Gender: Male Patron: Moradin Domains: Dwarf, Protection, Community ---Ability/modifier--- Str: 18 (+4) Dex: 10 Con: 20 (+5) Int: 14 (+2) Wis: 20 (+5) Cha: 14 (+2) Skills: Concentration +19 (14 ranks + 5 Con Modifier) Heal +9 (4 ranks + 5 Wis Modifier) Knowldge (Religion) +16 (14 ranks + 2 Int Modifier) Intimidate +9 (7 ranks + 2 Cha Modifier) Craft (Weaponsmithing) +13 (11 ranks + 2 Int Modifier) Spellcraft +13 (11 ranks + 2 Int Modifier) Knowledge (Arcana) +6 (4 ranks + 2 Int Modifier) Feats: Weapon Focus (Warhammer) [Fighter Level 1] Iron Will [Character Level 1] Dwarven Armor Proficiency [Fighter level 2] Power Attack [Character Level 3] Heavy Armor Optimazation [Character Level 6] Monkey Grip [Fighter Level 4] Greater Heavy Armor Optimazation [Character Level 9] Quick Draw [Character Level 12] Improved Toughness [Character Level 15] Weapon Specialization Saves (R/F/W): +4/+10/+15 HP: 159 AC: 26 BAB: +11/+6/+1 Equipment: Tholfhild, Striker of Resounding Calm (Intelligent Weapon; see below) +5 Light Fortification Battle Plate (with Signature Crest) Crown of Wisdom +6 (150% price for non-body slot affinity) Scriptures of Charisma +4 (treat as Cloak of Charisma) Gorget of Health +4 (treat as Amulet of Health) Belt of Giant Strength +4 Prayerbook [b]Tholfhild, Thane's Ward: +3 Flaming Burst Large Warhammer; AL LG; Int 17, Wis 17, Cha 10; Speech, telepathy, 120 ft. darkvision and hearing; Ego 18. Lesser Powers: Bless allies 3/day, Hold Person 3/day, Cure Moderate Wounds on caster 3/day. Greater Power: Cause Fear at will. Personality: It is common knowledge among Ivory Dwarves that the ashes of the first Thane Under the Mountain were consecrated within the hammer that bears his name. Since his reign, Tholfhild has passed from hand to hand, advising and accompanying the current Thane. His cold demeanor and often rough attitude frequently puts him at odds with his wielder's non-dwarf companions. However, the Thane's Ward is concerned whoelly with the preservation of Dwarven society and would never do anything to jeopardize that. ---Attacks/Damage--- Melee: +13/+7/+3, 2d6+1d6+8 x2 Ranged: +11 Special Abilities: Know no Fear Battlefield Medic Rally the Troops 2/day Fervor Divine Hand Stoic Mind Special Qualities: Darkvision Stonecunning Stability +2 racial bonus vs poison +2 racial bonus vs spells and spell-like abilities Weapon Familiarity Divine Ranks: Sovereign Ranks: 0 Experience: Description: When looking upon the High Thane in his armor is to be awed. A veritable fortress of armor surrounds him. Thick plating covers his body and seeks to block all but the most well aimed blows. The plates are covered in a hammer motif and the chest plate is fixed with a large silver holy symbol of Moradin, his patron. Hanging from the armor from all manner of devices, chains and wax seals among the mos prominent, are many sheets of ancient parchemnt bearing potent runes of dwarf make. No less imposing is the Dwarf Lord out of his armor. Standing as tall as a dwarf is able to and lean and strong, he is obviously a well trained warrior. His beard is long and dark, twisted into two elabortae braids that he frequently oils to keep fresh and supple. A flat nose sits squarely between two rose colored eyes, an uncommon (though not unheard of) color for his people. His hair is braided similarly to his beard, and is worn just below his shoudlers. His large hands are weathered and calloused from years spent in the forge. ---------------------------------------------- Foundation Name: The Dwarf Foundation Foundation Wealth: 0 Combat Points: 0 Weapons, Armour, Magic Items In Progress: Uh... what? Weapons, Armour, Magic Items Completed: Ditto. Npc Resources: None, I supose. Diplomatic Relations: 0? Hostile: Yes. Friendly: I mean no. Npc Countries: Thats my final answer. When things become more clear, I'll clean this up. So, how should we present custom stuff (if we're allowed to use them, that is)? |
| Demonfey10-25-04, 09:41 PM | Are we allowed to use any level? |
| Tenzhi10-25-04, 09:53 PM | Are we allowed to use any level? That's currently in discussion in the Inter-Foundation Wars/Games Prep Thread (the main suggestions thus far being 15th level or a tiered system that incorporates various level ranges). Please direct any further inquiries there so as to keep this thread uncluttered. |
| Dyne10-26-04, 12:08 AM | <<Deleted>> |
| kedi10-26-04, 09:51 AM | Name: Kedi Ranks and Titles: (High) Archmage of Death and Life; Voice of the Springtime; Silent Liar. Class(es): Necromancer 7/ Loremaster 5/ Archmage 3 Racial HD: 0 Level Adj: TBD Total ECL: 17 Race (Type): Silent Elves Clan (treat dark elf) Gender: Male Alignment: CN ---Ability/modifier--- Str: 5 Dex: 20 Con: 4 Int: 29 Wis: 27 Cha: 21 HP: 15 Skills: Knowledge (Arcane); Knowledge (Religion); Knowledge (Corpes); Knowlege (Planes); Knowledge (Curses); Spellcraft; Discipline. ---Attacks/Damage--- Special Abilities: Touch of Life/Death 5/day Special Qualities: Touch of Life and Death; Gift of Life and Death; Life Mastery, Death Mastery Divine Ranks: 0 |
| Demonfey10-26-04, 04:41 PM | Name: Crowley Maelhaeveck; status: dead and imprisoned on Carcerai. HP: 114 Ranks and Titles: Plane Wanderer, Archmage of Fire, Planeswalker of Fire, Shadowstarfire User Classes: Wizard 7/fighter 1/elemental savant 10/archmage 5 Racial HD: 0 Level Adj: +2 Total ECL: 25 Race: Fey'ri (also known as demonfey) Gender: M Alignment: CE speed: 50 (land), fly 40 (perfect), swim 25 ---Ability Modifiers--- STR: 24 (items and magic boosting) DEX: 20 CON: 18 INT: 37(Items and magic boosting) WIS: 20 (magic boosting) CHA: 20 SKILLS Knowledge (arcana); knowledge (planes); concentration; spellcraft; heal; swim; spot; listen SAVES Fort: 14 Ref: 15 Will: 16 FEATS: Spell focus (trans, evoc.); improved flight; energy substitution; exotic weapon proficiency (bastard sword); make grafts (beholder); darkspeech; scribe scroll (wizard freebie); draconic familiar; fighter abilities; wizard abilities; epic spellcasting BAB: 12/7/2 AC: 28 POWERS Darkness 1/day, detect thoughts 1/day, suggestion 1/day, charm person 1/day Archmage abilities: total of +5 bonus to spell casting; arcane fire; mastery of elements; mastery of shaping Demonfey traits; elemental traits Elemental Savant abilities: immune to fire, stunning, paralysis, poison, sleep, energy penetration +4, energy focus +2 Grafts: lock hand (entire arm), third eye (antimagic cone 3/day), serpent tail, spike stones, beholder skin (+4 armor), poison fangs (poison bite against those who are helpless), charming eye (charm person gaze attack, can see in any darkness), fearsome eye (can constantly see invisibility, fear gaze attack), independent level 9 hive node Shadowstarfire: Powers: Shield: You create a shielding force around you or another being, composed of shadowstarfire. The shield protects them from either arcane harm, or physical harm, determined at the time of creation. The shield only lasts for ten hits. Attack: You either form a ray or blade of black flames, dealing 10d8 points of damage (half fire, half raw magic). It can be manipulated freely by the user. Create: You can alter the structure of other items into a new form. You can also bestow old items with new power, as long as they are masterwork. This takes time and resources of equal weight to make an item. For example, ten pounds of wood could be changed into ten pounds of gold. What's not mentioned about it: If used too much (each spell the user has equals one charge per spell slot. An example is a 9th level spell is equal to 9 charges. When they are all used up, the caster is fatigued for the rest of the day. Divine Rank: NONE Has spells from all over multiverse; caster level 20 w/o alteration; caster level 25 with archmage Items: +5 twilight mithral chainshirt (0% Arcane failure); ring of elemental immunity (cold); spell books; +3 vorpal unholy flaming bastard sword; scarf (likes decapitating scarf spell) Acts as a source of knowledge, unless provoked |
| king_of_evil00710-26-04, 05:34 PM | KoE Name: Unknown (reveals only KoE, pronounced Kay-Oh-E) Titles: Benevolent Dictator, Lobster Chef ;) Class(es): Ranger 7 / General of the Chained Axe 9 Race (Type): Human Gender: Male Alignment: Lawful Good Statistics HP:109 AC:29 (10 base + 8 armor + 5 enhancement + 4 deflection + 2 natural) BAB:+16/+11/+6 Strength: 18 (+4) 24 (+7) with Belt Dexterity: 16 (+3) 20 (+5) with Gloves Constitution: 14 (+2) Intelligence: 10 Wisdom: 12 (+1) Charisma: 12 (+1) +2 to Strength at levels 4 & 8. +1 to Dexterity at level 12 and 16 Saves: Fortitude +13 (11 base, +2 Con), Reflex +10 (5 base, +5 Dex), Will +6 (5 base, +1 Wisdom) Skills Climb +26 (19 ranks, +7 Str), Craft [Weaponsmithing] +10 (10 ranks), Jump +26 (19 ranks, +7 Str), Knowledge [Tactics] +10 (10 ranks), Spot +11 (10 ranks, +1 Wis), Use Rope +15 (10 ranks, +5 Dex) Feats: Armor Proficiency [Medium, Heavy], Endurance, Far Shot, Manyshot, Quick Draw, Point Blank Shot, Power Attack, Rapid Shot, Track, Weapon Focus [Greataxe], Weapon Specialization [Chained Greataxe] Attacks/Damage Melee +4 holy greataxe: +27/+22/+17 (1d12 + 13 + favored enemy + 2d6 vs evil) 10 foot reach Ranged Attacks +4 holy greataxe: +25/+20/+15 (1d12 + 13 + favored enemy + 2d6 vs evil) Range Increment 40 feet (thrown) Special Abilities Favored Enemy: Outsider [evil] +4, Humanoid (human) +2 Animal Companion: Parrot (as Hawk). Attach Chain, Chained Grip, Improved Chained Axe Trip, Retract [Standard & Quick], Reweight, Reaching Attack, Entangle, Ethereal Chain Special Qualities Wild Empathy, Imp. Combat Style [Archery], Animal Companion, Woodland Stride, Master Tosser, Invisible Chain, Equipment: +4 holy greataxe (200 ft chain), masterwork reweighted handaxe (100 ft chain) (x2), +5 glamered full plate, +4 Ring of Protection, +2 Amulet of Natural Armor, Gloves of Dexterity +4, Belt of Giant Strength +6, Hat of Disguise GP: 130 Magic Entangle 1/day Divine Ranks:: 0 Sovereign Ranks:: 0 Experience:: Level 16.2 Foundations Foundation: Amazing Creators' Foundation Description: An unusual fellow, KoE (all he reveals about the name is the acronym) is quite a nice & benevolent fellow, but his sense of style is. . . warped. He often dresses in black robe or similar garments, earning him the name "dark lord" at times, although in reality, he's quite the opposite. Even more ironic, the acronym for his name spells out "King of Evil". However, he still carries an air of darkness around him, and prospective do-gooders have often assaulted him, causing King to be trained in self-defense techniques. However, King prefers to do what he does best - lead by example. His leadership skill itself is not that great, but he has no problem leading an army out to fight. He appears as a tall man with a medium build. His face is handsome and appears trustworthy. His clothing, consisting of a dark robe, appears quite different. Few know that the robe is actually his plate armor, under a glamered effect. He also wears a large, wide-brimmed dark hat that usually covers his dark red eyes. Currently, he leads two organizations: The FFCS, an organization not involved in the Wars, and the Amazing Creators Foundation. Sil - I used your template, with some changes. Edit One [October 26th] Minor changes, feat swap Edit Two [October 27th] Did I go too far? I think he's pretty much finished. . . Edit Three [November 4th] I forgot, Bards have spells known, like Sorcerors. So I planned out my spells beforehand, so I can't just add spells when I need them. Edit Four [November 16th] Bards can't be lawful! Whoops. Edit Five [November 23rd] Complete redo. Edit Six [November 26th] Fixed an error, added chain to the axe. Edit Seven [December 15th] +1.2 levels! |
| thasis10-26-04, 06:03 PM | I'll be posting the stats for my good-aligned Thasis's Avatar withing the next little while. I'm thinking of making him a 5 Cleric of Pelor/ 10 Palidin |
| JackRipper10-27-04, 05:39 PM | I'll build this up in time: Name: Garth Class: Probably fighter/dwarven defender or somesuch Race: Dwarf Str: Dex: Con: Int: Wis: Cha: Hp: Skills: Feats: Ref: Fort: Will: Experience: Base attack: Melee: Ranged: Divine Ranks: Soverign Ranks: |
| turalisj10-28-04, 07:26 AM | im just going to make an elf first. Name: Turalisj Class(es): 15-ranger Racial HD: 0 Level Adj: 0 Total ECL: 0 Race (Type): elf Gender: male ---Ability/modifier--- Str:13..........13......+1 Dex:12...+2...14......+2 Con:15..-2.+1.14.....+2 Int:10........+2.12......+2 Wis:11.............11.....+0 Cha:8..............8.......-2 Skills: Feats: endurance track favored enemies: elf, dragon, evil outsiders, undead rapid shot manyshot improved precise shot two-weapon fighting two-weapon defence Saves (R/F/W): HP:62 AC: BAB: ---Attacks/Damage--- Melee: Ranged: |
| thasis10-28-04, 09:31 AM | So, you can take levels in any class or Prc as long as you meet the requirments. Is there any limit it what classes you can choose from. I'm thinking that I might want for my Character from the Champions of Pelor to take levels in the Champion of Pelor Prc were designing there, once it's completed of course. |
| Bait the Bard10-29-04, 02:16 AM | Lords of Darkness Foundation Founation Wealth - 0 Foundtion Combat Points - 0 Weapons, Armor, Magic Items in Progress Weapons, Armor, Magic Items Completer Captured NPC Recources Diplomatic Relations Members Floshin Feyri Neo2151 Erianys Coldrage |
| thasis10-30-04, 12:47 PM | This is what I've got so far. Have I missed anything. Name:Thasis the Good HP: 68 Gold: 50,000 GP Ranks and Titles: Classes: 10 Cleric/ 5 Ultimate Knight Racial HD: 0 Level Adj: 0 Total ECL: - Race: Elf Gender: M Alignment: Lawful, Good ---Ability Modifiers--- STR: 13 +1 DEX: 13 +1 CON: 16 +3 INT: 13 +1 WIS: 18 +4 CHA: 14 +2 SKILLS Diplomicy +20 Knowledge (Religion) +19 Spellcraft +19 SAVES Fort: +14 Ref: +5 Will: +12 FEATS: Scribe Scroll, Brew Potion, Craft Wand, Craft Wondereos Item, Power Attack, Cleave, Greater Cleave, and Two-Weapon Fighting. BAB: +12/+7/+2 AC: 15 POWERS and SPECIALS Turn Undead Courage Confidince +1 Special Abilities: War Cry EQUIPMENT +4 Holy Longsword Celestial Armour Staff of Healing Cloak of Aachnida Talisman of Pure Good Spells Per Day 0 1 2 3 4 5 6 7 8 9 6 4 4 3 3 2 |
| Von Crown10-30-04, 11:58 PM | You see before you a very odd creature indeed- It wears what appears to be fine evening wear, including a top hat and bowtie. However, the bit that strike you as odd is that where the head should be, a brain sloshes about in a jar of preservatives Name: Mahogany HP: 72 Gold: 0 GP Ranks and Titles: Classes: Sorceror 10 Racial HD: none Level Adj: +5 Total ECL: 15 (+5) Race: Brain in a Jar Gender: Unknown Alignment: Neutral Evil ---Ability Modifiers--- STR:-/+0 DEX: 15/+2 CON:-/+0 INT: 20/+5 WIS: 15/+2 CHA: 26/+8 Speed: Fly 30 ft. (Good) (Brain in a jar is racial +2 dex, +6 int, +2 wis, and +6 cha) SKILLS Bluff 13 (+21), Concentration 13 (+21), Spellcraft 13 (+18), Knowledge (Arcana) 13 (+18), Craft (Alchemy) 13 (+18), Diplomacy 6 (+14), Knowledge (Nobility and Royalty) 6 (+11), Profession (Sailor) 2 (+4) SAVES Fort: +3 (+11) Ref: +3 (+5) Will: +7 (+9) FEATS: Profane Lifeleech (Standard action, 1d6 damage all living creatures in a 30 ft. burst, Can't reduce to less than 0 HP, Is healed amount equal to damage dealt), Mother Cyst (Adds Necrotic Spells to spells known), Undead Leadership BAB: +5 AC: 12 (touch 12, flat 10) POWERS and SPECIALS Rebuke Undead (As a cleric of it's hit dice at will) Mind Thrust (1d12 damage, DC will save negates) EQUIPMENT Minor Bowtie of Displacement (Cloak Slot, Grants 20% miss chance) Minor Cubic Gate (Mordred's Demiplane and Material Plane Only) Tophat of Turn Resistance +4 (Helm Slot, Grants +4 Turn Resistance) Spells Per Day 0-6+2 (DC 18) 1-6+2 (DC 19) 2-6+2 (DC 20) 3-6+2 (DC 21) 4-5+2 (DC 22) 5-3+1 (DC 23) Spells Known- 0- Mage Hand, Ghost Sound, Mending, Prestidigitation, Open/Close, Arcane Mark, Detect Magic, Read Magic, Detect Poison 1- Burning Hands, Floating Disk, Ray of Enfeeblement, Animate Rope, Obscuring Mist, Necrotic Awarness 2- Acid Arrow, Darkness, Spectral Hand, Knock, Necrotic Cyst, Necrotic Scrying 3- Suggestion, Invisibility Sphere, Fireball, Necrotic Bloat 4- Animate Dead, Scrying, Necrotic Domination 5- Telekinesis, Necrotic Burst Name: Hercules HP: 102 Gold: 0 GP Ranks and Titles: Classes: Fighter 11 Racial HD: 2d12 Level Adj: - Total ECL: 13 Race: Awakened Fast Human Zombie (Variant Zombie from Libris Mortis) Gender: Male Alignment: Neutral Evil ---Ability Modifiers--- STR: 20/+5 DEX: 18/+4 CON: -/+0 INT: 8/-1 WIS: 10/+0 CHA: 1/-5 Speed 60 ft. ATTACKS: Slam +17 Melee (1d6+1d6 cold*+7+Mummy Rot), Claw +19 Melee (1d6+1d6 cold*+7), Sting +17 Melee (2d4+1d6 cold*+5+poison) * Creator had the Deadly Chill feat SKILLS Ride 16 (+20), Climb 0 (+10), Jump 0 (+10) SAVES Fort: +7 (+7) Ref: +3 (+7) Will: +3 (+3) FEATS: Improved Turn Resistance x3 (+4 turn resistance, can be taken multiple times and stacks), Toughness, Blind-Fight, Power Attack, Cleave, Great Cleave, Improved Unarmed Strike, Deflect Arrows BAB: +12/+7/+2 AC: 25 (touch 16, flat 21)- [+5 armor, +4 dex, +4 natural armor, +2 dodge] Turn Resistance: +16 EQUIPMENT +5 Silken Spiderweave (Armor Bonus +0, no armor check penalty, 0% Arcane Spell Failure, +5 for enhancment) GRAFTS AND FLESHCRAFTS Mummy Hand (Slam 1d6+Mummy Rot (DC 15)) Bonemail (+2 to Natural Armor) Clawed Arm (+4 STR when using arm, Extra Claw 1d6, -6 to CHA-based Skill checks against good) Sting Tail (Extra Sting 2d4+Poison (DC 14 1d6 STR/1d6 STR), -6 to CHA-based Skill checks against good) Fast Leg (+10 land speed, +5 to Climb and Jump, -6 to CHA-based Skill checks against good) |
| Silmarien Aldalome11-02-04, 03:00 AM | KingsWard Class(es): 10th Level Fighter/10th Level Ward/5th Level King's Power Channeler Racial HD: equivalent to 30 Hit Dice Level Adj: 5 Total ECL: 5 Race (Type): Human, Elf, Half-Elf. In special cases, other races may apply Gender: Any, but females are more common (2 to 1) ---Ability/modifier--- Str: 24 Dex: 24 Con: 30 Int: 20 Wis: 20 Cha: 32 Skills: Diplomacy (20), Intimidate (20), Bluff (20), Knowledge (Planes) (20), Knowledge (Arcana) (20), Knowledge (Nature) (20), Knowledge (Psionics) (20), Knowledge (Religion) (20), Autohypnosis (20), Ride (20), Swim (20), Jump (20), Wilderness Lore (10), Herbalism (10), Heal (10) Feats: Dodge, Mobility, Whirlwind Attack, Ride-By Attack, Improved Critical, Two-Weapon Fighting, Cleave, Great Cleave, Create Wondrous Item, Craft Magic Arms and Armour, Craft Ring, Empower, Maximise, Quicken, Still, Silent, Reactive Counterspell, Spell Penetration (+8) Saves (R/F/W): 20/30/20 HP: 250 AC: 35 BAB: 22 ---Attacks/Damage--- Melee: Ranged: Special Abilities: 1. The Power of Command If a character attempts to defy the KingsWard's Will, she will use her Voice to Command you (DC=40). This is experienced as a full-body compulsion, that grips with iron-like mental talons. 2. Attunement On Command of the High King, a KingsWard will medidate for one day and one night, locating your spirit by travelling to the Otherworld, out of her body. When she finds you, she will attune to your very spirit, and this gives the KingsWard intuitive knowledge of your whereabouts, no matter where you are, what plane you are on. This spell-like effect is immune to all dispel, obscuring gaze, and other divinations that try to block its effect. The Attunement may only be broken by the Word of the Sovereign, or by a wish or miracle. In the case of wish and miracle, there is only a 50% chance of success, and attempting to break attunement automatically alerts the King to your attempt, whether or not you succeed. 3. The Power of Pursuit Once Attuned, a KingsWard is imbued with potent magical power, that impels it to pursing you with relentless persistence. The Power of Pursuit lends the KingsWard immunity to all hunger effects and all effects that result in exhaustion. The Power of Pursuit also makes the KingsWard immune to drowning, or other effects that attempt to suffocate the KingsWard. This ability, in fact, allows the KingsWard to exist without air, which lends itself to underwater pursuit, or to pursuit in hostile planes of existence. 4. Unearthly Speed A KingsWard can travel at an extraordinary pace, becoming a blur that vanishes on the horizon in moments. As they pass by, albeit in the wink of an eye, they leave a sense of momentary dread in their wake. 5. Penetrating Sight KingsWards have supernatural abilities, amongst which, is their penetrating sight. By focussing for a full-round action, a KingsWard can see 500 yards, and pick out features as small as a grain of sand. The effect is not blocked by things that block line-of-sight, thus, a KingsWard can see through physical objects. 6. The Oath When a KingsWard takes The Oath, she relinquishes all her bodily needs, effectively voluntarily becoming a sentient extension of the King's Will. The Oath releases a KingsWard from normal earthly desires, allowing them to become extremely proficient at their one purpose. 7. Channel the Sovereign's Power This supernatural ability allows the KingsWard to borrow a portion of the Sovereign's power at any distance. With a free action, and up to five times per day, the KingsWard can fortify his hit points, spells, spell-like effects, feats, skills, saves and proficiency by temporariliy lending up to 5 levels of the High King's power. The High King may decline the use of this power, if the Sovereign finds himself in a position where he needs to use his own power to defend himself. 8. Mystical Sight Unlike Penetrating Sight, Mystical Sight is vision that is concerned with anything from other planes of existence. With a full-round action, the KingsWard can extend his sight into other planes, and observe events remote from the current locale. 9. Spell-like Abilities Five times per day, a KingsWard may: Magic Missile (9th Level), Mirror Image, Burning Hands, Flaming Sphere, Fireball, Fly, Stone Skin, Cone of Cold, Sending, Heal, Distintegrate, Possession, Break Enchantment, Planeshift Special Qualities: 1. Oath Parlay When the KingsWard find you, she will repeat the Words of the King as the King commanded her. The KingsWard will then ask you to answer to the charge or command, and if the character can use logic to identify a misappropriation of the King's Purpose, there is a chance that the KingsWard will rescind its charge. The DC for this check is subject to the DM's discretion, and should obey guidelines for the Wish spell. 2. Immunities KingsWards are immune to electricity and cold and have a 20 DR against fire-based effects. They also have spell resistance (SR=30). Divine Ranks: 0 Sovereign Ranks: Special. See "Channel the Sovereign's Power" Description: KingsWards are highly magical beings who were once human. Although they have retained their mortality, their lifespans are greatly enhanced, with no known upper limit. Some say there are KingsWards that have existed for thousands of years and they have an almost legendary status in the world. For they are relentless in their vengeance, swift with their justice and they are seemingly emotionless beings with a singular focus for their Duty that is unfailing. KingsWards radiate power. Their very essence is so highly charged, that they are experienced like a palpable, beating heat and their voice compels action better than any other. They can command you with a blink and their skills in both weaponry and magic is extraordinary. KingsWards can cover vast distances very quickly and legends say they can find you no matter where you are, if they are attuned to your being. Only the High King or High Queen can command KingsWards and they unfalteringly obey the Sovereign's words, fulfilling the Sovereign's will to the very word. Once they find you, only the most masterful character might find an ambiguity or confusion in their instructions. Should you find such a weakness, it has been known that KingsWards will adjust their position, when a powerful argument is put to them in the right way and using the tools of logic and plea. |
| Dyne11-02-04, 05:29 PM | Name: Alak Coborel (Risen Dead Foundation) Class: Cleric 5 Race: Drow Vampire LA: +10 ECL: 15 Str: 13 +6 racial (Vampire) Dex: 14 +2 racial (Drow) +4 racial (Vampire) Con: 8 -2 racial (Drow) Int: 10 +2 racial (Drow) +2 racial (Vampire) Wis: 17 +2 racial (Vampire) +1 HD Cha: 14 +2 racial (Drow) +4 racial (Vampire) Hp: 32 Skills: Bluff +8 racial (Vampire) +5 (Cha) Concentration 6 ranks Hide 3 ranks +8 racial (Vampire) +5 (Shadow Armor) +10 (Ring of Chameleon Power) +5 (Dex) Knowledge (arcana) 5 ranks +2 (Int) Knowledge (religion) 3 ranks +2 (Int) Listen +2 racial (Drow) +8 racial (Vampire) +2 (Alertness) +5 (Wis) Move Silently 3 ranks +8 racial (Vampire) +5 (Silent Moves Armor) +5 (Dex) Search +2 racial (Drow) +8 racial (Vampire) +2 (Int) Sense Motive +8 racial (Vampire) +5 (Cha) Spellcraft 6 ranks +2 (Int) Spot +2 racial (Drow) +8 racial (Vampire) +2 (Alertness) +5 (Wis) Feats: Alertness Armor Proficiency (light, medium, heavy) Combat Reflexes Corpse Crafter (Libris Mortis) Dodge Improved Grapple Improved Initiative Lightning Reflexes Shield Proficiency Simple Weapon Proficiency Weapon Proficiency (hand crossbow, rapier, short sword) Fortitude: +4 Reflexes: +1 +5 Dex +2 Lightning Reflexes Will: +4 +5 Wis (+2 vs. spells and spell-like abilities) Experience: Base attack: +3 Melee: +7 (+3 BAB +4 Str) Ranged: +8 (+3 BAB +5 Dex) Grapple: +11 (+3 BAB +4 Str +4 Improved Grapple) Slam +7 attack 1d6+4 damage plus Energy Drain Rapier of Puncturing +9 attack 1d6+6 damage +1 Con damage (once per day, drains blood for 1d6 Con damage on a melee touch attack) Special Attacks: Blood Drain Children of the Night Create Spawn Death Touch 1/day (5d6) Dominate (Will DC 17) Energy Drain Special Qualities: Darkvision 120 feet Spell Resistance 16 Light Blindness Alternate Form Damage Reduction 10/silver and magic Fast Healing 5 Gaseous Form Spider Climb Turn Resistance +4 Undead Qualities Vampire Weaknesses Cast Evil Spells at +1 Caster Level Spell-Like Abilities: Dancing Lights (CL 5; once per day) Darkness (CL 5; once per day) Faerie Fire (CL 5; once per day) Equipment: Rapier of Puncturing (50,320 gp), Staff of Necromancy (65,000 gp), Mask of the Skull (22,000 gp), Robe of Bones (2,400 gp), Ring of Chameleon Power (12,700 gp), +4 Shadow Silent Moves Mithril Breast Plate (27,700 gp), +4 Heavy Mithril Shield (17,020 gp), 2,860 gp. Total: 200,000 gp Divine Ranks: Soverign Ranks: My stats in the standard stat block: Alak Coborel: Male Drow Vampire Cleric 5; Init +9; AC 36 (+9 Armor +6 Shield +5 Dex +6 Natural Armor); Spd 30 ft.; HP 30; Atk +7 melee (1d6+4 plus Energy Drain, Slam) or +9 melee (1d6+6 +1 Con damage crit 18-20, Rapier of Puncturing) or +11 Grapple; SA Blood Drain, Children of the Night, Create Spawn, Death Touch 1/day (5d6), Dominate (Will DC 17), Energy Drain, Spell-Like Abilities; SQ Darkvision 120 feet, Spell Resistance 16, Light Blindness, Alternate Form, Damage Reduction 10/silver and magic, Fast Healing 5, Gaseous Form, Spider Climb, Turn Resistance +4, Undead Qualities, Vampire Weaknesses, Casts Evil Spells at +1 Caster Level; AL NE; SV Fort +4, Ref +8, Will +9 (+11 vs. Spells/Spell-Like Abilities); Str 19, Dex 20, Con -, Int 14, Wis 20, Cha 20. Equipment: Rapier of Puncturing, Staff of Necromancy, Mask of the Skull, Robe of Bones, Ring of Chameleon Power, +4 Shadow Silent Moves Mithril Breast Plate, +4 Heavy Mithril Shield, 2,860 gp. Skills: Bluff +13, Concentration +6, Hide +31, Knowledge (arcana) +7, Knowledge (religion) +5, Listen +17, Move Silently +31, Search +12, Sense Motive +13, Spellcraft +8, Spot +17. Feats: Alertness, Armor Proficiency (light, medium, heavy), Combat Reflexes, Corpse Crafter (Libris Mortis), Dodge, Improved Grapple, Improved Initiative, Lightning Reflexes, Shield Proficiency, Simple Weapon Proficiency, Weapon Proficiency (hand crossbow, rapier, short sword). Spells per day: 5/5/3/2 +domain spells. Spell-Like Abilities: Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day). |
| Dyne11-02-04, 05:32 PM | Question: How much gold do we actually have? I've been told by someone that we start off with 200,000 gp, but I've seen some people start off with much less. I don't want to be unfair by starting off with much more gold than everyone else, so I want to know how much we're supposed to have. |
| king_of_evil00711-02-04, 05:53 PM | I used 200000 gp, as per the DMG. It says I have less GP because I spent a lot of it! |
| BronzeBeard11-02-04, 06:02 PM | I'm now working on my character (post number 5) and would be ready in the time. |
| Dyne11-05-04, 08:02 PM | Just a quick little post to keep the thread alive and to remind everyone that it exists. Sil, is it possible to get this thread stickied? We wouldn't be able to play in the IFWG if the thread that kept track of all our characters was lost in obscurity or deleted because it hadn't received posts for several months. |
| Von Crown11-05-04, 11:03 PM | Risen Dead Foundation Foundation Wealth: Combat Points: Artifact: The Skull of Akuma Weapons, Armour, Magic Items In Progress: Necrolytic Converter, Ghostblade Weapons, Armour, Magic Items Completed: Npc Resources: Diplomatic Relations: None Hostile: None Friendly: None Npc Countries: None |
| Silmarien Aldalome11-05-04, 11:37 PM | Just a quick little post to keep the thread alive and to remind everyone that it exists. Sil, is it possible to get this thread stickied? We wouldn't be able to play in the IFWG if the thread that kept track of all our characters was lost in obscurity or deleted because it hadn't received posts for several months. Hi there Dyne, It's true what you say. Five stickies is a good limit (too many, starts to choke the threads, downstream), but if we need to, we can add an extra. Or, I could re-cut the Welcoming Halls thread (it's too long), and put a URL link to the thread here..... Regards stav *looks at previous post* That's a nice post for the Undead Foundation. Regards stav |
| Gellion11-06-04, 12:01 AM | I need to get some tape, why with Sil cutting everything that does not need to be cut! This whole forum has been cut to pieces! |
| Agudo Archmage11-06-04, 12:20 AM | Ha! How Embarrassing! :P Started a thread about Chars and found out we already had one. I think its a good idea to LOCK this thread in place so we can find it when we need it. ** Agudo is played FREE FORM and so his levels can easily be lowerd for game needs...NO EGO LORD HERE ;) Character Name: Agudo Archmage of Light Class: Wizard (15) Archmage of Light* (3) Cleric (17) Race: Human Sex: Male Alignment: Lawful Good Age: 200 (looks thirtyish) Height: 5' 9" Weight: 194 Eyes: Emerald Green Hair: Blond Skin: Deep Tan *Archmage from the Dungeon Master's Guide Ability Scores: with equipment STR: 16 (+3) DEX: 19 (+4) CON: 20 (+5) INT: 40 (+15) WIS: 37 (+13) CHA: 18 (+4) HP: 333 AC: 29 (Touch 29, Flat-footed 25) Initative: 4 Personality: Agudo is one of the happiest persons you will ever meet. He sees life like a glass of water always half full, never half empty. Lawful Good in beliefs and mannerisms. He is always trying to do what is good and right. Description: He has a small, well-trimmed blond beard on his chin; and long blond hair in a sharp ponytail. Agudo has tan skin coloring and is about 5 foot 9. His eye color is emerald green, Age he looks around his early Thirties. Abilities: ((Very open to the story needs.)) In other words, if he can ONLY have ** Magic missals** then that’s all he has. Or if you need **Time Stop** for more powerful storylines, then he can do that! Normally Agudo has access to most known spells, and a few he created himself. Saves Fortitude: 31 Reflex: 27 Will: 45 Base Attack Bonus: 17 Combat Bonuses Melee: 20 / 15 / 10 / 5 Ranged: 21 / 16 / 11 / 6 Skills: (Only listing skills he has points in. Ability and magic mods are included in the numbers) Concentration: 43 Craft (Alchemy): 39 Craft (Traps): 5 Diplomacy: 20 Heal: 15 Knowledge (Arcana): 53 Knowledge (Religion): 53 Knowledge (History): 42 Knowledge (Planes): 35 Knowledge (Geography): 35 Knowledge (Math/Quantum Physics): 30 Knowledge (Anthropology): 29 Knowledge (Astronomy): 25 Knowledge (Nature): 23 Knowledge (Architecture & Engineering): 16 Open Lock: 5 Perform (Harp): 9 Perform (Flute): 9 Profession (Artist): 15 Profession (Cook): 15 Search: 20 Sense Motive: 15 Spellcraft: 56 Strong Resistance Death effect spells, Disintegration spells, Mind control spells and Mind reading spells. Class and Racial Abilities: Scribe Scroll Summon Familiar Turn Undead High Arcana: Mastery of Counterspell High Arcana: Mastery of Elements High Arcana: Mastery of Shaping High Arcana: Mastery of Counterspell When Agudo counterspells a spell, it is turned back upon the caster. If the spell cannot be turned back (for example, if is it a spell that affects an area, not just Agudo himself), then it is merely counter spelled. High Arcana: Mastery of Elements Agudo can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. For example, Agudo could cast a fireball that deals sonic damage instead of fire damage. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. High Arcana: Mastery of Shaping Agudo can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube, For example, Agudo could cast a fireball and leave a hole where his ally stands, preventing any fire damage. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. Feats: Spell Mastery Silent Spell Still Spell Widen Spell Skill Focus: Spell Craft Spell Focus: Evocation Spell Focus: Abjuration Leadership Craft Staff Craft Rod Craft Wand Forge Ring Brew Potion Eschew Material Component Ignore Material Component Epic Spell Casting Languages: Agudo speaks thirteen different languages fluently, some still used today. (bracketed text represents the D&D equivalent) Common Celestial Mind Flayer - Illithio Sun Elf (Elven) Easter-Drow (Undercommon) Rock Dwarf (Dwarven) Halfling of the Dale (Halfling) Old - Tree Gnome (Gnome) Pixie (Sylvan) Highlander Minotaur (Giant) Rakshasa (Infernal) Black-Ogre (Giant variant) Githyanki Equipment: A Blue and White Robe, standard brown boots and belt, and on top of his head is a thin gold band, with many magical stones on it. He has an enchanted walking staff, and his fingers have a few brightly colored; and some would say, very gaudy magical rings. A silver neck chain, with a green emerald stone, hangs at the bottom length. The emerald sits about half way down his chest, this all goes with his classic and obvious “Wizard” look. Robe of Great Reflection - Reflects offensive spells back at the enemy caster Walking Staff (Magi Staff) - Can cast Lighting Bolt, Fireball, Dispel Magic, can turn him invisible and gives him protection from charms spells. Necklace of Power - Gives Agudo Quicken Spell, automatic Vocalize Spell and Immunity to Level Drain. Ring of Gaxx - Provides one of the nine random effects each day: - - - 1. Wearer is immune to disease - - - 2. Wearer needs no air to survive - - - 3. Wearer gains +5 natural armor bonus - - - 4. Wearer gains low-light vision - - - 5. Wearer gains fast healing 1 (recovers one hit point every round / 6 seconds) - - - 6. Wearer can fly at will - - - 7. Wearer gains cold resistance 30 - - - 8. Wearer gains freedom of movement (allows normal movement underwater and when effected by paralysis or slow spells) - - - 9. Wearer gains +5 resistance bonus on saving throws - - - (Although very difficult and straining for the mind, it is possible to choose the effect for the day.) Ring of Epic Wizardry IX Ring of Elemental Resistance - Fire and Cold 50% Ring of Regeneration Ring of Protection +5 Ring of Ram Boots of Ethereal Jaunt Headband of Epic Intellect +12 Vest of Epic Wisdom +12 Gauntlets of Dexterity +6 Belt of Health and Giant Strength +4 Con, +6 Str Bracers of Sacred Armor +10 Cloak of Epic Resistance +10 On the rest of his person, are a few red and green leather pouches, hanging from his silver buckled belt, and one magical carrying bag. In the pouches and magic bag are an assortment of scrolls and case, tombs, spyglass, candles, beakers, vials, flasks, oil burners, lanterns, healing herbs, inkbottle, magical books, verity of wands, bedroll, tent, potions, and natural elements such as black powder, two lime and flint rocks. As far as what kind of potions, he has antacids, antidotes to most poisons, and a few other medical potions. Other more dangerous potions are, Acid-bombs and Greek-fire, for those nasty Trolls. Cleric Domains: Good and Magic Wizard Spells: Up to 18th level Wizard spells and epic-level arcane spells Wizard Spells per day: (Including Bonus Spells) Level 0 spells: 4 Level 1 spells: 8 Level 2 spells: 8 Level 3 spells: 8 Level 4 spells: 7 Level 5 spells: 7 Level 6 spells: 7 Level 7 spells: 6 Level 8 spells: 5 Level 9 spells: 4 (6 with Ring of Epic Wizardry IX on) Epic spells: 3 Cleric Spells: Up to 17th level Cleric spells and epic-level divine spells Cleric Spells per day: (Including Bonus Spells) Level 0 spells: 6 Level 1 spells: 9 Level 2 spells: 8 Level 3 spells: 8 Level 4 spells: 8 Level 5 spells: 7 Level 6 spells: 6 Level 7 spells: 5 Level 8 spells: 4 Level 9 spells: 3 Epic spells: 3 Background Information: The story of Agudo is that of a traveler, and a devoted follower of the Light. He spends much of his time teaching people about the truth in the Light, and trying to convert them. He is married to a lovely winged Elf named Aerie, and has two young children with her. One is a boy named Agudo Jr. and one is a girl named Aerial. Both are five years old. His recent history at this time is, “Headmaster” of a school humbly titled with the name…… (Agudo School of Light and Magic) Located in the Realm of Faerun; near Candlekeep, on the Sword Coast. The school has a Cathedral of Light, that teaches future good Clerics, in the arts of healing and wisdom. The Wizard part of the school teaches good magic, to those who seek knowledge of Light, and truth. Plus several other classes such as Bardic, Druidic, Knight, Rogue-Spy class for good Rouges who infiltrate evil strong holds. The school is free to all qualified student of any Good race. Yet students do help fund the financial needs of the school, with the following… As an example, the wizard’s classes make magical item, like Wands, Robes, Rings or Bracelets. Lady Hoots Clerics make Healing potions, Blessed Water. The Knights of Light classes, bring back to the school any awards given to them for good deeds. The Bard classes go on fieldtrips, putting on shows, to entertain the towns down the coastline. Plus the Druid classes, sale the extra Food and Herbs they grow, and Agudo book sales bring in plenty of coin, from all his fans as well. Most of these items are sold to the merchants in Baldur's Gate. Such as the Sorceress Sundries a famous magical shop in the city. The Agudo School of Light and Magic financial balance is… 45000 Silver Coins, 2500 Gold Coins and 3000 Copper coins (All Minted in Baldur's Gate) Jewels… 200 Emeralds, 88 large cut Diamonds, 153 Star Sapphire, 95 Pearls, 56 Black Opals, 43 Water Opals, 23 Moonbars Gems, 32 Kings Tears, 19 Rogue Stones, 110 Aquamarine Gems, 88 Waterstone gems, 73 Sunstone Gems, 14 Jade Rings, 43 Ruby rings, 5 Angel Rings , 3 Gold Necklaces, 12 Laerals Tear Necklaces, 4 Pearl Necklaces. But Agudo is often away traveling to many worlds, so that he may continue his research into the historical moments, of these far-flung places. His travels are financed by several important schools of thought, not just his own. Such as the Halfling League of Economics and Candlekeep. He spends much of his time writing, in his never-ending books called… History of the Realms by Agudo & Agudo’s Travel guide to the Realms 1&2) Agudo's Book of Turning the Undead & Agudo’s Book of Magic 101 Agudo Book Wizards and Sorcerers… and many, many more As people can see, Agudo is very humble… But not with his name! Yet he shares copies of his books, to those schools who have helped in his travels; and to anyone who seeks truth in knowledge. As far as his early history, Agudo is very secretive about it. But he does say someday, he plans to write a book about it |
| thasis11-06-04, 12:02 PM | @Agudo This guy has to many levels. His total ECL can't exceed 15. @Everyone I think this is going well. Make shure to post you characters here fast though. Then the DM's will know that your not cheating on your abilities. On that thought, I better post my Evil Character. |
