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| Zherog11-03-06, 05:31 PM | Welcome to the Hero Craftsmen 4 contest, where you make a character and get it voted on according to all its facets by our judges, to see who can make the best character! This time, our chosen theme is multiclassed monks. The DM has invited you to a new game. All the players in the game have a tie to a specific monastery, and to maintain the continuity the DM requests that your character have at least one level of monk and at least one level in another class. He tells you he won't nail you with any XP penalties should you make a character with monk and one other class - for example, a halfling monk/sorcerer. For the purposes of this competition, the ex-monk pseudoclass meets the criteria. The required level for this competition is 8th, which gives each character 27,000 gp to spend on magic items and equipment, with no more than 9,000 gp to be spent on any one item. Contest Rules The following are rules for the Hero Craftsmen competition, and are subject to change at any time between competition periods. Do note that the Code of Conduct is in effect for all aspects of this contest, and those who break it will be disqualified and their post will be reported. 1) All entries must be submitted with a complete stat block of any format or length, (so long as the stat block is complete, including content like equipment, skills, special abilities etc.) accompanied by a character background also of any format or length. 2) All entries must be submitted by the date and time given by the Coordinating Judge; any entries submitted late will not be judged but they are still allowed to be commented on by other users/judges, and may provide a valuable resource to other players out there. The time given for any competition is likely to be within 2-3 weeks; the exact times and dates will be stated by the Coordinating Judge during the contest's start. 3) After submitting an entry, a 15-minute grace period is allowed to edit your work, in the case of mechanical or formatting errors, typos, and the like. Editing your work after 15 minutes is considered breaking the rules. Hence, we urge you to revise your entry throughly prior to submitting it, to save hassle. Making use of the preview button on the post window will help you catch most errors before posting. 4) One Entry Per Contestant, and that creator must be the submitter (IE-all work has to be original, and not stolen from someone else.) Also, do not post an entry if you do not want it to be officially judged. 5) At the start of each competition, the coordinating judge will state a single theme around which to base your entry. There are no restrictions based on the character theme itself; it is merely a suggested guideline, but following it in a creative and interesting way will give merit to your entry. 6) There are other restrictions, however. Material contained in the three core books is allowed. The use of Psionics, Item Creation rules, Epic Characters, and anything else in the Official SRD (http://www.wizards.com/default.asp?x=d20/article/srd35) is also allowed. For this specific contest, no other material may be used including any variant rules as described in Unearthed Arcana and included in some unoffical on-line SRDs. 7) Additionally, the character must be created with the recommended character wealth as discussed in the DMG (note that you may not spend more than 1/3 of your entry's total wealth on any one item), with average hit points per hit die (eg-2.5hp for d4, 3.5hp for d6, 4.5hp for d8, 5.5hp for d10, 6.5hp for d12; Max hit points at 1st level), using the 28 point-buy system, as discussed in the DMG pg169. For those who do not have access to the DMG, the following sample arrays of scores have been set up for your convenience: 18, 14, 12, 10, 8, 8 15, 14, 13, 12, 11, 10 8) One special rule regarding Crafting: When (and only when) crafting a magic item for your character, the gp cost is 75% of the market price of the item (instead of 50%), and the xp cost is 0, for purposes of this contest. This is to represent that your character may have bought an item prior to crafting it, and the experience that he spent evens out to the required level for the competition. 9) Judges reserve the right to disqualify entries that do not follow the above rules, as they see fit. Scoring Points will be awarded for how well the judges think the character is made and expanded on. Entries from each of the judges will be added up to give a final score. The highest-scoring entry will win gold, second-highest silver, third-highest bronze. The judges may also each give a single entry one bonus point for whatever reason; this bonus point is merely to make out an 'honorable mention' of the competition, and is not likely to make an impact on the results themselves. The judges are expected to be very stingy about their bonus point, meaning that it is possible for no entries to get one. Additionally, the judges reserve the right to post comments on entries, and any contestant may ask to have their scoring (and/or comments) sent to them via PM. Each entry will be scored according to four categories: Thematic Creativity (10 points), Background Content (10 marks), Rules Use (10 points), and Clarity (5 points), for a total of 35 points. Thematic Creativity is a measure of how well the entry fits with the theme of the contest, decided by the coordinating judge at the start of the competition. It is also a measure of how creative the entry is when fitting in with the theme, meaning that taking the most obvious class for the theme may or may not be the best idea. Background Content measures how well-written the background of the entry is, and how creative it is. Including plot points, events that shaped your character, and so on, will earn you high points here. Another key element here is how playable the character is in a party. For example, submitting a sociopathic chaotic evil rogue who refuses to work with others and kills people over the smallest slight is likely going to receive a low score here. Rules Use is based on how well your character is made mechanically, as well as for how well your entry follows the RAW. Is his attack bonus correct? Has she spent all her skill points? Is all the gold in the sheet accounted for? And the like. Powerful characters will earn at least some points in this category. Clarity is a measure of how well we can read everything. This includes correct grammar (No leet über txt), and legibility of the entry's stat block. We want to be able to find what we need to judge the entry. Note that you don't need to have perfect spelling and grammar to score well here; we all make typos, even when we spend forever proofreading. Hints to Help This is not a competition to see who can make the most optimized character. It is a competition to find who can create the most creative and interesting character; one that you would love to see played in a gaming group. Of course, optimized characters can still be creative and interesting, but optimization is not the sole focus of the competition. Please consider your format before submitting an entry. As judges, we want to know exactly where you got that +3 in Tumble, or how you've laid out your ability scores. If we are helped in this endeavor, it reduces the chances of us (as well as you) making mistakes, and points may be earned for Clarity. For example, you could lay out your modifiers to everything, from AC to Skills to Abilities. If your +3 in Tumble came from 3 ranks, 13 dexterity and a check penalty of -1, point it out to us. If your Strength score of 16 comes from a base of 13, a +2 racial bonus, and a +1 boost at fourth level, point it out to us. Also, gold is a big hassle, so if you show how much everything costs, it saves us the trouble of going IRS on you. Consider including a chart or something that shows the complete level build-up of your entry, incase of cross-class skills, stacking class features and other such stuff that would be otherwise difficult for us judges to detect. When making a multiclassed character, it helps if the judges know what class you took at first level. It helps even more if judges know what class you took every level. Remember that the easier it is for a judge to verify your mechanics, the better your chances of getting a good score in the category. Backgrounds are very important in this competition, worth at least 10 points. While your entry's background doesn't have to be literary genius, you are advised to cover at least the basic stuff, like parents, friends, homeland, motivation, behavior, and at least one plot point that a DM can latch onto, among others. In this case, covering most or all of the aspects of a character is more advisable than simply focusing on one or two aspects in great detail. Don't worry, though, length is generally not an issue for us judges. The Leadership feat is quite often a wonderful choice. It offers characters a lot of power, and provides for some excellent background exploration. If you opt to give your PC the Leadership feat, we don't need a full stat block for the cohort or followers; all we need is the cohort's name, race, class(es), and level(s). You can provide the same sort of information for important followers. Note that you can provide more information - but doing so only increases your chances of miscalculating something, and therefore lowering your score. Our list of Eligible Judges are Doopliss (who started Hero Craftsmen), The Chilli God, Zherog, jennibert, JasonOrlandoHawk, and Heros_Backpack. The gold-medal winner of each Hero Craftsmen competition will be added to this list as a prize; after each competition, we will seek volunteers for the next contest from the list until we have at least three judges. It is a voluntary thing, so if you (as a recent gold-medal winner) feel uncomfortable with judging, or just don't have the time, that's fine with us. Our judges for this contest will be JasonOrlandoHawk, Heros_Backpack, and jennibert; Zherog will be our coordinating judge. This contest starts when this post is made, and is due to end at 11:59pm on Friday the 17th of November (GMT), giving you a full two weeks to enter your characters. Finally, best of luck to all entries. |