| Agudo Archmage11-06-04, 01:07 PM | Thasis @Agudo This guy has to many levels. His total ECL can't exceed 15 hay thanks Thasis :) Sil and few others already told me about the cap. But Gordon (Kheldar) worked hard on updating My D&D 2.0/3.0 Char to the 3.5 Rules and I hated to mess with it. BUT hay! I do play Agudo FREE FORM So for this place I am playing him as a Wizard 15 :cool: |
| BronzeBeard11-06-04, 08:43 PM | I need to get some tape, why with Sil cutting everything that does not need to be cut! This whole forum has been cut to pieces! :rofl: :rofl: |
| Dyne11-08-04, 07:05 PM | This thread still hasn't been stickied yet? It almost slipped over to the second page again. Agudo, you're character is still too high. You need to post a version of Agudo at no higher than LV 15. Sil, we currently have four sticky threads. If this one is stickied, that will make five. I know we don't want too many sticky threads because it'll choke up the Guild House, but we really need this thread stickied. I doubt people will be posting new replies to this thread very often, so unless it's stickied it'll disappear. The threads that have already been stickied aren't too long, but some of them IMHO are unnecessary. The Welcoming Halls and the Compendium could probably be combined into one thread. In fact, the Welcoming Halls, the Compendium, and the Foundation Guidelines could probably be combined into one Guild House Welcoming Mega Thread. |
| Orcy The Green Wonder11-08-04, 07:43 PM | Orcy would prefer the compendium to stay as is. Orcy locked it for a reason, that being so there werent any posts and so it was easy to find what you wanted. If it gets thrown in with other threads, Orcy fears that the main point would be lost amoung all the other things. The Welcoming hall could probably be combined with the rules. That should help people to read the rules, say on the first post in the topic. But the compendium is a quick link to different foundations/guilds/etc. Adding a long line of posts onto it is likely going to defeat the purpose of the thread. |
| Agudo Archmage11-08-04, 08:26 PM | Agudo posting to Thasis before hay thanks Thasis Sil and few others already told me about the cap. But Gordon (Kheldar) worked hard on updating My D&D 2.0/3.0 Char to the 3.5 Rules and I hated to mess with it. BUT hay! I do play Agudo FREE FORM So for this place I am playing him as a Wizard 15 Dyne ....posted today! Agudo, you're character is still too high. You need to post a version of Agudo at no higher than LV 15. Ok I could lower him even more! :confused: Perhaps Level 8 Wizard/Cleric 7 :) |
| Dyne11-08-04, 08:46 PM | Agudo, currently, your character is totally LV 35. For the IFWG, he can't exceed LV 15. This is all his levels added together. For example, I have a character that is Wizard 5/Fighter 4/Eldritch Knight 6. Added together, he's LV 15. Reducing your character to Wizard 8/Cleric 7 would work. Also, the costs of all your possessions added together must not exceed 200,000 gp. This is only to make things fair. Everyone is a LV 15 character with 200,000 gp to spend. |
| Von Crown11-08-04, 08:57 PM | Hey, Agudo, another solution is to not use that exact character, but an apprentice of his or something similar. Mordred Von Crown (my main char) is about ECL 160, so I decided to use one of his lower-level lieutenants. Just a suggestion ;) |
| Droga11-09-04, 04:57 PM | Droga of the Black Fang Clan Cleric 1/Fiend of Blasphemy 4 (Feind Folio) Skygge Elder Racial HD: 6d8 LA: +9 (apparently) Total ECL: 20 (apparently) Alignment: Chaotic Evil Divine Ranks: Soverign Ranks: Experience: 123,950 HP: 126 AC: 34 (+10 Armor, +5 Dex, +10 Natural. -1 size) BAB: +9/+4 Speed: 45ft, Climb 30ft, Burrow 15ft, Fly 90ft (average) Init: +9 Abilities: Str 28 +9 (18 Natural, 8 roll, 2 belt) Dex 20 +5 (6 natural, 12 roll, 2 belt) Con 24 +7 (10 natural, 10 roll, 2 belt, 2 level) Int 16 +3 (14 roll, 2 belt) Wis 26 +8 (4 natural, 16 roll, 6 collar) Cha 24 +7 (6 natural, 16 roll, 2 belt) Fort +24 (10 base, 7 con, 7 cha (mysticism)) Ref +20 (8 base, 5 dex, 7 cha (mysticism)) Will +25 (10 base, 8 wis, 7 cha (mysticism)) Attacks: 4 +2 Unholy Claws +21 (3d6+12) Armor: Darksoul Protection Skygge Shadow Mail +4 Equipement: Collar of wisdom +6 Membranous Wings graft Belt of Magnificence +2 Speed Manus Umbrus (http://boards1.wizards.com/showthread.php?p=4800895#post4800895) Ring of Minor Electricity Resistance Ring of Spell Storing, Minor: Shield, Scent Iron Bands of Bilarro Necklace of Demons 103,277.5gp Special Abilities: Shadow Meld, Spell like abilities Special Qualities: Spider Climb, DR 10/magic and good, Darkvision 120ft, Fire Resistance 10, Cold Resistance 10, Electricity Resistance 10 Fiend of Blasphemy Abilities: Blood Oath, Locate Cultist, Undetectable Alignment, Transfer Spell-Like ability, Sponsor Worshiper Skills: Bluff +21, Hide +26, Move Silently +27, Knowledge Religion +15, Concentration +18, Spot +22, Listen +22, Intimidate +24, Sense Motive +20, Diplomacy +13 Feats: Weapon Focus (Claw), Improved Natural Attack (Claw), Improved Initiative, Leadership Spell Like Abilities: At Will- Alter Self, Boneblade, Cause Fear, Magic Circle against Good, Sorrow. 1/day- Shadow Evocation Cleric Spells: D: Evil, Darkness 3/3+1 Feind of Blasphemy Spells: D: Mysticism, Demonic 3+1/3+1/3+1/2+1 Description: A massive 16ft creature sits before you. The skin of the creature appears to be a black so dark, that is seems to absord the light around it. It's claws are as big as a man and its fangs sharp and deadly. The creature's eyes glow with a bright red, menacing light. From its back sprout two large bat-like wings, just as dark as the rest of the beast's body. Magical detection will show that while it appears the creature wears nothing, armor covers the majority of its body. Armor that blends in with the creatures body, and fits it's form perfectly. The creature begins to stalk toward you. Walking on both hands and feet, it's arms reaching the ground with little bending because of their length and size. A hideous grin spreads across the creatures face as it draws nearer. Luckily this is just an illusion... isn't it? |
| baerdith11-10-04, 12:35 AM | Name: Baerdith (Council of Archmages) Class: Bard 6/Conjurer 9 (Enchantment and Necromancy banned) Worshiper of Deneir Race: 3/4 Sun Elf(1/4 human) Stats rolled on Irony Games Dice Roller Strength: 14 (+2) Dexterity: 18 (+4) (Gloves) Constitution: +18 (+4) (Amulet) Intelligence: 21 (+5) (Headband) Wisdom: 12 (+1) (level 8) Charisma: 19 (+4) (level 4 and 12) (Rod) HP: 98 AC:23 Bardic Music: 9 per day Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, Inspire competence, Suggestion. Bardic Knowledge: d20 +11 chance to know almost anything. Skills: Appraise +7, Bluff +10, Concentration +10, Craft (Musical Instrument making) +6, Craft (Alchemy) +10, Decipher Script +13, Diplomacy +15, Gather Information +15, Heal +8, Hide +8, Knowledge – History +10, Knowledge (Arcana) +10, Knowledge (Waterdeep & the North) +10, Knowledge (Religion) +10, Knowledge (Geography) +10, Knowledge (Nature) +10, Listen +6, Move Silently +7, Perform +15, Profession – Herbalist +6, Search +4, Sense Motive +7, SpellCraft +10, Spot, +4, Survival +6, Use Magic Device +14 Feats: Alertness (Familiar), Artist, Augment Summoning, Craft Wand, Craft Wondrous Item, Improved Familiar, Empower Spell, Scribe Scroll, Spell Focus Conjuration. Fortitude:+13 (+5 base save +4 Con) (+4 Cloak) Reflexes: +16 (+8 base save +4 Dex) (+4 Cloak) Will: +16 (+11 base save +1 Wis) (+4 Cloak) Experience: Base attack Bonus: +8/+3 Melee: +10/+5 Ranged: +12/+7 Glamdring +2 Keen Goblin Bane-Orc Bane Longsword +12/+7 1d8+4 damage +2d6 damage to both Goblinkind and Orckind; (Critical Threat Range= 17-20) Denier's Ire +2 Shocking Burst Composite Shortbow +14/+9 1d6+4 +1d6 electric damage +2d10 electric damage on a critical hit) Equipment: Glamdring, Denier's Ire, Elven Chain armor, Gloves of Dexterity +4, Headband of Intellect +4, Cloak of Resistance +4 Cloak also has a permanent Familiar Pocket, Boots of Elvenkind, Amulet of Health +4, Bracers of Armor +4. Lute of Charming, Force shield Ring, Ring of Mind Shielding, Rod of Splendor, Wand of Cure Serious Wounds, Wand of Lighting Bolts, Wand of Fireballs, Call Lighting Storm scroll, 2 Scrolls of Summon Monster V, Handy Haversack, Blessed Book, Clothes for most Occasions, 200 arrows, mundane shortbow, mundane longsword. Also in his pack are various foodstuffs, trail rations and the like, and something like looks almost like coffee beans. Total: 200,000 gp Wealth: Gems worth 110,000gp (various numbers of Diamonds, Emeralds, Rubies, Sapphires, and Amethysts. Divine Ranks: Soverign Ranks: Spells Known Bard: 0-Detect Magic, Know Direction, Light, Mage Hand, Prestidigitation, Read Magic. 1-Comprehend Languages, Cure Light Wounds, Featherfall, Sleep. 2-Cure Moderate Wounds, Daze Monster, Suggestion. Spells per day: 3/4/3 Spells Known Wizard: All 0 (except Enchantment and Necromancy) 1-Alarm, Shield, Grease, Mage Armor, Summon Monster 1, Identify, True Strike, Magic Missile, Shocking Grasp, Silent Image, Mount, Aspect of the Wolf, Burning Hands Unseen Servant, Ray of Light, Arcane Bolt, Air Bubble, Deep Breath, Electric Orb, lesser, Ray of Flame, Sonic orb, lesser. 2-Aganazzar's Scorcher, Combust, Adrenaline Surge, Augment Familiar, Resist Energy, Summon Monster 2, Summon Swarm, Web, See Invisabillity, Scorching Ray, Alter Self, Bear's Endurance, Cat's Grace, Eagle's Splendor, Familiar Pocket, Arcane Lock, Detect Thoughts, Decastave, Familiar's Touch, Familiar's Sense, Force Ladder, Frost Weapon, Gedlee's Electric Loop. 3-Amanuensis, Arcane Sight, Call Familiar, Daylight, Nchaser's Glowing Orb, Dispel Magic, Protection from Energy, Phantom Steed, Summon Monster 3, Tongues, Fireball, Lightning Bolt, Invisability Sphere, Haste, Keen Edge, Secret Page, Sonic Blast. 4-Dimension Door, Minor Creation, Secure Shelter, Summon Monster 4, Arcane Eye, Polymorph, Electric Orb, Greater Invisability. 5-Contact Other Plane, Faithful Hound, Fireburst, Major Creation, Secret Chest, Summon Monster 5, Teleport, Ball Lightning, Wall of Force, Nightmare, Fabricate, Overland Flight, Telekinesis, Permanency. Spells per day: 5/7/6/5/4/3 Spells Prepared: 0-Acid Splash, Arcane Mark, Detect Magic, Electric Jolt, Ray of Frost. 1-Aspect of the Wolf, Burning Hands, Magic Missile, Alter Self, Ray of Light, True Strike, Unseen Servant. 2-Adrenaline Surge, Aganazzar's Scorcher, Augment Familiar, Combust, Scorching Ray, Web. 3-Arcane Sight, Dispel Magic, Fireball, Sonic Blast, Summon Monster 3. 4-Electic Orb, Greater Invisability, Polymorph, Summon Monster 4. 5-Ball Lightning, Empowered Fireball, Faithful Hound. My familiar: Name: Nessa Race: Pseudodragon Looks like a Blue Dragon Items: Collar of Alteration Allows Nessa to Alter Self from Pseudodragon to Cat. Strength: 6 Dexterity: 15 Constitution: 13 Intelligence: 20 Wisdom: 12 Charisma: 10 HP: 48 AC: 18 Skills: Diplomacy +2, Hide +20 (24 in forests), Listen +7, Search +6, Sense Motive +7, Spot +7, Survival +1 (+3 following tracks). Feats: Weapon Finesse Fortitude: +6 Reflexes: +10 Will: +12 +10/+5 Attack: Sting +4 melee (1d3–2 plus poison) Full Attack: Sting +4 melee (1d3–2 plus poison) and bite –1 melee Special Attacks: Poison (Ex): Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus. Special Qualities: Blind sense 60ft, Darkvision 60ft, Immunity to Sleep and paralysis, Low-light vision, Spell resistence 19, telepathy 60ft. Familiar Abilities: Natural Armor +5 Alertness Improved Evasion Share Spells Empathic Link Deliver Touch Spells Speak with Master Speak With animals of its own kind |
| Dyne11-11-04, 02:11 AM | The Council of Archmages (http://boards1.wizards.com/showthread.php?t=331988) Foundation Name: Council of Archmages Foundation Wealth: 0 gp Combat Points: 0 Weapons, Armour, Magic Items In Progress: Nothing Weapons, Armour, Magic Items Completed: Nothing Npc Resources: None Diplomatic Relations: Hostile: None Friendly: Guild of Pure Good Half-Elven Foundation Risen Dead Foundation Guild of Ultimate Evil Npc Countries: None |
| turalisj11-12-04, 06:04 PM | cohort of turalisj Eniavon, male elf Wiz13: CR 13; Size M (5 ft., 2 in. tall); HD 13d4+26; hp 59; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 13,15 with ring (+3 Dex); Attack +7/+2 melee, or +9/+4 ranged; SV Fort +6, Ref +9, Will +8; AL CG; Str 12, Dex 17, Con 15, Int 17, Wis 10, Cha 8. Languages Spoken: Common, Elven, Gnoll, Gnome, Sylvan. Skill points: Wiz 80 Skills and feats: Concentration +13, Hide +3, Knowledge (Arcana) +7, Knowledge (Geography) +14, Knowledge (Local) +15, Knowledge (Nobility and Royalty) +14, Knowledge (Religion) +10, Knowledge (The Planes) +18, Listen +2, Move Silently +3, Search +5, Spellcraft +13, Spot +2; Brew Potion, Craft Wand, Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, [Scribe Scroll], Widen Spell. Possessions: staff of fire, ring of chameleon power, ring of force shielding, +2 holy longsword. Wizard Spells Known (4/5/5/5/4/3/2/1): 0th -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue. 1st -- Cause Fear, Color Spray, Enlarge Person, Erase, Feather Fall, Grease, Magic Aura, Magic Missile, Obscuring Mist, Shield, Sleep, Summon Monster I, True Strike. 2nd -- Cat's Grace, Command Undead, Fox's Cunning, Hypnotic Pattern, Invisibility, Knock, Protection from Arrows. 3rd -- Daylight, Dispel Magic, Explosive Runes, Gaseous Form, Hold Person, Lightning Bolt, Vampiric Touch, Wind Wall. 4th -- Greater Invisibility, Ice Storm, Mass Reduce Person, Scrying. 5th -- Blight, Dream, Magic Jar, Secret Chest, Summon Monster V, Symbol of Sleep, Telepathic Bond. 6th -- Disintegrate, Mass Bear's Endurance, Repulsion, Stone to Flesh. 7th -- Greater Scrying, Symbol of Stunning. |
| Droga11-12-04, 07:47 PM | Arent Cohorts supposed to be at least two levels lower than your actual character? Or was that rule changed for this guild war thing? |
| Dyne11-12-04, 07:53 PM | I wasn't aware that you could have cohorts in the IFWG, ESPECIALLY if you don't even have the Leadership feat! Turalisj, what the heck?! |
| turalisj11-12-04, 07:53 PM | woops, i'll adjust that then. |
| thasis11-12-04, 08:58 PM | Heres my two main foundations. Guild of Pure Good Foundation Name: Guild of Pure Good Foundation Wealth: 0 Gp Combat Points: 0 Weapons, Armour, Magic Items In Progress: Weapons, Armour, Magic Items Completed: Shield of Light Npc Resources: Diplomatic Relations: Hostile: Truce: Guild of Ultimate Evil Friendly: Half-Elven Foundation, Council of Archmages, Purple Dragons of Cormyr Npc Countries: Guild of Ultimate Evil Foundation Name: Guild of Ultimate Evil Foundation Wealth: 0 gp Combat Points: 0 Weapons, Armour, Magic Items In Progress: Weapons, Armour, Magic Items Completed: Skull of Drokma (did I get this right) Npc Resources: Diplomatic Relations: Hostile: Truce: Guild of Pure Good, Half-Elven Foundation Friendly: Risen Dead Foundation, Council of Archmages (WE NEED MORE ALLIES!!!) Npc Countries: |
| turalisj11-12-04, 09:23 PM | ok, so he's not really a cohort, more like a contact. he has stone masoning, carpentry, and alchemical abilities. plus i havent finished my own guy...... :embarrass |
| Droga11-12-04, 09:38 PM | Should probably leave the NPCs to the DMs, if he isnt a cohort but a contact like you said. |
| Von Crown11-13-04, 12:23 AM | Kadena Von Crown HP: 7 Gold: 0 GP Ranks and Titles: Classes: Witch 1 Racial HD: none Level Adj: +4 Total ECL: 5 (+4) Race: Half-Fiend Human Gender: Female Alignment: Neutral Evil ---Ability Modifiers--- STR: 20/+5 DEX: 21/+5 CON: 17/+3 INT: 22/+6 WIS: 17/+3 CHA: 20/+5 Speed: 30' SKILLS Concentration 4 (+7), Craft (Alchemy) 4 (+10), Knowledge (Arcana) 4 (+10), Knowledge (Religion) 2 (+8), Perform (Sing) 2 (+7), Perform (Dance) 2 (+7), Perform (Woodwinds) 2 (+7), Spellcraft 4 (+10) SAVES Fort: +0 (+3) Ref: +0 (+5) Will: +2 (+5) FEATS: Stitched Flesh Familiar, Necromantic Studies* *New Feat, see Risen Dead Foundation for description BAB: +0 AC: 17 (touch 15, flat 15) POWERS and SPECIALS 2 Claws (+5 Melee, 1d4+5) Spell-Like Abilities: 3/Day- Darkness EQUIPMENT Talisman of Neumannus (summons Inevitables to protect her, Bracer Slot) Minor Cubic Gate (Mordred's Demiplane and Material Plane Only) Collar of Virulent Venom Bow of the Bloodlord (+3 vile bloodfeeding longbow) Quiver of Lies Spells Per Day 0-5 (DC 15) 1-3+2 (DC 16) Spells Known- 0- Cure Minor Wounds, Inflict Minor Wounds, Light, Detect Magic 1- Hypnotism, Charm Person, Chill Touch NOTE: Kadena is Mordred's adopted daughter who is currently staying at the Guild of Ultimate Evil's Headquarters. I probably won't be RPing her much, but these are her statistics in case she gets kinnaped, etc. |
| Droga11-13-04, 12:31 AM | Vadok the reaper Rogue 3/Servant of the Skygge (http://boards1.wizards.com/showthread.php?s=&threadid=194967) 10/Assasin 2 Human Alignment: Chaotic Evil HP: 90 AC: 23 BAB: +13/+8/+3 Speed: 30ft Init: +9 Str 10 +0 Dex 20 +5 Con 16 +3 Int 12 +1 Wis 14 +2 Cha 8 -1 Fort 7 Ref 17 Will 6 +1 Vicious Unholy Rapier +20/+15/+10 3d6+1 18-20/x2 Heavy Crossbow +18/+13/+8 1d10 19-20/x2 [100/100](bolts) Skygge Shadow mail Widened Blindsight (60ft) (permanant) 10 Vials of Eyeblast poison (fort DC 22, blindness) 2 Potions of invisibility 2 Spiralburst Bottles Special Abilities: Spider Climb, Sneak attack (+5d6) Feats: Combat Reflexes, Improved Initiative, Stealthy, Weapon Finesse (rapier), Weapon Focus (rapier), Dodge, Mobility Skills: Bluff +17, Hide +27, Move Silently +23, Search +17, Craft (Alchemy) +17, Sleight of Hand +21, Disguise +7 Shadow Cloak abilities: Smoke Aura Warming Aura Dense Skin Resistant Skin (fire) Mithril Scales Spined Scales Assasin spells: 1-True Strike Vadok the reaper is known by many as a ruthless killer. Not one person who has been marked by him has ever survived. He was approached by Droga of the Black Fang clan and offered the shadow cloak. One of the skygge's ways of gaining followers. He has served them for many years now, and has gone up in the ranks, becoming one of Droga's closest allies. The strange thing about him, is that he is blind. His eyes were torn out by an enraged wizard when he found him inside his tower. Vadok killed the wizard with his last breath before collapsing. When he awoke, he was lying in a bed, and found that he could sense those around him. It would seem the wizard's apprentice took pity on him and gave him magical sight. Unfortunately for her, Vadok used his newfound gift to drive his rapier through her heart. (This is Droga's Cohort) |
| Dyne11-13-04, 12:39 AM | Where did all these cohorts come from?! If there has been an official ruling that allows cohorts, someone please point me in the right direction. Otherwise, I don't think we're allowed cohorts (especially if you don't even take the Leadership feat). |
| Droga11-13-04, 12:51 AM | I checked with Silmarien, I was told that I could have a cohort. I also have the leadership feat. Droga is a clan leader and a fiend of blasphemy. By nature he has followers. Some worship him as a god, others follow him as a great leader of their clan. Thats why Droga has a cohort. You should check with the DM's or GM's or whatever if you want to see about a cohort. |
| Silmarien Aldalome11-13-04, 12:54 AM | I checked with Silmarien, I was told that I could have a cohort. I also have the leadership feat. Droga is a clan leader and a fiend of blasphemy. By nature he has followers. Some worship him as a god, others follow him as a great leader of their clan. Thats why Droga has a cohort. You should check with the DM's or GM's or whatever if you want to see about a cohort. True. Any PHB based proficiency that a 15th level character can have, is, of course permitted. regards stav |
| Solmund11-13-04, 05:19 PM | can anyone point me to the coucil of archmages? oh, and this is me, Solmund, male elf Sor15: CR 15; Size M (4 ft., 10 in. tall); HD 15d4+15; hp 53; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +6/+1 melee, or +9/+4 ranged; SV Fort +6, Ref +9, Will +12; AL CG; Str 8, Dex 14, Con 13, Int 13, Wis 16, Cha 19. Languages Spoken: Common, Elven, Sylvan. Skill points: Sor 54 Skills and feats: Craft (Armorsmithing) +18, Decipher Script +2.5, Hide +2, Knowledge (Arcana) +15, Knowledge (Nobility and Royalty) +2, Listen +5, Move Silently +2, Open Lock +4, Search +3, Spellcraft +19, Spot +5; Blind-Fight, Craft Wondrous Item, Lightning Reflexes, Maximize Spell, Run, Skill Focus (Spellcraft). Possessions: 59,000 gp in gear. Sorcerer Spells Known (6/7/7/7/7/6/6/4): 0th -- Dancing Lights, Detect Magic, Detect Poison, Ghost Sound, Light, Open/Close, Read Magic, Resistance, Touch of Fatigue. 1st -- Alarm, Mage Armor, Magic Weapon, Reduce Person, True Strike. 2nd -- Mirror Image, Phantom Trap, Protection from Arrows, Shatter, Web. 3rd -- Fireball, Phantom Steed, Secret Page, Stinking Cloud. 4th -- Fire Shield, Greater Invisibility, Minor Creation, Polymorph. 5th -- Blight, Sending, Summon Monster V, Telekinesis. 6th -- Contingency, Eyebite, Greater Dispel Magic. 7th -- Control Undead, Delayed Blast Fireball. |
| Dyne11-13-04, 05:24 PM | @Solmund: Go here (http://boards1.wizards.com/showthread.php?t=331988) for the Council of Archmages thread. I think I'll change my entry for the Council to be a link to our thread.... |
| Solmund11-13-04, 05:28 PM | just found it. i think i'll start off in the underdark to help you people. having dispell magic will help....... |
| turalisj11-13-04, 09:30 PM | turalisj, male elf Rgr15: CR 15; Size M (5 ft., 0 in. tall); HD 15d8; hp 74; Init +6 (+6 Dex); Spd 30 ft.; AC 27 (+6 Dex); Attack +18/+13/+8 melee, or +21/+16/+11 ranged; SV Fort +9, Ref +13, Will +6; AL CG; Str 17, Dex 22, Con 10, Int 12, Wis 13, Cha 18. Languages Spoken: Common, Draconic, Elven. Skill points: Rgr 126 Skills and feats: Concentration +18, Craft (Bowmaking) +13, Craft (Pottery) +16, Craft (Stonemasonry) +13, Hide +6, Knowledge (Nature) +19, Listen +22, Move Silently +6, Search +3, Spot +21, Survival +19; Alertness, Combat Reflexes, [Evasion], [Greater Two Weapon Fighting], Improved Two Weapon Fighting, [Improved Two Weapon Fighting], Lightning Reflexes, Point Blank Shot,leadership,[Track], [Two Weapon Fighting]. Possessions: +3 chain shirt. +3 light shield. +3 icy burst shortsword. +3 flaming burst longsword. +4 holy. longbow of distance and seeking. 40 arrows special: wild empathy, favored enemy: drow, outsider(evil) x2, dragon. Ranger Spells Per Day: 3/1/1. 1st lvl-jump, longstrider, read magic. 2nd lvl- wind wall. 3rd lvl- summon natures ally III. |
| turalisj11-13-04, 09:38 PM | and i cant seem to shake off these two..... (followers) Thariol, male half-elf Sor3: CR 3; Size M (5 ft., 5 in. tall); HD 3d4+6; hp 14; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +0 melee, or +3 ranged; SV Fort +3, Ref +5, Will +2; AL CG; Str 8, Dex 14, Con 15, Int 13, Wis 9, Cha 16. Languages Spoken: Common, Elven, Undercommon. Skill points: Sor 18 Skills and feats: Bluff +5, Diplomacy +5, Disguise +5, Gather Information +5, Hide +2, Knowledge (Arcana) +7, Knowledge (Nature) +3, Listen +1, Move Silently +2, Search +2, Spot +0; Exotic Weapon Proficiency (nunchaku), Lightning Reflexes. Possessions: 2 master work nunchuks. Sorcerer Spells Known (6/6): 0th -- Detect Poison, Flare, Light, Prestidigitation, Touch of Fatigue. 1st -- Chill Touch, Obscuring Mist, Reduce Person. -------------------------------------------------------------------------------- Quarior, male half-elf Sor3: CR 3; Size M (5 ft., 5 in. tall); HD 3d4; hp 10; Init +0; Spd 30 ft.; AC 10; Attack -2 melee, or +1 ranged; SV Fort +1, Ref +1, Will +4; AL CG; Str 5, Dex 10, Con 11, Int 14, Wis 12, Cha 18. Languages Spoken: Common, Elven, Giant, Halfling. Skill points: Sor 24 Skills and feats: Diplomacy +8.5, Gather Information +6, Hide +0, Knowledge (Nobility and Royalty) +3, Listen +2, Move Silently +0, Search +3, Sense Motive +3, Spellcraft +9, Spot +2, Swim -1, Use Magic Device +6; Extend Spell, Skill Focus (Spellcraft). Possessions: +1 flaming short sword. Sorcerer Spells Known (6/6): 0th -- Detect Magic, Detect Poison, Mage Hand, Read Magic, Resistance. 1st -- Floating Disk, Jump, Shocking Grasp. |
| Droga11-13-04, 09:47 PM | I don't know if you've realized it. But you have no weapons or armor written down. You should probably use those. I dont know why you decided to use an NPC generator either. Unless you just decided to put your stats in the same block as the generator in your signature. |
| Demonfey11-13-04, 09:48 PM | Name: Elf Bio: He is a part of the split personality making up Crowley Maelhaevek. He, and Demon, have evolved into separate entities inhabiting the same body, and in turn, have their own character levels. Don't ask how it happened, because I am still working on that part. At any rate, if one dies, then the other two don't. ECL: 15 Levels: Wizard 5, Elemental Savant (fire) 10 HD: 75 STR: 16 DEX: 18 CON: 16 INT: 22 WIS: 18 CHA: 20 FORT: 10 REF: 12 WILL: 14 Items: see Crowley Feats: energy substitution (ray of cold); dragon familiar; scribe scroll; specialization (trans & evoc.); light armor prof Spells: 8/8/8/8/6/6/4 Has access to Crowley's spell books. |
| turalisj11-13-04, 10:12 PM | he is named elf?!? |
| Demonfey11-13-04, 10:15 PM | He is a shard of a person's mind. How original does the name have to be? |
| Silmarien Aldalome11-14-04, 04:29 AM | Hi there everyone. Since we've started the combat - we need to flesh out and finish our Character sheets ASAP. Droga - I've had a look at the PrC - abilities noted. Nice character! stav |
| Pharun11-15-04, 10:23 PM | Name: Pharun Rakandel Class(es):Wizard3/Cleric3/TN9 Racial HD: 0 Level Adj: 0 Total ECL: 15 Race (Type): Human Gender:Male ---Ability/modifier--- Str:10 Dex:10 Con:10 Int:20 Wis:20 Cha:20 Skills:TBA Tommorow Feats:Spell focus Necromancy, Corpsecrafter.Deadly chill, Nimble bones, Undead Empathy,Desturction Retribution, Tomb Tainted Soul, Scribe Scroll Saves (R/F/W): HP:61 AC:17 BAB: ---Attacks/Damage--- Melee:dagger d6 Ranged:- Special Abilities:TBA tommorow Special Qualities:TBA tommorow Divine Ranks:- Sovereign Ranks: Huh? Experience: For lvl 15 Description:Pharun Is one of the few Living members of the Risen Dead fondation, He wears a black cloack, and black shirt, He alwas has two Mummies as body guards. His skin is pale and his eyes are black. Possesions. Robe of the Archmagi black, Rod of Undead mastery, Nightstick, Sceptere of the Netherworld, Headband of Int+4, Periapt of Wis+4,Cloak of Charisma+4,Ioun srones, ones that make you not need food water and air,Portable hole(has skeletons in it),Mwk dagger, Gems all Black Onyx 150 25gp, 4 400gp, 4 250gp. |
| Frostbite_Ravenheart11-15-04, 10:44 PM | Alright I typed this up last night. I was very tired so forgive anything that I don't feel like correcting right now as I'm being well...lazy. I dont think I've posted this anywhere else: Alright as a God, Judge and High King it would be pretty pointless to have stats, never mind try to write them all out. However I think it would be appropriate enough to write out my history I have adapted for the story. Many years ago there lay a world of power, wealth and war. There was really a time of peace or prosperity as a whole, although different lands had different golden ages. Curiously enough there was no gods, no pantheon as we call it today. However there was something and till this day we don’t know what that still oversaw the land. They kept the land intact though. Without them perhaps the whole world would have been destroyed in the corruption that ensued. However there power was no great to stop the slow increase of war and suffering, they could only cast back the destruction so much. Something had to be done. There were many great people who might have taken this up and stopped the chaos. However only a few people were actually aware of this great power that existed in somewhere and so it was decided that only among them should this honor be bestowed upon so as it not to reveal itself. Among these were the most powerful and educated of men but only three of them fit the job. The first one chosen was a great Arch-Bard but who’s name has been all but forgotten in time. He was seen as very wise and very respected and knew of this greater power and of more secrets than most. The next, an Archmage of the same council who’s name has also been lost, held great power and virtue and his magic was far greater than all in the land. The last was an odd being so different that no mortal words could describe it was chosen as the third. These three were bestowed the honor of being the first three gods and being the judges of all the land which maybe couldn’t keep the peace but at least did there best to quill the chaos and restore some virtue to the land. They took a vow of neutrality, swearing that they would see all things equal regardless of their former background and would have all memory of there former lives locked away into the minds of the mortals forever. Even till today these three Judges watch over the land. They decided recently even more drastic measures to be taken. They knew it would be fool-hearty to try and unify the lands and guilds but something had to be done. Civil war had broken out those many years ago between alliances, nations, guilds and even friendships. So they had decided to elect the eldest of the judges, the former Arch-Bard, to become the new High King of all the lands. With this he would try to establish and keep the peace and unity inside of the guilds, even if it meant creating a bloody but inevitable guild wars… |
| Solmund11-15-04, 10:58 PM | i say the judges should have levels as demigods. who ever wins the guild wars gets to fight one of the judges.... either that or they are 30th level characters. |
| Dyne11-15-04, 11:02 PM | who ever wins the guild wars gets to fight one of the judges.... What are you talking about? The Guild Wars will NEVER end! NEVER!!!!! Seriously, though, this isn't one quick little competition. We're hoping to keep it going for quite awhile. As for Judges, they should have some kind of stats. |
| Frostbite_Ravenheart11-16-04, 02:53 PM | What are you talking about? The Guild Wars will NEVER end! NEVER!!!!! Seriously, though, this isn't one quick little competition. We're hoping to keep it going for quite awhile. As for Judges, they should have some kind of stats. Honestly whos gonna take on a god? As a judge I don't need stats and as the High King I might make stats but I gotta talk to sil first about that one. I mean it takes a lot to make stats for a god. A lot of effort and research and I don't own a physical copy of any deity books. And if there really comes a time where there are enough powerfull people to think of fighting me its gonna take a lot of planning and time and it will become public before it happens. Should that happen I will need to plan too and during that planning I will create stats. Any disagree? -Frosty |
| BronzeBeard11-16-04, 05:50 PM | If you must have states for the Judges/Gods then you could give them the deitie's (via MM III) super-uber-special traites. I could copy the relevent states for each of the Gods according to his reign. P.S. Don't Do not try to take the gods. |
| thasis11-16-04, 08:56 PM | Name: Thasis the Evil Class(es): 3 Cleric Racial HD: 6 Level Adj: 6 Total ECL: 15 Race (Type): Skygge Elder (Thanks to Droga!!!) Gender: Technically genderless but lets call me male!!! ---Ability/modifier--- Str: 30 +10 Dex: 17 +3 Con: 24 +7 Int: 16 +3 Wis: 17 +3 Cha: 20 +5 Skills: Climb +17 Concentration +15 Hide +20 Intimidate +16 Jump +17 Move Silently 20 Listen +12 Spot +12 Spellcraft +12 Knowledge(Religion) +12 Feats: Weapon Focus (Claws) Improved Iniative Power Attack Spell Focus (Necromancy) Craft Magical Arms and Armour Craft Rod Saves (R/F/W): +15/+10/+15 HP: 134 AC: 28 BAB: +12/+7/+2 ---Attacks/Damage--- Melee: Claw 1d10+10 +5 Unholy Greatsword 3d6+10 Ranged: Special Abilities: Large Size Shadow Mold Spell Like Abilities At Will- Alter Self, Boneblade, Cause Fear, Magic Circle against Good, Sorrow 1/day - Shadow Evocation Natural Armour +10 Spider Climb DR10/ Magic and Good Darkvision 120ft Rebuke Undead Domains Evil Knowledge Extra Turning Summon Undead I Special Qualities: Equipment 10,000 gp Skygge Shadow Mail +5 Unholy Greatsword Rod of Lordly Might Ring of Invisibility Divine Ranks: - Sovereign Ranks: - Experience: 36,000 Description: I think most people who know me can gess. I'm 16ft Tall and I look like a pit fiend. Actualy technically only me and Droga know otherwise so don't meta-game. I contsantly keep the form of a pit fiend as the Alter Self at will ability. |
| Droga11-16-04, 09:00 PM | Uh... Thasis. The LA of a Skygge Elder is +6. You need to get rid of 6 levels. Also, they Skygge dont have gender they uh... dont have the "equipment" anyway. Edit: Skygge also have a 1d8 claw attack, not 1d10. |
| turalisj11-16-04, 09:04 PM | :eek: :rofl: lol, nice way of putting it droga. oh, and would coming back as a clone be considered cheating death? |
| Von Crown11-16-04, 09:08 PM | Or he could choose to forego the racial hit dice. You can do that. |
| Droga11-16-04, 09:11 PM | You cant not have the racial HD for something with that much racial HD. If it was 1 HD, then he could. Otherwise he has to keep it. |
| thasis11-16-04, 09:53 PM | Thanks for the tips Droga. Didn't know about the generlessness and the ECL6 Stuff. I have never actually played a monster character properly. |
| turalisj11-16-04, 10:08 PM | here's my little group, 2 3rd lvl sorcerer=Thariol, Quarior-half elves 1 13th lvl sorcerer=Eniavon-elf 1 15th lvl ranger/bronze dragon= turalisj-bronze dragon/elf an elf/half elf strike team..... |
| Xen15511-17-04, 11:23 AM | Forgive me if this is not the right place to ask, but do you post a character here if you wish to compete in the IFWG our do you go somewhere and "sign up" first? |
| Orcy The Green Wonder11-17-04, 12:20 PM | Orcy says you can just go ahead and post a character. There is no sign up unless someone sprang it on everyone when Orcy wasnt looking, which he doubts. So go ahead and post your character, it has to have an ECL of 15 with 200,000gp worth of items (or less with gold left over). Then go ahead and join in on the fun. Possibly challenging someone to a battle (till one is out cold or to the death) in Orcy's mountaintop arena. Or join in on one of the murder mystery cases that are being done by all guilds (except the guild of evil who solved theirs). Theres lot more to come, so stay tuned folks. Same Orcy time, Same Orcy channel. (or other places with different judges or guilds... yeah....) |
| Xen15511-17-04, 01:04 PM | Name: Xen Class(es):15 wiz Total ECL: 15 Race (Type): Elven Gender: Male ---Ability/modifier--- (32 point buy) Str: 8 -1 Dex: 10 +0 Con: 10+0 Int: 20 +5 Wis: 18+4 Cha: 20 +5 Skills: Concentration +10 Hide +10 Intimidate +2 Move Silently +10 Listen +10 Spot +9 Spellcraft +21 Knowledge(Arcana) +21 Alchemy +15 Disguise +12 Feats: Scribe Scroll Spell Penetration Greater Spell Penetration Eschew Materials Magical Apptitude Spell Focus (Evoc) Greater Spell Focus (Evoc) Leadership Saves (f/r/W): +3/+5/+8 HP: 39 AC: 22 BAB: +6/+1 ---Attacks/Damage--- Melee: Nothing Languages: Elven Common Draconic Demonic Drow Underdark Celestial Equipment Ring Of Charisma +2 Ring Of Protection +5 Bracers of Protection +5 (will be changing soon) 181,000 g.p. Divine Ranks: - Sovereign Ranks: - Experience: I forgot. Description: A male elf About 5' 1'' With Silver eyes and raven black hair. Prefers "behind the scene action" shying away from the more overt form of war. |
| Orcy The Green Wonder11-17-04, 02:34 PM | Unless Orcy is mistaken a Lich has a level adjustment of +4, it has a CR of +2. |
| Xen15511-17-04, 05:44 PM | Unless Orcy is mistaken a Lich has a level adjustment of +4, it has a CR of +2. Thankyou orcy, i shall alter my character acordingly. |
| Orcy The Green Wonder11-19-04, 07:30 PM | Dun-Gar Class: Barbarian 3/Fighter 4/Marshal 3/Orc Warlord 3/Warchief 2 Race: Half Orc Mount: Hippogriff HP: 173 AC: 32 Initiative: +5 BAB: +13/+8/+3 Str 22 +6 Dex 12 +1 Con 20 +5 Int 10 +0 Wis 10 +0 Cha 18 +4 Fort +23 (+17 base, +5 con, +1 aura) Ref +10 (+4 base, +1 Dex, +5 auras) Will +12 (+11 base, +1 aura) +1 Anarchic Flaming Elf Bane Large Bastard Sword +21/+16/+11 2d8+11 19-20/x2 +4 Fire, Electricity Resistant Dragonscale Armor AC +10/ Max Dex +3 +2 Buckler AC +1 Equipment: Belt of Giant Strength +6 Cloak of Charisma +4 Bracers of Health +4 Ring of Protection +2 Amulet of Natural Armor +2 500gp Skills: Intimidate +22 Ride +19 Survival +18 Feats: Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword), Leadership, Might Makes Right, Exotic Weapon Proficiency (Bastard Sword), Instantaneous Rage, Extra Rage, Defensive Rage, Improved Initiative Abilities: Rage 3/day, Fast movement, Uncanny Dodge, Trap Sense +1, Inspire Courage, Gather Horde x200%, Tribal Frenzy, Minor/Major Auras Qualities: Darkvision 60ft, Orcblood, Fire Resistance 10, Electricity Resistance 10 Auras: Minor- Watchful Eye (X), Over the Top Major- Resiliant Troops(X) Dsecription: Dun-Gar is a large half orc with battle scarred skin. He wears armor made from a black dragon. He carries with him a large sword that burns with the flames of his soul. It is a very chaotic appearing weapon, it seems to have random shapes and points along it's edge. Along it's surface run orcish runes. If one knows old Orcish they can read the orcish words Zan Mabus. Followers: 1- 270, 2- 26, 3- 17, 4- 8, 5- 4, 6- 4 |
| Xen15511-19-04, 07:34 PM | That is a LOT of classes |
| thasis11-19-04, 08:21 PM | You think that is alot of classes!!! You should see one of me characters by 5th level. He has 3 or 4 diffrent classes or ready. |
| Xen15511-19-04, 08:42 PM | :eek: |