| Zherog11-03-06, 05:31 PM | Big List of Entries A'Liné Llestai, by Mercurius (http://boards1.wizards.com/showpost.php?p=10578363&postcount=28) Xak-Tsunix Flyingfist, by TheChilliGod (http://boards1.wizards.com/showpost.php?p=10590365&postcount=40) Keeni, Fey Bane, by Toloran (http://boards1.wizards.com/showpost.php?p=10597261&postcount=45) Alacrán, by Haruspex (http://boards1.wizards.com/showpost.php?p=10602675&postcount=47) Elliott Starblade “Slim”, by Endarrion (http://boards1.wizards.com/showpost.php?p=10635958&postcount=58) Dragon Turtle, by Ashereon (http://boards1.wizards.com/showpost.php?p=10656839&postcount=63) Khan Ud Mao (Shuei Mao), the Bitter Challenger. by malignor (http://boards1.wizards.com/showpost.php?p=10662589&postcount=68) Serrak of the Mer-Rehk, by FRRC (http://boards1.wizards.com/showpost.php?p=10667292&postcount=70) Chadrow McGuilicuddy, by Kit_the_Odd (http://boards1.wizards.com/showpost.php?p=10672002&postcount=72) |
| Zherog11-03-06, 05:32 PM | Frequently Asked Questions Q: I noticed that you seem to have removed the Complete books from the list of stuff allowed. Intentional? A: Yes. The only source material permitted in this contest is the core books and psionic material found in the official SRD. Q: Do Prestige Classes count? A: You may take any prestige class that is found in the allowed sources for which your character qualifies. Q: Can you take a level of monk, a level of soemthing else, and then a level of monk again (the SRD says monks who multiclass can never advance as a monk again)? A: The only houserule regarding multiclassed monks is the potential multiclass XP penalties; all other rules regarding monks and multiclassing (such as this one) are unchanged. Q: Explain this houserule about multiclass penalties. A: For the sake of the competition, an XP penalty won't actually mean anything - your character will still be the same level as everybody else's. However, it would be possible that during the judging phase, you could lose a point or two for making a character that would fall behind in XP compared to the rest of your party. The mythical DM in this instance understands that he's asking every player to grab a level in a class that's not a favored class for any core race. So, to cover that, he/she is saying that if you only have two classes - monk and something else - you won't suffer an XP penalty. For example, all of the following class combinations should suffer an XP penalty by the core rules, but wouldn't under this "house rule:" Halfling monk 1/sorcerer 7 dwarf monk 3/rogue 5 half-orc monk 7/fighter 1 gnome monk 5/ranger 3 elf ex-monk 2/barbarian 6 However, once you toss in another class, XP penalties are figured normally. So, if you make a halfling monk 1/rogue 1/sorcerer 6 then you're buildling a character who would suffer an XP penalty. Q: Does the first character level have to be a monk level? A: Nope. Q: Why? Why the heck are none of the PrCs from the XPH in the SRD? I mean, it's not like they couldn't remove the two references to non-SRD material (illithids and a god named "Zuoken") and still have them all viable. The only Monk-oriented PrC and it's not part of the SRD. A: I think somebody failed their Spot check. These prestige classes can be found in the Psionics section of the SRD, rather than the "normal" Prestige Class section. Q: Are Monsterous races allowed? And if so, do you want the effective character level to be 8 or just the total class level to be 8? A: Anything from the three core books is allowed; ECL should be 8 when all is said and done. |
| TheChilliGod11-03-06, 06:24 PM | Finally! Took you guys long enough! ;) And what's more, you lined me up with a character I already have that works on this theme almost perfectly. Thankie yousa! One question; I noticed that you seem to have removed the Complete books from the list of stuff allowed. Intentional? (If so, you sure as heck threw a stick in my bike wheels) |
| JasonOrlandoHawk11-03-06, 07:00 PM | Sorry Chilli, One of our judges does not have access to the Complete Series of books, hence we will not be using them in this competition. |
| AmericanYeti11-03-06, 07:10 PM | Do Prestige Classes count? Is that a stupid question? |
| AmericanYeti11-03-06, 07:11 PM | Crap! No Reaping Mauler for me, then... |
| Zherog11-03-06, 08:17 PM | You may take any prestige class in the source material we've allowed. |
| Endarrion11-03-06, 09:42 PM | You know, this competition is like crack. Now that I've entered once (in the Gladiator one) I wanna enter this one too. I've been toying with the idea of a monk character for some time, so I think I'll be a bit more prepared for this one. But one question: "He tells you he won't nail you with any XP penalties should you make a character with monk and one other class - for example, a halfling monk/sorcerer. For the purposes of this competition, the ex-monk pseudoclass meets the criteria." what exactly does that entail? (explain it like I'm three just to make extra sure I get it) For instance, could I take a level of monk, then a level of sorcerer, and then another level of monk (even tho it states that a monk who takes a level in another class can never advance as a monk again)? |
| Zherog11-03-06, 10:08 PM | I'm not sure what your question is, Endarrion. I'll try to cover a few scenarios, and if I don't hit on the right one can you please clarify for me*. For the sake of the competition, an XP penalty won't actually mean anything - your character will still be the same level as everybody else's. However, it would be possible that during the judging phase, you could lose a point or two for making a character that would fall behind in XP compared to the rest of your party. The mythical DM in this instance understands that he's asking every player to grab a level in a class that's not a favored class for any core race. So, to cover that, he/she is saying that if you only have two classes - monk and something else - you won't suffer an XP penalty. For example, all of the following class combinations should suffer an XP penalty by the core rules, but wouldn't under this "house rule:" Halfling monk 1/sorcerer 7 dwarf monk 3/rogue 5 half-orc monk 7/fighter 1 gnome monk 5/ranger 3 elf ex-monk 2/barbarian 6 However, once you toss in another class, XP penalties are figured normally. So, if you make a halfling monk 1/rogue 1/sorcerer 6 then you're buildling a character who would suffer an XP penalty. Did I cover it? * If I'm missing the obvious, I apologize; I spent the evening with my 5 year old daughter in the hospital. She's fine now, but I'm exhausted but unable to go to bed. |
| Endarrion11-03-06, 10:14 PM | Mostly, but I guess what I really wanted to know (and what I edited my first post to say, albeit too late for you to see before you posted) was this: can you take a level of monk, a level of soemthing else, and then a level of monk again (the SRD says monks who multiclass can never advance as a monk again)? EDIT: Sorry to hear that about your daughter, I've got a two year old (she'll be three in february) so I can empathize a little bit. |
| Zherog11-03-06, 10:24 PM | can you take a level of monk, a level of soemthing else, and then a level of monk again (the SRD says monks who multiclass can never advance as a monk again)? You answered your own question, I believe. :) The only houserule in place is that monk combined with one other class will not cause XP penalties. All other rules about monks (and ex-monks) remain unchanged. |
| Endarrion11-03-06, 10:27 PM | Thanks for putting up with my blatant ignorance :) I realized the answer to my question after I re-read this part of your post: "elf ex-monk 2/barbarian 6" (bolding by me). Yeah, my wisdom score is, like, 3 (barely sentient). |
| Dougan Axehammer11-03-06, 11:35 PM | Question: Does the first character level have to be a monk level? |
| Zherog11-04-06, 11:46 AM | Nope. edit: Now that I've had some sleep, I've updated the FAQ with the questions that have been asked so far. |
| FRRC11-04-06, 01:45 PM | Although the rule for Monks that if they wear armour they lose their AC Bonus, can a Monk wear a +1 Robe (Providing magical armour bonus) without losing their AC Bonus? Also, if Monk has a weapon in one hand can he alternate attacks? Example: First attack with Longsword, second attack with Unarmed. |
| Zherog11-04-06, 02:30 PM | We're starting to get into rules questions, as opposed to contest questions. That's OK - it's one of the purposes of having contests like this, after all. Although the rule for Monks that if they wear armour they lose their AC Bonus, can a Monk wear a +1 Robe (Providing magical armour bonus) without losing their AC Bonus? This is one of those things that has a different answer depending on the DM and also depending on the circumstance. I personally allow clothing to be enchanted with armor enhancement bonuses without having it considered armor. So, for example, in my campaigns +1 robes are acceptable for a monk. I know of many DMs, though, that don't allow this. Note, also, that there's magic items to specifically address this. The robes of the archmagi specifically comes to mind (though it's too expensive for this contest). For this contest, I don't see a problem with you making +1 robes; however, there are four judges and it's possible that some of those judges won't be OK with the idea. Also, if Monk has a weapon in one hand can he alternate attacks? Example: First attack with Longsword, second attack with Unarmed. From a rules standpoint, that depends. If you're talking about during a flury of blows, then the answer is no, because a longsword can't be used during a flury. If you're talking about just the attacks from a high BAB, then yes - you can make your first attack with a weapon and your second attack with an unarmed strike. |
| FRRC11-04-06, 02:46 PM | Thanks. Think I'll leave the magical armour for now. *EDIT* One last questions, I swears. :) When you receive Hit Dice from being a Monster (for example: A Lizardfolk (pg 169 MM) grants the player two levels of humanoid (2d8 HD)), do you max the first Hit Dice, both Hit Dice or just the Hit Dice you receive from the first class you take? |
| JasonOrlandoHawk11-04-06, 05:33 PM | The First Level bonuses (x4 skill points, Max. Hit Points, etc...) only apply to your first Hit Dice, which, in your example, would mean Level 1 of Lizardman gains the bonus, and character levels progress normally. |
| Haruspex11-04-06, 07:03 PM | A small question, but how do you change the title of the spoilers? I can only get mine to read Spoiler. |
| bhu11-04-06, 08:37 PM | Hmmm Gonna be a tough one... Always pretty much said if I ever played a Monk I'd never be playing a multiclass one unless there was a prestige class I was trying for or a Feat that let me multiclass back and forth like normal (ala Complete Adventurer). but Complete Adventurer is out and with the only Prestige Classes allowed being in the DMG (none of which are really great for a monk) that really narrows the options... I must think on this |