| BronzeBeard11-19-04, 08:44 PM | Name: Geimaure Race (Type): Half - Green Dragon Class(es): Sorcerer (http://d20srd.org/srd/classes/sorcererWizard.htm#sorcerer) 4 / Fighter (http://d20srd.org/srd/classes/fighter.htm) 1 / Ur-Priest 2 / Mystic Theurge (http://d20srd.org/srd/prestigeClasses/mysticTheurge.htm) 7 Level Adj: +1 Total ECL: 15 ---Ability/modifier--- (http://invisiblecastle.com/find.py?id=39047) Abil Abili Base Race Level Mod. Score Abil Mod. Mod Str: (+5) 20 = 12 + 8 + 0 Dex: (+0) 10 = 10 + 0 + 0 Con: (+3) 16 = 14 + 2 + 0 Int: (+3) 17 = 15 + 2 + 0 Wis: (+3) 16 = 15 + 0 + +1 at 8th Cha: (+5) 20 = 16 + 2 + +1 at 4th, +1 at 12th Item Bonuses: Str: (+6) 22 Wis: (+4) 18 Cha: (+6) 22 ------------------------------------------------------------------------------------------------------- Racial Abilities: Speed: 40 ft. Darkvision: 60 ft. Natural Weapons: Bite (1d6) and 2 claws (1d4) +4 racial bonus to Bluff and Disguise Spell-Like Ability: Detect Thoughts/at Will (Will DC 13 + Geimaure's Cha mod.) Special Qualities: Change Shape DR: 15/good & piercing SR: 35 (20 + HD) ------------------------------------------------------------------------------------------------------- Class Features: Weapon and Armor Proficiency: Geimaure is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). Chosen Weapon (rapier): Geimaure must choose a specific melee weapon to be her chosen weapon. If that melee weapon is lost, she can choose another, but it takes seven days for a chosen weapon to bond so that she can use it with powers. Enchant Chosen Weapon (Ex): Geimaure's chosen melee weapon acts as if it has an enhancement bonus, even if it does not. The enhancement bonus is +1. This enhancement bonus adds to the weapon as an effective bonus. This can bring a weapon's effective no more than a +10 total effective bonus. This class-granted bonus works only for Geimaure when wielding her chosen melee weapon. Apparent Defense (Ex): Geimaure adds her Charisma bonus to her Armor Class, in addition to her Dexterity bonus. Conditions that cause the arcane duelist to lose her Dexterity bonus to Armor Class also cause the arcane duelist to lose this bonus. Spells : Geimaure casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time. The Difficulty Class for a saving throw against Geimaure's spell is 10 + the spell level + the Geimaure’s Charisma modifier. Spell Level 0th 1st 2nd 3rd 4th 5th 6th (7th) (8th) DC Save 18 19 20 21 22 23 24 Spell Known 9 5 5 4 3 2 Per Day 6 6 6 12 6 4 Bonus Spells 0 2 2 2 2 1 1 1 1 ------------------------------------------- Total Sp/day 6 / 8 / 8 / 14/ 7 / 5 / 0 / 0 Spells: 0th: Acid Splash, Dancing Lights, Detect Magic, Disrupt Undead, Flare, Light, Mage Hand, Message, Prestidigitation! 1st: Know Protections*, Magic Missile, Mysterious Purple Blast^, Ray of Enfeeblement, Spirit Worm*, 2nd: Aerial Shackles^, Breath of Fire^, Drunken Haze^, Mirror Image, See Invisibility. 3rd: Daylight, Dispel Magic, (Hooks of Binding^), Lightning Bolt, Stitch^, 4th: Hallucinatory Terrain, Polymorph, Rain of Fire^, 5th: Siphon Life^, Siphon Mana^. * - from the Magic of Faerun. ^ - from the RPBooks of WarCraft. ------------------------------------------------------------------------------------------------------- ---Skills--- Skill Name +Skill Modifier (Ability/Ranks/Misc) Appraise +5 (3/0/2); Balance +10 (5/3/2); Bluff +17 (7/6/4); Climb +3 (2/1/0); Concentration +14 (3/11/0); Craft [Blacksmithing] +17 (3/12/2); Diplomacy +12 (7/1/4); Disguise +11 (7/0/4); Escape Artist +5 (5/0/0); Forgery +3 (3/0/0); Gather Information +7 (7/0/0); Heal +3 (3/0/0); Hide +5 (5/0/0); Intimidate +14 (7/5/2); Jump +4 (2/0/2); Knowledge (arcana) +14 (3/11/0); Knowledge (history) +6 (3/3/0); Knowledge (the planes) +8 (3/5/0); Listen +13 (3/10/0); Move Silently +10 (5/5/0); Perform (Act-mime) +12 (7/5/0); Ride +5 (5/0/0); Search +3 (3/0/0); Sense Motive +9 (3/6/0); Spellcraft +17 (3/12/2); Spot +10 (3/7/0); Survival +3 (3/0/0); Swim +2 (2/0/0); Tumble +13 (5/8/0); Use Rope +5 (5/0/0); ------------------------------------------------------------------------------------------------------- Feats: Flaw: Iron Will (Noncombatant) Flaw: Arcane Energy Control (Poor Reflexes) 1st: Eschew Materials Fighter, Bonus: Dodge Fighter, Bonus: Mobility 3rd: Mirror Spell 6th: Block Spell 9th: Craft Wondrous Items 12th: Practiced Spellcaster 15th: Reflect Spell ------------------------------------------------------------------------------------------------------- ---Combat Statistics--- HP (http://invisiblecastle.com/find.py?id=39189): 124 = ( 8 + 6d8 + 4d4 + 2d10 + 2d8 + 3*15 ) AC: 36 = 10 + 4 (armor) + 0 (shield) + 9 (natural) + 13 (ability) ~ 37 with dodge Initiative: 5 = 5 + 0 BaB: 12 = 7 + 2 + 2 + 1 Saves: Fortitude: 17 = 3 + (5 + 1 + 3 + 0) + 5 Reflex: 16 = 5 + (5 + 1 + 0 + 3) + 2 Will: 23 = 3 + (5 + 4 + 0 + 3) + 7 ------------------------------------------------------------------------------------------------------- Equipments: Melee: Black Claw Att: 1d20 + 3 + 1 + 15 - 2 Ignores 5 DR. Ignores armor AC. Threat range - 19-20/3. Dmg: [Chaotic] 1d10 + 3 + 1 + 10 Halberd +1, Capability^, Piercing^, Keen, Orb of Corruption, (50,310 gp). Ranged: Ice Strike Att: 1d20 + 5 + 2 + 12 Will save (DC 10 + succesful attack - target's AC) or frightend for 1d4 rounds. Dmg: 1d8 + 3 + 2 + [Cold] 1d6 Composite Longbow +2, Mighty (+3), Fear^, Frost, (32,700 gp). Circlet of Nobility (17,250/3=5750 gp). No eye lenses/goggles. Brooch of Shieldieng (1,500/3 = 500 gp). No vest/vestment/shirt. No robe/armor. No belt. Cloak of Resistance +5 (25,000 gp/3 = 8,334 gp) (Self-Crafted). Bracers of Frost Armor +4 ( 16,000/3=5334 gp) (Self-Crafted). No gloves/gauntlets. Ring of Wizardy III (70,000 gp), Ring of Invisibility (20,000 gp). 2 boots/shoes. other - Artisan's MW tools (55 gp), Orb of Corruption, Elixir of Fire Breath (1,100/3=367 gp), 2 Lessr Replenishment Poiton (2,900), 2 Cure Serious Wounds Poitons (1,500 gp), Summon Monster V Scroll (1,125 gp), Stoneskin Scroll (950 gp) Money leftovers - 175 gp Languages: Common, Infernal, Sylvan, Undercommon, Draconic, Dwarven (skill), Troll (skill) Divine Ranks: - Sovereign Ranks: - Experience: If I recall right, 120,000 |
| Von Crown11-19-04, 10:27 PM | NONEPIC VERSION- COHORTS UNFINISHED Mordred Von Crown (Duplicate) HP: 96 Gold: 0 GP Ranks and Titles/Nicknames: The High Emperor of Dauthaar, The Oinoloth, "The Boogeyman", "Marthter" (Only by Igor) Classes: Sorceror 13 Racial HD: none Level Adj:+3 Total ECL: 16 (+3) Race: Evolved Entropic Necropolitan Human Gender: Male Alignment: Lawful Evil Medium Undead ---Ability Modifiers--- STR: 8/-2 DEX: 10/+0 CON: -/+0 INT: 16/+3 WIS: 12/+1 CHA: 27/+8 Speed: 30' SKILLS Knowledge (Arcana) 16 (+19), Spellcraft 16 (+19), Diplomacy 16 (+24), Fleshcraft 16 (+19), Profession (Miner) 12 (+13), Knowledge (Religion) 2 (+5) SAVES Fort: +4 (+12) Ref: +4 (+4) Will: +8 (+9) FEATS: Silver Tongue, Necromantic Studies, Mother Cyst, Leadership, Undead Leadership, Dark Speech BAB: +6/+1 AC: 11 (touch 10, flat 11) (+1 Natural) POWERS and SPECIALS Hive Node- Master Rank 11 Shadowstarfire: Powers: Shield: You create a shielding force around you or another being, composed of shadowstarfire. The shield protects them from either arcane harm, or physical harm, determined at the time of creation. The shield only lasts for ten hits. Attack: You either form a ray or blade of black flames, dealing 10d8 points of damage (half fire, half raw magic). It can be manipulated freely by the user. Create: You can alter the structure of other items into a new form. You can also bestow old items with new power, as long as they are masterwork. This takes time and resources of equal weight to make an item. For example, ten pounds of wood could be changed into ten pounds of gold. What's not mentioned about it: If used too much (each spell the user has equals one charge per spell slot. An example is a 9th level spell is equal to 9 charges. When they are all used up, the caster is fatigued for the rest of the day. Negative Energy Ray- 1d4 rounds, 1d4+Cha modifier damage Negative Energy Aura- 1 damage per round Unholy Blight 1/day Telepathy 100' (Can be used through scrying effects as well) Kinesis (Su): Mordred can create a Mage Hand effect at will. Concentrating on this ability is a free action, and he can have more than one effect active at a time. Fast Healing 3 EQUIPMENT Control Cube Spells Per Day 0-6 (DC 18) 1-6+2 (DC 19) 2-6+2 (DC 20) 3-6+2 (DC 21) 4-6+1 (DC 22) 5-5+1 (DC 23) 6-3+1 (DC 24) Spells Known- 0- Acid Splash, Preserve Organ, No Light, Arcane Mark, Message, Mage Hand, Prestidigitation, Mending, Detect Magic 1- Aberrate, Blackbolt, Alarm, Floating Disk, Reduce Person, Chill Touch, Necrotic Awareness 2- Belker Claws, Mordred's Morbid Marionette, Ghoul Glyph, Arcane Lock, Invisibility, Command Undead, Necrotic Cyst, Necrotic Scrying 3- Spell Vulnerability, Curse of the Putrid Husk, Sonic Blast, Sepia Snake Sigil, Gentle Repose, Necrotic Bloat 4- Bestow Curse, Mirror Sending, Illusory Wall, Animate Dead, Necrotic Domination, Grim Revenge 5- Haunt Shift, Permanency, Revive Undead, Necrotic Burst, Ghostform 6- False Sending, Create Undead, Necrotic Eruption, Probe Thoughts XP- .5 lvl Igor (Cohort) HP: Ranks and Titles/Nicknames: The Handyman Classes: Fleshcrafter 11 (Variant Wizard) Racial HD: none Level Adj: +2 Total ECL: 13 (+2) Race: Igor Gender: Male Alignment: Lawful Evil Medium Humanoid ---Ability Modifiers--- STR: 8/-1 DEX: 14/+2 CON: 13/+1 INT: 20/+5 WIS: 13/+1 CHA: 8/-1 Speed: 30' SKILLS 50 Fleshcraft 14 (+19), Craft (Trapmaking) 14 (+19), Craft (Alchemy) 14 (+19), Concentration 14 (+15), Heal 2 (+15), Knowledge (Religion) 2 (+7) SAVES Fort: + (+) Ref: + (+) Will: + (+) FEATS: Corpsecrafter, Death Attack, Craft Construct, Deadly Chill, Mother Cyst BAB: + AC: (touch , flat ) POWERS and SPECIALS Helping Hand Need a Hand? Stiched Flesh Familiar Reaper's Touch Brink of Life and Death Forge Flesh Specialty School: Necormancy Forbidden Scool: Conjuration, Abjuration EQUIPMENT Spells Per Day 0-4 (DC 15) 1-4+ (DC 16) 2-4+ (DC 17) 3-4+ (DC 18) 4-3+ (DC 19) 5-2+ (DC 20) 6-1+ (DC 21) Spells Known- 0- Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation, Preserve Organ 1- Enlarge Person, Reduce Person, Animate Rope, Cause Fear, Ray of Enfeeblement, Identify, Silent Image, Magic Aura, Burning Hands, Chill Touch, Necrotic Awareness 2- Web, Fog Cloud, Detect Thoughts, Magic Mouth, Rope Trick, Necrotic Cyst, Necrotic Scrying 3- Clairaudience/Clairvoyance, Wind Wall, Suggestion, Halt Undead, Rage, Necrotic Bloat 4- Scrying, Animate Dead, Wall of Fire, Wall of Ice, Bestow Curse, Necrotic Domination 5- Nightmare, Symbol of Pain, Mirage Arcana, Sending, Persistent Image, Necrotic Burst 6- Create Undead, Revive Undead, True Seeing, Necrotic Eruption Xauvost the Strange (Undead Cohort) HP: Ranks and Titles/Nicknames: Classes: Mohrg 13 Racial HD: As monster class (9) Level Adj: +0 Total ECL: 13 (+0) Race: Mohrg Gender: Male Alignment: Lawful Evil Medium Undead ---Ability Modifiers--- STR: 26/+8 DEX: 23/+6 CON: -/+0 INT: 8/-1 WIS: 8/-1 CHA: 8/-1 Speed: 30' SKILLS SAVES Fort: + (+) Ref: + (+) Will: + (+) FEATS: BAB: + AC: (touch , flat ) (+ Natural) POWERS and SPECIALS EQUIPMENT FOLLOWERS- Dalyn Steeleye (NE male Half-orc half Iron Golm ftr 2), Erevyr (LE male chain Devil 6), 2 Blackstar Syndicate Advance Necrobiologists (LE Female Hooded Pupil Vaermyl Fleshcrafter 1), 4 Blackstar Syndicate Genetically Enhanced Guards (LE Male Extraterrestrial Vaermyl ftr 3 (with line of acid breath weapon and blindsight)), 7 Blackstar Syndicate Necrobiologists (LE Female Vaermyl Fleshcrafter 3), 13 Blackstar Syndicate Apprentice Necrobiologists (LE Female Vaermyl Fleshcrafter 2), 135 Blackstar Syndicate Guards (LE Male Vaermyl ftr 1), 2 Mummy Pugilists (LE Male Mummified Vaermyl mnk 2), 2 Entombers (LE Entomber), 4 Evolved Quell (LE Evolved Quell), 7 Quell (LE Quell), 13 Ghoul-lings (NE Ghoul 2), 35 Vaermyl Deathseekers (LE Female Vaermyl Vampire Spawn 1), 100 Vaermyl Deathguard (LE Male Vaermyl Vampire Spawn 1) |
| Von Crown11-19-04, 11:13 PM | K, so I need to do an adventure to get this going. I have been discussing this with Sil, and she said I should have to do an adventure before I can do this. So if someone could get it started, I'd be much obliged. You could do a different adventure, but I was thinking something about breaking a seal which prevents the real Mordred from manifesting more than just an image. Possibly part of the seal on the original Thasis, perhaps? |
| Silmarien Aldalome11-19-04, 11:21 PM | Hi everyone - The suggestion was offered as a possibility. VC wants 10 negative ECLs (-10 not +10) and in exchange, wants access to epic level spells. I've asked him to post that request here, so that we can have a look at it as a group. My own thoughts on this one are that I would like to see it evenutate, if possible and think that having a player challenge us with high level magic will make it more exciting. However, because we are now a campaign group - it needs to be discussed together. Could I ask that you not be too uptight about it, no matter what you need to say. Remember - talk as if you're talking face-to-face with a friend. regards stav |
| Droga11-19-04, 11:29 PM | I dont think ya want me to talk to him like a friend... we get mean. But a character with epic spells amoung a bunch of level 15s is something that really just shouldnt happen. It would make him way to overpowered... have you looked at some of those spells... my vote goes for a big no. |
| Von Crown11-19-04, 11:34 PM | 3 things of note- 1. It Basically can't enter combat without being dispersed for 24 hours, 2. The highest DC I'd be able to cast for sure is 41, which isn't that much compared to what most people think of as epic spells 3. I'm quite mercenary. I'd probably be willing to cast any epic spells I have for anyone willing to pay the right price... :schemes: |
| Dyne11-19-04, 11:46 PM | I think it's a bad idea to try to give out -10 LA to an epic character. It's difficult enough to balance LA +1 or +2 characters, it's horribly difficult if not impossible to make a level 25 character the equivalent of a level 15 character. At best, it would add weird discrepancies in the character, such as hugely powerful abilities but outright pathetic weaknesses. We should all be able to wait a while for epic level characters. If not, then just start there anyway. But I think it's a bad idea to have characters with such a difference in level. |
| Xen15511-20-04, 12:18 AM | My vote (if it counts among so estemd opinions) goes no also, I just dont like the idea of someone getting epic, or even the ability to cast epic spells without working exstensivly for it. |
| BronzeBeard11-20-04, 09:35 AM | K, so I need to do an adventure to get this going. I have been discussing this with Sil, and she said I should have to do an adventure before I can do this. So if someone could get it started, I'd be much obliged. You could do a different adventure, but I was thinking something about breaking a seal which prevents the real Mordred from manifesting more than just an image. Possibly part of the seal on the original Thasis, perhaps? Sorry man, don't take it personal or anything but your idea is hughly unbalanced (and that's the name of the game - balance) because of two, maybe more, main resones: You will have the ability of casting epic level spell - DC or not DC there is little I can do to protect myself from this type of epic spells. It will leave me volnurable and much more weak than you are EVEN if you lower your ECL. Epic is something we have yet to achive in our own settings. If you read about them in the epic handbook you will see that epic is (in D&D, that is) a term which defines a new uncharted and very powerfull place in the adventuring life. Most NPCs you, as a player, will meet will be at no more than 20 levels. Epic usually goes where the settings of the game has been chaned, where ther is a mighty-all-powerfull reason for more power-gaming settings such as traveling hell, exploring planes, working along with a deity (and I mean like fighting with it, not for her name and glory) etc. Sorry for destroying your idea. There are few changes I would like to do in my character meself but that doesn't work like that. More than that is the fact that we need to work on the rules and your building anticipations too high prior to even knowing if we got rules for them. |
| Dyne11-20-04, 08:26 PM | Deceased (for now) :D Name: Helm Dundragon Class: Paladin 6/Divine Champion 5/Purple Dragon Knight 4 Race: Human Home Region: Cormyr Languages: Common, Chondathan, Elven Strength: 20 (15 +1 HD +4 Belt of Giant Strength) Dexterity: 12 Constitution: 20 (14 +2 HD +4 Amulet of Health) Intelligence: 14 (12 +2 Headband of Intellect) Wisdom: 12 Charisma: 16 (14 +2 Cloack of Charisma) Speed: 20 ft. HP: 150 AC: 31 (+13 Armor +7 Shield +1 Dex) Touch AC: 11 Flat-Footed AC: 30 Initiative: +1 Skills: -5 Balance (+1 Dex -6 armor) +6 Climb (+5 Str +7 ranks -6 armor) +11 Diplomacy (+3 Cha +8 ranks) -5 Escape Artist (+1 Dex -6 armor) -5 Hide (+1 Dex -6 armor) +6 Jump (+5 Str +7 ranks -6 armor) +9 Knowledge (religion) (+2 Int +7 ranks) +9 Knowledge (nobility and royalty) (+2 Int +7 ranks) +3 Listen (+1 Wis +2 ranks) -5 Move Silently (+1 Dex -6 armor) +12 Ride (+1 Dex +8 ranks +3 Skill Focus) +9 Sense Motive (+1 Wis +8 ranks) -5 Sleight of Hand (+1 Dex -6 armor) +8 Spot (+1 Wis +8 ranks) +0 Swim (+5 Str +7 ranks -12 armor) -5 Tumble (+1 Dex -6 armor) Feats: Armor Proficiency (light, medium, heavy), Combat Expertise, Exotic Weapon Proficiency (bastard sword), Leadership, Martial Weapon Proficiency, Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon, Skill Focus (Ride), Proficiency, Spirited Charge, Weapon Focus (bastard sword). Special Abilities: Aura of Good Detect Evil at will Divine Grace Aura of Courage Divine Health Turn Undead (CL 4) Special Paladin Mount Lay on Hands (33 hp) Smite Evil (2/day) Remove Disease (1/week) Rallying Cry (Purple Dragon Knight) Heroic Shield (Purple Dragon Knight) Inspire Courage (2/day) (Purple Dragon Knight) Fear (Purple Dragon Knight) Oath of Wrath (Purple Dragon Knight) Sacred Defense +2 (Divine Champion) Smite Infidel (Divine Champion) Divine Wrath (Divine Champion) Fortitude: +21 (+13 base +5 Con +3 Cha (Divine Grace)) Reflexes: +11 (+7 base +1 Dex +3 Cha (Divine Grace)) Will: +8 (+4 base +1 Wis +3 Cha (Divine Grace)) Experience: Base attack Bonus: +15/+10/+5 Melee: +20/+15/+10 Ranged: +16/+11/+6 Grapple: +20 +5 Holy Bastard Sword +26/+21/+16 attack 1d10 +10 damage crit 19-20/x2 (+2d6 damage against evil creatures) Equipment: +5 Holy Bastard Sword (93,335 gp), +5 Full Plate (26,650 gp), +5 Heavy Steel Shield (25,170 gp), +4 Amulet of Health (16,000 gp), +4 Belt of Giant Strength (16,000 gp), +2 Cloack of Charisma (4,000 gp), +2 Headband of Intellect (4,000 gp), Salve of Slipperiness (x3) (3,000 gp), 6,845 gp. Total: 200,000 gp. Spells: Per day: 2 1st level spells Divine Ranks: Soverign Ranks: Leadership Score: 18 Cohort: Dorn Tallstag (level 12). Followers: 35 1st level, 3 2nd level, 1 3rd level, 1 4th level. P.S. Plus stats for Cohorts/Followers. |
| Orcy The Green Wonder11-20-04, 08:32 PM | Orcy doesnt seem to recall seeing Divine Champoin, where would that be from? |
| Dyne11-20-04, 08:35 PM | Orcy doesnt seem to recall seeing Divine Champoin, where would that be from? Forgotten Realms campaign setting. By-the-way, my patron deity is Helm, so as a Paladin, I can multiclass freely as a Divine Champion and a Purple Dragon Knight, as well as several other classes. See the Paladin Orders sidebar in the Characters chapter. |
| Orcy The Green Wonder11-20-04, 08:49 PM | Hmmm... Orcy cant seem to find his FR. Would you mind PMing him what those abilities do? |
| turalisj11-20-04, 09:11 PM | Name:Turalisj Reincarnated Class:psychic warrior/11 Race:half bronze dragon tiefling Speed: 35(40 w/boots) languages: common, infernal, draconic, dwarven, elven, orc. from mask: abyssal, celestial, terran, undercommon. Str:20 +5 Dex:16 +3 Con:16 +3 Int:18 +4 Wis:18 +4 Cha:14 +2 ac:29 touch:23 flat-footed:26 Hp:69 Skill: hide:14 climb:16 jump:16(21 with boots) ride:13 search:15 knowledge(psionics):6 craft(alchemy):5 Feats: psycrystal affinity toughness leadership toughness weapon focus(fullblade) exotic weapon proficiency(fullblade) improved critical(fullblade) improved unarmed strike psicrystal stats: personality: friendly(+2 on diplomacy checks) Ref:12 Fort:16 Will:11 Experience:same as any 11th level Base attack: Melee:12/7 Ranged:11/6 weapons: +2 psychokinetic burst solonnian truesteel fullblade(2d8+1d4 damage, 17-20 critical +9 slashing) +1 frost composite longbow (1d8+1 damage+1d6 cold damage. X3 crit. Range: 110 ft. 3 lb. Piercing.) x20 arrows armor: +2 elven darkleaf scale mail of quickness(max dex+4. speed 35. armor penalty-2. spell fail% 20%. ac bonus+6) maifetalbe powers:1stlvl- distract, precognition(defensive) precognition(offensive),vigor. 2nd lvl- force screen,body adjustment,hustle 3rd lvl- empathic feedback, mental barrier. 4th lvl- truevenom weapon, weapon of energy. pp per day:55 items: boots of striding and springing-feet crystal mask of languages-mask +5 ring of protection-right hand/index claw +5 cloak of resistence-cloak +5 amulet of nat armor-amulet +2 quick scalemail of landing-armor +2 psycokinetic burst solanian steel fullblade-weapon free outfit(explorers outfit)-clothes backround: after his deafeat against the skygge, droga, turalisj roamed the planes as a spirit. he came upon a village of tieflings and inhabited an unborn tiefling. the energy of his spirit was so great that his dragon energy was passed on, but in a weaker form. now turalisj is back and looking to defeat droga, and reclaim his pride. |
| Dyne11-21-04, 01:41 PM | Name: Dorn Tallstag (Cohort of Helm Dundragon) Class: Paladin 6/Purple Dragon Knight 3/Divine Champion 3 Race: Human Home Region: Cormyr Languages: Common, Chondathan, Strength: 14 Dexterity: 16 (15 +1 HD) Constitution: 14 (12 +2 HD) Intelligence: 12 Wisdom: 12 Charisma: 14 Speed: 20 ft. HP: 84 AC: 24 (+3 Dex +8 armor +3 shield) Touch AC: 13 Flat-Footed AC: 21 Initiative: +3 Skills: Feats: Armor Proficiency (light, medium, heavy), Exotic Weapon Proficiency (bastard sword), Leadership, Martial Weapon Proficiency (all), Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (bastard sword). Special Abilities: Aura of Good Detect Evil at will Divine Grace Aura of Courage Divine Health Turn Undead (CL 4) Special Paladin Mount Lay on Hands (18 hp) Smite Evil (2/day) Remove Disease (1/week) Rallying Cry (Purple Dragon Knight) Heroic Shield (Purple Dragon Knight) Inspire Courage (1/day) (Purple Dragon Knight) Fear (Purple Dragon Knight) Sacred Defense +1 (Divine Champion) Smite Infidel (Divine Champion) Fortitude: Reflexes: Will: Experience: Base attack Bonus: +12/+7/+2 Melee: +14/+9/+4 Ranged: +15/+10/+5 Grapple: +14 +2 Mighty Composite Longbow (+2) +17/+12/+7 attack 1d8+4 damage crit x3 110 ft. range +1 Bastard Sword +16/+11/+6 attack 1d10 +3 damage crit 19-20/x2 Equipment: +2 Mighty Composite Longbow (+2) (8,600 gp), +1 Bastard Sword (2,335 gp), +3 Breastplate (9,350 gp), +2 Buckler (4,165 gp). Total: 27,000 gp. Spells: Per day: 2 1st level spells Divine Ranks: Soverign Ranks: Leadership Score: 14. Cohort: Darvin Greycastle (level 10). Followers: 15 1st level, 1 2nd level. |
| Dyne11-21-04, 01:54 PM | Name: Darvin Greycastle (Cohort of Dorn Tallstag) Class: Paladin 6/ Fighter 2/ Purple Dragon Knight 2 Race: Human Home Region: Cormyr Languages: Common, Chondathan, Strength: 16 (14 +2 HD) Dexterity: 12 Constitution: 14 Intelligence: 14 Wisdom: 12 Charisma: 14 Speed: 20 ft. HP: 70 AC: 25 (+1 Dex +10 armor +4 shield) Touch AC: 11 Flat-Footed AC: 24 Initiative: +1 Skills: Feats: Armor Proficiency (light, medium, heavy), Combat Expertise, Exotic Weapon Proficiency (bastard sword), Leadership, Martial Weapon Proficiency (all), Mounted Combat, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Trample, Weapon Focus (bastard sword). Special Abilities: Aura of Good Detect Evil at will Divine Grace Aura of Courage Divine Health Turn Undead (CL 4) Special Paladin Mount Lay on Hands (12 hp) Smite Evil (2/day) Remove Disease (1/week) Rallying Cry (Purple Dragon Knight) Heroic Shield (Purple Dragon Knight) Inspire Courage (1/day) (Purple Dragon Knight) Fortitude: Reflexes: Will: Experience: Base attack Bonus: +10/+5 Melee: +13/+8 Ranged: +11/+6 Grapple: +13 +1 Bastard Sword +15/+10 attack 1d10+4 damage crit 19-20/x2 Equipment: +1 Bastard Sword (2,335 gp), +2 Full Plate (5,650 gp), +2 Heavy Steel Shield (4,170 gp), 3,845 gp. Total: 16,000 gp. Spells: Per day: 2 1st level spells Divine Ranks: Soverign Ranks: Leadership Score: 12. Cohort: Evendur Amblecrown (level 8). Followers: 8 1st level. |
| Droga11-21-04, 02:00 PM | Well, thats one way to build an army... |
| Dyne11-21-04, 02:05 PM | Well, thats one way to build an army... You have yet to see all my men. There are 75 in total. :D |
| Droga11-21-04, 02:06 PM | How can there be 75 when you need to be level 6 to have a cohort, unless you were counting followers. |
| Dyne11-21-04, 02:08 PM | How can there be 75 when you need to be level 6 to have a cohort, unless you were counting followers. I was counting followers. But, 63 of them are only 1st level, so it doesn't make much of a difference. |
| Droga11-21-04, 02:10 PM | Did you see Orcy's followers? He has 330 (counting his cohort) and the cohort isnt posted. If he does the same thing you did... *shudders* |
| Xen15511-21-04, 02:10 PM | So is everybody just going to start getting chohorts and followers or are these special cases? |
| turalisj11-21-04, 02:22 PM | all i did was get a psicrystal. after my first victory i am going to get an iron golem. and when i reach level 12 i am going to take the leadership feat. |
| Frostbite_Ravenheart11-21-04, 02:37 PM | I shall be working on today a character in-between homework assignments and my project. He will be a special character...he will be level fifteen and all but hes more for adding to roleplaying that fighting. He won't have an affiliation with a guild. However a guild/person can try to win him over. He will be stationed in my own thread which will be like "The ball" but more of a land-feature. Its not his area however and there are many things that inhabit it...so it might be an interest to a guild to steer clear of it, try to get involved with it or even homebase themselves there. He will have followers. Both through his feat and his cohorts...similiar to our purple-dragon friend :D. However this is all of his faction in this area. He has nothing else. That is his nation. Considering that...its pretty small. What are the rest of you doing with followers though? Not that I'm saying you shouldn't or I think its broken but whats the point? What are you going to do with them? You can't have them all fight... Should be done by tonight, for those who are friends and want a hint his name will be Harandel and he will have plenty of wine ;). -Frosty |
| turalisj11-21-04, 02:50 PM | what kind of gifts will he accept? i can make any alcemical item he desires, as well as weapons that he has gathered from the diffrent planes in his travels to become as strong as possible. oh, and i switched one feat for leadership. group name: skygge slayers(all of them are rangers) |
| Dyne11-21-04, 03:06 PM | What are the rest of you doing with followers though? Not that I'm saying you shouldn't or I think its broken but whats the point? What are you going to do with them? You can't have them all fight... Once the Guild Wars really get going, there will be all-out battles between foundations for land and such. When this happens, everyone will probably be hiring mercenaries and such, as well as using their cohorts/followers. At this point, it'll be better to have followers around to take out your enemy's followers/mercenaries. Plus, the followers can man the siege engines. :D |
| turalisj11-21-04, 03:20 PM | really. im onlyspending 10k on my followers, 15k on my cohort. the rest is for maintinence on my forest keep. |
| Dyne11-21-04, 03:22 PM | really. im onlyspending 10k on my followers, 15k on my cohort. the rest is for maintinence on my forest keep. I'm not spending anything on my followers. They can buy their own junk. :D |
| turalisj11-21-04, 03:39 PM | hey dyne, mybe the purple dragon knights and the skygge slayers should form a mercanary alliance. we could use the combined might of our forces to take over one of the weaker guilds, and then split the booty. oh and i have 12 men including myself in my mercenary group. we can be hired for 1k, 500 extra for every one of my men killed. :D |
| Droga11-21-04, 03:44 PM | The purple dragons are knights, they dont do mercenary work. And they tend to be paladin style characters last I remember. They defend the weak, they don't try to conquer them. |
| Dyne11-21-04, 03:55 PM | The purple dragons are knights, they dont do mercenary work. And they tend to be paladin style characters last I remember. They defend the weak, they don't try to conquer them. The Purple Dragons are the name of the army of Cormyr. They are loyal to their monarch and dedicated to defending their lands from invaders. Purple Dragon Knights are the leaders of the Purple Dragons, and they excel at leading groups of soldiers into battle. |
| turalisj11-21-04, 03:56 PM | their loss. i'm going to go looking for some orc villiages to strike. all of my men but me have either composite longbows or heavy crossbows. |
| Droga11-21-04, 03:57 PM | Well, Orcy has a tribal area set up if you think that you are man enough to attack it. It has a lot of Orcs and Half Orcs. |
| Dyne11-21-04, 03:59 PM | Purple Dragons Foundation Name: Purple Dragons Foundation Wealth: 0 gp Combat Points: 0 Weapons, Armour, Magic Items In Progress: Nothing Weapons, Armour, Magic Items Completed: Nothing Npc Resources: None Diplomatic Relations: Hostile: None Friendly: Half-Elven Foundation Guild of Pure Good Skygge Slayers Npc Countries: Cormyr |
| Frostbite_Ravenheart11-21-04, 05:07 PM | Don't get overexcited with the Gifts...He has no use for any regular items and values friendships and good stories...and if you bring some wine and tell a few good stories he might share with you some stories. One stories are told friendships devlope and so on and so forth. Hes not a man who finds importance in wealth. However letting him look at great items of power or even artifacts would be a thing he would enjoy, but would never ask for such things unless his area but very threatened. However know Turj...from what you have just said: I'd think he'd welcome you fairly well, but you'll have to figure out why later on ;). -Frosty |
| BronzeBeard11-22-04, 01:03 AM | How do I aquire artifacts to my character (they do not have any purchasing traits) |
| turalisj11-22-04, 07:00 AM | @frosty-are we allowed to have an orb of storms? oh, and my men are mercanarys, though they do grow pretty good elven wines..... :D |
| turalisj11-22-04, 07:16 AM | The Purple Dragons are the name of the army of Cormyr. They are loyal to their monarch and dedicated to defending their lands from invaders. Purple Dragon Knights are the leaders of the Purple Dragons, and they excel at leading groups of soldiers into battle. THATS WHERE I'VE HEARD OF THEM! you watch tmnt? dont you dyne? :D |
| BronzeBeard11-22-04, 07:24 AM | @frosty-are we allowed to have an orb of storms? oh, and my men are mercanarys, though they do grow pretty good elven wines..... :D Where's the orb from? |
| turalisj11-22-04, 07:29 AM | dmg- quote:This glass sphere is 8 inches in daimeter. The posseser can call forth all manner of weather, even supernaturally destructive weather. Once per day he can call upon the orb touse a control weather spell. Once per month, he can call forth a storm of vengence. the posserser of the orb is continually protected by an endure elements spell. powerfull, no? |
| BronzeBeard11-22-04, 07:35 AM | not as powerful as the orb i'm trying to get |
| turalisj11-22-04, 07:35 AM | what would that orb be? |
| BronzeBeard11-22-04, 07:44 AM | Orb of Corruption - It attach itself to my weapon and orbit around the tip of it just as the Ioun stone to your head. It also makes my damage chaotic and the orby weapon ignores AC from now on. |
| Droga11-22-04, 10:11 AM | That seems like a blatant Warcraft 3 rip-off. Unless thats where blizzard got the idea. |
| ChaosEvoker11-22-04, 11:18 AM | Yeah that's WCIII all the way. While were at it, add the Orb of Slow, Fire, ...*trails off* |
| Orcy The Green Wonder11-22-04, 12:30 PM | their loss. i'm going to go looking for some orc villiages to strike. all of my men but me have either composite longbows or heavy crossbows. Dun-Gar walks up to turalisj, putting a bit green finger in his face he growls. "You looking for fight ugly man thing? Dun-Gar teach you lesson if you want hurt family. We all teach you lesson if you want hurt family. You tribe, against Dun-Gar tribe. How do that sound ugly man thing?" Well over 600 half orcs and orcs move to back Dun-Gar as he speaks. Battle scarred and well worn, they grin at the half-dragon. Their axes coated with blood, their faces covered with war paints and scars. "We be happy to teach ugly man thing a lesson. We make you hurt in ways you not know you could. You not threaten Dun-Gar's people, or he break you like little twig!" |
| Orcy The Green Wonder11-22-04, 12:33 PM | Dun-Gar's Cohort: Dul-Grek Class: Barbarian 3/Marshal 7/Orc Warlord 3 Race: Orc HP: 108 AC: 24 Initiative: +0 BAB: +9/+4 Str 22 +6 Dex 12 +1 Con 14 +2 Int 8 -1 Wis 8 -1 Cha 14 +2 Fort 13 Ref 4 Will 8 +1 Maiming Greatsword +16/+11 2d6+10 19-20/x2 +2 Dragonscale Armor +10 AC/+3 Max Dex +1 Buckler +1 AC Belt of Giant Str +4 Cloak of Resistance Feats: Weapon Focus (Greatsword) Improved Initiative Leadership Might Makes Right Headlong Rush Skills: Auras: Minor- Motivate Dexterity(X), Master of Tactics, Demand Fortitude, Force of Will Major- Motivate Care, Motivat Ardor (X) Followers: 1- 270, 2- 26, 3- 17, 4- 8, 5- 4, 6- 4 Dul-Grek's Cohort: Gen-Targ Class: Barbarian 7/Warcheif 3 Race: Half-Ogre/Half-Orc HP: 115 AC: 21 Initiative: +0 BAB: +9/+4 Str 30 +10 Dex 10 +0 Con 16 +3 Int 8 -1 Wis 10 +0 Cha 14 +2 Fort +12 Ref +4 Will +6 +1 Greatsword +20/+15 3d6+16 19-20/x2 +1 Breastplate +5 AC/+3 max dex +1 Buckler +1 AC Equipment: Belt oF giant Str +4 Feats: Weapon Focus (Greatsword) Extra Rage Leadership Might Makes Right Skills: Followers: 1-135, 2-13, 3-7, 4-4, 5-2, 6-2 Gen-Targ's Cohort: Kel-Grug Class: Barbarian 1/Ranger 8 Race: Half Orc HP: 76 AC: 18 Initiative: +4 BAB: +9/+4 Str 14 +2 Dex 18 +4 Con 14 +2 Int 10 +0 Wis 10 +0 Cha 12 +1 Fort +10 Ref +9 Will +2 +1 Elf Bane Composite Longbow +15/+10 1d8+2 x3 Chain Shirt +4 AC/+4 Max Dex Equipment: Gloves of Dexterity +2 Feats: Weapon Focus (Longbow) Rapid Shot Point Blank Shot Manyshot Far Shot Precise Shot Favored Enemies: Humanoid (Elf) (+4), Undead (+2) History: The Orcish tribes battle and killed across the land. Destroying others of their own race and any who got in the way. Their war was never ending, a constant push for power and glory. Until Dun-Gar appeared, he led his tribe well, he was a great, and powerful, warlord. Other tribes have flocked to his side over the years he has been a warlord. Many of these tribal leaders are now his closest generals. One thing is for sure however, the might of his Orcish Horde is incredible, woe to those who stand against it. Total Forces (including Dun-Gar): 825 orcs and half-orcs |
| Silmarien Aldalome11-22-04, 04:08 PM | :cool: Orcy How do I aquire artifacts to my character (they do not have any purchasing traits) Hi there Bronze Beard, There are two kinds of artifacts in the game. The first are those that are part of history, and I will leave clues about how to find or access them. The second are your creations. In the second instance, they are expensive to make and a drain on resources such as experience points. So, you have to amass the gold and such. Because they are an experience point drain, you need to think about ways of providing those experience points. Hint, there are some Core rules methods for providing XP for magic item builds. Sil-orc-ian has hair all over her body, matted hair, arms that drag on the ground, long yellow fangs and bad breath. She looks at Dun Gar - grinning - and in a gurgling, guttural voice she says. "A woman's work is never done. You need to eat before your battles" and she tosses an elf leg at each of you |
| BronzeBeard11-22-04, 04:29 PM | That seems like a blatant Warcraft 3 rip-off. Unless thats where blizzard got the idea. Actually, It's from the "WarCraft the roleplaying game Magic and Mayhem", so it's not a rip off. I use a lot of WarCraft RPG materials for my character(s), hence the feats, equipment and spells. The book have statistics for both Orb of Corruption and the rest (Darkness, Fire, Frost, Lightning, Venom and the fabolus Shadow Orb. :cool: Orcy Hi there Bronze Beard, There are two kinds of artifacts in the game. The first are those that are part of history, and I will leave clues about how to find or access them. The second are your creations. In the second instance, they are expensive to make and a drain on resources such as experience points. So, you have to amass the gold and such. Because they are an experience point drain, you need to think about ways of providing those experience points. Hint, there are some Core rules methods for providing XP for magic item builds. Sil-orc-ian has hair all over her body, matted hair, arms that drag on the ground, long yellow fangs and bad breath. She looks at Dun Gar - grinning - and in a gurgling, guttural voice she says. "A woman's work is never done. You need to eat before your battles" and she tosses an elf leg at each of you And what about those who are neither. They are part of the equipment I wish to aquire before heading of to fight. |
| Dyne11-22-04, 05:19 PM | THATS WHERE I'VE HEARD OF THEM! you watch tmnt? dont you dyne? :D What's TMNT? I got them from the Forgotten Realms Campaign Setting. I thought they were totally awesome, so I decided to build a character around the Purple Dragon Knight PrC. I liked the character so much that I decided to use him in the Guild Wars. In order for him to participate, I made the Purple Dragons of Cormyr foundation to house him and his men. |
| turalisj11-22-04, 05:23 PM | :cool: Sil-orc-ian has hair all over her body, matted hair, arms that drag on the ground, long yellow fangs and bad breath. She looks at Dun Gar - grinning - and in a gurgling, guttural voice she says. "A woman's work is never done. You need to eat before your battles" and she tosses an elf leg at each of you :rofl: :rofl: :rofl: @sil: could i have 5 4th level followers instead of 25 1st level followers? plz? |
| jagggar11-22-04, 05:25 PM | What's TMNT? :eek: Teenage Mutant Ninja Turtles! I'm thinking of joining in since it looks kinda fun. I was wondering though, could I use d20 Future to build my character? |
| Droga11-22-04, 05:26 PM | heh... doesnt work that way. would you really want Orcy to have over 100 fourth level followers, or better yet about 90 6th level? |
| Dyne11-22-04, 05:29 PM | :eek: Teenage Mutant Ninja Turtles! I'm thinking of joining in since it looks kinda fun. I was wondering though, could I use d20 Future to build my character? *slaps himself in the head* DUH! Of course I used to watch Teenage Mutant Ninja Turtles. I always liked the original TV show. They never made an equivalent to it in the later series, IMO. I don't think you can use d20 Future. The game is designed for D&D, and it'll make things complicated for there to be a person running around with laser guns and machine guns and such. |
| Droga11-22-04, 05:31 PM | Got time for me to whoop you now Dyne, or is your character not finished? |
| jagggar11-22-04, 05:35 PM | My thought would be since I'd have to purchase things using Wealth, I'd start with either no gold or a very small amount of gold and that I wouldn't be allowed to start with anything that couldn't be purchased in a Modern/Future setting. |
| Dyne11-22-04, 05:36 PM | Got time for me to whoop you now Dyne, or is your character not finished? I can't. In fact, I have to get off right now. :banghead: :banghead: :banghead: |
| Orcy The Green Wonder11-22-04, 05:39 PM | Orcy would have to say no future stuff. This is a d&d based game. Introducing future elements might be... rather bad. Orcy knows he doesnt like machine guns and rocket launchers in his dnd games. If this were modern, then he would be fine with it. But as this is d&d, Orcy will have to say no to the future things. Besides, it just doesn't have the same rules as d&d. |
| BronzeBeard11-22-04, 05:56 PM | We have troubles with one psionic psico, why do you think we could handle modern? |
| jagggar11-22-04, 06:17 PM | Does it help if I say I don't like bullets either? Best the future weapons can do (without getting questionable about the application of gadgets) is 3d10 fire damage or 3d8 untyped energy damage, range of 80 ft and 30 ft respectively. Nothing a good magic-user can't surpass easily. My final attempt: Could I have permission to build the character, then have it reviewed and accepted or rejected? |
| turalisj11-22-04, 06:21 PM | could have it cost 200,000 gold for a revolver? i belive they put the stats for modern weapons in the dmg.... |
| Droga11-22-04, 06:21 PM | I don't think it would be accepted. This is a D&D based game. A futuristic character, if it had flame throwers, or energy weapons or whatever, would not fit. While I'm not a GM, I would suggest just building a normal D&D character. |
| jagggar11-22-04, 06:45 PM | My 3.0 DMG lists weapons, but no prices for modern and future weapons. I think I would use the wealth system as opposed to gold since I don't want to mess with conversions. A wealth score won't help me in D&D so I'd effectively have no money and no nice DMG magic items. And just let me quote myself: My final attempt: Could I have permission to build the character, then have it reviewed and accepted or rejected? |