| Zherog11-04-06, 09:32 PM | A small question, but how do you change the title of the spoilers? I can only get mine to read Spoiler. sblock=the_title_you_want For example: Quote this post to see it in action |
| Mercurius11-05-06, 12:15 AM | :banghead: Why? Why the heck are none of the PrCs from the XPH in the SRD? I mean, it's not like they couldn't remove the two references to non-SRD material (illithids and a god named "Zuoken") and still have them all viable. The only Monk-oriented PrC and it's not part of the SRD. *sigh* I guess it's back to the drawing board. That'll teach me to not read the full SRD ahead of time... :allalone: |
| Haruspex11-05-06, 04:52 AM | Thanks, that's useful to know. |
| JasonOrlandoHawk11-05-06, 09:17 PM | :bump: |
| Haruspex11-06-06, 03:51 AM | :banghead: Why? Why the heck are none of the PrCs from the XPH in the SRD? I mean, it's not like they couldn't remove the two references to non-SRD material (illithids and a god named "Zuoken") and still have them all viable. The only Monk-oriented PrC and it's not part of the SRD. *sigh* I guess it's back to the drawing board. That'll teach me to not read the full SRD ahead of time... :allalone: Eh?? The Psionic Fist and Slayer are in the Psionic Classes document from the SRD link provided in the first post. Is that what you're looking for? |
| Zherog11-06-06, 11:15 AM | To elaborate on the previous post - look in the psionics chapter of the SRD for those classes, rather than the "normal" prestige classes section. |
| Mercurius11-06-06, 06:56 PM | And I missed it. D'oh! Well, I've already written my character history without it and with the modifications, and I'm pretty happy with how it turned out. I think I'll just use it... Born in Cyre in a small village alongside a great forest, A'Liné was the second child of a family of hunters. Alongside her brother, Casus, she learned the craft of her parents, tracking animals in the woods and bringing them down with her bow or spear. Though she relied heavily upon her natural instincts in the hunt, she nevertheless proved to be an accomplished novice, and hoped to continue to improve her skill and make her father proud. While the war raged across Cyre, A'Liné worked to hunt elk and deer, free from the concerns gripping the majority of the continent. Two months before her seventeenth birthday, the Day of Mourning occurred... The residents of Cyre watched in horror as the pale grey mist spread across their land, driving them from their homes or killing them utterly. A'Liné, however, simply whispered "the Aurora has come" before collapsing into a coma. Her village fled from the mists, carrying her slumbering form with her. In the chaos, A'Liné and Casus were separated from their parents, and were taken in by the church of Boldrei. When A'Liné finally awoke, she and her brother had taken up residence in a monastery in Aundair. The priests and nuns rejoiced to see the sleeper finally awaken, and set about striving to teach her all that they knew. For her part, A'Liné seemed strangely shaken by her coma, confiding in Casus that she had been plagued by terrible nightmares where-in she had been chased by horrible monsters in an unending maze of corridors. After awakening, she seemed to have some special abilities, seemingly able to create shields of energy to envelop her body and protect her from blows. Uninterested in learning the details of religion, she focused on the rigorous mental and physical discipline of the temple's monks. After three years studying to master the mental discipline of the monks, A'Liné successfully drove the nightmares from her mind. After another year under the tutelage of her masters, a band of adventurers arrived, seeking refuge from a terrible storm. A'Liné tended to their food and lodging needs, and listened with rapt attention to the party bard, Elrahon, as he regaled her with stories of his adventures. When Elrahon and his allies left, A'Liné left with them, full of a desire to challenge her abilities in the line of fire. She fit right in with Elrahon and his party, harrying spellcasters and striking opponents. After a short time, A'Liné had already begun to master more complex sutras and advance towards greater enlightenment. Though she still was able to channel some dream-born energy into defensive force, she had not been visited by the terrible nightmares, or any dreams at all, in years. She felt right at home with Elrahon and his companions, Fie the sorceress, Karandis the barbarian, and Gravis, priest of Dol Arrah. They fought agents of the Lords of Dust, goblinoid slavers from Darguun, and magical abominations from the cults of the Dragon Below. Finally, a year after she first set out on her journey, A'Liné finally found what she was searching for – Minharath, a Kalashtar warrior. Minharath was a sworn enemy of the Dreaming Dark and the Inspired rulers of Riedra. He had been hot on the trail of agents of the Dreaming Dark when his path crossed A'Liné and her compatriots. Minharath was a strikingly handsome individual, capable in the ways of the mind. Elrahon and the rest appreciated his capabilities, but for A'Liné, it was as if he had been the missing piece of her heart since the Day of Mourning had turned her world upside down. Aiding Minharath in his quest against the agents of the Dreaming Dark was difficult work, but the adventurers did their best. After breaking the mental domination placed upon a key figure in House Lyrandar, the Quori and its Inspired agents managed to elude capture. Minharath was adamant about pursuing the creatures, but Elrahon and his companions wished to follow other options. A'Liné chose to travel with the Kalashtar. Minharath greatly appreciated A'Liné's skills in combat, and she was frequently amazed by his ability to form weapons from his own mind. They grew closer as they trailed the Inspired, and A'Liné realized she was falling for her companion. Aboard a lightning rail bound for Sharn, she confessed her feelings for Minharath, and he responded in kind. Their time together was short-lived, however, as the cornered Quori attacked them upon their arrival in Sharn. The battle was long and difficult, but the Inspired, used to battling Minharath on his own, failed to account for A'Liné's skillful and deft attacks. The agents met their end beneath Sharn's streets, and Minharath joined in battled with the detested Quori mastermind. Their struggle was great, and the psionic powers released in the battle caused the caverns to quake. In the aftermath, A'Liné found herself alone. After searching for Minharath for many weeks, she accepted his loss. Perhaps he had been slain, or perhaps he had been possessed by the Quori... She could not tell. However, one thing was certain – the battle with the Dreaming Dark had scarred her once again. Her psionic abilities had grown in power, and with that increase had come again the nightmares. The monstrous entities chased her through labyrinthine caverns at night, but now she was protected by a shadow of her love. Taking her weapons in hand, she swore she would continue on Minharath's quest against the Dreaming Dark, and set out to find them once more. A'Liné has several individuals who she may call upon for aid or may find herself opposing in her quest. Feel free to use them if you see fit. Casus Llestai: Casus was a much more devoted study to the tenets of Boldrei than A'Liné, though he was far less concerned with the rigorous mental and physical discipline to which she subjected herself. He became a priest at the temple, and has remained there throughout his life, helping the surrounding community with his hunting skills and working alongside them during harvest. He is a very hands-on individual, and is always willing to help A'Liné if it is within his power to do so. Elrahon Sha'Tia: The half-elven bard Elrahon is the nominal leader of his band of adventurers, the Moon Crows. He is quick witted and always willing to recount the exploits of himself and his companions. He enjoys wine and song, and never forgets a friend, though he is more concerned with his own aggrandizement than truly doing good. Fie: A changeling sorceress, Fie is a skilled arcanist with a penchant for transmutation and illusion magic. She is very dedicated to her magical perfection, and proud of her heritage – she seldom appears as anything but her true self. She is fascinated by the transformative properties of magic, and often uses magic to change the environment about her. Karandis Meltarul: A human barbarian hailing from the Shadow Marshes, Karandis grew up amongst the Gate Keepers druid sect and the orcs and half-orcs of the region. A very open-minded individual with little formal training, he vehemently hates the cults of the Dragon Below and the Daelkyr. He respected A'Liné's skill as a warrior, though he saw her discipline as much as a weakness as a strength. Gravis Carmoxen: A gnome devotee of Dol Arrah, Gravis is the most pious and honorable member of the Moon Crows. He seeks to guide the party towards greater deeds of good through altruism, but has met with little luck. He is still very close to his allies, though Elrahon's grand-standing often flusters him. He greatly respected and appreciated A'Liné, and was sad to see her leave. Paraxus: The Quori spirit Minharath and A'Liné faced in Sharn, Paraxus was a skilled manipulator but not as powerful in a stand-up fight as some others of its daemonic race. If it managed to survive their battle, it surely will seek to engineer A'Liné's downfall, but it will also endeavour to avoid coming into direct conflict itself. Minharath: A'Liné's lost love, Minharath was a Kalashtar psion and soul knife, dedicated to hunting down and defeating the Dreaming Dark out of a feeling of duty and dedication to his people and all sentient life in Eberron. He was a very single minded and implacable opponent with years of experience, but he was also frequently reckless and overly daring if he believed he could strike a blow against the agents of Dal Quor. Though A'Liné believes he has died, she continues to hope in her heart that he survived and that she will one day be reunited with him. A'Liné is a lithe and gaunt woman, with little muscle and no excess body fat. Her chestnut hair is incredibly long and tied in a voluminous top-knot. Her grey eyes are determined and calm, but often shine with an unearthly mauve light. She might very well be pretty, but some odd quality about her causes the shadows on her face to fall in a way that makes her see almost sinister. She wears little attire that inhibits movement, and wields a simple but perfectly balanced longspear, adorned with simple crystal accents about the spearhead. A'Liné is a serious and disciplined woman, who seeks to overcome the psychic turmoil that plagues her