| Chosen of the Dark Sun11-22-04, 08:57 PM | Enjoy... Keld Warstrike (half-gold dragon hobgoblin) Type: Dragon (goblinoid) Class levels: 11th level marshal Size: Medium Hit Dice: 11d8+44 (93 hp) Initiative: +3 Speed: 30 ft. Armor Class: 27, ff 24, tch 13 Base Attack: +8/+3 Attack: Defending Ghost-touch Firebrand +5 +19/+14 (2d6+9 plus 1d6 fire) Special Attacks: Breath weapon (6d8 fire damage, 30 ft. cone, DC 14 reflex for half), Grant move action 2/day, Auras (major aura +2) Special Qualities: Darkvision 60 ft., Low-light vision, Immune to sleep and paralysis, Immune to fire Saves: Fortitude +11, reflex +5, will +9 Abilities: Str. 22, Dex. 14, Con. 18, Int. 16, Wis. 14, Cha. 18 Skills: Bluff +18 (+20), Diplomacy +21 (+23), Intimidate +18 (+20), Knowledge (history) +11, Listen +8, Sense Motive +16, Spot +8, Survival +16, Swim +14, Move Silently +6 Feats: Armor proficiency (all), Weapon Proficiency (simple, martial), Shield proficiency (all), Weapon focus (greatsword), Leadership, Combat expertise, Quick-draw, Skill focus (diplomacy) Auras: Minor (5): Master of Tactics, Motivate Dexterity, Motivate Strength, Over the Top, Force of Will Major (3): Motivate Ardor, Motivate Attack, Hardy Soldiers Leadership Rating: 17 (one cohort level 12) Challenge Rating: 13 Alignment: Lawful Good Level Adjustment: +4 Languages: Common, goblin, dwarven, draconic, elven Possessions: Breastplate of Command + 5 (46,400 gold), Defending Ghost-touch Firebrand (fire version of Frostbrand) +5 (150,475 gold), Ring of Protection +1, 2 potions of Cure Moderate Wounds, 2 potion of Sanctuary, tanglefoot bag Deity Ranks: Sovereign Ranks: Keld’s Cohort Bangh, female hobgoblin Sor11: CR 11; Size M (6 ft., 4 in. tall); HD 11d4+33; hp 58; Init +1 (+1 Dex); Spd 30 ft.; AC 16 (+1 Dex); MW dagger +5 melee (1d4-1), or +6 light crossbow +1 (1d6+1) ranged; SV Fort +6, Ref +2, Will +8; AL LN; Str 8, Dex 13, Con 16, Int 15, Wis 9, Cha 18. Languages Spoken: Abyssal, Common, Goblin, Infernal. Skill points: Sor 56 Skills and feats: Alchemy +15, Craft +10, Hide +1, Knowledge (arcana) +16, Listen -1, Move silently +5, Profession +10, Scry +16, Spot -1; Leadership, Scribe scroll, Silent spell, Skill focus (scry). Possessions: Bracers of Armor +4, Ring of Protection +1, masterwork dagger, light crossbow +1, 480 bolts, 2 potions of Cure Moderate Wounds, 1 potion of Cure Light Wounds . Sorcerer Spells Known (6/7/7/7/7/4): 0th -- Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Ray of Frost, Read Magic, Resistance. 1st -- Mage Armor, Obscuring Mist, Shield, Sleep, Spider Climb. 2nd -- Continual Flame, Fog Cloud, Melf's Acid Arrow, Misdirection, See Invisibility. 3rd -- Dispel Magic, Flame Arrow, Fly, Haste. 4th -- Arcane Eye, Charm Monster, Polymorph Other. 5th -- Teleport, Transmute Mud to Rock. Bagh’s cohort: T'nyagah, male hobgoblin Pal9: CR 9; Size M (6 ft., 9 in. tall); HD 9d10+18; hp 65; Init +1 (+1 Dex); Spd 30 ft.; AC 17 (+1 Dex, Armor +6); Attack longsword +2 +12/+7 (1d8+3) melee; SV Fort +12, Ref +8, Will +11; AL LG; Str 12, Dex 12, Con 15, Int 13, Wis 14, Cha 18. Languages Spoken: Common, Goblin, Orc. Skill points: Pal 36 Skills and feats: Concentration +12, Diplomacy +15, Heal +13, Hide +1, Listen +4, Move silently +5, Ride +5, Spot +4; Alertness, Iron will, Leadership, Weapon focus (longsword). Possessions: Longsword +2, Elven chain +1, 2 potions of Cure Moderate Wounds, 3 potions of Sanctuary, 2 potions of Cure Light Wounds Paladin Spells Per Day: 2/1. T’nyagah’s cohort Nyamar, female hobgoblin Mnk8: CR 8; Size M (5 ft., 10 in. tall); HD 8d8; hp 42; Init +3 (+3 Dex); Spd 50 ft.; AC 17 (+3 Dex, +3 Wis, +1 Mnk); Attack +7/+4 (1d10+1) monk; SV Fort +8, Ref +11, Will +9; AL LN; Str 13, Dex 17, Con 10, Int 10, Wis 16, Cha 9. Languages Spoken: Common, Goblin. Skill points: Mnk 44 Skills and feats: Balance +13, Climb +5, Concentration +6, Hide +3, Jump +5, Listen +10, Move silently +9, Profession +14, Spot +3; [Deflect arrows], Leadership, Great fortitude, [Improved trip], [Improved unarmed strike], Lightning reflexes, [Stunning fist]. Possessions: Ring of Protection +2, Amulet of Natural Armor +1, 8 potions of Cure Light Wounds Nyamar’s cohort D'framar, male hobgoblin Ftr4: CR 4; Size M (6 ft., 4 in. tall); HD 4d10+16; hp 49; Init +3 (+3 Dex); Spd 30 ft.; AC 16 (+2 Dex, Armor +4); Attack +8 (1d8+5) melee; SV Fort +8, Ref +4, Will +3; AL LG; Str 18, Dex 14, Con 18, Int 11, Wis 14, Cha 10. Languages Spoken: Common, Goblin. Skill points: Ftr 14 Skills and feats: Concentration +7, Hide +5.5, Listen +2.5, Move silently +6, Spot +2; Improved bull rush, Endurance, Power attack, Quick draw, Weapon focus (mace, heavy) Possessions: Masterwork chain shirt, heavy mace +1, large steel shield All allies First level: 60 Second level: 6 Third level: 2 Fourth level: 1 |
| BronzeBeard11-23-04, 01:33 AM | Dragon (goblinoid) This is wacko |
| king_of_evil00711-23-04, 09:24 PM | Just a quick notice, I redid my character. I completely forgot that Bards can't be LG, Bard spells don't work well in full-plate armor, etc. So now I'm a bit more optimized. |
| Frostbite_Ravenheart11-23-04, 09:40 PM | Name: Harandel Gender: Male Race: Half-Elf Alignment: (I hate these) Age: TBT Height: TBT Weight: TBT Speed: 30ft Class: Ranger Strength: 14 Dexterity: 16 Constitution: 14 Intelligence: 12 Wisdom: 14 Charisma: 14 Armor Class: 16 (10 Base, +3 Dexterity, +3 Armor,) Hit Points: 80 Initiative: +6 (+3 Dex, +3 Forest Expertise) Saves: Fortitude: 13 Reflex: 12 Will: 7 BAB: +15/+10/+5 Melee Base Attack Bonus: +17/+12/+7 Ranged Base Attack Bonus: +18/+13/+8 Dagger: Attk: +17/+12/+7 Dmg: 1D4 +2 Crit: 18-20 x2 Longsword Attk- +17/+12/+7 Dmg: 1D8 +4 (+2 for using two-handed) Crit: 18-20 x2 LongBow: Attk: +18/+13/+8 Dmg: 1D8 Crit: 19-20 x2 Languages: (Speak Lang. Skill) Common Halfling Sylvan Elvish Draconic Uncommon Goblin Abyssal ___ Hey – Would you mind if I used a combat style from The Quintessential Ranger by Mongoose Publishing? Also - I will post his followers, description and Geological place probably on the weekend. Probably be busy tommorow and won't be around thanksgiving. -Frosty |
| Deladrion Garthin11-23-04, 11:18 PM | *Delete* :embarrass |
| Holy_Man11-23-04, 11:20 PM | wazza |
| ChaosEvoker11-24-04, 12:19 AM | M-Size Humaniod (Sun Elf) 13 Wiz/5 Acm Alignment: CG Ablilities: Str: 12 +1(12 roll) Dex: 14 +2(14 roll) Con: 14 +2 (12 roll -2 Racial + 6 Item) Int: 24 +7 (17 roll + 2 racial + 1 Ability Increase + 4 Item) Wis: 16 +3 (15 roll + 1 Ability Increace) Cha: 12 +1(12 roll) HD: 18d4+54 HP: 99 AC: 20 (+5 Bracers of Armor +5 Robe of the Archmage) Init: +6 (+2 Dex +4 Improved Initiative) Saves: Fort: +7 Ref: +7 Will: +15 Skills: 162 (Wiz) Concentration: +20 (18 ranks + 2 Con) Spellcraft: +27 (18 ranks + 7 Int +2 Skill Focus) Knowledge (arcana): +25 (18 ranks + 7 Int) Knowledge (the planes): +25 (18 ranks + 7 Int) Knowledge (religion): +25 (18 ranks + 7 Int) Bluff: +8 (7 cc ranks + 1 Cha) Sense Motive: +10 (7 cc ranks + 3 Wis) Speak Languages: learned 11 languages (11 cc ranks) Spot: +10 (7 cc ranks + 3 Wis) Search: +11 (4 cc ranks + 7 Int) Feats: Scribe Scroll, Still Spell, Quiken Spell, Improved Intiative, Maximize Spell, Spell Focus(Evocation), Spell Focus(Transmutation), Skill Focus(Spellcraft) Improved Toughness XP: 162,000 BAB: +8/+3 Soveriegn Ranks: -- Divine Ranks: -- Attacks: +2 Holy Spear (1d8+3 crit: X3 does +2d6 dmg vs Evil) Special Attacks: Spells Special Qualities: High Arcana: Mastery of Counterspelling High Arcana: Mastery of Shaping High Arcana: Mastery of Elements High Arcana: Spell Power +3 High Arcana: Arcane Reach Items: Headband of Intellect +4 Bracers of Armor +5 Robe of the Archmage (Good) Amulet of Health +6 Ring of Fire Resistance (minor) Aumlet of Non-Detection Ring of Dispel Spells: Spells per day: 4/6/6/6/5/5/4/2/2/1 Spell Save DC: 20/21/22/23/24/25/26/27/28 Spells in Spellbook: All 0 level spells 1st: Magic Missle, Ray of Enfeeblement, Color Spray, Disguise Self, Charm Person, Mage Armor 2nd: Melf's Acid Arrow, Invisibility, Web, Blur 3rd: Dispel Magic, Fireball, Lightning Bolt, Ray of Exhaustion, Suggestion, Hold Person, Gaseous Form 4th: Stoneskin, Charm Monster, Bestow Curse, Enervation 5th: Cone of Cold, Dominate Person, Bigby's Interposing Hand 6th: True Seeing, Mislead, Disentigrate 7th: Spell Turning, Finger of Death, Limited Wish 8th: Maze, Horrid Wilting 9th: Time Stop, Energy Drain, Soul Bind Typical Spells Prepared: 0: 2 Detect Magic, 1 Resistance, 1 Touch of Fatigue 1: 2 Ray of Enfeeblement, 2 Magic Missle, 1 Charm Person, 1 Disguise Self 2: 2 Melf's Acid Arrow, 1 Invisibility, 3 Still Magic Missle 3: 1 Dispel Magic, 1 Suggestion, 1 Hold Person, 1 Lightning Bolt, 2 Fireball 4: 1 Stoneskin, 1 Still Gaseous Form, 1 Bestow Curse, 2 Enervation, 1 Still Lightning Bolt 5: 1 Dominate Person, 1 Empowered Lightning Bolt, 1 Bigby's Interposing Hand, 2 Cone of Cold 6: 2 Disintigrate, 1 Still, Empowered Lightning Bolt, 1 True Seing 7: 2 Finger of Death 8: 1 Horrid Wilting, 1 Maze 9: 1 Time Stop |
| BronzeBeard11-24-04, 06:59 AM | Con: -- (12 [roll] {undead}) That dependes, What type of undead are you? |
| ChaosEvoker11-24-04, 08:41 AM | As the sheet clearly states: Lich |
| BronzeBeard11-24-04, 09:23 AM | As the sheet clearly states: Lich um, no it doesn't |
| ChaosEvoker11-24-04, 09:44 AM | Yes it freaking does look at my Ability modifiers and he has a phylarecety! |
| Demonfey11-24-04, 04:47 PM | But it doesn't actually say "lich" |
| Demonfey11-24-04, 04:49 PM | I just want to get him started before I forget to. Asc the Bloody Insane Race: Half Orc Class: barbarian 7 fighter 1 frenzied berserker 7 ECL: 15 AL: CN Quote: ASC SMASH! |
| BronzeBeard11-24-04, 05:05 PM | Yes it freaking does look at my Ability modifiers and he has a phylarecety! I don't have to freaking guess it :rant: ! Write: Race: freaking M-Size Lich, Undead (Base Race: Sun Elf) |
| turalisj11-24-04, 05:07 PM | @bronzey- finish your character so i can humiliate him. |
| BronzeBeard11-24-04, 05:16 PM | @bronzey- finish your character so i can humiliate him. If you face me with that kind of attitude than you could forget about the whole damn thing. It is for experience, not bloodshed. |
| Orcy The Green Wonder11-24-04, 05:17 PM | He said the same kinda thing to droga and lost in two or three rounds ;) |
| turalisj11-24-04, 05:24 PM | well, i didnt realy think out that character. but he's stronger now, and has a diffrent strategy..... hack and blast with psychic attacks! |
| BronzeBeard11-24-04, 05:34 PM | well, i didnt realy think out that character. but he's stronger now, and has a diffrent strategy..... hack and blast with psychic attacks! Even if you win I'll be happy. And I don't cae if my character will even die. I just don't want those sort of insults: "I'm gonna ram'me" " I'm going to humiliat you you little chicken" and other stuff. Save those for the guys you hate, not me. :mad: |
| Mr_GrinReaper11-24-04, 11:31 PM | Still Working On Name: Varien Geldgrin Class: bard 5/virtuoso 5/Paladin 2/Purple Dragon Knight 2 Race: Aasimar Alignment: Lawful Good Gold: 6,420 Str:18 +4 Dex:20 +5 Con:22 +6 Int:16 +3 Wis:18 +4 Cha:30 +10 Hp: 143 SA: Daylight 1/day, Bardic Music 13 times per day- Countersong, Facinate, Inspire Courage +2, Inspire Competence, Suggestion, Inspire Greatness, Virtuoso Performance- Sustaning Song, Calumny, Jarring Song, Sharp note, Smite Evil 1/day, Heroic Shield, Rallying Cry, Inspire Courage 1/day SQ: Resistance to acid, cold and electricity 5, Bardic Knowledge, Aura of Good, Detect Evil, Divine Grace, lay on hands Skills: 15 ranks of diplomacy (+29), 5 ranks of move silently (+10), 3 ranks of hide (+8), 17 ranks of perform (+35), 3 ranks of slight of hand (+8), 11 ranks of bluff (+23), 7 ranks of escape artist (+12), 6 ranks of appraise (+9), 4 ranks of sense motive (+9), 3 ranks of spot (+7), 3 ranks of listen (+7), 7 ranks of gather information (+20), 5 ranks of spellcraft (+8), 5 ranks of concentration (+9), 9 ranks of knowledge (Cormyr local) (+12), 5 ranks of ride (+10), 3 ranks of knowledge (tactics) (+6) Feats:Artist ,Trustworthy, Pursuasive, Alluring, Leadership, Mounted Combat Ref: +13 Fort: +17 Will: +16 Experience: 105,000/120,000 AC:22 Base attack: +9/+4 Melee: +12/+7 Ranged: +13/+8 Attack:+13/+8, +1 corrosive Scythe, 2d4 slashing or pirecing +1d6 acid +4 Divine Ranks: Soverign Ranks: Spells: Per Day: 0th:3/1th:5/2nd:4/3rd:4/4th:1 Known: 0th:6/1th:4/2nd:4/3rd:4/4th:2 0th: Fine Tuning, Easy Math, Dancing Lights, Mending, Read Magic, Presdigitation 1st: Lullaby, Ambient Song, Identify, Undetectable Alignment 2nd: Fortissimo, Mirror Image, Invisibility, Tongues 3rd: Blunt Weapon, Hymn of Praise, Cure Serious Wounds, Phantom Steed 4th: Legend Lore, Cure Critical Wounds Items: Harp of the Immortal Maestro, Cloak of charisma +6, Belt of Magnificence +4, +2 leather armor of command, ring of protection +2, +1 corrosive scythe, Ammulet of health +6, Gloves of Dexterity +4 Cohorts: Aeo Larean Half-Celestial Human Cleric 10 Alignment: Lawful Good Abilities Str: 25 +7 Dex: 12 +1 Con: 20 +5 Int: 16 +3 Wis: 22 +6 Cha: 26 +8 Hp: 93 SA: SQ: Skills: Feats: Followers: 1st: 135 2nd:13 3rd: 7 4th: 4 5th: 2 6th: 2 |
| Xen15511-25-04, 03:48 AM | Xen's Cohort Name: Jokai Class(es):14 Sorc. Total ECL: 14 Race (Type): Elven Gender: Male ---Ability/modifier--- Str: 8 -1 Dex: 10 +0 Con: 10+0 Int: 10 +0 Wis: 10+0 Cha: 27 +8 Feats: LeaderShip Maximize Spell Heighten Spell Empower Spell Spell Penetration Saves (f/r/W): +4/+4/+9 HP: 58 AC: 15 BAB: +5/+0 ---Attacks/Damage--- Melee: Nothing Languages: Elven Common Draconic Demonic Drow Underdark Celestial Equipment Robe of the Arch-Magi Cloak of Charisma +6 Bracers of Healt +6 Jokai's Cohort Name: Dudone Class(es):13 Sorc. Total ECL: 13 Race (Type): Elven Gender: Male ---Ability/modifier--- Str: 8 -1 Dex: 10 +0 Con: 10+0 Int: 10 +0 Wis: 10+0 Cha: 27 +8 Feats: LeaderShip Maximize Spell Heighten Spell Empower Spell Spell Penetration Saves (f/r/W): +4/+4/+8 HP: 55 AC: 15 BAB: +5/+0 ---Attacks/Damage--- Melee: Nothing Languages: Elven Common Draconic Demonic Drow Underdark Celestial Equipment Robe of the Arch-Magi Cloak of Charisma +6 Bracers of Healt +6 Dudone's Cohort (NON COMBATANT) Name: Talsue Class(es): 5 Wiz. 7 Lore Master Total ECL: 12 Race (Type): Elven Gender: Male ---Ability/modifier--- Str: 8 -1 Dex: 10 +0 Con: 10+0 Int: 18 +0 Wis: 8 +0 Cha: 24 +7 Feats: LeaderShip Scribe Scroll Brew Potion Craft Wand Negotiator Investigator Saves (f/r/W): +3/+3/+9 HP: 28 AC: 10 BAB: +5 ---Attacks/Damage--- Melee: Nothing Languages: Elven Common Draconic Demonic Drow Underdark Celestial Equipment Cloak of Charisma +6 Xen's Military Location: Cormyr (Purple Dragons of Cormyr Foundation) 225 1st level Fighters 22 2nd level Fighters 12 3rd level Fighters 7 4th level Fighters 5 5th level Fighters 2 6th level Fighters |
| Dyne11-25-04, 04:11 AM | Name: Bren Dundragon Class: Paladin 10/Purple Dragon Knight 5 Race: Human Alignment: Lawful Good Home Region: Cormyr Languages: Common, Chondathan, Elven Strength: 22 (14 +2 HD +6 Belt of Giant Strength) Dexterity: 16 (14 +2 Gloves of Dexterity) Constitution: 21 (14 +1 HD +6 Amulet of Health) Intelligence: 14 Wisdom: 14 (10 +4 Headband of Wisdom) Charisma: 20 (14 +6 Cloak of Charisma) Speed: 20 ft. HP: 157 AC: 33 (+3 Dex +13 armor +7 shield) Touch AC: 13 Flat-Footed AC: 30 Initiative: +3 Skills: +0 Balance +8 Climb +10 Concentration +23 Diplomacy +0 Escape Artist +10 Handle Animal +7 Heal +0 Hide +8 Jump +7 Knowledge (nobility and royalty) +7 Knowledge (religion) +4 Listen +0 Move Silently +21 Ride +13 Sense Motive +0 Sleight of Hand +4 Spot +0 Swim +0 Tumble Feats: Armor Proficiency (light, medium, heavy), Combat Expertise, Exotic Weapon Proficiency (bastard sword), Leadership, Martial Weapon Proficiency (all), Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (bastard sword). Special Abilities: Aura of Good Detect Evil Divine Grace Aura of Courage Divine Health Turn Undead (LV 7) Special Mount Lay on Hands Smite Evil (3/day) Remove Disease (2/week) Rallying Cry Heroic Shield Inspire Courage (2/day) Fear Oath of Wrath Final Stand Fortitude: +21 (+11 base +5 Con +5 Cha (Divine Grace)) Reflexes: +12 (+4 base +3 Dex +5 Cha (Divine Grace)) Will: +11 (+4 base +2 Wis +5 Cha (Divine Grace)) Experience: 108,375 Base attack Bonus: +15/+10/+5 Melee: +21/+16/+11 Ranged: +18/+13/+8 Grapple: +21 "Justice" (Helm's +5 Holy Bastard Sword) +27/+22/+17 attack 1d10+11 damage crit 19-20/x2 (+2d6 damage against Evil creatures) Equipment: "Justice" (Helm's +5 Holy Bastard Sword) (93,335 gp), +5 Mythril Full Plate (35,650 gp), +5 Heavy Steel Shield (25,170 gp), +6 Belt of Giant Strength (36,000 gp), +6 Amulet of Health (36,000 gp), +6 Cloak of Charisma (36,000 gp), +4 Headband of Wisdom (16,000 gp), +2 Gloves of Dexterity (4,000 gp), 12,845 gp. Total: 300,000 gp. Spells: Divine Ranks: Soverign Ranks: Leadership Score: 20 Leadership Score (Cohort): 18 (-2 for having a Warhorse) Cohort: Dorn Tallstag (level 12). Followers: 50 1st level, 5 2nd level, 3 3rd level, 2 4th level, 1 5th level. P.S. Plus stats for Cohorts/Followers. |
| Xen15511-25-04, 06:46 PM | Name: Xen Master of the Verse Class(es): 9th level Wiz. 7th level Verse Master Total ECL: 16 Race (Type): Elven Gender: Male Alighnment: Lawful Good ---Ability/modifier--- Str: 8 -1 Dex: 10 +0 Con: 16 +4 (10+ Bracers of Health +6) Int: 28 +9 (18+4 levels gained + headband of intellect+6) Wis: 12 +3 (12+ 2 Verse Master) Cha: 16 +4 Skills: Concentration +23 Hide +19 Move Silently +19 Listen +19 Spot + 19 Spellcraft +28 Knowledge(Arcana) +28 Alchemy +19 Feats/Abilities: Scribe Scroll, Maximize Spell, Quicken Spell, Empower Spell, Extend Spell, Leadership, Craft Wounderous Item, Craft Rod, Penetrating Magic, Elusive Magic, Craft Ring, Craft Wand, Reactive CounterSpell, SilverStar Fire Redemptive Strike, Improved MetaMagicII, Verse Avatar, Verse Master, Silence Magic. Spells Spell Save: 28+Spell Level Spells Per Day: 4/6/6/12/6/5/4/4/4 Improved Metamagic currently applied to: Maximze Spell (3) Saves (f/r/W): +6/+10/+13 HP: 140 AC: 20 BAB: +8/+3 ---Attacks/Damage--- Melee: Nothing Languages: Elven Common Draconic Demonic Drow Underdark Celestial Dwarven Gnome Atredies Battle Language Atredies Hand Sign Equipment Robe of the Arch-Magi (Created by Xen) Head Band of Intellect +6 (Created by Xen) Amulet of nat. +5 (created by Xen) Bracers of Health +6 (Created by Xen) Pearl Of Power 8th (Created by Xen) Ring Of Wizardry III (Created by Xen) Scroll (Created By Xen) Ioun Stone Dusty Rose Prism (Created by Xen) Wand 12 9 7 8 20 (Created by Xen) 262 gp Divine Ranks: - Sovereign Ranks: - Experience: 122,763 exp. |
| Dyne11-25-04, 08:38 PM | Name: Bren's Mount Type: Animal 8 HD (counts as a Magical Beast for effects that depend on type) Species: Horse Alignment: Neutral Strength: 20 (18 +2 Str Adj) Dexterity: 13 Constitution: 18 (17 +1 HD) Intelligence: 7 Wisdom: 13 Charisma: 6 Speed: 60 ft. HP: 68 AC: 20 (-1 size +1 Dex +10 natural armor) Touch AC: 10 Flat-Footed AC: 19 Initiative: +1 Skills: Listen +7 (+6 Ranks +1 Wis) Spot +6 (+5 Ranks +1 Wis) Feats: Endurance Run Armor Proficiency (light) Special Abilities: Empathic Link Improved Evasion Share Spells Share Saving Throws Improved Speed Fortitude: +15 (+11 Master's Base +4 Con) Reflexes: +7 (+6 Base +1 Dex) Will: +5 (+4 Master's Base +1 Wis) Experience: 28,000 XP Base attack Bonus: +6/+1 Melee: +10/+5 Ranged: +6/+1 Grapple: +15/+11 Attack Hoof +10 attack 1d6+5 damage Full Attack 2 Hooves +10/+5 attack 1d6+5 damage Bite +5 attack 1d4+2 damage |
| Dyne11-25-04, 08:42 PM | Name: Dyne, Archmage of War Class: Wizard 5/Fighter 1/Eldritch Knight 9 Race: Elf Alignment: Neutral Good Home Region: Languages: Common, Elven, Draconic Strength: 20 (14 +6 Belt of Giant Strength) Dexterity: 16 (14 +2 racial) Constitution: 14 (14 -2 racial +2 Amulet of Health) Intelligence: 25 (16 +3 HD +6 Headband of Intellect) Wisdom: 10 Charisma: 12 (10 +2 Cloak of Charisma) Speed: 30 ft. HP: 74 AC: 33 (+3 Dex +13 armor +7 shield) Touch AC: 13 Flat-Footed AC: 30 Initiative: +3 Skills: +0 Balance (+3 Dex -3 armor) +10 Climb (+8 ranks +5 Str -3 armor) +19 Concentration (+17 ranks +2 Con) +19 Craft (Alchemy) (+12 ranks +7 Int) +15 Decipher Script (+8 ranks +7 Int) +0 Escape Artist (+3 Dex -3 armor) +0 Hide (+3 Dex -3 armor) +10 Jump (+8 ranks +5 Str -3 armor) +24 Knowledge (Arcana) (+17 +7 Int) +21 Knowledge (The Planes) (+14 ranks +7 Int) +21 Knowledge (History) (+14 ranks +7 Int) +21 Knowledge (Local) (+14 ranks +7 Int) +0 Move Silently (+3 Dex -3 armor) +11 Ride (+8 ranks +3 Dex) +8 Sense Motive (+8 ranks +0 Wis) +24 Spellcraft (+17 ranks +7 Int) +7 Swim (+8 ranks +5 Str -6 armor) +0 Tumble (+3 Dex -3 armor) Feats: Armor Proficiency (light, medium, heavy) Brew Potion Combat Casting Craft Magic Arms and Armor Craft Staff Craft Wondrous Item Exotic Weapon Proficiency (Bastard Sword) Martial Weapon Proficiency (All) Shield Proficiency Simple Weapon Proficiency Still Spell Tower Shield Proficiency Two-Weapon Fighting Scribe Scroll Special Abilities: Fortitude: +11 (+9 +2 Con) Reflexes: +6 (+3 +3 Dex) Will: +7 Experience: 112,500 XP Base attack Bonus: +11/+6/+1 Melee: +16/+11/+6 Ranged: +14/+9/+4 Grapple: +16 Sun Blade +18/+13/+8 attack 1d10+7 damage crit 19-20/x2 Equipment: Sun Blade (self-enchanted) (25,335 gp), +6 Headband of Intellect (self-enchanted) (18,000 gp), +6 Belt of Giant Strength (self-enchanted) (18,000 gp), +5 Mithril Full Plate (self-enchanted) (20,487.5 gp), +5 Heavy Steel Shield (self-enchanted) (12,627.5 gp), +2 Amulet of Health (self-enchanted) (2,000 gp), +2 Cloak of Charisma (self-enchanted) (2,000 gp), 10,699 gp. Total: 150,000 gp. Items Enchanted: Sun Blade (25,335 gp & 2,000 XP), +6 Headband of Intellect (18,000 gp & 1,440 XP), +6 Belt of Giant Strength (18,000 gp & 1,440 gp), +2 Gauntlets of Ogre Power (2,000 gp & 160 XP), +2 Gloves of Dexterity (2,000 gp & 160 XP), +2 Amulet of Health (2,000 gp & 160 XP), +2 Headband of Intellect (2,000 gp & 160 XP), +2 Periapt of Wisdom (2,000 gp & 160 XP), +2 Cloak of Charisma (2,000 gp & 160 XP), +1 Bracers of Armor (500 gp & 40 XP), +1 Amulet of Natural Armor (1,000 gp & 80 XP), +1 Longsword (1,315 gp & 80 XP), +1 Short Sword (1,310 gp & 80 XP), +1 Dagger (1,302 gp & 80 XP), +1 Longbow (1,375 gp & 80 XP), +1 Shortbow (1,330 gp & 80 XP), +1 Heavy Crossbow (1,350 gp & 80 XP), +1 Light Crossbow (1,335 gp and 80 XP), +1 Light Mace (1,305 gp & 80 XP), +1 Heavy Mace (1,312 gp & 80 XP), +1 Quarterstaff (1,300 gp & 80 XP), +1 Halfspear (1,301 gp & 80 XP), +1 Shortspear (1,302 gp & 80 XP), +1 Longspear (1,305 gp & 80 XP), +1 Padded Armor (655 gp & 40 XP), +1 Leather Armor (660 gp & 40 XP), +1 Studded Leather Armor (675 gp & 40 XP), +1 Chain Shirt (750 gp & 40 XP), +1 Hide Armor (665 gp & 40 XP), +1 Scale Mail (700 gp & 40 XP), +1 Chainmail (800 gp & 40 XP), +1 Breastplate (850 gp & 40 XP), +1 Splint Mail (850 gp & 40 XP), +1 Banded Mail (900 gp & 40 XP), +1 Half-Plate (1,250 gp & 40 XP), +1 Full Plate (2,150 gp & 40 XP), +1 Light Wooden Shield (653 gp & 40 XP), +1 Heavy Wooden Shield (657 gp & 40 XP), +1 Light Steel Shield (659 gp & 40 XP), +1 Heavy Steel Shield (670 gp & 40 XP), +1 Buckler (665 gp & 40 XP), +6 Amulet of Health (18,000 gp and 1440 XP). Items Hand-Crafted and Enchanted: +5 Mithril Full Plate (20,487.5 gp & 1,000 XP), +5 Heavy Steel Shield (12,627.5 gp & 1,000 XP). Items Sold: +6 Amulet of Health (27,000 gp). Spells: CL 13 Divine Ranks: Soverign Ranks: |
| Holy_Man11-26-04, 03:07 PM | Player: Holy_Man Character: Mavek Tronberg Class: Monk level: 15 Race: Half drow half human Alignment: Lawful Good Deity: Ilmater (Yellow Rose) Gender: Male Age: 26 Height: 5'8 weight: 165 lbs Eyes: Dark Green Skin Color: Very Dark Grey Str:15 HP:82 Dex:14 (16) AC:22 Con:12 Int:10 Wis:18 Cha:10 (12) Skills/Feats Balance +6, climb +6, concentration +1, Craft +4, Diplomacy +2, escape artist +4, Heal +4, Hide +4, jump +6, Knowledge arcana +4, knowledge religion +4, Listen +7, Move silently +6, Ride +2, Search +1, Sense motive +6, Spot +7, Survival +4, Swim +6, Tumble +8, Use rope +2; Leadership(16), Stunning Fist, Dodge, Improved Initiative, Foe Hunter (Skygge), Improved Critical, Improved Trip, Combat Reflexes Fort +10 Ref +12 Will +13 Unarmed Strike, 2d10 lethal dmg or flurry of blows +16/+16/+16/+11/+6 (flurry of blows, 2d10 +5plus 1d6 fire plus 2d6 vs. evil and plus 2d6 vs chaos) Monks Belt Boots of teleportation Gloves of Dexterity +2 Amulet of Natural Weapon +3 Axiomatic holy flaming Cloak of charisma +2 Ring of Protection +1 Class and Race Special Abilities Greater Flurry of Blows, Unarmed Strike, Improved evasion, Still Mind, Ki strike magic lawful, slow fall 70 ft, Wholeness of body, Diamond Body, Abundant Step, Diamond Soul, Quivering Palm, Half Drow Traits |
| turalisj11-26-04, 11:24 PM | turalisj's cohort name: Adronis Greencloak race:Elf gender:Male class/level:Ranger 5 / Rogue 4 alignment:Chaotic Good Strength 12 ( + 1) Dexterity 16 ( + 3) Constitution 14 ( + 2) Intelligence 14 ( + 2) Wisdom 12 ( + 1) Charisma 14 ( + 2) Size: Medium Height: 5' 3" Weight: 115 lb Eyes: Blue Hair: Blond Skin: Light Total Hit Points: 34 Speed: 40 feet Armor Class: 17 Touch AC: 13 Flat-footed: 17 [uncanny dodge] Initiative modifier: + 3 = + 3 [dexterity] Fortitude save: + 9 Reflex save: + 13 Will save: + 5 Attack (handheld): + 9/ + 4 Attack (missile): + 11/ + 6 Grapple check: + 9/ + 4 Light load:43 lb. or less Medium load:44-86 lb. Heavy load:87-130 lb. Lift over head:130 lb. Lift off ground:260 lb. Push or drag:650 lb. Languages: Common,Draconic,Elven,Sylvan weapons: Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] Short Sword [1d6, crit 1-20/x2, 1 lb, light, piercing] Longsword [1d8, crit 19-20/x2l 4 lb, one-handed, slashing] Composite Shortbow [1d6, crit x3, range incr. 70 ft., 2 lb., piercing] armor: quick Chain shirt [light; + 4 AC; max dex + 4; check penalty -1; 25 lb.] Feats: Endurance Great Fortitude Iron Will Leadership(score=11) Lightning Reflexes Rapid Shot Track skills: Appraise 2 Balance 7 Bluff 6 Climb 5 Concentration 2 Craft_1 2 Craft_2 2 Craft_3 2 Decipher Script 6 Diplomacy 6 Disable Device 6 Disguise 6 Escape Artist 7 Forgery 6 Gather Information 6 Heal Wis 5 Hide 7 Intimidate 6 Jump 15 Knowledge (dungeoneering) 6 Knowledge (geography) 6 Knowledge (local) 6 Knowledge (nature) 3 Listen 4 Move Silently 5 Ride 3 Search 8 Sense Motive 5 Sleight of Hand 7 Spot 7 Survival 5 Swim 5 Tumble 7 Use Rope 7 First-level Ranger spells: 5 spells-resist energy, jump, longstrider, summon naturews allyI,alarm. Favored Enemies: Outsiders (evil) + 4 Rogue Sneak Attack +2d6 Trapfinding Evasion (level 2) Trap Sense (level 3) Uncanny Dodge (level 4) |
| Droga11-26-04, 11:27 PM | Turalisj, your cohort doesnt get 200,000 gp. He gets NPC starting gold... which is much less. |
| turalisj11-26-04, 11:56 PM | fixed it. oh and, basic skygge slayer grunt, male elf Rgr1:Size M (5 ft., 4 in. tall); HD 1d8-1; hp 7; Init +3 (+3 Dex,); Spd 30 ft.; AC 13 (+3 Dex); Attack +3 melee, or +4 ranged; SV Fort +1, Ref +3, Will +2; AL CG; Str 15, Dex 17, Con 8, Int 14, Wis 15, Cha 13. Languages Spoken: Common, Draconic, Elven, sylvan. Skill points: Rgr 32 Skills and feats: Concentration +3, Craft (Alchemy) +4, Craft (Sculpting) +6, Craft (Trapmaking) +6, Craft (Woodworking) +6, Hide +3, Knowledge (Geography) +6, Knowledge (Nature) +6, Listen +6, Move Silently +3, Profession (Hunter) +4, Search +4, Spot +4, Survival +4; point blank shot, [Track]. armor: studded leather(+3 ac, +5 max dex, acp -1, spd 30ft) weapons: longsword(1d8 dmg, 19-20 crit, slashing dmg) mstwk shortbow(1d6 dmg, x3 crit, 60ft range piercing) the left over money is pooled together to pay for the skygge hunters base, a castle. |
| Droga11-26-04, 11:57 PM | Ya know... that thing would never be able to kill even a basic skygge. Those grunts that is. |
| Dyne11-26-04, 11:58 PM | fixed it. oh and, basic skygge slayer grunt, male elf Rgr1:Size M (5 ft., 4 in. tall); HD 1d8-1; hp 7; Init +3 (+3 Dex,); Spd 30 ft.; AC 13 (+3 Dex); Attack +3 melee, or +4 ranged; SV Fort +1, Ref +3, Will +2; AL CG; Str 15, Dex 17, Con 8, Int 14, Wis 15, Cha 13. Languages Spoken: Common, Draconic, Elven, sylvan. Skill points: Rgr 32 Skills and feats: Concentration +3, Craft (Alchemy) +4, Craft (Sculpting) +6, Craft (Trapmaking) +6, Craft (Woodworking) +6, Hide +3, Knowledge (Geography) +6, Knowledge (Nature) +6, Listen +6, Move Silently +3, Profession (Hunter) +4, Search +4, Spot +4, Survival +4; point blank shot, [Track]. armor: studded leather(+3 ac, +5 max dex, acp -1, spd 30ft) weapons: longsword(1d8 dmg, 19-20 crit, slashing dmg) mswk shortbow(1d6+1 dmg, x3 crit, 60ft range piercing) the left over money is pooled together to pay for the skygge hunters base, a castle. Wouldn't the Longswords do 1d8+2 damage because of their Str bonus? And why would the Shortbow get a +1 to damage? |
| turalisj11-27-04, 12:11 AM | the shortbows are masterwork, and i didnt apply the melee and ranged bonuses. and they are just that, grunts. they fight in overwhelming numbers and rely mainly on thier bows. |
| Dyne11-27-04, 12:17 AM | the shortbows are masterwork, and i didnt apply the melee and ranged bonuses. and they are just that, grunts. they fight in overwhelming numbers and rely mainly on thier bows. Masterwork gives a +1 to attack, not damage. |
| BronzeBeard11-27-04, 07:10 PM | So My character is ready, finally. I'm still concern about having some rule breaks with the skills. But that is really small problem so besides that I'm ready. |
| turalisj11-27-04, 07:20 PM | @orcy or sil- could you look over my character, there have been some complaints....about the amount of money spent. |
| Orcy The Green Wonder11-27-04, 07:37 PM | Orcy can tell you right now, you have spent far too much. You can have 200,000gp worth of items. You have from a guess... double that. |
| BronzeBeard11-27-04, 07:43 PM | Could nice orcy go to the metathread and see dyne's and myself's questions? |
| turalisj11-27-04, 07:45 PM | um, how could i have spent 400,000? i only have 1 weapon, one type of armor, and four wonderous items. theres no way i could have 400,000. no way |
| Dyne11-27-04, 07:46 PM | um, how could i have spent 400,000? i only have 1 weapon, one type of armor, and four wonderous items. theres no way i could have 400,000. no way How can you say that? You tried to purchase an item worth 1,280,000 gp! |
| turalisj11-27-04, 07:49 PM | i fixed all that. i even sold my orb of storms so it could be less gold spent. i got rid of the tattooes and the third eye. i even god rid of my only ranged weapon. am i supposed to get rid of everthing but my blade and armor????!!!???! |
| Dyne11-27-04, 07:50 PM | Just curious. There are villages of Tieflings? |
| turalisj11-27-04, 07:51 PM | in the diffrent planes. some are even on the shadowplane. |
| Dyne11-27-04, 07:52 PM | i fixed all that. i even sold my orb of storms so it could be less gold spent. i got rid of the tattooes and the third eye. i even god rid of my only ranged weapon. am i supposed to get rid of everthing but my blade and armor????!!!???! If the costs are still too much, just subtract some abilities from your weapon and armor. Oh, and the armor listed under Items doesn't match the armor listed under Armor. Unless, of course, you have a set of chainmail in addition to your scale mail. |
| Orcy The Green Wonder11-27-04, 08:10 PM | From what Orcy can see, though he doesnt know if its your character, you've posted so many. You have a +8 weapon, a +4 or so shuriken, and enchanted armor. with even one of the wondrous items you have, that puts it over the top. Maybe if you were to repost your character, Orcy could see what you have a bit easier. |
| Dyne11-27-04, 08:13 PM | From what Orcy can see, though he doesnt know if its your character, you've posted so many. You have a +8 weapon, a +4 or so shuriken, and enchanted armor. with even one of the wondrous items you have, that puts it over the top. Maybe if you were to repost your character, Orcy could see what you have a bit easier. What the?! A +8 weapon?! |
| turalisj11-27-04, 08:18 PM | the sollonian truesteel my weapon is made out of adds more damage. and i took off the shurikens. all i have for a weapon is my psionic powers and my trusty fullblade. i have 3 wonderous items- boots of striding and springing,a +5 cloak of resistence, a +5 amulet of nat armor, and a +5 ring of protection. also i have a +4 quick elven darkleaf scalemail of landing. as far as i can tell, it adds up to less then 200,000. |
| Orcy The Green Wonder11-27-04, 08:35 PM | What is the price of that truesteel stuff? |
| turalisj11-27-04, 08:42 PM | +1,000 gp. and the fullblade costs 100 gp. edit: the grand total of all my items is 173,550 |
| Deladrion Garthin11-28-04, 03:59 AM | I know there's a lot of garbage on here already :embarrass , but I drastically remade my character. Here he is anew... My PC, part of the Amazing Creators! :) Name: Morgrim "Firebeard" Class(es): Ranger 2/Rogue 3/ Assassin 10 Alignment: LE Total ECL: 15 Race (Type): Elf (humanoid) Gender: Male ((32 Point Buy)) Abil Abili Base Race Item Mod. Score Abil Mod. Mod. Str: (+1) 12 = 11 + 0 + 0 + 1 at 4th level Dex: (+8) 26 = 16 + 2 + 6 (Gloves of Dex) + 2 (+1 at 8th and +1 12 levels) Con: (+1) 12 = 14 - 2 Int: (+5) 20 = 14 + 0 + 6 (Headband of Intellect) Wis: (+2) 14 = 14 Cha: (-1) 9 = 9 Skills: Climb= 6 (5 ranks +1 str) Concentration= 6 (5 ranks +1 con) Disguise= 3 (4 ranks -1 cha) Escape Artist = 24 (16 ranks +8 dex) Heal= 7 (5 ranks +2 wis) Hide= 26 (18 ranks +8 dex) Jump= 6 (5 ranks +1 str) Listen= 22 (18 ranks +2 wis +2 racial) Move Silently= 26 (18 ranks +8 dex) Spot= 22 (18 ranks +2 wis +2 racial) Tumble= 26 (18 ranks +8 dex) Feats: (In order of aquisition) Weapon Finess (1st level) Track (Ranger) Two-Weapon Fighting (Ranger) Weapon Focus (Shortsword) (3rd level) Hamstring (Complete Warrior, 6th level) Improved Two-Weapon Fighting (9th level) Arcane Strike (Complete Warrior, 12th level) Greater Two-Weapon Fighting (15th level) Saves (R/F/W): Fortitude: 8 = 7 (base) + 1 (con) Reflex: 21 = 13 (base) + 8 (dex) Will: 6 = 4 (base) + 2 (wis) HP: 75 AC: 25 = 9 (+5 Mithril Shirt) + 6 (dex) Touch= 16 Flat-Footed= 19 BAB: +11/+6/+1 ---Attacks/Damage--- Melee: +3 Shortsword, Wounding (single); +23/+18/+13 (1d6+4) +3 Shortsword, Wounding (TWF, main hand); +21/+18/+13 (1d6+4) +3 Shortsword, Wounding (TWF, off hand); +21/+18/+13 (1d6+3) Ranged: Longbow (100 arrows); +19/+14/+9 (1d8); 100' Special Abilities: Favored Enemy (Human) +2 Wild Empathy Combat Style (Two-Weapon Fighting) Sneak Attack +7d6 Trap Finding Evasion Trap Sense +1 Death Attack (DC= 25) Poison Use Spells (Assassin) +5 Save vs. Poison Uncanny Dodge and Improved Uncanny Dodge Hide in Plain Sight Special Qualities: Immunity to Magic Sleep; +2 vs. Enchantment; Low Light Vision; +2 Listen, Spot, and Search. Equipment: +3 Shortswords of Wounding x2 Longbow, 100 arrows +5 Mithril Chainshirt Gloves of Dexterity (+6) Headband of Intellect (+6) Potion of Haste Potion of Invisibility Universal Solvent Tanglefoot Bag Thunderstone Spells (Arcane spell failure = 10%) 1st level (3 per day +2 bonus); DC = 16 Feather Fall, True Strike, Jump, Obscurring Mist 2nd level (3 per day +1 bonus); DC = 17 Cat's Grace, Darkness, Invisibility, Spider Climb 3rd level (3 per day +1 bonus); DC = 18 Deeper Darkness, Magic Circle Against Good, Nondetection, Misdirection 4th level (3 per day +1 bonus); DC = 19 Greater Invisibility, Dimension Door, Freedom of Movement, Poison Divine Ranks: Sovereign Ranks: Experience: 105,000 Description: Morgrim is an assassin for hire, currently serving the Amazing Creator's Foundation. He has a very sinister, twisted appearance; his green eyes are surrounded by black face paint in an ornate pattern, standing out on his sickly pale skin. His nose and mouth are hidden behind a scarlet mask, from which darkened red cloth strips hang down to his chest (from which he takes the name "Firebeard"). His long black hair is allowed to hang freely, obscuring the rest of his features. He wears a black tabard with a silver raven symbol emblazoned on the front over his fine mithril chain armor. Two viciously serrated shortswords hang from a fine belt within easy reach at his hips, peeking out from behind the folds of his dark cloak. |
| BronzeBeard11-28-04, 06:43 AM | ((32 Point Buy)) Abil Abili Base Race Item Mod. Score Abil Mod. Mod. Str: (+1) 12 = 11 + 0 + 0 + 1 at 4th level Dex: (+8) 26 = 16 + 2 + 6 + 2 (+1 at 8th and +1 12 levels) Con: (+1) 12 = 14 - 2 Int: (+5) 20 = 14 + 0 + 6 (Headband of Intellect) Wis: (+2) 14 = 14 Cha: (-1) 9 = 9 Here's a brand shaped code |
| Deladrion Garthin11-28-04, 02:54 PM | Thanks for the nice table, BB. I've tried lining up tables before, and it is a real :censored: ! I just didn't bother with that one. |
| Dyne11-28-04, 06:30 PM | This thread really needs to be stickied. I almost didn't find it, and I was afraid it got deleted or something. Name: Aseir Pashar Class: Wizard 5/Shadow Adept 10 Race: Human Alignment: Neutral Evil Home Region: Calimshan Patron Deity: Shar Languages: Common, Alzhedo, Draconic, +2 other languages Strength: 11 Dexterity: 16 (14 +2 Gloves of Dexterity) Constitution: 14 (12 +2 Amulet of Health) Intelligence: 26 (17 +3 HD +6 Headband of Intellect) Wisdom: 10 Charisma: 16 (12 +4 Cloak of Charisma) Speed: 30 ft. HP: 67 AC: 18 (+3 Dex +5 Robe of the Archmagi) Touch AC: 13 Flat-Footed AC: 15 Initiative: +3 Skills: +20 Concentration (+18 ranks +2 Con) +26 Knowledge Arcana (+18 ranks +8 Int) +26 Spellcraft (+18 ranks +8 Int) Feats: Combat Casting, Empower Spell, Insidious Magic, Leadership, Pernicious Magic, Shadow Weave Magic, Signature Spell (Blacklight), Signature Spell (Greater Invisibility), Silent Spell, Spellcasting Prodigy, Spell Mastery (Blacklight, Claws of Darkness, Darkness, Greater Invisibility, Shadow Conjuration, Shadow Evocation, Shadow Spray, Shadow Mask), Tenacious Magic. Special Abilities: Darkvision 60 ft. Greater Shield of Shadows Shadow Defense +3 Shadow Double Shadow Walk Spell Power +3 SR 18 Fortitude: +10 (+4 base +2 Con +4 Robe) Reflexes: +11 (+4 base +3 Dex +4 Robe) Will: +15 (+11 base +4 Robe) Experience: 112,500 XP Base Attack Bonus: +7/+2 Melee: +7/+2 Ranged: +10/+5 Grapple: +7 Attack Equipment: Staff of Shadow (48,674 gp), Robe of the Archmagi (75,000 gp), Blessed Book (12,500 gp), Ring of Chameleon Power (12,700 gp), +6 Headband of Intellect (36,000 gp), +2 Gloves of Dexterity (4,000 gp), +2 Amulet of Health (4,000 gp), +4 Cloak of Charisma (16,000 gp) 316,126 gp. Total: 525,000 gp. (325,000 gp from gambling at the arena) Spells: CL 15 Spell Save DC Mod: +9 (+8 Int +1 Spellcasting Prodigy) DC for Enchantment, Illusion, Necromancy, and Darkness spells: +13 (Shadow Weave Magic and Spell Power) 4/7/6/6/6/6/4/3/2 +2 on CL checks to overcome SR (Robe of the Archmagi) +4 on CL checks to overcome SR with Enchantment, Illusion, Necromancy, and Darkness spells (Shadow Weave Magic and Spell Power) Insidious Magic, Pernicious Magic, and Tenacious Magic provide no benefit to Transmutation spells -1 CL on Transmutation spells from Shadow Weave Magic (excludes Darkness spells) Cannot cast Light spells Can Spontaneously Cast Greater Invisibility and Black Light (Signature Spell) Divine Ranks: Soverign Ranks: Leadership Score: 18 (15 LV +3 Cha) Cohort: 12 LV Followers: 35 1st-level 3 2nd-level 1 3rd-level 1 4th-level Note: The spells Blacklight, Claws of Darkness, Shadow Mask, and Shadow Spray are from the Forgotten Realms Campaign Setting. The feats Insidious Magic, Mind Over Body, Pernicious Magic, Shadow Weave Magic, Signature Spell, Spellcasting Prodigy, and Tenacious Magic are found in the Forgotten Realms Campaign Setting. Shadow Adept is a Prestige Class in the Forgotten Realms Campaign Setting. Staff of Shadow is a homebrew staff with the following properties. Staff of Shadow Shadow Evocation (3 charges) Shadow Conjuration (2 charges) Claws of Darkness (1 charge) Shadow Spray (1 charge) Shadow Mask (1 charge) Darkness (1 charge) CL 9; Craft Staff, shadow evocation, shadow conjuration, claws of darkness, shadow spray, shadow mask, darkness; Price 48,674 gp. |
| BronzeBeard11-28-04, 07:05 PM | This thread really needs to be stickied. I almost didn't find it, and I was afraid it got deleted or something. I do truly hope not. I mean - the thread is essential for the IFWG but lookat all the guarbage in here. |
| turalisj11-29-04, 08:45 PM | :bump: |