dreams and waking hours. She seems constantly lost in thought, and has difficulty getting along with those who are fortunate enough not to be plagued by the nightmarish visions of Dal Quor. She values honor and martial skill, as well as dedication to community and devotion to a cause. Boldrei: God of Community and Hearth, Boldrei is a lawful good goddess belonging to the Sovereign Host. She is a protector of villages and homes, and presides over marriage and government appointments. The spear is her favored weapon. Aundair: A country on Khorvaire, Aundair prizes education and arcane ability. Cyre: The kingdom of Cyre was once a nation of sophistication and prominence, until the Day of Mourning occurred. Due to an unknown magical accident, the entire nation was covered over with a dull grey mist, creating the Mournland, a realm of horrors and twisted monsters. The survivors of Cyre were forced to relocate throughout Khorvaire, and many were separated from their families in the confusion. The Dreaming Dark, Quori, and Inspired: The Quori are evil outsiders of great psionic energy who reside on the plane of dreams, Dal Quor. Filled with hatred for the world of Eberron, they work through humanoid hosts, known as Inspired, and their insidious organization known as the Dreaming Dark. Infiltration, subterfuge, and mind control are common tools of the Dreaming Dark, and their webs of intrigue spread far and wide across the continent of Khorvaire. Kalashtar: The Kalashtar are exiles from Dal Quor. Psionic entities bound to mortal hosts, they are the sworn enemies of the Quori, and many are master psionicists. A'Liné Llestai Lawful Good Human Ranger 1/Psychic Warrior 2/Monk 5 Strength: 12 Dexterity: 16 Constitution: 12 Intelligence 10 Wisdom: 17 (19) Charisma: 8 Fortitude: +9 = + 8 Base + 1 Constitution Reflex: +9 = + 6 Base + 3 Dexterity Will: + 8 = +4 Base + 4 Wisdom BAB/Grapple: +5/+6 Initiative: +3 Armor Class: 21 = 10 + 3 (Dex) + 4 (Wisdom) + 2 (Deflection) + 1 (Natural) + 1 (Class Bonus) Touch: 20 Flat Footed: 18 Hit Dice: 9 + 7d8 + 7 = 47.5 Speed: 50' = 30' Base + 10' Enhancement + 10' Insight (while Psionically Focused) Skills Concentration (Con) +12 = 11 ranks + 1 Constitution Hide (Dex) +9 = 6 ranks + 3 Dexterity Jump (Str) +14 = 11 ranks + 1 Strength + 2 Synergy Listen (Wis) +10 = 6 ranks + 4 Wisdom Move Silent (Dex) +9 = 6 ranks + 3 Dexterity Spot (Wis) +10 = 6 ranks + 4 Wisdom Tumble (Dex) +16 = 11 ranks + 3 Dex + 2 Synergy Feats 1st Level - Weapon Focus (Longspear) - Dodge - Track 2nd Level - Psionic Talent 3rd Level - Speed of Thought - Improved Unarmed Strike - Stunning Fist (8/day; DC 20 {10 + 4 Level + 4 Wisdom + 2 Ability Focus}) 4th Level - Combat Reflexes 6th Level - Ability Focus (Stunning Fist) 8th Level - Psionic Talent Proficiencies All simple and martial weapons. All types of armor and shields. Psionics (Manifester Level 2) 1st Level - Inertial Armor - Biofeedback Power Points 9 (1 Class + 3 Bonus + 5 Psionic Talent) Save DC 14 + Power level Special Abilities Monk AC Bonus (Wisdom to AC, +1 Unnamed Bonus) Speed + 10' enhancement bonus Ki Strike (Magic) Evasion Flurry of Blows (-1/-1) Still Mind Purity of Body Slow Fall 20' Favored Enemy (Evil Outsiders) Equipment (27,000 gp total character wealth) +1 Ki Focus Longspear (8.305 gp) Longsword (15 gp) Ring of Protection +2 (8,000 gp) +1 Mighty Composite (+1) Longbow - (2,500 gp) 60 Arrows (3 gp) 20 Alchemical Silver Arrows (3 gp) 20 Adamantine Arrows (61 gp) 20 Cold Iron Arrows (2 gp) 3 Psionic Tattoos of Precognition (50 gp each = 150 gp) Shirt of Natural Armor +1 (2,000 gp) Periapt of Wisdom +2 (4,000 gp) Dorje of Force Screen (50 Charges) (750 gp) Wand of Cure Light Wounds (50 Charges) (750 gp) Everburning Torch (110 gp) Explorer's Outfit (free) Farlahn, Light Warhorse (150 gp) + Bit & Bridle (2 gp) + Military Saddle (20 gp) Backpack (2 gp) Soap (1 lb) (5 sp) Bedroll (1 sp) Blanket, Winter (5 sp) Rope, silk. 50 ft. (10 gp) Waterskin (1 gp) Tent (10 gp) 3 Tanglefoot Bags (50 gp each =150 gp) Remaining Money: 4 gp, 9 sp A'Liné began with one level of Ranger, followed by a level of Psychic Warrior, then five levels of Monk, and, finally, another level of Psychic Warrior. Her skill selection is as follows: First Level Concentration 4 Hide 4 Jump 4 Listen 4 Move Silent 4 Spot 4 Tumble 2 (Cross class, 4 skill points) For her second (psychic warrior) level, she placed skill points in Concentration, Jump, and Tumble (cc). For her monk levels, she placed points as follows: 1st level: +1 rank to Concentration, Jump, and Spot. +2 ranks to Tumble 2nd level: +1 rank to Concentration, Jump, and Listen. +2 ranks to Tumble 3rd level: +1 rank to Concentration, Hide, Jump, Move Silent, and Tumble. 4th level: +1 rank to Concentration, Hide, Jump, Move Silent, and Tumble. 5th level: +1 rank to Concentration, Jump, Listen, Spot, and Tumble. For her 8th level (2nd Psychic Warrior level), she placed a skill point each in Concentration, Jump, and Tumble (cc). For feats, she gained a bonus psionic feat at 2nd and 8th level, when she took levels of Psychic Warrior. Each of these feats was Psionic Talent, giving her additional power points (2 and 3, respectively). She gained Track as a bonus feat from her level of Ranger, took Dodge as her bonus racial feat, and took Stunning Fist and Combat Reflexes as her bonus monk feats. A'Liné increased her Dexterity and Wisdom scores by one point at fourth and eighth level, respectively. |