| Orcy The Green Wonder11-30-04, 03:13 AM | Well, since Orcy was hoping for more people on the clan thread, and as that fell through. Dun Gar will be his enforcer, and possibly an "NPC" kind of group that will help if you ask right or something like that. Orcy will be playing a different character for now. Gurgetar Class: Sorcerer 5/Mind Bender 6 Race: Goblin ArchLich Alignment: Neutral Racial HD: 0 LA: +4 HP: 77 AC: 24 Initiative: +4 BAB: +5 SR: 18 (from robe) Str 8 -1 Dex 18 +4 Con -- -- Int 14 +2 Wis 16 +3 Cha 28 +9 Fort +10 Ref +11 Will +16 +4 Axiomatic Staff +8 1d4/1d4+3 x2 Negative Touch +4 1d8+5 x2 (will DC 24 for half) Equipment: Cloak of Charisma +6 Robe of the Archmagi (gray) Wand of Scorching Ray (7th level) [50/50] Gurgetar's staff of the Hamster [47/50] -Mind fog (1) [DC: 26] -Gurgetar's faithful Pet (1) [DC: 26] Ring of Theurgy -Fly -Greater Invisibility -See Invisibility Hamster Cage Phylactery Staff of Mastery Metamagic rod, Maximize lesser Tome of Leadership and influence +4 (read) 10,000gp Special Abilities: Paralyzing Touch (save DC 24) Telepathy Skill Boost Push the Weak mind 2/day (DC 22) Mindread 2/day (DC 21) Eternal Charm (DC 23) Turn Undead (9/day) Animate Dead (CL 11) Special Qualities: Cold, Electricity, Polymorph, Mind Effecting Spell immunities Turning Immunity DR 15/Bludgeoning and Magic Enchantment Spell power +2 Water Walk Fear Aura Feats: Spell Focus (Enchantment) Greater Spell Focus (Enchantment) Empower Spell Practiced Spellcaster Skills: Bluff +18 Diplomacy +17 Intimidate +14 Sense Motive +23 Concentration +22 Hide +12 Move Silently +12 Spot +11 Listen +11 Search +10 Spellcraft +10 Caster Level: 11 Enchantment Caster Level: 13 Spells: 0: 8 known, 6/day, DC 19 1: 5 known, 8/day, DC 20 2: 3 known, 8/day, DC 21 3: 2 Known, 7/day, DC 22 4: 1 Known, 4/day, DC 23 Description: Gurgetar is a smal goblin who wears grayish robes. His body is old and withered and his skin is missing in some places. Half of his jaw is missing completely from his face. He tends to carry a staff with him and a few other magical treats for those that annoy him. He enjoys carrying around a cage of some transparant metal with air holes in it. Inside the cage are many hampsters. If you listen closely, you might even be able to hear one talk. Picture (http://img.photobucket.com/albums/v353/BaddieX51/goblinlich.jpg) Hamsters: Turalisj Turalisj's Cohort |
| De Batavier11-30-04, 01:59 PM | removed due to end of IFWG |
| Demonfey12-01-04, 07:49 PM | I just had a thought: what about gestalt characters? I may have missed it somewhere, but I thought it would be a good idea to ask before someone tried. |
| Orcy The Green Wonder12-01-04, 07:54 PM | Orcy would have to say no, because there are others who are not Gestalt characters, and that would unbalance the game a bit. |
| BronzeBeard12-01-04, 07:55 PM | the problem with that idea is that when you will implent the geslate in a non-geslate campaign (or settings) the rules says it will tae you somewhere near twice that Xp to gain level so it's not always the best thing to do. |
| Demonfey12-01-04, 08:00 PM | Orcy would have to say no, because there are others who are not Gestalt characters, and that would unbalance the game a bit. Good. I wanted to make sure after seeing a post in a different wizard's board that mentioned a gestalt, and I thought it would be a good idea to clear any issues about it now. Besides, I got wasted twice by a mystic theurge who went sorceror and shugenja. That is just a step away, and can waste a normal character easily. |
| Demon Lightfoot12-02-04, 07:28 AM | Orcy would have to say no, because there are others who are not Gestalt characters, and that would unbalance the game a bit. Awwww, crap. Well, that answers the question I was gunna ask... :allalone: :rant: :raincloud |
| The Vorpal Tribble12-02-04, 06:40 PM | Timothae Karribi Timothae's Story (http://boards1.wizards.com/showpost.php?p=4665836&postcount=5) Class: 9th level Awakened Dreamer, 5th level Psion, 1st level Dreamwright Race: Human Gender: Male Alignment: Chaotic Good abil. abil. level items mod score mod mod Str: +0 10 Dex: +2 14 Con: +0 10 Int: +4 18 Wis: +9 29 +3 +4 ioun stone/+5 tome of understanding Cha: +3 17 Feats 1st level: Lucid Dreaming, Narrow Minded, Up The Walls 3rd level: Permanent Focus (Up the Walls) 5th level: Iron Will 6th level: Unconditional Power, Craft Dreamgift 9th level: Subconscious Power 10th level: Preconscious Power 12th level: Craft Universal Item 15th level: Expanded Knowledge (Form of Doom) Saves Tot Base Abil Other Fort - 4 4 0 Refl - 6 4 2 Will - 24 13 9 2 (+2 Iron Will) HP = 39 Total Base Ab.mod Shield Cloak of Dreams AC: 18 10 2 3 3 touch 15 flat 13 BAB: 6 ---Attacks/Damage--- Melee: 6 Ranged: 8 -=-=-=-=-=-=-=- Awakened Dreamer Abilities Shorn Lid Impose Will Craft Dreamgift Extrude Dire Dreamself Cloak of Dreams Student of the Shallows Walls of dream Dreamwright Call Reflexion Psion Abilities Discipline (Telepath) Psi-powers: Level 1: Sleep, Psionic Mind Vault Detect Compulsion Level 2: Empathy Mind Thrust Level 3: Cloud Mind Read Thoughts Level 4: Suggestion, Psionic Brainlock Level 5: Dream Prison Throw Ectoform Level 6: Ego Whip Sense Link, Forced Level 7: Dominate, Psionic Phantasmal Killer, Psionic Level 8: Death Urge False Sensory Input Level 9: Mind Probe Empathic Transfer, Hostile Level 10: Aversion Mindlink, Thieving Level 11: Breath of the Black Dragon Plane Shift, Psionic Level 12: Crownfire Psychic Crush Level 13: Dream's Fatal Embrace Morality of Isolation Level 15: Form of Doom -=-=-=-=-=-=-=- Equipment Weapons/Armor: *Dreamstained Darkwood Ranged Heavy Shield - 1,140 GP This is a large, circular shield made of a single piece of very dark gray wood. With masterful skill a beautifully done scene has been etched into the front of the shield, some of the ingravings so fine a hair could not fit within. Filling the carving and surrounding the rim is a smokey crystaline substance of a blackish-brown hue. This scene portrays a massive tree growing out and towering above the canopy of a thickly growing forest with a moon rising to the side. The tree has few branches until it reaches the very top where they grow in abundance. Halfway up the tree are twisted arches supporting the upper half. Within each arch is the standing figure of some skeletal humanoid covered in worn rags. 1d8 | *20/x2 | 30 ft. | 5 lb. | Bludgeoning -- *Masterwork Dreamstained Dagger - 6 GP This appears as a very straight stiletto of shimmering alchemical-silver that comes to a needle point and both edges are carefully sharpened. The curved handle is merely a thickened, unsharpened extension of the blade without a pommel. The handle has been wrapped with braided silk stained a dark black for gripping. Etched into one side of the blade is the design of a tree with a long, tall trunk. About halfway up it are twisted arches supporting the upper half of the tree. Within each arch is a humanoid figure too small to see details. 1d4 | 119-20/x2 | 10 ft. | 1 lb. | piercing Other - *Dreamstained Ioun stones (+4 wisdom bonus) - 4,000 GP These are spherical ioun stones of a murky grey color that revolve around Timothae's head count to each other, meeting behind his head and passing through each other. They are very hard to focus on as if they were not quite real. * Dreamstained Third Eye of Concealment - 30,000 GP * Dreamstained Goggles of Piercing Scrutiny - 9,100 GP Dreamseed - 3,000 GP Tome of Understanding (+5) - 25,000 Total Spent: 72,246 GP * Special: Those who touch a dreamstained item for the first time suffer a loss of one constitution point and suffer horrible dreams that night. Upon awakening the constitution point has healed. 1 Bypasses damage reduction of lycanthropes by way of being made of alchemical silver. -=-=-=-=-=-=-=-=- Description: Timothae is a gaunt, almost wasted looking human of a bit over above average height, but not completely unattractive for all that. He wears a silk headband from which hangs down a short, very thin brown veil that completely cover over and hide his eyes, and ends just below his high cheek bones, with a slit dividing it just above the tip of his nose for proper breathing. From behind the veil is a mass of extremely curly, sandy hair that grows naturally close to his head with streaks of grey. His complexion is slightly pale, and he sports a well groomed, slightly darker colored beard that has grey and white hairs despite his obvious youth, and only goes around his chin, melding into a moustache. His wardrobe consists of a pair of baggy linen pants that he has tucked into the tops of his thick, knee-high sailor's boots. He wears a simple tunic and vest, along with a deep, dark green leather cloak oiled and hooded to keep off the elements. There is something a bit off with his appearance however, his features are vague, and his movements seem unreal and slightly out of focus. -=-=-=-=-=-=-=-=-=-=- Foundation Foundation Name: Psionics Foundation Foundation Wealth: Combat Points: Artifacts in progress: Artifacts completed/obtained: Weapons, Armour, Magic Items In Progress: Weapons, Armour, Magic Items Completed: Npc Resources: Diplomatic Relations: Hostile: Friendly: Npc Countries: ---- This is an advanced version of one of my favorite characters. Hows he look? :cool: |
| turalisj12-02-04, 08:53 PM | bump......can we find a wizo to make this a sticky? |
| Dyne12-02-04, 11:50 PM | bump......can we find a wizo to make this a sticky? I second that. I've been asking for this thread to be stickied for quite some time. Oh, and :bump: |
| Tenzhi12-03-04, 01:52 AM | More importantly, PCs should put direct links to their character in their sigs for the Judges'/GMs' convenience. ;) |
| turalisj12-03-04, 07:00 AM | i can't believe this...... i was killed while sparring....... time for a new character..... |
| Orcy The Green Wonder12-03-04, 09:07 AM | You werent killed. As you would have noticed if you listened to Orcy, knockout duels convert all damage to subdual |
| bgt12-03-04, 05:34 PM | Name: Renounced it in defience of illithid culture; travelling companions refer to him as bgt or Squidface. Class(es): Psion 1 Racial HD: 8d8 Level Adj: +7 Total ECL: 16 Race (Type): Mind Flayer (Medium Abberation (Psionic)) Gender: None Alignment: LN ---Ability/modifier--- Str: 10 (+0) Dex: 15 (+2) Con: 14 (+2) Int: 26 (+8) Wis: 19 (+4) Cha: 18 (+4) Skills: Bluff+11, Concentration+11, Disgisue+3(+5 acting), Heal+10, Hide +10, Knowledge(Psionics)+12, Listen+11, Move Silently+10, Sense Motive+7, Spot+11, Use Psionic Device+7 Feats: Psionic Body, Weapon Finesse, Psionic Talent, Craft Illithid Graft, Enlarge Power Saves (R/F/W): 2/2/8 HP: 60 AC:+15 BAB:10 ---Attacks/Damage--- Melee: 1 Tentacle +12 (1d4+1) Full Attack: 3 Tentacles +12(1d4+1) Ranged: Special Attacks:Mind Blast, psionics Special Qualities: Darkvision 60 feet, telepathy 100 feet, Power Resistance 25 Experience: 130,500 ---Psionics--- Power Points:130 Powers: 1-Charm, Psionic; Mindlink; Deja Vu; Detect Psionics, Crystal Shard 2- Brain Lock; Suggestion, Psionic; Detect Hostile Intent; Feat Leech, Sustenence 3-Empathetic Transfer, Hostile; Crisis of Breath; Eradicate Invisibility; Time Hop, Telekinetic Thrust 4-Dominate, Psionic; Schism; Modify Memory, Psionic; Personality Parisite 5-Extract Mind (http://boards1.wizards.com/showpost.php?p=4270492&postcount=356); Psychic Crush ---Items--- ---Description--- bgt appears as a slightly famished Mind Flayer. While three of it's tentacles quiver and undulate, one remains still, a cruel-looking scar running up it. This was the punishment for bgt's crime: it recognized a member of a lesser race as an equal. For this heresy, this ultimate infraction of Illithid law, the cartalige was removed from one tentacle, and bgt was exiled. The loss of that one tentacle was enough to keep bgt from eating, and he bagan to starve. He was found by a group of adventurers, and traded knowlege of the sourrounding area and the illithid that occupied it for a ring of sustenance. It has since been following these adventurers about, and has once attempted to coin a human name for itself, bgt (pronounced buh-juh-tuh). Currently a hamster in Gurgetar's possession. HELP!!! :help: But try to save my ring of sustenence, or I'll die soon after. |
| Dyne12-03-04, 05:37 PM | More importantly, PCs should put direct links to their character in their sigs for the Judges'/GMs' convenience. ;) Hmmm. Could work. But I have 4 characters already, plus a few more later on. That's not even counting cohorts. And I'm not even gonna start with Thasis. ;) That's a good idea Tenzhi. I'll work on that as soon as I can. |
| The Vorpal Tribble12-03-04, 05:49 PM | Hey, uh, BGT, I may be missing something, but I'm kinda curious as how you get 4-5 new powers every level? Also how do you get an intelligence of 30? The average Mind Flayers start out with intelligence of 19, and being +7 you only get 2 bonus points you could add to it for leveling. That'd still be adding nine extra points. |
| Von Crown12-04-04, 12:06 AM | Allegro in D Minor of the Order of the Gentle Rain Male Buomman Planar Substitution Monk 7/ Shugenja 7 (+1)/ Visionary Seeker 1 HP: 45 Gold: 199500 GP Ranks and Titles/Nicknames: Racial HD: none Level Adj: none Total ECL: 15 Alignment: Lawful Good Medium Humanoid (Extraplanar) ---Ability Modifiers--- STR: 14/+2 DEX: 15/+2 CON: 8/-1 INT: 12/+1 WIS: 16/+3 CHA: 16/+3 Speed: 50' SKILLS Knowledge (The Planes) 8 (+9), Concentration 18 (+17), Spellcraft 18 (+19), Hide 15 (+17), Move Silently 14 (+17) LANGUAGE Buommi, Common, Githzerai, Drow Sign Language SAVES Fort: +7 (+6) Ref: +9 (+11) Will: +10 (+13) FEATS: Warrior Shugenja, Monastic training, Stunning Fist, Combat Reflexes, Impoved Trip, Nonverbal Spell, Acheron Flurry, Planar Touchstone, Personal Touchstone (Ashardalon's Tongue) BAB: +8/+3 (+9/+4 on unarmed strikes) AC: 16 (touch 16, flat 14) POWERS and SPECIALS Element Focus (Wind) Sense Elements Resistance to Fire 5 Flurry of Blows Slow Fall 30' Evasion Still Mind Unarmed Strike 1d8 Wholeness of Body 14 pts. EQUIPMENT Robes Spells Per Day 0-6 (DC 13) 1-6 (DC 14) 2-6 (DC 15) 3-5 (DC 16) 4-3 (DC 17) Spells Known- 0- Daze, Ghost Sound, Guidance, Know Direction, Detect Magic, Read Magic, Disrupt Undead, Dancing Lights, Cure Minor Wounds 1- Expeditious Retreat, Silent Image, Disguise Self, Burning Hands, Obscuring Mist, Cure Light Wounds 2- Detect Thoughts, Levitate, Heat Metal, Augury 3- Invisibility, Searing Ray, Cure Serious Wounds 4- Discern Lies, Cure Critical Wounds |
| Tenzhi12-04-04, 01:25 AM | @bgt: That character is too high of an ECL, and you figured your ECL wrong. ECL is Racial HD + Level Adjustment + Class Levels. In your case, that's 8+8+7=23 - much too high. ;) |
| Tenzhi12-04-04, 01:30 AM | @Von Crown: What is, or where can I find info on a "Male Buomman Planar Substitution Monk"? Is "Buomman" the race? If so where can I find or can you PM me the appropriate racial info? And in that case, what is a Planar Substitution Monk? Is that one of the variations in Unearthed Arcana? |
| The Vorpal Tribble12-04-04, 04:19 AM | Umbra, the Shadow of the Woods |
| The Vorpal Tribble12-04-04, 04:20 AM | Umbra, the Shadow of the Woods Before mind pictures of darkness. Darkness with moss. Where did I come from? I am deeply at loss. Moss and needles of pine and the leaves of the oak.. I have mind pictures of the sky, of how the wind spoke. Forest... jungle... wood? I learned these mouth noises later when I could. So inadequate these words, of the home of my kin Better knew the robin's call, the song of the wren And even more knowing was the owl and the bat As were the gliding moth and the hungering rat. Who could sense the forest without the great Gleam For my after-dusk brothers were it's after-dusk dream. Born into darkness, life at a nocturnal pace Of this I am, of this star lighted place Their pinpoints shown down through the canopy gloom Under the glow of the great shining white moon The forest, it protected, provided a home It fed us, it sheltered, grown up from the loam. The twisted trunks were the pillars of our living house From the mightiest bear to the lowliest louse. Of this I accepted, knowing nothing else more The trees and the lakes and their lichen green shore This was the center of my universe, the limit of all Little did I know that my knowledge was small One dusk I looked to the bank of an orange glowing lake There I saw something like me, there must be a mistake It raised it's furry maned head and blinked in surprise It rose up, but stopped upon seeing the wary look in my eyes To shorten my story I merely will say That I met my friend and mentor that day I learned much of the world and was never the same But I am still one with the forest, and I'm certainly not tame... (poem written by me) -=-=-=-=-=-=-=-=-=-=- Class: 9th level Druid, 2nd level barbarian, 2nd level Horizon Walker, 1st level ranger Race: Feral Half-elf Gender: Male Alignment: True Neutral Stats abil. abil. level items mod score mod mod Str: +3 16 Dex: +3 16 +1 Con: +3 17 Int: +0 10 Wis: +5 20 Cha: +0 11 +1 Feats Dodge Improved Grapple Improved Initiative Lightening Reflexes Natural Spell Endurance Track Saves Tot Base Abil Other Fort - 17 14 3 Refl - 11 8 3 Will - 11 6 5 HP = 76 Attacks/Damage Total Base Ab.mod AC: 19 16 3 touch 13 flat - BAB: +11/+6/+1 Melee: 14 Ranged: 14 -=-=-=-=-=-=-=- Feral Traits Darkvision 120 ft. Fast Healing 5 Improved Grapple Claw attack 1d8 -- Druid Abilities Animal companion (Dire Wolverine) Nature sense Wild empathy Woodland Stride Trackless Step Resist Nature's Lure Wild Shape (3/day) Wild Shape (Large) Venom Immunity -- Barbarian Abilities Fast Movement Rage 1/day Uncanny Dodge -- Horizon Walker Abilities Terrain Mastery (forest) Terrain Mastery (marsh) +4 to hide +4 to sneak +1 insight bonus on attack and damage rolls against forest creatures +1 insight bonus on attack and damage rolls against swamp creatures -- Ranger Abilities Favorite Enemy (magical beast) -=-=-=-=-=-=- Equpiment Clothing Cloak of Elvenkind - 2,500 GP Leather loincloth - 0 GP Weapons +7 Vorpal Darkwood Bladed Boomerang - 98,000 GP Other Mistle toe and holly - 0 GP Pouchbelt - 1 GP 2 vials of anti-toxin - 100 GP 10 applications worth of Dragon Bile - 15,000 GP 10 applications worth of Purple Worm Poison - 7,000 GP 5 applications of Terinav Root - 3,750 GP 4 applications of Carrion Crawler Brain Juice - 800 GP 2 applications of Black Lotus Extract - 9,000 GP Permanent Psionic Tatoo (claws of the vampire) - 3,000 GP Total: 139,150 GP -=-=-=-=-=-=-=-=- Description Umbra is a slightly short, sleekly muscled young man with dark brown skin with an underlying red tone. His hair is a dark black and hangs in dreadlocks that have been bound together behind his head with leather ties. His face is thin and angular, with a nose that is consistently flaring in and out as he keeps nasal awareness of his surroundings. His wholey black eyes are quite large and nocturnal, appearing almost as a deformity. The gaze that comes from them are overly bright, and wholey feral, seeming more animal than sentient. His corded arms are long for his size and has calloused hands from which grow thick, taloned fingers. Dark green lines have been stained to follow his veins on each arm, and here and there sprouting from the vine are ivy leaves have been masterfully drawn. His feet are thickly muscles and his toes end with much shorter talons. Patches of scars all over his body show signs of struggle with beasts of claw, tooth and beak. -=-=-=-=-=-=-=-=-=-=- Foundation Foundation Name: Beastmaster's Preserve (http://boards1.wizards.com/showthread.php?t=346136) Foundation Wealth: Combat Points: Artifacts in progress: Artifacts completed/obtained: Weapons, Armour, Magic Items In Progress: Weapons, Armour, Magic Items Completed: Npc Resources: Diplomatic Relations: Hostile: Friendly: Npc Countries: |
| Demonfey12-04-04, 10:14 AM | @Von Crown: What is, or where can I find info on a "Male Buomman Planar Substitution Monk"? Is "Buomman" the race? If so where can I find or can you PM me the appropriate racial info? And in that case, what is a Planar Substitution Monk? Is that one of the variations in Unearthed Arcana? I can answer that. You can find both in the Planar Handbook. The buomman are a species that have their own kind of code of silence, keeping them from communicating with species not their own. |
| grimclaw12-04-04, 01:38 PM | Class-Fighter 10/ranger1 Race-Half celestial Human Gender-Male Alignment-Neutral str.-20(+5) dex.-16(+3) con.-19(+4) int.-16(+3) wis.-17(+3) cha.-21(+5) Feats-power attack cleave great cleave improved initiative track combat reflexes improved two weapon fighting improved unarmed strike quick draw mounted combat weapon focus(long sword) weapon focus(short sword) Saves-fort. ref. will --- --- --- +17 +10 +10 initiative--+7 H.P.-126 A.C.=23 ff=20 tch=17 base attack=+11/+6/+1 melee=+16/+11/+6 range=+14/+9/+4 two weapon=(long sword &short sword)+15/+10/+5/+15/+10 Night slayer and icetooth=+19/+14/+9/+17/+12 abilities= ambidexterity two-weapon fighting all simple and martial weapons all armor and shields fly 30 (good) nat armor +1 light(at will) low light vision immune to acid cold disease electricity +4 vs. poison protection from evil 3/d holy aura 3/d 1/d ----------- bless aid detect evil cure serious wounds neutrilize poison holy smite remove disease dipel evil holy word hallow symbol skills(mods. added) ----------------------- climb +10 handle animal +10 jump +10 ride +11 (horses) swim +10 intimidate +12 bluff +10 diplomacy +14 sense motive +11 equipment ---------------------------------------- night slayer(avatar version)+4 screaming,evil outsider bane long sword silver gaurd mask-permanent mind blank,true seeing 1/d dagger(silver) mage slayer ring(1/d casts anti-magic aura,duration 10 rounds) bracers of armor+5 ring of protection +4 black flame cloak of resistance +4 necklace of adaptation ice tooth=+2 frost short sword description ------------------------- a six foot figure apparently human dressed in black clothing accented in silver. his features covered by a blank featureless siver mask,the eye holes of wich emit an eerie blue light.His voice is quiet and shows signs of severe damage never completely healed.Were the mask removed it would reveal a pale man with deep gray eyes and a long scar that stretches from his right temple to his chin.The face in some ways shows even less expression than the mask.The mask is almost never removed,to do so is a sign of extreme trust. In times of extreme tension and danger his celestial side shows as his hidden wings flare out(he can also make them appear at will).The wings are silver with black feathers streaking down the outside edges.The overall impression is of a man who has seen great evil experianced greater sorrow and expects to see more.He has a noted dislike of elves but has a history of siding with them as often as not.Despite his half celestial nature he is stongly bound to humanity and sees them as the greatest of the races and believes they are the future of the multiverse.Those elves who encounter him(his avatar) cant help but view him with caution,has he come to aid them or to destroy. The Grimclaw's true self is much more powerful but is confined to the High Lords tower in his city of the Shatterd Star by eddict of the gods and cannot leave except as an avatar. |
| Dyne12-04-04, 03:16 PM | Well, I gotta remake my character, Dyne. While I was working on him, I was reminded of Demonfey's idea of a Magic Shop. I was wondering if my character, Dyne, could take some of the Item Creation Feats, make some magic items as per the D&D rules, and open up his own shop? What do you think, Orcy? Would you allow it? I don't really see why not. Magic items won't be sprouting out of my ears. It costs gold pieces for raw materials and it costs XP for enchanting the item. My character might make some money off of it, but he's already 50,000 gp behind everyone else (since I lost the fight with Droga), and he only has a limited supply of XP (he can't use up so much XP that he would lose a level, and he has only a small number above 105,000, the minimum XP for a 15th-level character). He won't even be able to make the most powerful of magic items yet since he's either not high enough level, he doesn't have enough gold, or he doesn't have enough XP. |
| Orcy The Green Wonder12-04-04, 03:37 PM | As far as Orcy knows, item creation feats are allowed. A friend of his talked to Sil about it and his character is focused on item creation. So as far as Orcy knows, yes you can take item creation. |
| Dyne12-04-04, 03:41 PM | As far as Orcy knows, item creation feats are allowed. A friend of his talked to Sil about it and his character is focused on item creation. So as far as Orcy knows, yes you can take item creation. Awesome. Could I start a thread for my shop? Or would I have to just add it on to another foundation? |
| Orcy The Green Wonder12-04-04, 03:43 PM | Thats the real question... Orcy doesn't know about starting a new thread for a shop. He'll have to think about it, meanwhile... talk to sil about it as well. |
| Dyne12-04-04, 03:45 PM | Thats the real question... Orcy doesn't know about starting a new thread for a shop. He'll have to think about it, meanwhile... talk to sil about it as well. Perhaps not just for a single shop. It could be a thread for bartering in general. Anyone who wants to start a shop could post it there. Idea: It could be an actual foundation, like a Merchants Guild. |
| Orcy The Green Wonder12-04-04, 03:48 PM | Hmm... a Merchant's guild sounds like a better idea than just a shop. Orcy supposes that you could do that. It would be another guild, which makes sense for the guild house. So it would be fine with the rules and all. |
| Dyne12-04-04, 03:50 PM | Hmm... a Merchant's guild sounds like a better idea than just a shop. Orcy supposes that you could do that. It would be another guild, which makes sense for the guild house. So it would be fine with the rules and all. All right. A thread for shops and the selling of items. By-the-way, do I have to follow to the letter the rules for how much time it takes to make an item? Most items take several days to complete, so it could take weeks before I have a decent inventory. |
| Orcy The Green Wonder12-04-04, 03:54 PM | Considering theres no rules on time and such in this game, Orcy would have to say don't worry about the days and such. Since Orcy has seen people fight in battles one after another, and they need a while to heal... so yeah. Don't worry about the days and such. |
| turalisj12-04-04, 11:22 PM | name:sirianth varatue race:elf class:psion(kineticist)15 strgth:10 dex:10 con:10 wis:19 char:19 intel:18 hp:40 age:300 hieght:5'5" gender:male wieght:145 eye color:hazel hair color:silver with gold streaks fort:10 reflex:10 will:14 ac:18 touch:10 ff:18 feats:psionic weapon, greater psionic weapon, wounding attack, widen power, psionic fist, craft psionic arms and armor, maximize power, psionic body. skills:(118 points) Autohypnosis-18 Disable device-14 intimidate-18 concentration-14 craft(weapons)-14 knowledge(psionics)-14 knowlegde(the planes)-14 knowledge(nature)-14 craft(armor)-14 knowledge(dungeoneering)-14 psicraft-14 powers(pp=125)-control flames, catfall, control light, ultrablast, death urge, psychich crush, eradicate invisibility, psionic reformation, incarnate, psionic major creation, tower of iron will, psionic true seeing, energy conversion, energy wave, control object, control air, reddopsi, control body, energy current, energy ball, null psionics field, dispelling buffer, inertial barrier, psionic levitate, forced shared pain, psionic plane shift, psionic phase door, breath of the black dragon. items: boots of springing and striding +5 ring of protection ring of force shield scarlet/blue iuon stone(+2 charisma) incandescent blue iuon stone(+2 wisdom) pale blue iuon stone (+2 strength) pink iuon stone (+2 constitution) scabbard of keen edges tan bag of tricks amulet of natural armor (+3) cloak of resistance(+5) bracers of armor(+5) +3psycokinetic burst dissipator longsword free outfit(explorers outfit w/patch of the shadow hunters insignia) x4 holy water total expenses: 181,015gp weapon: +3 psyckokinetic burst longsword (1d8 initial damage. 1d4 extra on hit. 1d6 added on crit. 19-20 crit(x2). 4lbs) |
| bgt12-05-04, 04:11 PM | Hey, uh, BGT, I may be missing something, but I'm kinda curious as how you get 4-5 new powers every level? Also how do you get an intelligence of 30? The average Mind Flayers start out with intelligence of 19, and being +7 you only get 2 bonus points you could add to it for leveling. That'd still be adding nine extra points. I used the Mind Flayer from the XPH, whichstarted me off as a level 9 manifester, hence where I got the extra powers. Also, I didn't use an average Mind Flayer, I rolled 3d6 six times, then assigned each number to a stat. One of them was 18, and it went to Int. After the racial ability modifiers and the two points, I had an Int. of...hmm...28? I was off by two points. Thanks for pointing out that error. @bgt: That character is too high of an ECL, and you figured your ECL wrong. ECL is Racial HD + Level Adjustment + Class Levels. In your case, that's 8+8+7=23 - much too high. ;) Thanks for pointing this out. Learn something new every day, I suppose. :) |
| jagggar12-05-04, 04:55 PM | Name: Reece Class(es): Rogue 15 Race (Type): Human (humanoid) Gender: Male Size: Medium Alignment: True Neutral ---Ability/modifier--- (32 point-buy) Str: 11 +0 = 11 Dex: 11 +0 = 11 Con: 14 +2 = 8 + 6 (amulet of health +6) Int: 19 +4 = 16 + 3 (level 4,8,12) Wis: 14 +2 = 14 Cha: 16 +3 = 16 HP: 88 AC: 10 Init: +0 BAB: +11 Saves Base Mod Misc. Fort: +7 = 5 + 2 Ref: +9 = 9 + 0 Will: +9 = 5 + 2 + 2 Skills: 223 Skill Points Rank Mod Misc. Appraise 22 = 18 + 4 Bluff 21 = 18 + 3 Craft Armorsmithing 27 = 18 + 4 + 5 Bowmaking 27 = 18 + 4 + 5 Carpentry 14 = 8 + 4 + 2 Locksmithing 14 = 8 + 4 + 2 Trapmaking 24 = 18 + 4 + 2 Weaponsmithing 27 = 18 + 4 + 5 Diplomacy 23 = 18 + 3 + 2 Gather Information 21 = 18 + 3 Listen 22 = 18 + 2 + 2 Search 12 = 8 + 4 Sense Motive 22 = 18 + 2 + 2 Spot 22 = 18 + 2 + 2 Speak Language x 2 (4 Skill Points) Feats (Level): Skill Empahsis: Weaponsmithing (1) Toughness (1 human) Skill Empahsis: Bowmaking (3) Skill Emphasis: Armorsmithing (6) Leadership (9) Negitator (12) Iron Will (13 rogue special ability) Alertness (15) __-In Progress-__ ---Attacks/Damage--- Melee: Ranged: Special Abilities: Sneak attack +8d6 Trapfinding Evasion Trap sense +5 Uncanny dodge Improved uncanny dodge Special ability: Slippery Mind special ability: Feat: Iron Will Special Qualties: Equipment: Masterwork artisan's tools (55gp) x 5 (330gp), Noble's outfit (75gp), Signet ring (5gp), Artisan's outfit (1g), Ink 5oz. (40gp), Parchment 20 sheets (4gp), Paper 10 sheets (4gp), Jewelry (250gp), Merchant's Scale (2gp), Magnifying Glass (100gp) 811 gp Weapons and Armor (Bought as raw materials.): MW Studded Leather Armor (58gp 3sp 4cp), Adamandite Short Sword (1003gp 3sp 4cp), MW Silvered Shortsword (100gp), MW Cold Iron Dagger (101gp 3sp 4cp), Darkwood Shortbow (116gp 6sp 7cp) 1389 gp, 5 sp, 9 cp Amulet of Health +6 (27,000gp) from Dyne, Money: 170,799 gold, 4 silver, 1 copper Description: Reece usually dresses in fine clothing while in public to show what riches his work has brought him. Inspecting his hands would let one know that he still very much is a craftsman at heart. While not stronger or faster than the average human he has the intellect that could allow him to be a great wizard. However, he prefered crafting that which he could shape with his hands to intangible forces which could only be shaped with his mind. His talents in dealing with people have lead him to amass a fair amount of wealth for himself through business. |
| TheDarkTide12-05-04, 05:52 PM | As much as I can do without my PHB. Name: Horoth Class(es): 15th level Wiz. Total ECL: 15 Race (Type): Human Gender: Male Alighnment: Chaotic Good ---Ability/modifier--- Str: 8 -1 Dex: 10 +0 Con: 10 +0 Int: 27 +8 Wis: 10 Cha: 16 +4 Skills: Concentration +18 Hide +18 Move Silently +18 Listen +18 Spot +18 Spellcraft +26 Knowledge(Arcana) +26 Alchemy +26 Feats/Abilities: Scribe Scroll, Maximize Spell, Quicken Spell, Empower Spell, Extend Spell, Craft Wounderous Item, Craft Rod, Craft Ring, Craft Wand, Spells Spell Save: 15+Spell Level Spells Per Day: 4/6/6/6/6/5/4/3/2 Saves (f/r/W): +/+/+ HP: AC: BAB: ---Attacks/Damage--- Melee: Nothing Languages: Elven Common Draconic Demonic Underdark Celestial Dwarven Gnome Drow Equipment HeadBand Of Intellect +6 182,000 gp Divine Ranks: - Sovereign Ranks: - Experience: 106,060 exp. |
| MoronPunisher12-05-04, 11:26 PM | Hey Guys, I've noticed a lot off "I-Am-Ultra-Bad-Powerful-Man" people but no one seemed really creative or different. So, I make my debut with this guy. Comments welcome. Archibald "Archie" DePyre Human NG Level 15 Wizard- Cold Mage. Description: Sex: Male Hair: Brown usually, but prone to spontanious frosting over. Eyes: Blue Age: 29 Height: 5'11" Weight: 160 pounds Description: His manner seems very out of place for an Ice Mage. When people hear that he's an Ice Mage they picture a cold calculationg individual, but his manner seems like a slightly toned down Fire Mage. He is determined to enjoy life and find a cure for his condition, but he refuses to let anyone else suffer for it. His appearence, while making more sense for an Ice Mage then his manner, still seems just too optimistic for cold magic. Simple wood-and-leather sandals, simple durable pants with multiple pockets, a simple but well kept blue almost t-shirt with a design on the front that looks vaguely like a large ice crystal or snowflake, and a slightly too small pair or gnomish eye googles. Usually worn so that the eyepeices rest on his forehead. In battle however, everything changes. His emotions all but disappear and the cold, calculating Ice Mage image is in full swing. The googles go down over the eyes like they are designed to be worn and the seem to help guide his cold lethal magics. It's even been reported that while in battle, or just having gone too long without using magic, that his basic physical appearence begins to change. He seems to develop a form of hypothermia as his skin turns a shade of blue only seen on frozen corpses. During particularly fierce battles it's even been reported that his body, especially the skin on his hands and around the googles, actually ices over. Strangly, this never seems to effect him. Ability Scores: Strength: 13 (+1) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 20 (+5) Wisdom: 13 (+1) Charisme: 13 (+1) Notes: Hit Points: 80 Base ATT: +7/+2 Armor Class: 17 (14+Ring of Protection 3) XP: 110000 Next level: 120000 Saving Throws Save REF: +9 Save CON: +8 Save WILL: +10 Money: Just enough to live. The spell components needed to ensure his son's survival can get expensive. Magic Items: Ring of Protection +3: Adds 3 to AC. The Eyes of Warmth: When these eye googles, which look like gnomish eye protective wear, are worn over the eyes they grant the wearer and effect similiar to Detect Evil but the googles reveal heat instead. This Detect Heat effect is also different from Detect Evil in that the effect is instantinious and holds for the entire time the wearer keeps the googles on his or her face. The googles can work continously for about 2 minutes before needing an hour to recharge. The Snow Globe: A simple but surprisingly durable glass globe about 5 inches in diameter with a water core. Suspended in the water are flakes of snow. 1/day the act of shaking the globe and saying a command word triggers an effect simiar to Control Weather save the effect bypasses the 10 minute casting time and the 10 minute delay time, but the only effect available is a thick snow with the tempurature dropping either 30 degrees or the 32 degrees fairenhait, whichever is less. Weapons: Quaterstaff, normal but inscribed with many symbols with a secret compartment for healing potions Light Crossbow Skills: Spellcraft +23 Concentration +21 Knowledge Arcana +23 Decipher Script +23 Hide +13 Search +14 Spot +10 Languages: Common Draconic Elven Dwarven Sylvan Celestrial Feats: Summon Familiar Scribe Scroll Energy Substitution Piercing Cold Cold Focus Greater Cold Focus Improved Initiative Snowcasting Frozen Magic Cold Spell Specialization Special Qualities: Due to a magical birth defect he was born with the Cold subtype. However, being born human, his body wasn't built for it. His body tempurature on it's own naturally drops and it's believed that if it ever drops below the freezing point of water he'll die. Thankfully, he can regain lost heat by being near magical heat sources and freezing things magiclly- as this seems to transfer the heat lost by the target to him. Magic School Specialization: Evoker. Lost Necromancy and Enchantment. Spells per day: Level 0 -5 Level 1 -7 Level 2 -6 Level 3 -6 Level 4 -6 Level 5 -6 Level 6 -4 Level 7 -3 Level 8 -2 Spells Known: [Note: Due to his particular training and his affiliation to the Cold plane, all his damaging spells do Cold Damage and many others have cold phenomina attqached to them. This has been reflected with the Energy Substitution feat, but in fact this is the norm for his spells.] All non-prohibited spells in the PHB up to spell level 5. Level 6- All non-prohibited except from the Illusion and Tranmutation schools except for Flesh to Ice (Flesh to Stone with slightly different end result) Level 7- All Evokation and Conjuration spells plus Limited Wish. Level 8- Polar Ray, Greater Icy Shout, IceBurst. History: It is said that Fire Mages have a lust for life unmatched among mages. They are said to passionatly live every moment, something about the nature of their arts drives them to do this. Achibald parents were in no way different. His father was a particularly promising Fire Wizard who believed that the secret of success was to watch sorcerers in action instead of wizards. His mother was considered the bast Fire Sorceress of her generation. Their romance seemed like fate to everyone that knew them. Woking together Archie's mother reached a level of Fire Magic so strong that her body began to produce magical heat. They believed that this ment that her body was literally too hot to bear children, but they were soon proved wrong. Archie seemed to be a perfectly normal young boy, but when he began to go play with other children away from his parents his skin would sometimes begin to pale. When he came back from sleeping at a friends house early because he seemed to have somehow gotten hypothermia in the middle of August outside help was sought. The truth was devestating. Archie was discovered to have a sort of magical birth defect. It seems in the womb the combined magic in his and his mother's blood adapted him by slightly tuning him to the Cold energy plane to counter the excessive heat. A cure was sought for his condition, an act that set him on the path he walks today as constantly reminded to him by his Great Snowy Owl familiar Frostbite. No cure was found, but a method of treatment was discovered. When he personaly freezes something magiclly the heat is transfered to him, slowing and even temporarily reversing the heat loss of his body. Years of adventuring ensued, always in search of a cure for his condition but finding instead great evils in need of vanquishing. The group he ended up adventuring with became some of his greatest friends. The cleric Lilandra always had a helpful word and a well timed healing spell handy in her bag of tricks, while the barbaric Thog usually had something more along the line of a fart joke ready. Archie was beginning to lose hope of ever finding a cure and was considering retiring when he got word from the King of Parragoon. The three of them had saved the kingdom once and he found out that the servant girl he had a fling with 2 years ago during the King's Summor Solstice Feast in their honor had without his knowledge had a son. Unfortunatly, despite all the best efforts of the kings mages, the baby boy had frozen solid. All they could do was find out that the baby was alive, but trapt within his own body- frozen to the point it's metabolism had stopped. By the time Archie had gotten there, the Cold Aura of the baby was so strong that he had to be in a specially designed room and only Archie and Frostbite could enter the room for longer then a few seconds without freezing solid themselves. Now, Archie searches for a cure, more then ever. He doesn't care if he has to use his magic to the point his hands freeze off, he will find a way to thaw out his son. Maybe the spell needed is just beyond the next hill. Maybe it's in the long abandoned temple. Maybe he'll even figure out how to do it himself. He just knows that he's going to find it and anything that stands in his way will know just how cold hell can be. Comments and Guild Suggestions Welcome. Whatcha think? |
| Dyne12-05-04, 11:33 PM | Wow. One very detailed character. I assume you're using him for the Guild Wars? |
| The Vorpal Tribble12-05-04, 11:44 PM | *sniffs* No one says a word about Timothae's story or originality. Then I show MoronPunisher over here and he becomes a success. :raincloud :allalone: |
| MoronPunisher12-05-04, 11:52 PM | I'd like too. Guild Wars is were two members of different guilds square off right? Any guild seem particularly well suited for this guy? I'm having problems deciding. And we didn't read Timothae because it was a link. I didn't linky. Read it and Wow. That's what happens when you wake up sleepwalkers. |
| Geral_Monk_Fuu12-06-04, 06:04 AM | -----General----- Name: Geral the Shadowbane Gender: Male Race: Human (Outsider; Native) Height: 6' 2" Weight: 210 lbs. Eyes: Sky Blue Hair: Dark Brown Skin: Pale white Align: Lawful Good Class: Pal5/AnointedKnight8/Saint2 Faith: 21 -----Ability Scores----- Mod Total Race Gain Magi Str +6 22 +0 +1 +4 Dex +3 16 +0 +0 +0 Con +5 20 +2 +2 +0 Int -2 8 +0 +0 +0 Wis +3 17 +2 +0 +0 Cha +7 24 +4 +0 +2 Original Rolls: 18, 17, 16, 8, 15, 16 -----AC and Saves----- Total Base Arm Dex Misc Def AC 30 10 +10 +3 +3 +4 Total Base Abl Misc Magi Fort +22 +11 +4 +7 +0 Reflex +14 +4 +3 +7 +0 Will +17 +8 +2 +7 +0 -----Attack----- Lightbreather +20/+15/+10 -----Abilities----- -Feats 1st level: Weapon Focus (Greatsword) Bonus (Human): Monkey Grip 3rd Level: Ancestral Relic 6th Level: Power Attack Bonus (AKnight): Dodge 9th Level: Improved Critical Bonus (AKnight): Exalted Smite 12th Level: Pious Soul -Saint Damage Reduction: DR 10/evil Fast Healing: Fast Healing 8 Holy Power: Save DCs increased by +2 Holy Touch: Melee attacks deal +1d6/+1d8 holy damage vs Evil creatures/Evil outsiders or Undead Immunities: Immune to acid, cold, electricity, or petrification attacks Keen Vision: Darkvision 60 ft. Protective Aura: Free action, as a double-strength Magic Circle against Evil and Lesser Globe of Invulnerability (always has active) Resistances: Fire resistance 10; +4 save vs poison Spell-Like Abilities: At will - guidance, resistance, virute and bless Tongues: Always active -Paladin Aura of Good: Equal to Paladin level Detect Evil: As spell at will Smite Evil: 2/day; +Cha to attack; +5 to damage Divine Grace: Cha bonus to saving throws Lay on Hands: Cha bonus x Pal level healing each day Aura of Courage: Immune to fear spells and effects; Allies withing 10 ft. gain +4 morale bonus vs. Fear effects Divine Health: Immunity to all disease (magical or otherwise) Turn Undead: Turns undead as a 2nd level cleric Spells: Can cast 1st level paladin spells -Anointed Knight (Self) Unbroken Flesh: DR 3/- Deep Strike: 3/day +2d6 damage Inspired Strike: 3/day single extra attack at highest BAB -Anointed Knight (Ancestral Relic) Sunder Resistance: Weapon gains +10 hardness Impervious: Weapon gains +50 hp Sentience: Int 10, Wis 14, Cha 14, Speech, 120 ft. vision/hearing, Cure Moderate 3/day (2d8+3) and Deathwatch continually active -----Items----- Lightbreather; +2 Blessed Holy Large Aurorum Greatsword: 50,350 gp +2 Exalted Mithril Full-Plate: 35,500 gp Retributive Amulet: 56,000 gp Helm of the Shadowbane; Celestial Brilliance spell activated at will: 28,000 gp Cloak of Charisma +2; 4,000 gp Belt of Giant Strength +4; 16,000 gp Anointed Knight Oil (7); 100 gp each: 700 gp GP: 9,450 GP -----Weapon----- Lightbreather is Geral's only weapon. The ancienct bond between his family and the use of it's powers against the forces of darkness go back so far it cannot be traces by mortal means. Only the gods know where this eternal bond started. Lightbreather is made from Aurorum, a metal that has kept this sword alive for many millenia. She, Lightbreather, is highly motivated and very outspoken against evil creatures. She is a true crusader's weapon of choice and her and Geral will always be together until his own son bears the crest of his family and fights for virtue. Lightbreather is a +3 Holy Blessed Aurorum Large Greatsword dealing 3d6 damage; +2d6 to evil creatures; +1 damage to evil creatures -or- +1d4 to evil outsiders/undead; +1d6/+1d8 holy damage vs Evil creatures/Evil outsiders or Undead; critical threats against evil foes are automatically considered critical hits. I came up with this guy, Much thanks to Nightscreamer20 for the Helm of Shadowbane. Still working on his complete storyline... but believe me it's going to be a nice read. |
| Silmarien Aldalome12-06-04, 07:08 AM | Very nice. It has some great powers - and we'll look forwards to seeing how it fires. Choose a Foundation (or several) to ally yourself with - or start one of your own. But, we've got a basic split between good and evil. The Guild of Pure Good and Guild of Pure Evil are (of course) at war. There's the Sovereign Throne, where The High King makes his edicts, and the Coucil of Archmages and Half-Elven Foundation, the Purple Knights, and some new Foundations. And the Battle Arena where you win gold in tournaments if you challenge someone. There's the Metathread - where we're still working out the nuts and bolts of the rules of the game - we're currently looking at Foundation statistics. And - if you have any questions, prolly the Metathread's the best place or PM me. In any case ENJOY and welcome. stav |
| The Vorpal Tribble12-06-04, 11:41 AM | I used the Mind Flayer from the XPH, whichstarted me off as a level 9 manifester, hence where I got the extra powers. Also, I didn't use an average Mind Flayer, I rolled 3d6 six times, then assigned each number to a stat. One of them was 18, and it went to Int. After the racial ability modifiers and the two points, I had an Int. of...hmm...28? I was off by two points. Thanks for pointing out that error. how does starting at 9th level manifester give you more low-level powers? I just haven't seen that. Also, where does it say mindflayers get a +8 int? |
| NightScreamer2012-06-04, 03:07 PM | Description Name: Caronath the Nightscreamer Gender: Male Race: Blooded Height: 5' 7" Weight: 185 lbs. Eyes: Left moon-yellow, Right deep-crimson Hair: Platinum long and dishevled Skin: Pale ivory with a mottled blue tint Align: Lawful Neutral Class: Artificer6/Artifex10 HP: 111 XP: 6,583 XP Ability Scores and Adjustments Mod Total Race Gain Magi Str -1 8 +0 +0 +0 Dex +3 16 +0 +1 +0 Con +3 16 -2 +0 +4 Int +3 16 +2 +0 +0 Wis +2 14 +0 +0 +0 Cha +6 22 +2 +2 +4 AC and Saves Total Base Arm Shl Dex Misc AC 40 10 +13 +6 +1 +10 Total Base Abl Magi Fort +12 +4 +3 +5 Reflex +11 +4 +2 +5 Will +18 +11 +2 +5 Skills Skill Ttl Rnks Abl Misc Appraise +17 +14 +3 +0 Concentration +31 +18 +3 +10 Craft (Weaponsmith) +41 +18 +3 +20 Craft (Armorsmith) +41 +18 +3 +20 Knowledge (Arcana) +18 +15 +3 +0 Knowledge (Planes) +18 +15 +3 +0 Spellcraft +31 +18 +3 +10 Use Magic Device +44 +18 +6 +20 Feats Name Lvl Bonus? Scribe Scroll 1 Yes Two-Weapon Fighting 1 No Brew Potion 2 Yes Craft Wondrous Item 3 Yes Maximize Spell 3 No Craft Homonculus 4 Yes Energy Subsitution (Acid) 4 Yes Craft Magic Arms and Armor 5 Yes Energy Admixture (Acid) 6 No Craft Wand 8 Yes Dual Wand Wielder 9 No Bind Elemental 11 Yes Craft Staff 12 Yes Wand Mastery 12 No Quicken Spell 14 Yes Quick Draw 15 No Blooded Racial Traits - Living Dead Subtype (Ex): Blooded are undead with the living dead subtype. A living dead is undead that carries the traits of a living being, gaining a free will and sentience as if it were alive, through powerful magics. Blooded are living undead that combine both features of the living and the undead. Features: As a living dead, a blooded has the following features. - A blooded derives it's Hit Die, base attack bonus progression, saving throws, and skill points from the class it selects. Traits: A blooded possesses the following traits. - Unlike other undead a blooded has a Constitution score. - Unlike other undead a blooded does not have darkvision. - Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, energy drain, and mind-affecting spells and effects. - A blooded can heal damage naturally. - Unlike other undead, blooded are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects (see below). - As living undead blooded can be affected by spells that target living creatures as well as undead. However a blooded is still naturally attuned to negative energies. Damage dealt to a blooded can be healed through a inflict light wounds spell but takes damage from a cure light wounds spell, for example, and a blooded is vulnerable to spells such as disrupt undead and command undead but not to hold person and charm person. whenever a Blooded is targetted by a spell that can target undead or living creature, a blooded is treated as an undead. A Blooded also receives bonuses as if it were an undead when concerning all Necromancy spells. A blooded is unaffected by turning or rebuking of any sort. For spells that affect undead depending on Hit Die, his Hit Die are counted as twice as many. - As a living undead a blooded cannot be raised or resurrected. - A blooded does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magical items such as heroes's feast or potions. - Although living dead no not need sleep a blooded must go into a trance for at least 4 hours to regain their natural energies. Blooded wizards still have to rest a full 8 hours in order to prepare spells for the day. - Unlike other undead blooded age, very slowly, but they do age. When determining their age treat them as elves, adding an extra 2d20 years to each roll. When determining when a Blooded dies of old age, roll as if it were an elf, then add 2d100 to that roll. - Ability Scores: -2 Constitution, +2 Wisdom, +2 Charisma: Blooded are naturally suave and cunning, but their bodies are not as strong as those of other living beings. - Medium: As medium undead, blooded have no special bonuses or penalties due to their size. - Speed: A blooded base land speed is 30 ft. - Light Shunned (Ex): Blooded naturally shun light and escape from it when possible. When in direct natural sunlight they take a -2 penalty on all Will saves and Skill checks involving Intelligence, Wisdom, or Charisma. These penalties last for 2d6 minutes after leaving the sunlight. For every hour a Blooded is in direct natural sunlight they must make a Fortitude save (DC 10 + hours in direct sunlight), or take 1 temporary Con damage. - Hydrophobia (Ex): Blooded have a natural fear of water taken from their vampiric ancestry. A Blooded takes a -1 morale penalty on all attacks rolls, saves, and skill checks when within 20 ft. of running water. A blooded takes a -5 penalty on all swim checks pertaining to water. - Blood Drain (Ex): Like their ancestors, blooded drink the blood of living beings. In order to drain an opponent of blood a blooded must make a grapple check against that opponent. If it pins a foe successfully, it drains blood, dealing 1 point of Constitution drain each round the foe is pinned. On each such successful attack, the blooded gains 5 temporary hit points. - Skills: +2 racial bonus on all Climb, Jump, and Listen checks. A blooded's physical well being from their ancestory make's them quite agile and strong, as well as enhancing their hearing, having retained a slight sonar ability like that of a bat. - Natural Weapons: A blooded has a natural weapon in the form of a claw attack, dealing 1d4 points of damage. - Languages: Automatic Languages: Common; Bonus Languages: any. - Favored Class: Rogue. A multiclass blooded's rogue class does not count when determining whether he take an experiance point penalty for multiclassing. Items 1 Mask of Charisma +4 enhancement bonus to Charisma Cost: 3,200 GP 1 Periapt of Health +4 enhancement bonus to Constitution Cost: 3,200 GP 1 Warsmith's Hammer +10 competence bonus to all Craft (Weaponsmithing) and Craft (Armorsmithing) checks; Can be wielded as if a heavy mace Cost: 5,210 GP 1 Gloves of the Artificer +10 competence bonus on all Use Magic Device checks and Concentration checks Cost: 5,010 GP 1 Vest of Resistance +5 resistance bonus on all saves Cost: 5,000 GP 1 +5 Heavy Fortified Dromkarian Bone Full-Plate Immune to critical hits; Full Conealment (50% miss chance) Cost: 20,520 GP 1 +2 Dancing Tower Shield Cost: 3,344 GP 1 Belt of Energy Resistance Energy Resistance 10 for Acid, Cold, Electricity, and Fire Cost: 19,800 GP 1 Robe of Shielding SR 30 and +5 insight bonus to AC Cost: 44,750 GP 1 Hankerchief of Presidigitation Presidigitation at will Cost: 400 GP 2 Wands of Fireball CL 8th; made out of Dromkarian bone and tipped with rubies Cost: 9,200 GP 2 Wands of Lightning Bolt CL 8th; made out of Dromkarian bone and tipped with rubies Cost: 9,200 GP 8 Clockwork Goblin Crew Str 14, Dex 18, Con -, Int -, Wis 10, Cha 1; AC 24/15/16; Slam 1d4+2; DR 4/Adamantine; HP 17; Construct traits Cost: 2,400 GP 5 Dedicated Wrights See Eberron Campaign Setting page 285 for details 1 Never-Fail (Earthbound Rail Coach) 8 crew; 40 tons of cargo; 15 mph Cost: 15,000 GP 1 Earthbound Rail Cart 100 tons of cargo or 200 passengers Cost: 550 GP 8 Chainshirts and Shortspears For Clockwork Goblin Crew; small Cost: 378 GP 1 Artifex Forge Cost: 3,000 GP Money: 84,258 GP |
| bgt12-06-04, 04:25 PM | how does starting at 9th level manifester give you more low-level powers? I have the same number of powers as I should for a 9th level manifester. I didn't before, so thank you for pointing this out. Also, where does it say mindflayers get a +8 int? The Monster Manuel. |
| Sssargoth12-06-04, 04:50 PM | how does starting at 9th level manifester give you more low-level powers? I just haven't seen that. Also, where does it say mindflayers get a +8 int? they get powers from their race. 5 level 1 powers, 6 2nd level powers, 3 3rd level powers, 3 4th level powers, and 2 5th level powers. for the stat mods, all you have to do is take the stats of a typical Mind Flayer and subtract either 10 or 11, whichever gives an even number. From the 3e MM a Mind Flayer gets +2 Str, +4 Dex, +2 Con, +8 Int, +6 Wis and +6 Cha. Unfortunately I don't have the 3.5 MM or I would have used that. |
| The Vorpal Tribble12-06-04, 05:02 PM | Man, Mindflayers are nuts. |
| bgt12-06-04, 05:08 PM | Man, Mindflayers are nuts. I assure you, Illithid are perfectly sane. :rimshot: When the current battle ends, I'm willing to have a knockout mage duel with Timothae, just to see how nuts my illithid is. |
| The Vorpal Tribble12-06-04, 05:17 PM | If you ask him, sure (though he'll be bringing Neckie with him ;) ) However, if Gurgetar wins this battle then Umbra will be challenging the gob for release of the hamsters to Umbra's preserve. |
| turalisj12-06-04, 05:44 PM | you don't have much confidense in me, do you? |
| The Vorpal Tribble12-06-04, 05:52 PM | Nothing in my post even hinted at that, but truth be told, no. Your tatics are too conventional and you don't seem to be learning by defeat. Gotta do things unexpected, work out strategy, use your abilities to do odd things, out think your opponent several moves into the future, but be ready to have a backup plan that takes advantage of him overcoming those plans. Have strategy backups, test the waters, don't ever put your big guns first and never let them have an inkling of what you'll do next, circle and study, pace yourself, that kind of thing :) And once they are used to you doing unexpected things, do something expected. Keep them guessing. |
| turalisj12-06-04, 06:00 PM | well, i am saving a few of my powers for when i can charge him........but that won't be for about another 10 rounds. :mad: |
| bgt12-06-04, 08:17 PM | I say Time Hop him, grab as many hampsters as you can, and bring 'em back to the restoration chamber at the foundation. However, I think we're starting to derail this thread, so let's bring our strategy back to the foundation. |
| turalisj12-06-04, 08:27 PM | i don't have time hop. turn to page four of this thread to see a list of my powers. |
| bgt12-06-04, 08:32 PM | That was meant mainly as a joke. Honestly, I'm not sure that a restoration chamber could fix baleful polymorph. |
| MoronPunisher12-07-04, 12:58 AM | Just crunched some numbers and Archie's magic items came up a little light. I figured since it hasn't mattered yet that it wouldn't be too gauche to *ahem* edit this. Magic Items: Ring of Protection +5: +5 to AC The Eyes of Warmth: When these eye goggles, which look like gnomish eye protective wear, are worn over the eyes they grant the wearer and effect similiar to Detect Evil but the goggles reveal heat instead. This Detect Heat effect is also different from Detect Evil in that the effect is instantinious and holds for the entire time the wearer keeps the goggles on his or her face. The goggles can work continously for about 2 minutes before needing an hour to recharge. The Snowglobe: A simple but surprisingly durable glass globe about 5 inches in diameter with a water core. Suspended in the water are flakes of snow. 3/day the act of shaking the globe and saying a command word triggers an effect simiar to Control Weather save the effect bypasses the 10 minute casting time and the 10 minute delay time, the area of effect is only with Long range, and the only effect available is a thick snow with the tempurature dropping 30 degrees fairenhait. Additional uses while the effect is still in play for further effect do not effect how much snow falls, but the tempurature will drop another 30 degrees per use. Aiming for a little less them 200,000 gp. Cool? |
| Xen15512-07-04, 11:40 AM | Description Name: Horodrosmith Gender: Male Race: Human Height: 5' 9'' Weight: 195 lbs. Eyes: Dark Blue Hair: Black with short Black Beard Skin: Pale but dirty Class: Artificer5/Artifex10 HP: Ability Scores and Adjustments Mod Total Race Gain Magi Str +0 10 +0 +0 +0 Dex +0 10 +0 +0 +0 Con +0 10 +0 +0 +0 Int +2 14 +0 +0 +0 Wis +2 12 +0 +0 +0 Cha +8 27 +0 +3 +6 AC and Saves Total Base Arm Shl Dex Misc AC 37 10 +12 +10 +0 +5 (+5 reflection) Init:+4 Total Base Abl Magi Conditions Fort +4 +4 +0 +0 +0 Reflex +4 +4 +0 +0 +0 Will +11 +12 +1 +0 +4 against Psionics Skills Appraise Diplomacy Craft (Weaponsmith) Craft (Armorsmith) Knowledge (Arcana) Knowledge (Planes) Spellcraft Use Magic Device +38 Infusions 1st 4 2nd 4 3rd 3 4th 3 5th 3 6th 2 Feats1 Scribe Scroll Brew Potion Craft Wondrous Item Craft Homonculus Craft Magic Arms and Armor Craft Rod Craft Ring Craft Construct Wand Mastery Extra Rings Craft Staff Improved Initiative Magical Apptitude Duel Wand Wielder Strong Mind Equipment +5 Full Plate Armor Of Heavy Fortification +10 Large Steel Sheild Horodrosmith's Left Boot 5/day-Teleport Wand Of Fireball cl:17 Wand Of Lighting Bolt cl:17 Cloak of Charisma +6 Amulet of Nat Armor +5 Bracers of Health +6 Gloves of Artificer +10 to UMD and Concentration checks (competence). 5 dedicated wrights GP:95,000 XP: 107,440 Craft Reserve:690 Divine Rank- Soverign Rank- |
| Gurney Halleck12-07-04, 01:43 PM | Description Name: Gurney Halleck Gender: Male Race: Human Height: 6'1" Weight: 230 lbs. Eyes: Light Green Hair: Blond Skin: Tan Class: 10 Fighter/6 Bard HP: 76 Alignment: Neutral Good -----Ability Scores----- Mod Total Race Str 2 15 Dex 1 12 Con 2 14 Int 0 10 Wis 0 10 Cha 2 14 -----AC and Saves----- Total Base Arm Dex Misc Def AC Total Fort 9 Reflex 8 Will 8 -----Attack----- +14/+5 -----Abilities----- |
| The Vorpal Tribble12-07-04, 09:20 PM | Can anyone use a guard in their guilds? If so I'll post yet another fellow's stats. |
| coop12312-07-04, 10:13 PM | Name:kuul Class(es):16 level monk Total ECL: 16 Race (Type): Human Gender: Male Alighnment: lawful neutral age:27 eyes:brown height:5''11 hair:black weight:145 gp:23000 ---Ability/modifier--- Str: 20 (+5) Dex: 18 (+4) Con: 16 (+3) Int: 10 (0) Wis: 12 (+1) Cha: 10 (0) Skills: climb +12 jump +12 Concentration +8 balance +15 craft 0 diplomacy 0 escape artist +14 hide +11 swim +2 tumble +4 move silently +4 preform 0 profession +1 listen +1 knowledge 0 Feats/Abilities: improved unarmed strikes,unarmed strike, iron will,stunning fist,dodge deflect arrows,blind fight,alertness,ambidexterity,immune to all diseases & piosons, spell resistance 27 Saves (f/r/W): +10/+14/+11 HP: 120 AC: 35 BAB: +12/+7/+2 ---Attacks/Damage--- Melee:unarmed +17/+17/+12/+12/+7/+7 damage:2d6+5 for the purpose of defeating damage reduction, hands are consider to be magic, lawful, and adamantine Languages:common Equipment: belt of giant strength +6, bracers of armor +8, ring of natural armor +5, ring of protection +5, amulet of health +6 Divine Ranks: - Sovereign Ranks: - Experience:105,000 |
| BronzeBeard12-08-04, 02:41 AM | Can anyone use a guard in their guilds? If so I'll post yet another fellow's stats. Don't. If you want a guardian, or any other cohort, from now on you need to ask for a NPC sheet from a GM |
| The Vorpal Tribble12-08-04, 02:49 AM | When'd they let DM's into the guilds? :rimshot: |
| BronzeBeard12-08-04, 03:22 AM | who? |
| The Vorpal Tribble12-08-04, 03:46 AM | never mind... anyways, what do you mean by... Don't. If you want a guardian, or any other cohort, from now on you need to ask for a NPC sheet from a GM ? |
| BronzeBeard12-08-04, 05:21 AM | Means: If you want a cohort, a follower, an animal companion or etc. than ask for a GM to make a NPC character. You, yourself, cannot make another charsheet beyond the one for your PC |
| Orcy The Green Wonder12-08-04, 07:50 PM | Means: If you want a cohort, a follower, an animal companion or etc. than ask for a GM to make a NPC character. You, yourself, cannot make another charsheet beyond the one for your PC Orcy doesnt remember making a rule where he has to make the cohorts and animal companions. Probably because he didnt. Orcy doesnt have the time to sit here and make other peoples cohorts and such for them. However with an NPC, yes... that should be asked about. |
| flaiquiri12-09-04, 06:26 PM | I know the basic requirements, but are we expected to use preconstruced stuff from books, etc., or make our own things up as well? If so, how do you arbitrate what is ECL 15? Also, can you point buy your ability scores above the standard maximum of 18 before adjustments? And can you point sell? Do you have any other requirements? Is there anything in particular you prohibit characters from having? Also, do you have any modular abilities/immunities, etc., that you have fixed house level adjustments for? Thanks! |
| Orcy The Green Wonder12-09-04, 06:30 PM | Orcy clears his throat. Any races, homebrew or not are allowed. However, it is best to clear them with a GM first. You should be the alignment of you guild in general, if your guild has no real alignment, then you can play whatever. Orcy knows of no houseruled adjustments based on immunities, but once again, a GM should look over custom things. No point selling, nothing over the normal 18 for a base. The only thing not allowed in Orcy's arena are instant death spells and items. Otherwise, Orcy believes they are allowed elsewhere on the board that arent part of the arena. Which is everything not in the arena. If you still have a question about something being allowed, send it to a GM. Orcy himself or Silmarien are the GMs for this board. |
| turalisj12-09-04, 06:36 PM | name:cerebrenth race:elf age:300 hair:black with silver streaks skin:light class(es):rouge10/assasin5 stats: str:11 con:10 dex:12 wis:14 char:14 intel:14 fort: will: ref: feats: skills: spells: items: |
| He Who Shall Not Be Named12-10-04, 01:32 PM | How do you put a link in your sig that directs people to a single post (aka my character), instead of the whole thread? |
| De Batavier12-10-04, 01:40 PM | click the post number, in the right corner. This opens a linkable screen. (copy paste the url etc etc) :cool: edit Your welcome. :cool: |
| He Who Shall Not Be Named12-10-04, 01:43 PM | thanks |
| He Who Shall Not Be Named12-10-04, 02:00 PM | My character for both the Risen Dead Foundation and the Guild of Ultimate Evil: Rogan Darkhammer (The Nameless One) Storyline: Rogan Darkhammer is a fallen Paladin, whose subsequent actions led to his unholy demise. While guarding a small town from bandits with his Paladin squad, he and one other Paladin were asked by his sergeant to guard the local church, where the citizens had hid for safekeeping. The rest of the Paladins went off to fight the brunt of the bandit force. However, this force was just a distraction, and soon after the Paladins left, Rogan and his counterpart saw the bandit leader and two of his lackeys sneaking toward the church. When the bandit leader saw Rogan and the other Paladin, he spoke a few words to his lackeys, and then they split up. The bandit leader made a break for it, trying to escape. Against the will of the sergeant and the better judgement of his fellow guard, Rogan pursued the bandit leader. He eventually caught up to his quarry and killed him, but at what cost… when he returned to the church, the other guard was dead at the hands of the two lackeys, and the church was burnt to the ground and many of the citizens injured or killed in the blaze. He was thrown out of his Order, and he wandered the land in search of mercenary work. Over the years, his standards for what he would do in a job lowered and lowered. Eventually, he was hired by a devil to participate in an infernal battle against demons. Rogan fell in the battle, but he had fought with such audacity and skill that the devil raised him up as a Death Knight. He told Rogan that he had two choices: serve the devil in mindless rapture for eternity, or keep his mind, and willingly give himself over to Hextor as his blackguard. Whatever shred of morality was left in Rogan as a man was snuffed out in his new form… and he chose Hextor to be his new master. He believes his life, previous to undeath, was moralistic and weak, even after he fell from grace. Therefore, even though he is fully aware of his previous name, he no longer goes by it or acknowledges it, and is henceforth known as He Who Shall Not Be Named, or the Nameless One. Rogan Darkhammer Human Death Knight 3FallenPal/4Ftr/3BG/LA+5 Alignment: LE Height: 6’1” Weight: 160 lbs Eyes: Red Hair: Black Age: Unknown Deity: Hextor Languages: Common, Undercommon, Infernal XP: 106,000 Initiative: +3 AC: 10 + 9(armor) + 3(Dex) + 5(Shield) +5(Natural) = 32 (before Divine Shield) DR: 15/magic SR: 20 Speed: 40 HP: 90 Undead traits and immunities, plus immune to cold, electricity, turning, and polymorph, fire resistance 10 (item). Has nightmare mount; mount is uninvolved in combat Attack: +21/+16, 2d6 + 13 + 1d6(cold) + 7(DM) + PA, 19-20x2 crit Str: 26 +7 [16+6(item)+4(template)] Dex: 16 +3 [14+2(item)] Con: -- -- Int: 12 +1 Wis: 16 +3 [14+2(template)] Cha: 26 +7 [16+6(item)+2(template)+2(HD)] Saves (F/R/W): 20/16/16 Feats: Power Atk Imp Toughness Divine Might Wpn Focus GS Imp Buck Def Cleave Divine Shield Imp Sunder Skills*: Concentration: 15, Diplomacy: 10, Knowledge (N+R): 4, Knowledge (Rel): 10, Ride: 10, Sense Motive: 9, Hide: 8, Climb: 10, Jump: 13 -Used 2 ranks to learn Undercommon *=Before Armor Check of -3 Special Attacks and Qualities: - Touch attack deals 1d8 + Cha negative energy, 1 Con damage, Will DC 22 for half damage and negate Con. - Once per day, can cast equivalent of fireball as Sorc of his HD, 20d6 damage cap. Half damage is fire, half damage is divine. Ref DC 22 for half of fire damage, always take full divine. - Fear Aura: Aura casts fear on opponents less than 5 HD, 15 ft radius, Will DC 22 negates. - DCs above are Cha based. - Detect good at will. - Poison Use. - 10 Rebuke undead. - Smite good 2/day. - Lay on Hands: 70 points. - Cha to saves. - Darkvision 60 ft. - Aura of Despair: Opponents in 10 ft. radius have -2 on saves. - (Item) Can counter fire spells that have longer than instantaneous duration. Rolls 1d20+14, must beat 11+CL of spell. - (Item) Haste 1/day, 10 round duration. - (Item) Dim Door 1/day. - Spells memorized: 2 corrupt weapon, 1 darkness. Divine Ranks: Sovreign Ranks: Items: Weapon: Frost Brand (+3 Frost Great sword) (54475gp) Armor: +1 Mithral Full Plate of Speed (counts as med armor) (26500) Shield: +4 Mithral Buckler (16330) Ability Boosters: Gloves of Dex +2, Belt of Str +6, Headband of Cha +6 (76K) Misc: Boots of Springing and Striding, Cape of the Mountebank, Vest of Resistance +3 (24580) 1000gp used on misc mundane (rope, sack, etc) that most likely will not come up in combat 115gp left |
| Dyne12-10-04, 11:01 PM | Name: Rurik Bloodrock Class: Fighter 8/Dwarven Defender 7 Race: Dwarf Alignment: Home Region: The North (The Silver Marches, Citadel Adbar) Languages: Common, Dwarven, Garmautz, Chondathan, Illuskan Strength: 24 (16 +2 HD +6 Gauntlets of Strength) Dexterity: 15 (14 +1 HD) Constitution: 24 (16 +2 racial +6 Amulet of Health) Intelligence: 10 Wisdom: 10 Charisma: 8 (10 -2 Charisma) Speed: 20 ft. HP: 202 AC: Touch AC: Flat-Footed AC: Initiative: Skills: +0 Appraise (+0 Int) (+2 for stone/metal, +2 if detailed or small, +2 if value depends on weight) +1 Bluff (-1 Cha +2 Thunder Blessing) +11 Craft (weaponsmithing) (+9 ranks +0 Int +2 mwk tools) (+2 for stone/metal) +11 Craft (armorsmithing) (+9 ranks +0 Int +2 mwk tools) (+2 for stone/metal) +1 Diplomacy (-1 Cha +2 Thunder Blessing) +1 Disguise (-1 Cha +2 Thunder Blessing) +1 Gather Information (-1 Cha +2 Thunder Blessing) +1 Handle Animal (-1 Cha +2 Thunder Blessing) +1 Intimidate (-1 Cha +2 Thunder Blessing) +6 Listen (+6 ranks) +6 Sense Motive (+6 ranks +0 Wis) +6 Spot (+6 ranks +0 Wis) Feats: Anvil of Thunder (Complete Warrior) Armor Proficiency (light, medium, heavy) Dodge Endurance Improved Shield Bash Improved Sunder Martial Weapon Proficiency (All) Power Attack Shield Proficiency Simple Weapon Proficiency Thunder Twin (twin is Lady Rolindin) (from the FRCS) Toughness Tower Shield Proficiency Two-Weapon Fighting Weapon Focus (Dwarven Waraxe) Weapon Focus (Warhammer) Special Abilities: Trap Sense +1 Improved Uncanny Dodge DR 3/- Defensive Stance (4/day) Fortitude: +18 (+11 +7 Con) Reflexes: +6 (+4 +2 Dex) Will: +7 Experience: 112,500 XP Base attack Bonus: +15/+10/+5 Melee: +22/+17/+12 Ranged: +17/+12/+7 Grapple: +22 Attack GEAR: Backpack (2 gp), Bedroll (1 sp), Bullseye Lantern (12 gp), Oil (10 pints) (1 gp), Belt Pouch (1 gp), Sack (1 sp), Shovel (2 gp), Tent (10 gp), Waterskin (1 gp), Climber's Kit (80 gp), Cold Weather Outfit (8 gp), Winter Blanket (5 sp), Tinder Twig (10) (10 gp). TOOLS: Masterwork Artisan's Tools (55 gp), Magnifying Glass (100 gp), Merchant's Scale (2 gp), Miner's Pick (3 gp), Paper (5 sheets) (2 gp), Ink (1 oz. vial) (8 gp), Inkpen (1 sp). CLOTHING: Explorer's Outfit (Starting Clothing Package), Artisan's Outfit (1 gp). OTHER: Chest (2 gp), Ale (1 gallon) (2 sp), Wagon (35 gp), Heavy Horse (2) (400 gp), Bit and Bridle (2) (4 gp), Amazing Lock (150 gp). Total: 200,000 gp. Spells: None Divine Ranks: Soverign Ranks: Age: Height: Weight: Eyes: Hair: Rurik and Coren, being Thunder Twins, are inseparable. Even though they are twins, they have radically different approaches, Rurik taking to the path of the warrior, and Coren taking to the path of the mage. However, the two work well as a team, with Rurik keeping foes at bay while Coren blasts them with a spell. Despite never truly understanding the appeal of magic, Rurik looks up to his sister for her intelligence, and he always tries to keep her from harm. Lady Rolindin, are you gonna post your stats soon? |
| liquid nitro penguin12-11-04, 10:47 AM | Name: Clicky Class: Psychic Warrior 3/Pyrokineticist 8 Race: Thri-Kreen Alignment:CN Strength: 20 Dexterity:15 Constitution:14 Intelligence:10 Wisdom:18 Charisma:6 Speed: 50 ft. HP: 112 AC:15 Touch AC:12 Flat-Footed AC:13 Initiative:+2 Skills:Balance+2, Concentration+18, Craft(alchemy)+1 Knowledge(psionics)+2, Jump +40 Feats: Deflect Arrows, Speed of Thought, Up the Walls, Psionic Body, Run, Weapon Focus(fire lash),Wounding Attack Special Abilities: Darkvision 60 feet, Immune to sleep, poison, Leap, Naturally psionic, Psi-like abilities(3/day- chameleon, know direction; 1/day-psionic displacement, metaphsical claw), Fire Lash, Fire Adaptation, Hand Afire, Bolt of Fire, Weapon Afire, Nimbus, Firewalk,Fear no Fire, Greater Weapon Afire Fortitude:9 Reflexes:10 Will:6 Experience:105,000 Base attack Bonus:+10 Melee:+15 Ranged:+12 Attack: 4 claw +15(1d4+5), 1 bite(1d4+5+Poison[initial-1d6 Dex, Secondary Paralysis], +1 Acidic Psycoknietic Jumping Heavy Mace +16(1d8+5+1d6 acid+1d4 ectoplasmic] Equipment: -1 Magebane Manacles -1 +1 Acidic Psycoknietic Jumping Heavy Mace -1 Boots of Temporeal Acceleration Gold: 200 gp. Psionics: Power Points-10 Powers: 1-Burst, Dissipating Touch, Vigor |
| Lady Rolindin12-11-04, 04:42 PM | Coren Bloodrock thunder twin Dwarven foundation home Cithdal Adbar, moved to Mythril Hall with twin to study magic a few years ago. age 75 weight 110 height 4 ft. speed 20 flat footed ac:10 +5= (ring of proctection +5)15 (with mage armor+4)19, touch ac: 15 Wizard Hit points: d4 (15)+1 = 64 Female dwarf; Height: 4ft.1' Weight: 108, age Con 13 mod +1 Dex 13 mod +1 Wis 15 mod +2 Cha 11 mod +1 Int 18 mod +4 Str 12 mod +1 spell resistance:d20 +15 level +5 ring Languages: Dwarfven, Common, Chondathan, Draconic, Gaint, Goblin kind, Illuskan, Orc (dwarf Home languaga:Garmazt), Laross base Saves For 5+4 =9 +d20 Ref 9+1=10 +d20 Will 10+1=11 +d20 200,000 gp to spend yeh! Feats: magical aptitude (+2 on spell craft and use magic device) spell mastery spell penetration craft wondrous item craft wand craft staff empower spell craft arms and armor spell focus, craft wondrous item Skill: spot 2+8=10, listen 2+8=10 sense motive 2, Bluff 1 +8=9, search 4+ 5=9 survival 2 +8=10 climb 1+8=9 Summon familiar (extra), scribe scroll(extra), concentration 1+8=9, spell craft 4+6=10, knowledge arcana 4+5=9, decipher scroll 2 +7=9, diplomancy 1 +9=10, knowledge history (arcana, Netheril, dwarfen)4 +8=12 craft(weapon) 4+8 +2(dwarfen bonus)=14 Craft (items sup or com) 4 +8 +2= 14 Things bought or made. ring of procection +5, ring of wizardry, broach of true seeing. Spells per day 0-4 1-5 2-5 3-5 4-4 5-4 6-3 7-2 8-1 spell book 0: rug sweep, read magic, acid splash, arcane mark, resistance 1st level- magic missile, mage armor, true strike, ray of enfeeblement, dust cloud obscuring mist magic weapon magic missile 2nd level- gillter dust, melf's acid arrow, invisbiality, web, rainbow beam arcane lock resist energy scorcing ray bull's strenght 3rd level- dispell magic, fire ball, flame arrow, haste, rainbow blast, deadly spray explosive runes tongues rage 4th level- stone skin, rary's mnemonic enhancher, wall of ice, greater invisibility, globe of invonlerabilty fire trap dimensional anchor stone skin scrying ice storm baker's hands, polaris spray 5th level- Arbrell spears, Arbrell disks, feeble minded, hold creature, permanency dismissal cloud kill major creation pass wall mind fog 6th level- contingency, antimagic field, dispell magic greater, true seeing, guards and wards 7th spell turning teleport greater force cage limit wish 8th mind blank binding sunburst |
| Xen15512-11-04, 04:47 PM | Lady Rolindin, you cant have a character whos total ECL goes over 15. Your char is a ECL19 (4fighter 15 wiz.) |
| Dyne12-11-04, 09:59 PM | Lady Rolindin, you cant have a character whos total ECL goes over 15. Your char is a ECL19 (4fighter 15 wiz.) He's right, Lady Rolindin. You'll have to take a few levels off of Wizard or something. Aren't you supposed to have the Thunder Twin feat? We ARE Thunder Twins, and it wouldn't make sense if you didn't even have the feat. |
| Sssargoth12-11-04, 10:16 PM | Aren't you supposed to have the Thunder Twin feat? We ARE Thunder Twins, and it wouldn't make sense if you didn't even have the feat. Please dont tell us the basic scenario goes down like this (http://www.penny-arcade.com/view.php3?date=2002-06-12&res=l) . that would just be disturbing.... |
| Demonfey12-11-04, 10:18 PM | Please dont tell us the basic scenario goes down like this (http://www.penny-arcade.com/view.php3?date=2002-06-12&res=l) . that would just be disturbing.... It won't. It's not like that. |
| Dyne12-11-04, 10:21 PM | Please dont tell us the basic scenario goes down like this (http://www.penny-arcade.com/view.php3?date=2002-06-12&res=l) . that would just be disturbing.... That is disturbing (and yet, rather humorous). We're dwarves that were born as twins thanks to Moradin's Thunder Blessing, which he gave to the dwarven race so they would reproduce faster in order to make up for the losses they suffered from their enemies killing them off. |
| Xen15512-11-04, 10:49 PM | Description Name: Gender: Male Race: Human Height: 6'2" Weight: 195 lbs. Hair: Black Eyes: Black Skin: Slightly tanned Class: 15th Cleric Of Bane HP: 26 Ability Scores and Adjustments Mod Total Race Gain Magi Str +0 10 +0 +0 +0 Dex +0 10 +0 +0 +0 Con +2 14 +0 +0 +0 Int +0 10 +0 +0 +0 Wis +4 18 +0 +0 +0 Cha +0 10 +0 +3 +6 AC and Saves Total Base Arm Shl Dex Misc AC 37 10 +0 +0 +0 +0 Init:+0 Total Base Abl Magi Conditions Fort +4 +9 +0 +0 +0 Reflex +4 +5 +0 +0 +0 Will +11 +9 +4 +0 +4 against Psionics Skills Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Feats Equipment GP:200,000 XP: 112,500 Divine Rank- Soverign Rank- |
| turalisj12-12-04, 07:23 PM | this needs a :bump: |
| grimclaw12-13-04, 10:17 AM | me too! :bump: :bump: |
| Lothor Bolvreck12-13-04, 02:42 PM | Description Name: Lothor Bolvreck Gender: Male Race: Human Half-Fiend Height: 4'3" hunched Weight: 115 lbs. Hair: Dirty Gray Eyes: Glowing Purple Skin: Pasty white with liver spots and cancerous growths Feet: Bird talons Hands: Burnt black with blue flame emanating from cracks Nails: Long jagged and splintered Teeth: Long jagged and splintered Wings: Blue-Black decaying feathers Note: Constant stench of rot and decay surrounds Class: 8th Warlock, 4th Invocation Master (http://boards1.wizards.com/showpost.php?p=5061982)(PrC) HP: 80.5 Ability Scores and Adjustments Mod Total Race Gain Magi Str +1 12 +4 +0 +0 Dex +4 18 +4 +0 +0 Con +3 16 +2 +0 +0 Int +4 18 +4 +0 +0 Wis +1 12 +0 +0 +0 Cha +5 20 +2 +2 +0 Skills total abil ranks misc mod mod mod bluff 10 +5 5 concentration 15 +3 12 intimidate 15 +5 10 kn arcana 19 +4 15 kn planer 19 +4 15 kn religion 14 +4 10 sense motive 10 +1 9 spellcraft 21 +4 15 +2 use magic device 22 +5 15 +2 AC and Saves Total Base Arm Nat Dex Misc AC 15 10 +0 +1 +4 +0 AC:15 Touch AC:14 Flatfooted AC:11 Init:+4 Total Base Abl Magi Conditions Fort +6 +3 +3 +0 +0 Reflex +7 +3 +4 +0 +0 Will +11 +10 +1 +0 +0 Feats Magical Aptitude Violated Eldrich Blast (BoVD) Obtain Eldritch Familiar (http://boards1.wizards.com/showpost.php?p=5045458&postcount=15) Extra Invocation Stench of Decay ????? BAB 9/4 ---Attacks/Damage--- Melee: 10/5 Ranged:13/8 Incantations Least Lesser Greater Baleful Uterance Eldrich Chain Dark Aura (http://boards1.wizards.com/showpost.php?p=4979972&postcount=20) Dark One's Own Luck Flee the Scene Noxious Blast Eldrich Spear Life Leach (http://boards1.wizards.com/showpost.php?p=4926575&postcount=3) Miasmic Cloud Voracious Dispelling Class abilities: Detect Magic at will Damage Reduction 2/Cold Iron Deceive Item Eldritch blast (sp) damage 4d6 Eldrich Flexibility 1/per day Eldrich Imbual 1/per day Fiendish Resilience 1 Race abilites: Darkvision 60ft SR 22 Damage Reduction 10/Magic Energy Resistance Acid 10, Cold 10, Electricity 10 Fire 10 Imunity to Posion Fly 30 ft average Natural Armor +1 Claws 1d4 Bite 1d6 Smite Good +11 1/per day Darkness 3/per day Desicrate 1/per day Unholy Blight 1/per day Posion 3/per day Contagion 1/per day Blasphemy 1/per day Equipment gp 160,000 40,000 spent for equipment so far Divine Ranks: Sovereign Ranks: Experience: 132.000 (level 16 +75%)??? |
| Lady Rolindin12-13-04, 07:16 PM | Triskar Skyhawk Half Elf member of the half Elf Foundation lavel 15 Gem spell caster height: 5ft, 4 inch Age:68 weight: 103 lbs, he wears darker blue cloak and a light blue robe, he has light brown hair, no bread or mustach. Racail bonus: sleep spells immunity +2 saving throw against Enchantments spells or effects low light vision +1 to listen, search, spot checks +2 diplomancy, gather information Languages: common, elven, Draconic, Gem Lore Int 17 mod +3 dex 16 mod+3 wisd 16 mod+3 Str 14 mod+2 Con mod +3 Cha 15 mod+2 Land speed 30 Saves: Fort 5+3(con)= 8 ref 5 + 3(dex)=8 will 9+3(wis) =12 feats: Bonus spells 1st 1, 2nd 1, 3rd 1 spells known 0 4, 1st 4 +1 (5), 2nd 4+1 (5), 3rd 4+1 (5), 4th 4, 5th 3, 6th,3, 7th 2, 8th 1 spells known per day total: o 4, 1st 5, 2nd 5, 3rd 5, 4th 4, 5th 3, 6th 3, 7th 2, 8th 1 Hit dice: 15d4+3 for 91 Extra gems spell caster feats: 1st level concentration summon familiar, gem cutting, spell casting into gem with actavation word, 4th reveal gem lore, 5th permanency spell casting into gems, 7th level Gem skin +10 to ac at will,(while holding gem) 10 level Eyes of Gems, (at will) for gaze attack, 15 reveal greater gem lore, Feats: magical aptitude enlarge spell craft wondrous item's(gem) craft wand silent spell natural spell skills: knowledge arcane (gem lore master) 3+9ranks= 3 sp casting magic through gems 3+ 9 ranks= 3 sp spell craft(gems) 3+2+7=3 sp use magic divice(gems) 2+7+2 ranks=3sp spot 1+11=3sp sense motive 3+9ranks=3sp knowledge arcana (Gem lore master) 4+6=2sp ride 3+9=3sp diplomancy 2+10 ranks=3sp handle animal 2+10 ranks=3sp surval 3+7= 2sp total 32 Spells in gem spell books: 3 different gems on staff on new staff will be four gems has 6 gems with 5 spells in them for defence, will tell on day of combat spells studed. since new deep crystals gems bought has more gems to put spells in for defence 6 more gems 5 spells each. 0; level spells Resistance-abjur, Acid spray-Con, Ray of Frost- Evoc, Message-tran, Arcane mark- Univ read magic message 1st level Identify-div, Magic Missile- Div, Color spray-Illus, Erase- Tran, Feather Fall, alarm abr shield abr 2nd level: Resist energy- abjur, Protection from arrows- Abjur, flaming Sphere- Evoc, melf’s Acid arrow-con, Web- conj, Shatter- Evoc, Invisibility- Illus 3rd level: Dispel Magic- Abjur, Explosive Ruins- Abjur, Fly- Tran, Lightning Bolt- Evoc, Sleet Storm- Conj, Hold person- Ench, Non Detection- Abjur 4th level: Detect Scrying- Div, Scrying- div, Ice Storm- Evoc, Wall of Ice- Evoc, Invisibility greater- illus, Rainbow Pattern- Illus, Globe of Invulnerability lesser- Abjur 5th level spells: Dismissal-Abjur, Passwall- Tran, permanency- Univ, Major Creation- Con, Baleful polymorph- tran, Cone of Cold-Evoc, Fire hawk- Evoc 6th level: Anti Magic Field- Abjur, Globe of Invulnerability greater- Abjur, Flesh to stone- Tran, Mislead- Illus, guards and wards-Abjur, Rings 7th level: Limited wish- Univ, Spell turning 1d4+6(spell levels) - Abjur, prismatic Spray- Evoc, globe of Invulerability Greater cold- Abjur, Globe of Invulernerability greater fire-Abjur, 8th level: Protection from spells- Abjur, Dimension Lock- Abjur, sunburst- Evoc has six gems worth 750 gold pieces each, with five spells cast into each gem and each spell has an activation word for each spell; the gems are inside his cloak pockets. Each gem has been magicaliy enhanced to last longer cost per gem1,500 gold pieces per gem. possions: Cloak dark blue, meduim blue robe (both have gem dust ruins made out of different gems, around sleeves and on front) boots, and a belt with three pouches. two wands each with a different gem at the end of wood wand. One ruby, one diamond, one inside his robe. has pockets made for gems spell components. staff with a red ruby on head and ten around the body of different types. gems on staff tiger eye(500gp), rubies 2 (500 gp each), quarts (500 gp one), opal(500), diamonds are the rest(500 gp a piece) bought 98,500 worth of deep rock crystal for spells and make new staff. |
| ChaosEvoker12-14-04, 05:59 PM | Lady Rondinlin: What is the class for your character and can you make the sheet easier to read? |
| Dyne12-14-04, 06:36 PM | Lady Rondinlin: What is the class for your character and can you make the sheet easier to read? She's a Gem Lore Master, a class that was created at the Dungeon Masters Foundation, I believe. |
| Dyne12-14-04, 10:34 PM | Name: Purple Dragon Grunt (Bren's LV 1 Followers) Class: Warrior 1 Race: Human Alignment: Lawful Good Home Region: Cormyr Languages: Strength: 16 Dexterity: 14 Constitution: 16 Intelligence: 10 Wisdom: 10 Charisma: 10 Speed: 20 ft. HP: 10 AC: 19 (+5 armor +2 shield +2 Dex) Touch AC: 12 Flat-Footed AC: 17 Initiative: +2 Skills: -2 Climb (+2 ranks +3 Str -7 armor check) +6 Ride (+4 ranks +2 Dex) -9 Swim (+2 ranks +3 Str -14 armor check) Feats: Armor Proficiency (light, medium, heavy) Martial Weapon Proficiency (all) Shield Proficiency Simple Weapon Proficiency Toughness Tower Shield Proficiency Special Abilities: Fortitude: +5 (+2 +3 Con) Reflexes: +2 (Dex) Will: +0 Experience: Base attack Bonus: +1 Melee: +4 Ranged: +3 Grapple: +4 Masterwork Longsword +5 attack 1d8+3 damage crit 19-20/x2 Masterwork Longspear +5 attack 1d8+4 damage crit x3 reach 10 ft. Masterwork Longbow +4 ranged 1d8 damage crit x3 range 100 ft. Equipment (from Reece's Armory): Masterwork Longsword (236.25 gp), Heavy Steel Shield (15 gp), Chainmail (112.5 gp), Masterwork Longbow (281.25 gp), Tower Shield (22.5 gp), Arrows (100) (5 gp), Masterwork Longspear (228.75 gp). Total: 900 gp. |
| Chosen of the Dark Sun12-15-04, 12:03 AM | Name: Rurik Bloodrock Class: Fighter 8/Dwarven Defender 7 Race: Dwarf Alignment: Home Region: The North (The Silver Marches, Citadel Adbar) Languages: Common, Dwarven, Garmautz, Chondathan, Illuskan Holy crud, I was just about to post my guy for the GoPG when I'm scrollin' up the page and see this guy! He has the exact same levels as my guy. And I obviously didn't copy the class levels, since I've been building my guy for a while now. This is utterly strange... Well her's my dude... Throthgar Hammerforge Class Levels: Shield Dwarf fighter 8/ dwarven defender 7 Type: Humanoid (dwarf) Hit Dice: 7d10+24 plus 7d12+21 (133 hp) Initiative: +4 Speed: 20 ft. Armor Class: 35, ff 34, tch 11 Base Attack/Grapple: (+15/+10/+5)/ +20 Attack: +25 (brilliant energy) holy brilliant-energy dwarven war-axe +2 (1d10+9 plus 2d6 vs. evil) Full Attack: +25/+20/+15 (brilliant-energy) holy brilliant-energy dwarven war-axe +2 (1d10+9 plus 2d6 vs. evil) Special Attacks: Defensive Stance 4/day Special Qualities: Dwarf Traits, DR 3/- (6/-), Uncanny Dodge, Trap Sense +1, Improved Uncanny Dodge Saves: Fortitude +15, reflex +7, will +9 Abilities: Str. 20, Dex. 10, Con. 17, Int. 10, Wis. 10, Cha.10 Skills: Intimidate +18, Jump +17 Feats: Armor Proficiency (all), Shield Proficiency (all), Weapon Proficiency (simple, martial), Weapon Focus (dwarven war-axe), Weapon Specialization (dwarven war-axe), Greater Weapon Focus (dwarven war-axe), Power Attack, Endurance, Diehard, Improved Initiative, Bull-Headed, Great Fortitude, Iron Will, Lightning Reflexes Challenge Rating: 15 Alignment: Lawful Good Languages: Dwarven, Common Possessions: Adamantine heavy-plate +5 (42,000 gp), tower-shield +5 (25,180 gp), holy brilliant-energy dwarven war-axe +2 (128,330 gp), ring of protection +1 (2000 gp), amulet of natural armor +1 (2000 gp), potion of invisibility (300 gp), 2 potions of sanctuary (100 gp), 2 tanglefoot bags (100 gp) Divine Ranks: - By the way, I thought only gold dwarves had thunder-twins? |
| Chosen of the Dark Sun12-15-04, 12:03 AM | Damn double post... :mad: |
| NightScreamer2012-15-04, 01:01 AM | -----General----- Name: Trag'nah'kuth Gender: Male Race: Feral Quarter-Black Quater-Skygge Dragonkin Height: 27' 6" Weight: 16,524 tons Eyes: Both deep crimson Hair: Thick acid green and scaley Skin: Rough ebony scaling Class: Dragonkin7/LA8/Great Beast1 Speed: 60 ft.; Climb 20 ft.; Fly 100 ft. (perfect) HP: 120 -----Ability Scores----- Mod Total Race Gain Magi Str +24 58 +24 +2 +14 Dex +3 16 +0 +0 +0 Con +9 28 +8 +0 +4 Int -1 9 -2 +0 +0 Wis +5 20 +8 +0 +0 Cha +3 17 +4 +0 +0 135 -----AC and Saves----- Total Base Arm Dex Nat Misc Size AC 47 10 +13 +3 +16 +7 -2 Total Base Abl Misc Magi Fort +19 +5 +9 +0 +5 Reflex +13 +5 +3 +0 +5 Will +14 +5 +4 +0 +5 Skills Skill Ttl Rnks Abl Misc Appraise +15 +10 +5 Balance +13 +10 +3 Climb +27 +10 +24 Diplomacy +13 +10 +3 Hide +10 +10 +4 Intimidate +13 +10 +3 Listen +15 +10 +5 Move Silently +8 +10 +2 Spot +16 +10 +5 -----Attacks and Damage----- Total BAB Abl Size Misc Melee +27 +8 +21 -2 +0 Ranged +9 +8 +3 -2 +0 Normal Fury 2 Claws 5d6 + 21 +24 1 Bite 3d6 + 10 +12 2 Rakes 2d6 + 10 +12 ------Feats----- Name Lvl Bonus? Improved Speed 1 No Flyby Attack 3 No Improved Nat Atk (Claw) 6 No ------Abilities----- Feral Improved Grab: Begin grapple as a free action without provoking AoO Pounce: Can make a full attack during a charge; plus rake attacks Fast Healing: Fast Healing 3 Half-Dragon Breath Weapon: 6d8 damage (Ref half; DC 19), 60 ft. line of acid Immunities: Acid; Sleep; Paralysis Darkvision: 60 ft. Low-Light Vision: Low-light vision Dragonkin Rake: 2 attacks; 1d6 + 1/2 Str Detect Magic: detect Magic at will Half-Skygge Spider Climb: Continuous Damage Reduction: DR 5/magic Great Beast Wild Fury: +6 Str/Con; +10 ft.; +3 Will; -2 AC; 10 rounds -----Items*-----[size=1] Lesser Manus Umbrus; +1 unholy, increase claw size by one category; 10,000 gp Belt of Giant Strength: +6 Str; 7,200 gp Mantle of Spell Resistance 30; 45,000 gp +5 Mithral Full-Plate; 17,000 gp Vest of Resistance +5; 12,500 gp Greater, Pectoral of Maneuverability; Increases maneuverability by 2 steps; 18,000 gp Jaws of the Dragon (Bite); Increases bite size by one step; 20,000 gp Bracers of Burning Blood; Melee attacks result in 10 acid damage to attacker; 50,000 gp Scaleguard (Cloak); AC Deflection = Con mod; -1/2 Con mod to Natural Armor 8,000 gp Boots of Charging: +2d6 dmg on all charge attacks; 5,000 gp Torc of Righteous Might: Continuous Righteous Might spell; 14,000 gp *Crafted by Hammerforge Corp. Before you stands a magnificent creature of power and cruelty. From his lack just his tongue hands loose, slowly dripping caustic fluids onto the ground before him. His wings are unfurled and spread wide, that are as black as the night sky, small holes from single bolts or arrows passing through the skin showing their place. His arms are long and muscular, covered in a reflective ebony scale that appears across the rest of his body. His eyes are cruel and deep bloody crimson. Two devilish horns wrap around his head, and a large finlike structure follow down his back and tail, revealing his Black Dragon ancestory. |
| Droga12-15-04, 01:03 AM | My own character for the Dragon Foundation Reloaded... -----General----- Name: Trag'nah'kuth Gender: Male Race: Feral Half-Black Dragonkin Height: 13' 10" Weight: 524 lbs. Eyes: Both deep crimson Hair: Thick acid green and scaley Skin: Rough ebony scaling Class: Dragonkin7/LA6/Great Beast2 Speed: 60 ft.; Fly 100 ft. (perfect) HP: 106 -----Ability Scores----- Mod Total Race Gain Magi Str +15 40 +20 +2 +0 Dex +3 16 +0 +0 +0 Con +6 22 +6 +0 +0 Int -1 9 -2 +0 +0 Wis +4 18 +6 +0 +0 Cha +3 17 +4 +0 +0 -----AC and Saves----- Total Base Arm Dex Nat Misc AC 40 10 +13 +3 +8 +6 Total Base Abl Misc Magi Fort +16 +5 +6 +0 +5 Reflex +13 +5 +3 +0 +5 Will +14 +5 +4 +0 +5 -----Attacks and Damage----- Total BAB Abl Size Misc Melee +23 +9 +15 -1 +0 Ranged +11 +9 +3 -1 +0 Normal Fury 2 Claws 4d6 + 15 4d6 + 18 1 Bite 2d6 + 7 2d6 + 9 2 Rakes 1d6 + 7 1d6 + 9 ------Feats----- Name Lvl Bonus? Improved Speed 1 No Flyby Attack 3 No Improved Nat Atk (Claw) 6 No Multiattack 9 No ------Abilities----- Feral Improved Grab: Begin grapple as a free action without provoking AoO Pounce: Can make a full attack during a charge; plus rake attacks Fast Healing: Fast Healing 3 Half-Dragon Breath Weapon: 6d8 damage (Ref half; DC 19), 60 ft. line of acid Immunities: Acid; Sleep; Paralysis Darkvision: 60 ft. Low-Light Vision: Low-light vision Dragonkin Rake: 2 attacks; 1d6 + 1/2 Str Detect Magic: detect Magic at will Great Beast Wild Fury: +6 Str/Con; +3 Will; +10 ft. land speed; -2 AC; 1/day Great Roar: 6/day; Will Save 27 or become shaken; -----Items*----- Lesser Manus Umbrus; +1 unholy, increase claw size by one category; 10,000 gp Mantle of Spell Resistance 30; 45,000 gp +5 Mithral Full-Plate; 17,000 gp Vest of Resistance +5; 12,500 gp Greater, Pectoral of Maneuverability; Increases maneuverability by 2 steps; 45,000 gp Jaws of the Dragon (Bite); Increases bite size by one step; 20,000 gp Bracers of Burning Blood; Melee attacks result in 10 acid damage to attacker; 50,000 gp Scaleguard (Cloak); AC Deflection = Con mod; -1/2 Con mod to Natural Armor 8,000 gp Boots of Charging: +2d6 dmg on all charge attacks; 5,000 gp *Crafted by Hammerforge Corp. And I'm level 20? HAH! |
| NightScreamer2012-15-04, 01:05 AM | All my stuff is pulled directly from WotC material ^_^ I just use what i have at my disposal... |
| Droga12-15-04, 01:07 AM | See, now thats something thats level 15 and really powerful. It's all WoTC stuff. So maybe everyone should get off my back and let me change my character back to a lower level. |
| Silmarien Aldalome12-15-04, 05:03 AM | Name: Silmarien Aldalome Class(es): 9th Level Wizard/8th Level Peredhil Versemaster Racial HD: 0 Level Adj: - Total ECL: - Race (Type): Peredhil (Half-Elf). 62.5% Elven (of the Ost-In-Edhil known as the Northern Flame in the common tongue) 37.5% Human Gender: Female ---Ability/modifier--- Str: 8 Dex: 12 Con: 14 (20) Int: 20 (26) Wis: 14 (20) Cha: 14 Skills: Concentration: 21 Spellcraft :21 Scry: 21 Knowledge (Arcana): 21 Knowledge (Mythals): 21 Alchemy: 19 Heal: 8 Herbalism: 8 Feats: Summon Familiar; Scribe Scroll; Craft Wondrous Item; Quicken; Still; Silent; Maximise Saves (R/F/W): (Unmodified: +5/+9/+12; Modified: (+7/+15/+18) HP: 128 AC: 17 BAB: +10/+4 ---Attacks/Damage--- Melee: Base: +9/+3 Ranged: Base: +9/+3 Special Abilities: Versemaster Feats Silverstarfire Redemptive Strike Improved Metamagic I Greater Penetrating Magic II Verse Master + Silence Magic Improved Metamagic II Greater Penetrating Magic III Strengthen Magic Special Qualities: Divine Ranks: - Sovereign Ranks: - Experience: Level 17.25 Magic Items Ring of Dispel Magic Amulets of Health (+6) (36,000gp) Headband of the Intellect (+6) (36,000) Periapt of Wisdom (+6) (36,000) Brooch of Shielding Bracers of Defence (+6) Ring of Sustenance Robe of Stars Description: Silmarien is descended from a long line of Elven High Mages from the Northern Flame in the Elvish Provinces of Aarendor, and although the three Elvish Princedoms are in ruins, she remains Custodian of Mythal Skybridge. She has silverblond hair and emerald green eyes. She wears body-hugging silver and blue garments, that have silveryblue arcane glyphs at the hems and along the stitch lines. Embroidered on the front and back is a scales, with a burning silverblue flame on one side and a sword burning with silverstarfire crossed over a white dove feather on the other side. And her garments also have bright green leaves on stems embroidered into elegant patterns along the hems and stitchings. She wears knee-high black boots, also embroidered with silveryblue arcanography and she wears a blue pendant around her neck. Her cloak is of similar mode, bearing seven stars in circular formation and her staff is shod at both ends with silverstarfire metal and heavily runed end to end. |
| Silmarien Aldalome12-15-04, 05:03 AM | Name: Meneldil The Astronamer Class(es): 9th Level Fighter/8th Level Peredhil Versewarden Racial HD: 0 Level Adj: - Total ECL: - Race (Type): Peredhil (Half-Elf). 75% Elven (of Northern Flame) 25% Human Gender: Male ---Ability/modifier--- Str: 14 Dex: 13 Con: 14 (20) Int: 13 Wis: 14 (20) Cha: 18 (24) Skills: Concentration: 12 Knowledge (Religion): 12 Move Silently: 12 Ride: 12 Survival: 12 Feats: Deadly Precision; Inquisitor; Mental Resistance; Hostile Mind; Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack. Saves (R/F/W): Unmodified: +5/+12/+9; Modified: +6/+17/+14 HP: 179 AC: 27 BAB: +17/+12/+7/+2; ---Attacks/Damage--- Melee: +24/+19/+14/+9 Ranged: +23/+18/+13/+8 Special Abilities: Versewarden Redemptive Strike Silverstarfire Wards Silverstarfire Armour I Versewarden Firebolt Versewarden Metaconcert Silverstarfire Armour II Silverstarfire Cleave Silverstarfire Moment of Prescience Special Qualities: Divine Ranks: - Sovereign Ranks: - Experience: Level 17.25 Magic Items Cloak of Charisma (+6) Periapt of Wisdom (+6) Amulets of Health (+6) Bracers of Defence (+6) Chain Mail (+6) Shield (+4) Longsword (+5) Potion of Healing Potion of Invisibility Description: Meneldil means "The Astronamer" is Elven and he is the head of the Half-Elven Guard at Peredhil Halls. He is considered tall by the standards of his race; his hair is jet black and he has piercing bright grey eyes. He is the Lawful Good patriarch of Peredhil Halls, entrusted with keeping Order and he fulfills the duties of the Keep's Trial Judge when not in the Watch Tower. He does not wear heavy armour, preferring, instead, a Chain Mail shirt of Silverstarfire metal, and bearing heavily runed Amulets, instead for protection. His sword was fashioned at Peredhil Halls and is also of silverstarfire metal, beautifully wrought, and inscribed with Elvish glyphs with magical properties. Like Silmarien, he is adorned in blue and silver, but his uniform is in the mode of the Keep's Guard and he wears a leather tunic and a warrior's boots. On his front and and back, is the symbol of the blazing Sword crossed over the white dove's feather. Like Silmarien, however, he wears a flowing cape, and he radiates charisma, commanding the Keep's guards wherever he walks. |
| BronzeBeard12-15-04, 12:28 PM | See, now thats something thats level 15 and really powerful. It's all WoTC stuff. So maybe everyone should get off my back and let me change my character back to a lower level. Why should you lower a level? |
| Droga12-15-04, 01:46 PM | Why should you lower a level? I was forced to make my character an ECL 20 because it had LESS power than nightscreamer theres level 15. Everyone kept complaining about me being far too powerful and epic. Well... looks like everyones wrong. |
| Dyne12-15-04, 03:31 PM | By the way, I thought only gold dwarves had thunder-twins? Not in the FRCS. Unless something changed in the Player's Guide to Faerun, all dwarves except for Gray Dwarves (Duergar) can have Thunder Twins. |
| BronzeBeard12-15-04, 06:16 PM | I was forced to make my character an ECL 20 because it had LESS power than nightscreamer theres level 15. Everyone kept complaining about me being far too powerful and epic. Well... looks like everyones wrong. Why do you care? Just play. |
| Cazic12-15-04, 07:08 PM | Name: Cazic Kelgor Class (es): 13th Wizard Racial HD: 0 Level Adj: 0 Total ECL: 15 Race (Type): Drow Gender: male Alignment: Lawful Evil ---Ability/modifier--- Str:10 Dex:10 Con:15 Int:25 Wis:12 Cha:12 Skills: Feats: Scribe Scroll, Brew Potion, Craft Magic Arms and Armor, Craft Rod, Forge Ring, Enlarge Spell, Extend Spell, Quicken Spell, Silent Spell Saves (R/F/W): 5/7/10 HP: 48 AC: 10 BAB: +9 ---Attacks/Damage--- Melee: Ranged: Special Abilities: dancing lights, darkness, and faerie fire. Special Qualities: Darkvision (out to 120 feet), Spell resistance (equal to 11 + class levels) Divine Ranks: none Sovereign Ranks: none Experience: none Current Gold: 342,200 Description: Cazic is a young Drow who usually wears long cloaks of verreing color. He is of average Drow height and often thinks out loud. He grew up in a noble family with his brother BloodFire and his sister Quenth. Cazic throughout his years of training always felt that there was something waiting for him outside of the Underdark. Cazic was finally able to find what he was looking for when he went on a surface raid. The Raiding Party had spent their time on the surface robbing and murdering surface dwellers while trying to complete their mission of gathering items, delicacies, and new slaves. After three days their mission was complete. They had successfully gained several magical items, foods, three goblins, two humans, and one orc. On their journey back to the entrance into the Underdark Cazic had spent a great deal of time speaking with the captives. By the time the party had gotten to the entrance he had decided that he would stay on the surface. He know that the other Drow would not allow this and would likely kill him for wanting to stay, so the night before they were to enter the Underdark Cazic killed all the Drow in their sleep. When the captives woke up the next day he offered them their lives in exchange for their eternal and undying loyalty. The Goblins seeing this as their chance to live and serve a powerful master agreed almost instantly, the orc and humans required some mental, physical, and magical persuasion, but in the end they too swore their allegiance to him. Cazic can often be seen roaming about and mumbling to himself about spells, ways to kill, and about his brother, whom he had learned a great many things from. Cazic’s true intentions are rarely know to anyone, but himself and maybe the goblins, orc, and humans that still serve him to this day. |
| Dyne12-15-04, 07:10 PM | Cazic, you would be very welcome to come work at Dyne's Magic Shop. |
| Demonfey12-15-04, 07:37 PM | Sulkyr Of the Bloodwraith Clan Race: fey'ri pyroclastic half dragon Racial HD: 0 Level Adj: +5 Class: warlock 9/fighter 1 Gender: male Speed: 35, 45 (average) Alignment: Neutral Evil HP: 95 ECL: 15 CR: 14 Height: 7 feet tall STR: 26 DEX: 20 CON: 18 INT: 22 WIS: 17 CHA: 20 Skills: Intimidate 15, disguise 15, knowledge (arcana and the planes) 16 each, Use Magic device 15, jump 15, hide 15 Feats: improved flight, improved weapon familiarity, frightful presence, dash, extra invocation*2 Saves R: 8 F: 9 W: 10 AC: 25 BAB: 7/2 ---Attacks/Damage--- Melee: 1d6 bite, 1d4 claw; +4 thinblade, 1d8+8+4+1d6, 18/20*2 Ranged: eldritch blast 5d6, 7d6 when altered Special Attacks: breath weapon: cone does 6d8 points (fire and sonic), spell like abilities: Will: alter self, detect magic, eldritch blast; 1/day: darkness, detect thoughts, suggestion, charm person, Special Qualities: Immune to fire, darkvision 60ft, lowlightvision, immune to sleep and paralysis, Damage reduction 2/cold iron, fiendish resilience 1, deceive item, invocations Invocations: brimstone blast; voracious dispelling; spider climb; eldritch spear; frightful blast; Devil's Sight; Flee the Scene; The Dead Walk Divine Ranks: none Sovereign Ranks: none Experience: none Current Gold: 54,440 Items: Greater Chasuble of Fell Power, spike stones, poison fangs, added tail; scaled skin; +5 leather armor ; +4 flaming thinblade Description: A figure steps out of the shadows, glowing with red energy. Black hair hangs down from its head, and it pulls back its hood to reveal red eyes and a mouth full of fangs, and a draconic face. It looks vaguely elven, as it unfurls its wings and throws a bolt of strange magic at you. |
| Chosen of the Dark Sun12-15-04, 07:38 PM | Wait, how does Cazic have that much gold? |
| Dyne12-15-04, 07:45 PM | Wait, how does Cazic have that much gold? Gambling. |
| Chosen of the Dark Sun12-15-04, 08:38 PM | Gambling. Damn lawful goodness! Keld and Throthgar can't gamble! :mad: |
| Cazic12-15-04, 08:47 PM | <<<<Deleted>>>>>> |
| Cazic12-15-04, 10:14 PM | Cazic, you would be very welcome to come work at Dyne's Magic Shop. Dyne I might take u up on that offer but i have things that still need to be taken care of so for now i cant work for u. in the furure i dont know. |
| redhase12-15-04, 11:20 PM | Fey'ri karel Nealorki (father was a Balor) height:5 ft. 7inches, weight:120 medium size Sorcerer 12 level demon racail fiery deep red eyes, deep red skin tail, wings, dark red hair Wizard 12 level ali: Chaotic Evil (death to all the land elves) (+2 to dex, +2 int -2 to con for demon blood inhereted abilities) Int 18+2 for 20 int +5 mod for int wisd 14 +2 mod for wisd Con17-2 for 15 mod+2 for con Str 14 mod +2 for str dex 14+2 for 16 mod +3 for dex Cha 17 mod +3 for char Fey'ri abilities (once a day) Fire resistance +10, detect thoughts (sp) , dimension door 1 day(sp), suggestion 1 day(sp), +2 save electrcity, spell like abilty focus, improved engery resistance, enervative healing fiendish blood line deeping darkness dark vision 60 ft immunity to sleep spells and enchantment spells and effects low light vision use elven magic items and create +2 on will saves against Enchantment spells, Alter self at will (sp) +2 bluff, +2 hide, + 2 listen +2 search, +2 spot checks Saving throws for d20 roll + 4 =2 for con = (6) ref d20 +4 will d20 roll +8 base attack bonus +7/+2 Hit points: as follows 2+2,3+2,4+2,1+2,2+2,3+2,3+2,1+2,4+2,2+2, 3+2,2+2,=52 Spell bonus 1st level 2, 2nd level 1, 3 level 1, 4th level 1, 5th level 1 spells know per day 0 level 7 1st level 7 2nd level 7 3rd level 7 4th level 4 5th level 4 6th level 2 spells in book will send to the game masters. skills; contcentration 2+8 (10)=2 spell craft 5+7 (12)=3 craft acid 5+5 (10)=2 Knowledge planes 5 +5 (10)=2 Knowledge arcana 5+5 (10)=2 move silently (2) +2 for 4+6 (10)=2 craft alchemy 5+5 (10)=2 listen (2)+2= +4+6 (10)=2 diplomacy chr +3+7=(10)=2 spot 2+2= (4)+6=(10)=2 listen 2+2=(4)+6=(10)=2 knowledge history elves/fey'ri 5+5+(10) bluff 3+2=(5)+5+(10)=2 fly by attack +3 +7=(10)=2 search 5+2=(7) +2 =(9) 1 32 bonus summon familiar Feats: weapon finesse elven long sword magical aptitude spell focus brew potion craft wondrous item landspeed: 30 ft. fly 40 poor languages: common, elven, abyssal, dragconic Fimaliar: Imp (see monster manual) possions; ring of protection +4 wand of magic missiles staff of fire dark blood red robe, and outer cloak with twenty pockets inside boots pockets for spells components inside cloak Fey'ri in lair Karel Nealorki leader- 12 level 13 level 13 level Kzarkar Imkaran - head of magic training Ritzka Saeflur -mast of of arms Tajah Reaqzpt- High Priestess 13 level half fiends 5, 10th level fighters hp 65 each 4, lower priests 10 level hp 55 each 9, 5th level fighter/rogues hp 40 each total half feinds 20 each fey'ri 15, 7level fighters hp 55 each 10, 5th level fighter/rogues hp 45 each 5, 5th level priests hp 35,28,30,36,38 10, 3rd level fighters hp 25 each total 46 total for all 66 when all in lair. 9 5th level figther/rogues |
| redhase12-16-04, 02:30 AM | kzarkar Imkaran Male Fey'ri (second in command of group, to Karel) Sorcerer 13 level Racal feats; Dark vision 60ft, immunity to sleep magic spells and effects +2 racail bonus on will saves against enchantment spells and effect low light vision spell like ability focus, improved energy resistance, enervative healing, fiendish blood line, deeping darkness. +2 on bluff, hide, listen, search, spot checks, alter self at will (Demonic abilities; once per day/level) damage reduction +10, fire resistance +10, detect thoughts, suggestion darkness He has fiery red eyes, bat like ears, deep red skin, horns, wings land speed 30ft, fly 40 ft poor Height; 5ft, 8 inches. weight; 120 lbs base attack; +7/+2 (+4 int) Saves Fort: +4 + con +2 (is +6) Ref +4 will: +8 (class gets+2 dex+2int -2con) wis 16 mod +3 Str 12 mod +1 Chr 13 mod +1 dex15+2 (17) mod+3 con 16 -2 (14) mod +2 Int 16 +2 (18) mod+4 Feats: magical aptitude(elven long sword) natural spell weapon finesse craft wondrous item silent spell Skills: knowledge arcana 4+8=12 3cp knowledge history elven/fey'ri 4+8=12 3cp spell craft 4+8=12 3cp spot 2+3 (5)+7=12 3cp use magic device 1+11=12 3cp move silently 2+3 (5)+7=12 3cp listen 2+3 (5)+7=12 3cp craft 4+8=12 3cp concentration 2+10=12 3cp fly by attack 3+7=10 2cp knowledge of the planes 4+8=12 3cp 32cp Spells memerized per day 0 level 6 1st level 6+1(7), 2nd level6+1 (7) 3rd level 6 +1(7) 4th level 6+1 (7) 5th level 6 6th level 4 Hit die: as follows 1+4,2+4,3+4,3+4, 4+4,1+4,2+4,2+4,4+4,4+4,2+4,4+4,3+4, 13d4+4 is 95 hit points Bat Fimilar hit die 10, hit points 18 ac 21 Improved evasion, deliver touch attacks, speak with master, speak with animals of its type int 10' gets master alertness feat with in 5 feet, master can share spell attack through bat(touch attack), empathic link. Ritzka Daeflur Daemonfry fighter 12 level (Master of Arms in the fey'ri clan) base attack12 level +12,+7,+2 + bonus of (+11Greater two weapon fighting) + (weapons focus +1)(greater weapons focus +2) is base attack:+26, +20,+16 (father was Pit fiend +3 dex, +3 int, -3con) height;5ft 6inches weight; 125 lbs saves fort +8 +1 for con = +9 ref +4 will +4 has 4 arms two on right side and two on left, fights with four swords str; 18 mod +4 dex 17 +2 for demon blood =(19) mod +4 for dex con 16 -2 for demon blood =(14) mod for con +2 Int 14+2 for demon blood =(16) mod+3 for int wisd 14 mod +2 for wisd char 14 mod 0 for char racial features;for demon blood +2 dex,+2 int,-2 con meduim size hit dice; 7+1,6+1, 5+1,8+1,7+1,6+1,8+1,4+1, 6+1, 5+1,5+1,7+1= =12d10+1 is 85 hit points land speed 30 ft, fly 40 ft poor darkvision 60ft racail features; red eyes, wings, deep red skin, fine scales low light vision, ca see twice as fa as human in star light, moon light, torchlight Immunity to sleep spells and effects + 2 racial bouns on will save vrs. enchantment spells and effects alter self at will +2 racial bonus on bluff,hide,listen,search,spot checks. can use elven blades and magic items Demonic abilities; (once per day/level) detect thoughts dimension door fire resistance +10 damage reduction +10 Feats; two weapon fighting two weapon defense +1 shield greater two weapon fighting +11 base attack weapon finess +1 base attack greater weapon focus +2 bonus on attacks Alertness +2 on listen and spot checks toughness skill focus rapid reload power attack improved intiative Skills; Listen; +2,+2=+4 +6 (10)= 2cp move silently dex 4+6(10)= 2cp spot; wisd 2 +2+6= 10 2cp bluff; char 0+3 racail bunus =+3+7=10 2cp diplomancy char 0 +2 for bluff bonus=+2 +8=10 2cp survival wisd 2 +8 =10 +2cp concentration con+1+9=10 2cp craft; composite long bow/weapons armor 3 +7 10 2cp deciper script 3 +7=10 2cp gather information 0 +10 2cp intimidate chr 0 +10 2cp fly by 3 +7= 10 2cp profession wisd 2+8= 10 2cp craft cross bow 3+7= 10 2 cp craft martial melee 3+7=10 2cp craft long bow 32cp Tajah Raeqzpt Cleric 13 level(of Gargauth , the last Lord of the pit) height: 5ft.7inches weight:110 str 14 mod of +2 Dex 15 +2(for fiendish blood) =17 mod is +3 int 15 +2 (for fiendish blood) =17 mod of +3 cha 13 mod id +1 Con 16 -2 (14) mod is +2 wisd 16 mod is +2 hit pints; 93 (1d8+2, 13 times) ac 10+3+4= ac17 fly 40 ft poor land speed 30 ft, darkvision 60ft Racail features; red eyes, wings, deep red skin, tail low light vision, can see twice as far as human in star light, moon light, torchlight Immunity to sleep spells and effects + 2 racial bouns on will save vrs enchantment spells and effects alter self at will +2 racial bonus on bluff,hide,listen,search,spot checks. can use elven blades and magic items, make items Demonic abilities; (once per day/level) detect thoughts dimension door fire resistance +10 feats: weapon finess elven long sword quicken spell spell fouus craft wondrous item magical aptitude Skills: knowledge religion 3+9 (r)=12 3cp knowledge arcana 3 +9=12 3cp knowledge history (fey'ri/elves) 3+9=12 3cp search 2+3=5+7= 12 3cp spell craft 3+9=12 3cp craft 3+9=12 3cp heal 3+9 =12 3cp use magic divice 3+9=12 3cp spot 2+3+7=12 2cp move silently 3+2+7=12 3cp fly by attack 3+7=10 2cp =32cp what owns: black robe black over cloakwith pockets bet with 5 pouches boots +4 ring of protecion +2 elven long sword (wizards and prist can carry and use long swords, fey'ri weapon, even if no profeniencys) elven chain mail +3 Redhase Anti Paladin of Gargauth, the last Lord of the Pit Base attack 21,16,11 guild of ulitmate evil, mother was a black Knight, father was a Anti Paladin. From the thayen area of the forgotten realms int 14 mod +2 con 16 Mod +3 cha 15 Mod +2 wis 18 Mod +4 dex 17 Mod +3 Str 18 Mod +4 (belt of gaint strength +4 Mod +5 str 22 with belt Human female (blond/red hair, red eyes height 5ft. 6 inches weight 90 lbs age 27 Ac 32 hit points; 8+3,10+3,3+3,8+3,5+3,7+3,4+3,8+3,10+3'10 +3,1+3,4+3, 6+3,10+3= 147 hp Saves: Fort 9+2=11 ref 5+2= 7 will 5+2= 7 Feats: lightning reflexes mounted combat precise shot shield proficiency power attack spell penetration skills: bluff 3+7=2 point cost Climb 6+4=2 concentration 9+3 =4 hide 7+3= 2 intimidate 2+8 = 2 jump 4+6=2 knowledge religion 2+9=3 knowledge planes 2+9= 3 ride 3+8=3 survival 4+6=2 balance 3+7=2 listen 4+6 =2 handle amimal 8+3 =3 Armor: Silver skin armor platemail (blood red)+5 for strength of metal (not finished yet, with magical adjustments of +5 added for protection) sould be 10+8+5+5 +4= ac of 32 silver skin sword +5(metal) +4 magical belt of gaint strenght fiendish mount belt pouch dark blood red cloak back pack ring of spell turning ring of proction + 4 rations special for Anti Paladin; 1st level; Aura of evil detect good smite good 2nd; divine grace slaughter the weak 3rd Aura of fear Death knell 3x day 4th; Turn outsider 5x day 5th Fiendish mount Smith good 2xday 6th contagion 1x week 8th Death kneal 2x day 9th Contagion 2x week 10th Smite good 3x day 12th Contagion 3x week 13th Death Knell 3x day 15 contagion 4x week Smite good 4x day Spells per day: 1st-2 2nd-1 3rd-1 4th-1 spells in book 1st Bane curse water death watch magic weapon read magic summon monster 2nd darkness desecrate undetcotable alignment summon monster 11 3rd bestow curse blindness/deafness greater magic weapon heal mount summon monster 111 4th death ward dispell good poison unholy sword |
| Tenzhi12-16-04, 02:33 AM | What book are Fey'ri in, or what's their level adjustment? I know it's more than 0 which means you cannot have 15 levels of wizard and still fall within the ECL 15 limit. |
| redhase12-16-04, 02:42 AM | the lords of darkness is where you will find the class and fr campain setting, a devil gets +3 lower +2 and other abilities. |
| Tenzhi12-16-04, 03:03 AM | Well, either the Lords of Darkness Foundation is either dead and gone or the link in your sig is wrong. If I understand you right, you're saying that "Devil" fey'ri have a +3 LA, and "lower" fey'ri have a +2 LA, yes? I'm assuming these two characters must be "devil" fey'ri then, as they look to be at least +3 LA at a glance from what I can discern of their racial abilities. In which case they could only start with 12 class levels for a total ECL of 15 - assuming that Fey'ri don't have any racial HD that is. Also, odd racial ability modifiers are a no-no. |
| redhase12-16-04, 03:58 AM | have no racial hit die, the higher ones get +3 for having a higher level demon father or mother the lower get a +2 for lower demons. the are plane touched and are level adjustment a +3 or +2 according to whos their father or mother. Is ialso in races of faerun pp 118, speaking of level adjustments did you know thatthe purple knights have a +2 in the fr campain setting so a player would have to came in at 13 level then if the same rule applies. I cange the one to 12 and the other to 13. but still powerful at that level. I found the purple knights I didn't know that so some of them might be out of adjustment to. |
| Deladrion Garthin12-16-04, 04:24 AM | That is probably because the real Purple Dragon Knights of Cormyr are outfitted with a slew of magical equipment, standard issue. I haven't read anything about a Purple Dragon Knight haveing a level adjustment in any wizards books, and the PrC is the only thing I've bothered to read rules-wise. A PC Purple Dragon Knight, purchasing equipment just like any other PC of the appropriate level, wouldn't have a level adjustment. I've only LAs on races, but not classes or social castes That's just silly. |
| Bait the Bard12-16-04, 04:35 AM | Well, either the Lords of Darkness Foundation is either dead and gone or the link in your sig is wrong. Nope, it's alive and well. Try my sig ;) The Feyri are also in the Races of Fearun, and you can have a +2 LA or a +3 LA adjustment variants. The +3 varient has one more powerful racial ability, there's three abilities that will get the +3 LA. Otherwise, Fey'ri are mad. :devil: |
| Tenzhi12-16-04, 04:52 AM | The Feyri are also in the Races of Fearun Really? Did they go against the general rule and give them odd racial ability adjustments there, or is redhase figuring the racial ability adjustments incorrectly (or better yet are the adjustments actually +2/+2/-4 and he just added one of his attribute points from levelling to each modified score)? |
| Lady Rolindin12-16-04, 11:29 AM | look in the fr campain setting they have a 2 level adjustment look in the prestige class its there level 2 adjustment. so some people might have to take their charaters down 2 levels. |
| Droga12-16-04, 11:44 AM | The Half-Skygge/Half-Elf abomination of doom. Hey, sil can have a level 17 so can I. Actually, I earned the levels... Gerod the Cursed Class: Fighter 5/Soul Eater 10 Race: Half Skygge/Half Elf Racial HD: 0 LA: +2 HP: 197 AC: 29 Initiative: +9 BAB: +15/+10/+5 Str 26 +8 Dex 20 +5 Con 24 +7 Int 10 +0 Wis 20 +5 Cha 8 -1 Fort +19 Ref +13 Will +15 4 +3 Unholy Claws +26 1d8+13 x2 +4 Darksoul Protection Skygge Shadow Mail Equipment: +1 Speed Manus Umbrus Belt of Giant Str +6 Collar of Health +6 Headband of Wisdom +6 Boots of Dexterity +6 2,000gp Feats: Alertness Weapon Focus Claw Weapon Specialization claw Improved Natural Attack Claw Improved Initiative Improved Unarmed Attack Improved Grapple Iron Will Vile Natural Attack Improved Toughness Skills: not done yet |
| De Batavier12-16-04, 12:54 PM | removed due to end of IFWG |
| Dyne12-16-04, 03:25 PM | speaking of level adjustments did you know thatthe purple knights have a +2 in the fr campain setting so a player would have to came in at 13 level then if the same rule applies. I cange the one to 12 and the other to 13. but still powerful at that level. I found the purple knights I didn't know that so some of them might be out of adjustment to. What? I've never read of that. Take away 2 levels for a few enhancements to Followers? Heck no, I'd rather ditch the PrC. |
| jagggar12-16-04, 03:42 PM | I've got the FRCS and I don't see any such rules reguarding the Purple Dragon Knights. |
| Orcy The Green Wonder12-16-04, 03:47 PM | Unique powers level 1 2 3 4 5 6 7 8 9 number 5* 4 4 4 4 3 2 2* *feat extra unique power included. Powers Known level psionic/wilder Shaper 1st all astral construct 2nd all 3rd all 4th all 5th all 6th all 7th all 8th all Ok... Orcy has never seen this Erudite class thing here. But you mean to tell Orcy that you get ALL psion and Wilder powers? Does this mean you can cast any power there is whenever you want? Also, what is with the unique powers? Orcy has never seen any of this stuff so... Orcy needs a bit of an explination here. |
| Von Crown12-16-04, 05:16 PM | Here's how the Erudite works (The real Mordred has 20 lvls of it) The misleadingly named "Unique Powers" is actually somewhat similar to spell slots. It's like this- Say Bob the Erudite Knows Three 5th level powers, Power A, Power B, and Power C, and has 1 5th-level unique power/day. He could then manifest either Powers A, B, or C, But whichever he used, that's be the only one he'd be able to use for the rest of the day. Do you get that? And no, Erudites can't manifest ANY power, but they can learn powers from any list, and they can learn more powers from willing or helpless psions, wilders, or even psychic warriors if they wanted. Am I making sense? |
| Sssargoth12-16-04, 05:23 PM | Ok... Orcy has never seen this Erudite class thing here. But you mean to tell Orcy that you get ALL psion and Wilder powers? Does this mean you can cast any power there is whenever you want? Also, what is with the unique powers? Orcy has never seen any of this stuff so... Orcy needs a bit of an explination here. It was published in a Dragon mag. I've see it. Just think of it as a psychic wizard because they must choose which powers to use and how many times per day to use it, just like a wizard. |
| Von Crown12-16-04, 05:46 PM | they don't pick how often they use it, and the powers aren't determined until they use the powers |
| bgt12-16-04, 06:28 PM | Always wondered how my Snakewalker PC would work out... Teth Gy'ar Class: Sorcerer 5/Snakewalker 10 Race: Human(reptilian) Gender: Male Alignment: NG HP: 81 AC: 22 Initiative: +2 BAB: +9/+4 Str 15 (+2) Dex 15 (+2) Con 12 (+1) Int 16 (+3) Wis 10 (+0) Cha 20 (+5) Fort +8 Ref +9 Will +7 Attacks: Manyfang Dagger +12/+7([1d4+2]*4), Bite +12/+7(1d4+2+poison[Initial and secondary 1d6 Con, Fortitude DC 22 negates]) Feats: Snake Blood Still Spell Spell Thematics(snakes) Improved Familiar Energy Substitution(Acid) Gape of the Serpent Energy Substitution(Sonic) Special Abilities: Adder's Bite*3 Sepent's Jaw Animal Companion Viper's Sight*3 Shape of the Snake Python's Grasp Skills: Handle Animal+10, Hide +10, Move Silently +10, Knowledge(nature) +5, Knowledge(Arcana)+5, Spellcraft +18 Equipment: -Manyfang Dagger -9 Fang Beads -Lesser Metamagic Rod(Maximize) -Python Rod -Bracers of Armor+8 -2 pairs of Ring Gates -698 gp Spells per Day: 0: 6 1: 8 2: 5 Spells Known: 0-Ghost Sounds, Prestidigitation, Detect Magic, Ray of Frost, Read Magic, Acid Splash 1-Shield, Magic Missile, Ice Dagger, Shocking Grasp 2-Bull's Strengh, Agnazzar's Scorcher Familiar:Mlarraun (40 HP, AC 18) Animal Companion:Large Constrictor Snake (60 HP, AC 15) |
| Demonfey12-16-04, 07:14 PM | have no racial hit die, the higher ones get +3 for having a higher level demon father or mother the lower get a +2 for lower demons. the are plane touched and are level adjustment a +3 or +2 according to whos their father or mother. Is ialso in races of faerun pp 118, speaking of level adjustments did you know thatthe purple knights have a +2 in the fr campain setting so a player would have to came in at 13 level then if the same rule applies. I cange the one to 12 and the other to 13. but still powerful at that level. I found the purple knights I didn't know that so some of them might be out of adjustment to. Actually, it is a +2 ECL unless they have DR, enervation, or dimension door as one of their four possible abilities. They get to choose four of them, and always have alter self at will. |
| Demonfey12-16-04, 07:16 PM | Really? Did they go against the general rule and give them odd racial ability adjustments there, or is redhase figuring the racial ability adjustments incorrectly (or better yet are the adjustments actually +2/+2/-4 and he just added one of his attribute points from levelling to each modified score)? +2/+2/-2, actually. |
| redhase12-16-04, 08:26 PM | higher demons +3+3-3, lower demo +2+2-2 lords of darkness and races of fearun look it up. thats page 118 of races of faerunlevel adjustment +2 or +3 in the pagagraph below it says that a higher demon is +3 a lower is +2.page 120 quote "level adjustment +2 fey're are slightly more powerful and gain more levels slowly than common races of faerun. This is because the elders of house dlardageth bred for immediate power at the exppense of long term ability. FVey'ri withj damage reduvtion or dimension or enervation spell like abilities have an level adjustnent of +3 instead of +2." +3 is higher demon blood balor, Pit fiend or devil, +2 is lower devil or demon. |
| Demonfey12-16-04, 08:41 PM | higher demons +3+3-3, lower demo +2+2-2 lords of darkness and races of fearun look it up. thats page 118 of races of faerunlevel adjustment +2 or +3 in the pagagraph below it says that a higher demon is +3 a lower is +2.page 120 quote "level adjustment +2 fey're are slightly more powerful and gain more levels slowly than common races of faerun. This is because the elders of house dlardageth bred for immediate power at the exppense of long term ability. FVey'ri withj damage reduvtion or dimension or enervation spell like abilities have an level adjustnent of +3 instead of +2." +3 is higher demon blood balor, Pit fiend or devil, +2 is lower devil or demon. Or a being whose genes traded power for the immortality of a demon. (Crowley had a Klurichir father, but was born with eternity.) |
| redhase12-16-04, 10:35 PM | then he inhereted demon blood, higher or lower and some abilities alot aculty. |
| Tenzhi12-17-04, 01:26 AM | higher demons +3+3-3, lower demo +2+2-2 lords of darkness and races of fearun look it up. thats page 118 of races of faerunlevel adjustment +2 or +3 in the pagagraph below it says that a higher demon is +3 a lower is +2.page 120 quote "level adjustment +2 fey're are slightly more powerful and gain more levels slowly than common races of faerun. This is because the elders of house dlardageth bred for immediate power at the exppense of long term ability. FVey'ri withj damage reduvtion or dimension or enervation spell like abilities have an level adjustnent of +3 instead of +2." +3 is higher demon blood balor, Pit fiend or devil, +2 is lower devil or demon. My gobbledygook is a bit rusty, but let me see if I understand you properly - "Higher demon" is a template of some sort in Races of Faerun (which, being a best-left-Forgotten Realms supplement, I don't own) which gets the +3/+3/-3 ability adjustment, and it comes with a +3 Level Adjustment. Fey'Ri with Damage Reduction and spell-like abilities get a +3 Level Adjustment. Therefore a character with both would have a +6 Level Adjustment. This means that they could only have 9 class levels to equal an ECL of 15. Remember: ECL (Equivalent Character Level) equals the total of all your level adjustments plus your racial hit dice plus your class levels. |
| Lady Rolindin12-17-04, 01:31 AM | the racail feat of the daemonfry for the +3 +3 -3 applies to int, dex and con and the other deamon abilites. they start out if 3 at 12th, if 2 then 13 levels, the + and - apple to the demon blood racail feats they get and starting level. take a look at redhase sheets. the + and - apply to racail feats and starting class she has made them right,the + and - for each. not +3+3+3 = 15-9 is 6th level by your way stARTING out. the bonus apply to dex,int,con and racail fesatures -3 for high demon blood and - 2 for low demon blood starting levels since your starting at 15th level -3 for high demon blood, -2 for low demon blood high demon blood start in this form is 12, starting level for low demon blood is 13. |
| Tenzhi12-17-04, 01:44 AM | +2/+2/-2, actually. I was speaking hypothetically. His first character had +3/+3/-3 going, and I was hypothesizing that he took his attribute bonuses from levels 4, 8, and 12 and applied them to a set of +2/+2/-4 attribute modifiers to make them +3/+3/-3. That was an incorrect hypothesis, obviously. So, according to Lady Rolindin, I gather that the +3/+3/-3 comes from a racial feat? What are the drawbacks to this feat to grant such unbalanced (in more ways than one) attribute modifiers? |
| Lady Rolindin12-17-04, 02:41 AM | the daemonfry get a-3 or -2 to taken from con,but they get +3 or +2 to dex and int. accourding to the father or mother of the daemonfry, high devil or demon -3,low devil or demon-2 on con, other than that they are a class that gets demon abilities partly. not all of them just some to make it harder to kill and they take twice as long to move up levels should be two levels to move up one level, thats makes it hard on them. higher demons and devils are pit fiends and balors, not to metion the arch devels, lower are below them the bone devil, scubus, and the likes under 150 hit points. Higher are 150 and above demons and devils |
| Tenzhi12-17-04, 03:00 AM | not all of them just some to make it harder to kill and they take twice as long to move up levels should be two levels to move up one level, thats makes it hard on them. Two levels to move up one level? In that case, the character shouldn't even be starting at 15th level in the first place, but rather 7th (or possibly higher if one goes by the experience chart rather than just the level, but still)... I find myself wondering how many other conventions of the rules this single FR supplement breaks. I also have a feeling I'm going to have to get a look at the book in order to see how this wonky thing truly works. |
| redhase12-17-04, 03:09 AM | all the book says is that it takes more hit points for them to move up a level, than a regular chatater would the dm has to decide how many more are needed to move up to the next level. lr was giving her estamte of how she would rule the levels. you start out at 15 level in the games, then take off the level adjustment and that been done. the whole group needs to decide just how much is needed to move up a level, its not even with the level adjustments ofor the class they play, fighter, wizard, socerer, you need to decide how many are needed to move up to the next level, use the players hand book numbers for the classes they are, and add what you think to get to next level. The games start out at 15 level then take off level adjustment, did that. All of you decide how many more needed for advancment. 10,000 more, 20,000 more than players handbook, you decide how many are needed. |
| Tenzhi12-17-04, 03:18 AM | Urge to stab rising... Um... ignore that. It's just a sudden blinding, seething, murderous rage. Nothing to worry about, really. I can see that I'm going to have to contaminate my eyes with this best-left-Forgotten Realms supplement. Races of Faerun, you said? :heavy sigh: |
| redhase12-17-04, 03:20 AM | I will post it on the window |
| redhase12-17-04, 05:34 AM | Races of Faerun starting page 118 ends at121 Regions: sun elf(although the fet'ri hate sun elves, that's where their heritage lies.) Racail feats: Deeping Darkness, enervative healing, fiendish bloodline, improved energy resistance, spell like ability focus. level adjustment:+2 or +3 the result of four noble houses of sun elves breeding with demons in a attempt to strengthen their bloodlines, fey'ri are a type of planetouched that breeds true amoung their own kind. marked by their fiendish blood, fey'ri are uniquew among most planetouched in that they have a self sustaning communjity, so they are raised among their own kind. because of this, young fey'ri do not suffer the feelings of ostracismm that other planetpouched do despite growing up among creatures with strong fiendish blood. Most fey'ri are evil, but a few are able to shrug off the fiendish taint's influence on their behavior and emulate some small part of the innate good nature of the elves. Fey'ri are the descendants ofd the sun elves and demons(usually succubi in male or female form). Having bred with these demons and among their own kind, fey'ri are a distinct race and share the same common fiendish traits. In general form they resemble sun ellves, although all have large bat like wings. They all have one or more unusal features reflecting their fiendish heritage, such as fiery red eyes fine scales all over the skin long pointed tails bat like ears deep red skin Fet'ri are obviouslyt different from normal sun elves and would quickly be killed by most other elves if discovered. Luckily for them, their demonic bloodline gives them several abilities, including the ability to chang their shape. Thus they can pass freely among other creatures without causinf an alarm. There may be other fey'ri in Faerun other than those allied with house Dlardrageth, but since the likelihood of an elf breeding with a demon is very small, such an individual would be essentially unique outside these four elven houses. The rest of this section assumes Dlardageth fey'ri are the subject matter. History thousand of years ago , the sun elves of house Dlardageth ( in what is now the forest of Cormanthor) secretly bred with succubi to strengthen their bloodline. Although they were eventuall discovered and imprisoned in a series of caverns, before their confinement they allied with three monor noble houses of elven nation of Siluvanede in the high forest. Those nobles acquired caches of Dlardrageth magic items and bred with demons as well, using these items and their fiendish powers to strike out at their enemiesw. These nobles were defeated and magically imprisoned in the Dlardrageth cache sites. Three Dlardrageth half fiends were accidentally released when hellgate keep was destroyed in 1369 dr. When they broke through the magocal seals on their armories they were suprised to find the descendants of their allies from Siluvanede within. Now freed, the planetouched elves joined with their old allies and began to enact their long awaited plans. Thje fey'ri associated with house Dlardrageth originally numbered less than 60. Since their release, some of these fey'ri have broken from their families, trying to find a place in the world after centuries oof magical imprisonment. Out look Most fet'ri live for revenge. they feel wronged by other elves, particularly moon elves, and superior to all other races (as befits their lineage, which ties them to the ancient elven kingdoms that predate human civilization). While their plans for revenge unfol, they wish to restorte the glory of the eleven empires with themselves at their head, not realizing that their fiendish taint hascorruped the sun ekf qualities that they prize the most. I ndividual fey'ri comply with these goals, knowing that their half fiend rulers are too powerful to challenge and feeling that they themselves have been punished unfairly by the moon elves from their too long magical imprisonment. The fey'ri also suffer from unfamiliarity with the changes to the world and are still learning about its current state. A fet'ri is patieent, calculating, and suspicious, but her fiendish bloodline makes her prone to undeserved acts of cruelty and rage. Of special note areb the fey'ri who have chosen to leave the banner of house Dlardrageth. The members of the house considered these renegade fey'ri a great risk to their plans, for the DSlardrageth nobles know their numbers are too small to survive a concerted effort to eradicate them- they must act in secrecry, or risk discovery and death. This makes any renegade fey'ri a creature marked for death by the entire house. Since countess Sarya dlardageth (ce female half fiend sun elf sor 18)is a powerful spell caster, these renegades must be even more cautious than their isolated kin, or they could be descovered and destroyed. Fey'ri are usally chaotic evil. Some hear echo of their elven heritage and are chaotic neutral, and a few may be entirly neutral. None have yet been found who are lawful good. Fet'ri characters fet'ri blood practically overflows with sorcerous power, so many fey'ri characters become sorcerers. Those who don't become rogues or fughters, although a fair number are sorcerer/ rogues or sorcerer/ fighters. Favored classes; a fey'ri favored class is sorcerer. their demonic bloodline and the type of magical traning they get pushes fey'ri to develop as sorcerers instead of wizards ( the typical sort of magic a true sun elf practices). Prestige classes; fey'ri sorcerers often aspire to become arcmages, while those of a more martial bent consifer becoming ranger/blackguards or rogue/ assassins. Because fey'ri have elven bloodf the arcane archer prestige class is open to them as well. Fey'ri Society Fey'ri society is very close knit. they are all close relations, and so each fey'ri has a very good ideal how each of his or her family members would react to a situation. Yet they have a subtle loathing foe each other, bith because their elven nature rejects the taint of their kin and because their demonic ancestors are so chaotic and rebellous that they find it difficult to work together. As a result, fey'ri society is based on power and fear- power to make you if you fail to comply. House Dlardageth is a house that cannot stand the test of time, and the only reason it has lasted for as long as it has is the magic that imprisoned its members for centuriew. in the next hundred years, its likly that the fey'ri will scatter across faerun, creting their own pockets of evil, possibly accompanied by near adult offspring. untill that time, this group of evil tainted but magically powerful elves has the potentail to ibcite a great slaughter of their enemies. Lanuage and literacy Fey'ri speak common, elven, and abyssal. I ndividuals often learn gnoll, goglin, and sylvan because of the creatures that did and still do live in the high forest. Fey'r5i spellcasters usally learn draconic to acquire magic from old sources. all fey'ri are literate(none of the demonfry are barbarians). Abilities and racial features Fey'ri have the following racial trats: +2 dexterity, +2 intelligence, -2 constitution, fey'ri are quick and smart, but their inbreeding makes them weak Medium size Fey'ri land speed is 30 feet, when in their winged form they may fly at a speed od 40 feet with a maneuverability rating of poor. dark vision up to 60 feet low light vision fey'ri can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. they retain the ability to distinguish color anmd detail under these conditions immunity to magiv sleep spells and effects +2 racial bonus on wiil saves against ebchantment spells andeffects. alter self(sp) fey'ri can use alter self at will to assune any humanoid fotm, and can renaim in that form indefinitely. +2 racial bonus on bluff, hife, listen, search anmd spot checks. elven blood, for all special abilitiesw and effects, a fey'ri is considered an elf. fey'ri for example can use or create elven weapons and magic items with racially specific elven powers as if they were elves. outsiders; fey'ri are native outsiders demonic abilitiesw, every fey'ri has four special abilities drawn from the following list: charm person1/day, clairuudience/clairvoyance1/day, damage reduction 10 1/day (*), darkness 1/day, detect thoughts 1/day, dimension door 1/day(*), enervation 1/day(*), fire resistance 10 1/day suggestion1/day . +2 racial bonus on saves against electricty, or +2 racial bonus on saves against poison. fey'ri spell like abilities use the fey'ri character kevel for their effect. the dc is charisma based. a fey'ri can only have one ability from the list that is marked with an adterisk (*), and any fey'ri with one of these three abilities has a higher level adjustment than a fey'ri with out one. level adjustment +2 fey'ri are slightly more powerful and gain levels more slowly than the common races of Faerun. This is because the elders of house Dlarageth bred fir immediate power at the expense of long term ability. fey'ri with damage reducation or the demension door or enervation spell like abiliteis have an level adjustment of +3 instead of +2 see table 1 in the introduction for more informatiom. table 1 page 6 xp normal +1 +2 +3 +4 0 1st - - - - 1,000 2nd 1st - - - 3,000 3rd 2nd 1st - - 6,000 4th 3rd 2nd 1st - 10,000 5th 4rd 3rd 2nd 1st 15,000 6th 5th 4th 3rd 2nd 21,000 7th 6th 5th 4th 3rd 28,000 8th 7th 6th 5th 4th 36,000 9th 8th 7th 6th 5th 45,000 10th 9th 8th 7th 6th 55,000 11th 10th 9th 8th 7th 66,000 12th 11th 10th 9th 8th 78,000 13th 12th 11th 10th 9th 91,000 14th 13th 12th 11th 10th 105,000 15th 14th 13th 12th 11th 120,000 16th 15th 14th 13th 12th 136,000 17th 16th 15th 14th 13th 153,000 18th 17th 16th 15th 14th 171,000 19th 18th 17th 16th 15th 190,000 20th 19th 18th 17th 16th 210,000 21st 20th 19th 18th 17th 231,000 22nd 21st 20th 19th 18th (note I'm bringing them in at they hit points given which makes a +2 to be 13th level and +3 to be 12th level) back to page 120 Fey'ri magic and lore Fey'ri draw upon ancient lore of the sun elves. they favor three primary schools of magic, conjuration, evocation, and transmution. Spells and Spell casting Fey'ri like to use conjuration spells to summon fiendish creatures to fight their enemies, relying upon their knowledge of the Abyssal tonge to give their servant creatures complex commands. mage armor is a common spell known by fey'ri socerers. Evocation spelols appeal to the destrive, chaotic narure that hums within every fey'ri blood. However , they still are reluctant to harm their forest home, even if it would allow them to eliminate a large number of their hated moon elf enemiesw, so area affecting spells are used cautiously if tress might be harmed. fey'ti are find of fire and electricity spells, since many of their own kind are resistant to those energies and they need not be very cautious when targeting foes engaged in melee with their allies. Transmution spells are used to enhance their combat abilities. fey'ri are find of bull's strength, cat grace, and endurance to enhance their strengths or compensare for their weaknesses, and spells such as hast and slow are always useful. Fey'ri Magic items As they are descended from ancient elven families, the fey'ri have access to typical elven mage items and the knowledge needed to make them. Boots of elvenkind, cloaks of elvenkind, keen weapons, oatbowsm, and magical elven chainmail are items commonly used by the fey'ri. |
| De Batavier12-17-04, 07:16 AM | removed due to end of IFWG |
| anglar12-17-04, 04:23 PM | 15th Level Wizard avatar of Anglar Eilieas Goldstems Built using 32 point buy and High Elf Build of FR Setting STR 12 +1 (4 points) DEX 14 +2 (6 points) CON 12 +1 (6 points & -2 Racial) INT 23 +6 (10 points + 2 Racial + 3 levels) WIS 10 0 (2 points) CHA 12 +1 (4 points) Height - 5'10'' Weight - 185 lbs Hair - Platninum Eyes - Green Alignment - LN Hit points - 60 Init +6 Combat BAB +7/+2 AC - 15 (13 flat footed, 12 touch) Melee - +8/+3 = 7/2 (BAB) + 1 (STR) Range - +9/+4 = 7/2 (BAB) + 2 (DEX) Saves - Fort +8 Ref +9 Will +9 Skills - Concentration 18 (ranks) + 1 (AM) = 19 Diplomacy 9 (ranks) + 1 (AM) = 10 Knowl. (Arcana) 18 (ranks) + 5 (AM) = 23 Knowl. (Planes) 18 (ranks) + 5 (AM) = 23 Sense Motive 9 (ranks) + 0 (AM) = 9 Spellcraft 18 (ranks) + 5 (AM) = 23 Feats Scribe Scroll (Free) Eschew Material (1st) Dodge (3rd) Still Spell (5th bonus) Combat Expertise (6th) Improved Initiative (9th) Quicken Spell (10th Bonus) Great Fortitude (12th) Lightning Reflexes (15th) Spell Mastery (15th Bonus) Possessions Portable Hole (20,000 GP) +1 Holy Arrows, 300 (108,000 GP) Bracersof AC +3 (18,000GP) 54,000 GP left Spells 1st level - Shield, Mage Armor, True Strike, Magic Missile, Ray of Enfeeblement, Chill Touch, Expiditious Retreat, Feather Fall Jump 2nd level - Fox's Cunning, Cat's Grace, Blur, Web 3rd level - Magic Circle against Chaos, Heroism, Fly, Fireball 4th level - Stoneskin, Greater Invisiblity, Evard's Black Tentacles, Polymorph 5th level - Telekinesis, Wall of Force,Cone of Cold, Dismissal 6th level - Wall of Iron, Bigby's Forceful Hand, Mislead, True Seeing 7th level - Banishment, Bigby's Grasping Hand, Power Word Blind, Reverse Gravity 8th level - Horrid Wilting. Power Word Stun. |
| Deladrion Garthin12-17-04, 08:13 PM | Just out of curiosity, Anglar, but how does your 12 constituation give you a +5 ability modifier? |
| Tenzhi12-18-04, 12:49 AM | I see they just use normal LA but they printed a table to confuse the issue. So that just leaves me with one question - the racial ability adjustments are +2 Dex, +2 Int, and -2 Con. Where do you get the extra +1/+1/-1 from with the first character? I only ask because odd ability adjustments are automatically unbalanced and worth +1 LA in themselves. A +1 Dex, +1 Int, and -1 Con is the equivalent of having a +2 Dex, a +2 Int, and no Con adjustment. |
| Dyne12-18-04, 12:53 AM | I see they just use normal LA but they printed a table to confuse the issue. So that just leaves me with one question - the racial ability adjustments are +2 Dex, +2 Int, and -2 Con. Where do you get the extra +1/+1/-1 from with the first character? I only ask because odd ability adjustments are automatically unbalanced and worth +1 LA in themselves. A +1 Dex, +1 Int, and -1 Con is the equivalent of having a +2 Dex, a +2 Int, and no Con adjustment. I don't see an extra +1 Dex, +1 Int, and -1 Con in the description. I only see an extra +1 LA for a few extra abilities. And that table looks like it just clarifies the ECL of the creature, even though it isn't necessary. |
| redhase12-18-04, 12:57 AM | I use the one's from this one, and make changes to the two. the lords of daekness books has more on the calss and they clash and agree on some things. i'll use the one's from races of fearun. I have a daemonfry preist to put up to, she's going to be a all 2s for 13 level, they worship Gargauth, the Lords of the pit a dark evil god. i'll make the changes, both books seem to clask in ways. |
| Tenzhi12-18-04, 01:11 AM | I don't see an extra +1 Dex, +1 Int, and -1 Con in the description. I only see an extra +1 LA for a few extra abilities. From the one that he posted with the bright red text: (+3 to dex, +3 int -3 to con for demon blood inherewted abilities) Since the stats are +2 Dex, +2 Int, and -2 Con then that would be an extra +1/+1/-1. And, as I said, all odd ability adjustments are inherently unbalanced. But it looks like that was an artifact from the Lords of Darkness thread rather than the file itself, if I read redhase's response correctly. So if he just fixes that, and remembers to implement LA from now on, he's all set. And that table looks like it just clarifies the ECL of the creature, even though it isn't necessary. Yeah. That's pretty much what I said. All the nonsense I was getting from people on the issue over HP and two levels per level was just that: nonsense. |
| grimclaw12-20-04, 03:14 AM | This is my secondary character for use in dragon foundation buisines. name=Severis Blackaxe race=half(silver)dragon-lizard folk class=fighter10 gender=male alignment=n.good speed=30 ht.=7'4" wt.=380 eyes=blue skin=silver st.=27+8 dx=16+3 cn=20+5 in.=14+2 ws.=13+1 ch.=14+2 A.C.=30 ff=27 tch=16 saves= Fort=+15 Ref=+12 Wil=+7 Bab=+11/+6/+1 melee=+19/+14/+9 range=+14/+9/+4 Great axe= +20/+15/+10 H.P.=151(12d10+60) Init.=+3 race and class abilities= immune to sleep,paralysis and cold low light vision dark vision 60' +4 jump,swim andbalance 1/d cone of cold 30' (6d8,dc.18) simple and martial weapon prof. all armor shields natural armor +9 Skills= balance+17 jump+22 swim+22 climb+18 handle animal+12 diplomacy+11 Intimidate+7 bluff+7 Feats= weapon focus(great axe) monkey grip(great axe) weapon spec.(great axe) power attack cleave great cleave quick draw combat reflexes Items= +3 breast plate +2 large steel shield +3 elemental great axe +3 ring of protection +3 cloak of resistance description= Sevaris is a tall heavily built lizard folk warrior covered in bright silver scales,a heritage of his dragon mother.Despite his powerful build he is graceful in his movements.Prone to deep thoughts and careful actions he is the spokesman for the great silver wyrm Artraxis the Destroyer. |
| anglar12-20-04, 02:27 PM | Just out of curiosity, Anglar, but how does your 12 constituation give you a +5 ability modifier? Sorry, it was an error. Of course this is now all moot. And I was gona kill Droga in one round, too. |
| Deladrion Garthin12-20-04, 03:36 PM | Anglar: Don't forget to fix your HP as well. |
| Dyne12-20-04, 03:47 PM | Anglar: Don't forget to fix your HP as well. It doesn't seem to matter. The game is over. |
| anglar12-20-04, 07:35 PM | What's so bad is that I was so ready to kill Droga. I had my technique down and everything. |
| grimclaw12-20-04, 07:40 PM | Sure but did you hire a caterer for the victory celebration? |
| Dyne12-20-04, 07:42 PM | What's so bad is that I was so ready to kill Droga. I had my technique down and everything. Why is everyone so set on killing Droga? Man, how many people do you have to impersonate and ruin their reputation? Perhaps, if Aseir went on a killing rampage.... |
| grimclaw12-20-04, 07:55 PM | Why is everyone so set on killing Droga? Man, how many people do you have to impersonate and ruin their reputation? Perhaps, if Aseir went on a killing rampage.... My advice is litter,and maybe a little graffiti.oh,and shoot a bunny rabbit,that always fires elves up. :D |
| Dyne12-20-04, 07:57 PM | My advice is litter,and maybe a little graffiti.oh,and shoot a bunny rabbit,that always fires elves up. :D Or maybe he should just impersonate Dyne again. It seems like the Half-Elves hate him more than Aseir. |
| grimclaw12-20-04, 08:00 PM | try having impersonate Dyne,impersonating Droga,impersonating Sil,impersonating me,impersonating himself. :confused: |
| Demonfey12-20-04, 08:01 PM | You see, that is the problem: You did the job too well. He pulled it off without a hitch, and so the HE now hate Dyne. If you had Aseir go up to a HE and do stuff, and then say you framed Dyne (character), they will hate you a bit. Oh, and Crowley told them that Dyne is a blood relative of his, which does hurt his popularity quite a bit... |
| Dyne12-20-04, 08:18 PM | You see, that is the problem: You did the job too well. He pulled it off without a hitch, and so the HE now hate Dyne. If you had Aseir go up to a HE and do stuff, and then say you framed Dyne (character), they will hate you a bit. Oh, and Crowley told them that Dyne is a blood relative of his, which does hurt his popularity quite a bit... Stupid Half-Elves, they dare let Aseir outsmart them time and again.... (BTW, I was referring to the Half-Elf NPC's who were so easily fooled) |
| Demonfey12-20-04, 08:20 PM | Yeah, and HE stands for half elves in general. |
| Dyne12-20-04, 08:26 PM | He could probably get away with starting a Civil War among the Half-Elves. All he has to do is use Dominate Person on Meneldil, get him to attack Silmarien, then use Dominate Person on Silmarien and get her to attack Meneldil. Or, it could probably work with Suggestions as well. Or, maybe just a simple Charm Person? |
| anglar12-20-04, 09:57 PM | Why is everyone so set on killing Droga? Man, how many people do you have to impersonate and ruin their reputation? Perhaps, if Aseir went on a killing rampage.... Because Droga is perceived as the single greatest threat. Once I dispatched of him, then you others would fall into plae or fall beside him. |
| Dyne12-20-04, 09:59 PM | Because Droga is perceived as the single greatest threat. Once I dispatched of him, then you others would fall into plae or fall beside him. Or just totally kick your butt. |
| grimclaw12-20-04, 10:05 PM | Or just totally kick your butt. Tickets!get your tickets for the butt kicking contest!(I bet 4to1 on the one legged man.) |
| anglar12-20-04, 10:15 PM | Or just totally kick your butt. If I can kill Droga in one round, what makes you think I couldn't do the same to you? Or everybody else for that matter. Remember, as a GM, anything you can do, I can do, and do it 100 times over. |
| grimclaw12-20-04, 10:18 PM | If I can kill Droga in one round, what makes you think I couldn't do the same to you? Or everybody else for that matter. Remember, as a GM, anything you can do, I can do, and do it 100 times over. Because I'll get a job as a publisher of gaming material and stack the core rule in my favor. :plotting: :evillaugh |
| anglar12-20-04, 10:22 PM | Because I'll get a job as a publisher of gaming material and stack the core rule in my favor. :plotting: :evillaugh You can't. I'm a Munchkin, and proud of it. |
| grimclaw12-20-04, 10:27 PM | You can't. I'm a Munchkin, and proud of it. Allright then I'll swipe your dice.No?O.k,you asked for it.I'll make you watch endless reruns of BUFFY til you surrender! :evillaugh |
| Sssargoth12-20-04, 10:30 PM | Allright then I'll swipe your dice.No?O.k,you asked for it.I'll make you watch endless reruns of BUFFY til you surrender! :evillaugh I cvalculate that as taking about 4.9 million years... |
| Dyne12-20-04, 10:49 PM | Or I could hack the die roller to bring up nothing but 1's for you and nothing but 20's for me. |
| grimclaw12-20-04, 10:49 PM | I cvalculate that as taking about 4.9 million years... Not against Anglar.I have studied my opponent well. :D |
| Dyne12-20-04, 10:52 PM | Not against Anglar.I have studied my opponent well. :D Just cause you looked at his sig. By-the-way, Anglar, your sig isn't functioning properly. I can't get the Spoiler block to open. |
| grimclaw12-20-04, 10:54 PM | Just cause you looked at his sig. By-the-way, Anglar, your sig isn't functioning properly. I can't get the Spoiler block to open. It doesnt matter how I got the info only that I got it.Actually I havent looked at his sig for a while ,the Buffy part just sort of stuck in my memory. :D |
| anglar12-20-04, 11:33 PM | Just cause you looked at his sig. By-the-way, Anglar, your sig isn't functioning properly. I can't get the Spoiler block to open. It's working fine for me. I might have been adjusting it at the time. Try again. Buffy - the fact that I cannot stand Joss Whedon or most anything Buffy notwithstanding, episodes of Buffy would do little to drive me crazy. I can send my mind off on the number of tangents it is so apt to do anyhow. Such as: Are all vampires and people such wusses in Whedon's world that no one uses a gun much? Is Whedon so hard up that he has to make his show be about women power and man bashing just to get a date? How much easier Anglar would kill all of these vampires? Why Willow would be dead after her Dark Willow episode no matter what anyone else said? It really is Xander's fault that Romeo and Juliet die. (cookie to anyone who can come up with that tie in.) Just how much pleasure would I take in killing Angel in front of Buffy? And why Spike should have done it a long time ago. |
| grimclaw12-20-04, 11:43 PM | It's working fine for me. I might have been adjusting it at the time. Try again. Buffy - the fact that I cannot stand Joss Whedon or most anything Buffy notwithstanding, episodes of Buffy would do little to drive me crazy. I can send my mind off on the number of tangents it is so apt to do anyhow. Such as: Are all vampires and people such wusses in Whedon's world that no one uses a gun much? Is Whedon so hard up that he has to make his show be about women power and man bashing just to get a date? How much easier Anglar would kill all of these vampires? Why Willow would be dead after her Dark Willow episode no matter what anyone else said? It really is Xander's fault that Romeo and Juliet die. (cookie to anyone who can come up with that tie in.) Just how much pleasure would I take in killing Angel in front of Buffy? And why Spike should have done it a long time ago. Very well then,triple screen,reruns of Green Acres,The Golden Girls and a continuos loop of the worst movie ever made-Teenage Caveman(my condolences to any of you who have seen it,if you havent then dont,seriously)If I wasnt so tired I could probably come up with worse entertainment tortures.Except for the Teenage Caveman thing--brrr!!!!! |
| Dyne12-20-04, 11:47 PM | It's working fine for me. I might have been adjusting it at the time. Try again. Nope. Push the button and... nothing happens. |
| anglar12-20-04, 11:54 PM | Very well then,triple screen,reruns of Green Acres,The Golden Girls and a continuos loop of the worst movie ever made-Teenage Caveman(my condolences to any of you who have seen it,if you havent then dont,seriously)If I wasnt so tired I could probably come up with worse entertainment tortures.Except for the Teenage Caveman thing--brrr!!!!! I'm an avid MST3K watcher. I can handle just about anything. Dyne - I'll PM you my sig. |
| grimclaw12-20-04, 11:58 PM | I'm an avid MST3K watcher. I can handle just about anything. Dyne - I'll PM you my sig. Obviously youve never seen teenage caveman.Find a copy,watch it I dare you.Its been several years since I saw it and the memory of it still tugs at my sanity.(must resist returning flood of memory--ahhhhhhhhhhhhhhhhh!!!!!!!! |
| anglar12-21-04, 12:06 AM | Obviously youve never seen teenage caveman.Find a copy,watch it I dare you.Its been several years since I saw it and the memory of it still tugs at my sanity.(must resist returning flood of memory--ahhhhhhhhhhhhhhhhh!!!!!!!! I've watched "Pod People" and "Angels' Revenge" and "The Legend of Bogy Creek II: The Legend Continues . . .". I can take it. |
| grimclaw12-21-04, 12:10 AM | I've watched "Pod People" and "Angels' Revenge" and "The Legend of Bogy Creek II: The Legend Continues . . .". I can take it. Dont say that till youve seen it.When its over you'll want to wash your mind with a brillo pad.If anybody else has seen it please tell him.It's evil must be stopped.If you watch it and are unaffected then I bow to your unarguable superiority. :eek: |
| jagggar12-21-04, 12:13 AM | Barney and Teletubbies? *has urge to CLEAN computer* |
| grimclaw12-21-04, 12:20 AM | Barney and Teletubbies? *has urge to CLEAN computer* Hurls lunch and dinner :yuck: :surrender |
| Orcy The Green Wonder12-21-04, 12:28 AM | If I can kill Droga in one round, what makes you think I couldn't do the same to you? Or everybody else for that matter. Remember, as a GM, anything you can do, I can do, and do it 100 times over. Ah ah, yer a DM (for the wars that are now over, mind) Anglar, not a GM. Bad, bad anglar. *points and shakes finger* Orcy should slap. ;) Besides, who could have killed what and in how many rounds is a moot point now. Through Orcy would have done some slapping around if you took something 5 levels higher than yourself and killed it in one round... |
| Chosen of the Dark Sun12-21-04, 12:46 AM | Barney and Teletubbies? *has urge to CLEAN computer* *Begins puking out not only todays lunch, but several lunches that had already been purged from system* Man, where did this stuff come from? I ate that last year! |
| NightScreamer2012-21-04, 12:47 AM | Very well then,triple screen,reruns of Green Acres,The Golden Girls and a continuos loop of the worst movie ever made-Teenage Caveman(my condolences to any of you who have seen it,if you havent then dont,seriously)If I wasnt so tired I could probably come up with worse entertainment tortures.Except for the Teenage Caveman thing--brrr!!!!! Teenage Caveman was awesome. It was so gory and stupid.... |
| Dyne12-21-04, 12:52 AM | *Begins puking out not only todays lunch, but several lunches that had already been purged from system* Man, where did this stuff come from? I ate that last year! Man, you got bowel problems. You should probably take laxative for that. |
| anglar12-21-04, 01:55 AM | Ah ah, yer a DM (for the wars that are now over, mind) Anglar, not a GM. Bad, bad anglar. *points and shakes finger* Orcy should slap. ;) Besides, who could have killed what and in how many rounds is a moot point now. Through Orcy would have done some slapping around if you took something 5 levels higher than yourself and killed it in one round... It's all about knowing the little special uses of spells my fine Orc friend. I'm Bad. I'm Nationwide. |
| Demonfey12-21-04, 08:29 PM | Being a wizard is fun, especially when you have a demented imagination.... :plotting: :devil: |
| Dyne12-21-04, 10:56 PM | Being a wizard is fun, especially when you have a demented imagination.... :plotting: :devil: You're not demented... you're just confused. |
| Demonfey12-22-04, 03:34 PM | You're not demented... you're just confused. In real life, I have quite a nice little imagination. I ask to see if I can use spells for functions never considered before, like Tenser's Floating Disk trying to be a launcher for large rocks if moved fast enough. It didn't work, but it was an interesting concept. |
| Dyne12-22-04, 04:57 PM | In real life, I have quite a nice little imagination. I ask to see if I can use spells for functions never considered before, like Tenser's Floating Disk trying to be a launcher for large rocks if moved fast enough. It didn't work, but it was an interesting concept. That's actually the topic at the CoA: Interesting and unusual uses for spells. |
| Demonfey12-22-04, 05:36 PM | That's actually the topic at the CoA: Interesting and unusual uses for spells. Already started in on it. That was one of my less creative ideas, too. |
| ChaosEvoker12-22-04, 06:06 PM | you shoudl see the use for tenser's flaoting disk I posted at the CoA |
| Demonfey12-22-04, 06:32 PM | you shoudl see the use for tenser's flaoting disk I posted at the CoA I did. Very creative, with the horse. Did you see my planned use for telekinesis? |
| Lady Rolindin12-27-04, 07:24 PM | more to post once I write him or her up. |
| Silmarien Aldalome12-29-04, 02:36 AM | I've just opened a new thread for new PCs and statistics. I'm going to post the Template in the Opening Post ENJOY Moved to >>HERE<< (http://boards1.wizards.com/showthread.php?t=356696) *click* |
| Silmarien Aldalome01-04-05, 09:03 PM | *click* Hi everyone - please post at the new Poll for the IFG-VII Your opinion matters @Demonfey I opened this on your request. Regards stav |
| Demonfey01-04-05, 09:26 PM | *click* Hi everyone - please post at the new Poll for the IFG-VII Your opinion matters @Demonfey I opened this on your request. Regards stav Thank you. This way, people can retrieve their characters more easily if they want to. |
| Granx Gemcutter01-29-05, 09:33 AM | Boing! Right back to the top of the forum. Should this thread not be like.... sticked or something? |
| Dyne01-29-05, 09:49 AM | Boing! Right back to the top of the forum. Should this thread not be like.... sticked or something? It would, but it's out-of-date. The newest thread is the Player Character Thread 3.0. I'll pull up a link.... Player Character Thread 3 (http://boards1.wizards.com/showthread.php?t=360911) I would ask everyone to use that thread from now on. We don't need 3 character threads floating around at the top of the forum. |