| Zherog11-06-06, 07:48 PM | "Wait! I think I just failed a Spot check!" (http://www.giantitp.com/comics/oots0003.html) :D |
| Mercurius11-06-06, 09:23 PM | "Wait! I think I just found a Spot check!" (http://www.giantitp.com/comics/oots0003.html) :D "I think I just failed a quote check" ;) |
| Zherog11-07-06, 08:41 AM | You shouldn't go altering my quotes to make me look bad, Mercurius. :P grumble grumble - stupid fingers typing something other than what I was thinking... |
| FRRC11-07-06, 10:34 AM | I've got a character all drawn up, just need a history to go with him :/ |
| Zherog11-07-06, 11:40 AM | List of entries and FAQ have both been updated. |
| JasonOrlandoHawk11-07-06, 03:03 PM | We've got one entry!! Very good to see. Mercurius gave me a tough challenge in Hero's Craftsman #2, and he's already lined up for this match... I'm just curious to see if we're going to get a strong showing for this competition like we did the last competition. Come on guys. Whose Kung Fu is superior? |
| Kit_the_Odd11-07-06, 04:48 PM | Another question. Could the rules on 9000gp/item be stretched to count the ends of a quarterstaff separately? They have to be enhanced separately, so it seems reasonable to me. |
| Zherog11-07-06, 05:16 PM | [my opinion] If you have a +2/+2 quarterstaff, you have one item - even though you had to enchant each end separately. That specific item would cost 16,600 gp, which would violate the rule. Yes, it's a little unfair, since somebody could buy two +2 shortswords and be just fine. [/my opinion] Other judges would be free to provide you more or less (if it's possible) flexibility than me. |
| JasonOrlandoHawk11-07-06, 05:21 PM | If you later sold that Quarterstaff, could you sell each end seperately? It's one item, and it shall be priced as one item. IMO, double weapons shouldn't have each end enchanted seperately, but that's not the opinion of the DMG. Thus, while I have problems w/ the rule, I must stand with the RAW. (I may discuss house rule variants here, or somewhere else on the boards, at a later date, however.) |
| Zherog11-07-06, 05:24 PM | Well, I suppose if you have a saw you could split it down the middle. Would you then have two one-eighth staves? :D |
| Kit_the_Odd11-07-06, 07:08 PM | Fair enough. I kind of thought thats how it would go. I guess I'll shelf the idea I had for now. I just really liked the flavor of a +1frost/+1flame quarterstaff. |
| TheChilliGod11-07-06, 09:57 PM | Xak-Tsunix Flyingfist "I ain't for gainin' perfection, as ain't my race. Though that ain't fer sayin' that I ain't fer crushin' ye wit' me bare hands!" *Pic of Xak Here* (http://www.maj.com/gallery/chau2/DDStuff/xakpicr.png) Male Dwarf Monk 3 / Barbarian 5 Alignment: Chaotic Neutral Age: 45 Height: 1.30 m (4 ft. 3 in.) Weight: 80.7 Kg (178 lb.) Deity: None Ability Scores: Strength: 18 (+4) [16 Base, +2 Enhancement] Dexterity: 14 (+2) [12 Base, +2 Level Boosts] Constitution: 20 (+5) [16 Base, +2 Racial, +2 Enhancement] Intelligence: 8 (-1) [8 Base] Wisdom: 10 (+0) [10 Base] Charisma: 8 (-1) [10 Base, -2 Racial] Conditionals: +4 Constitution checks to continue running, forced march, holding breath, vs nonlethal damage from starvation & thirst Hit Points: 89 Hit Dice: 3d8+5d12+40 Armor Class: 13 [+2 Dex, +1 deflection] Touch: 13, Flat-footed: 13 (Improved Uncanny Dodge) Conditionals: +4 dodge vs. Giants; +1 vs. traps. Speed: 40 ft [20 Base, +10 Enhancement, +10 Improvement] Initiative: +2 BAB: +7/+2; Grapple: +15 Attacks: Melee: +2 Greataxe (Ogrestain), +13 (1d12+8/20×3) Unarmed Strike, +11 (1d6+4/20x2) Full Attacks: Melee +2 Greataxe (Ogrestain), +13/+8 (1d12+8/20×3) Unarmed Strike, +11/+6 (1d6+4/20x2) ^ (Flurry of Blows), +9/+9/+4 (1d6+4/20x2) Conditionals: +1 racial to hit vs orcs & goblinoids. Saving Throws: . Fortitude: +14 [+7 base, +5 Con, +2 resistance] Reflex: +8 [+4 base, +2 Dex, +2 resistance] (Evasion) Will: +6 [+4 base, +0 Wis, +2 resistance] Conditionals: +2 racial vs. poison, +2 racial vs. spells; +2 vs. enchantments; +4 vs. nonlethal damage in hot/cold areas; +4 vs suffocation; +1 reflex vs. traps. Skills: Appraise: -1/+1 [0 ranks, -1 Int (+2 racial w/ stone or metal)] Balance: +4 [0 ranks, +2 Dex, +2 Synergy] Climb: +15 [11 ranks, +4 Str] Craft (Anything): -1/+1 [0 ranks, -1 Int (+2 racial w/ stone or metal)] Intimidate: +4 [5 ranks, -1 Cha] Jump: +21 [11 ranks, +4 Str, +2 Synergy, +4 speed] Search: -1/+1 [0 ranks, -1 Int (+2 Stonecunning vs. rocks and metals)] Swim: +4/+8 [0 ranks, +4 str (+4 when resisting nonlethal damage)] Tumble: +10 [6 ranks, +2 Dex, +2 Synergy] Languages: Common, Dwarven. Feats: Endurance, Improved Unarmed Strike (B), Improved Grapple (B), Deflect Arrows (B), Power Attack, Improved Overrun Rage: 2 per day, Duration: 10 rounds HP 105; Str 22 (+6), Con 24 (+7) Fort save +16, Will save +8; Grapple +17, Climb +17, Jump +23. +2 Greataxe (Ogrestain), +15/+10 (1d12+11/ 20×3) Unarmed Strike, +13/+8 (1d6+6/20x2) ^ (Flurry of Blows), +11/+11/+6 (1d6+4/20x2) Monk Class Features: —Wisdom bonus to AC. —Flurry of Blows, -2/-2 —Evasion —Fast Movement (Enhancement bonus) —Still Mind Barbarian Class Features: —Fast Movement (Improvement) —Rage (See Above) —Uncanny Dodge —Trap Sense +1 Equipment Amulet of health +2 [4000gp] Cloak of Resistance +2 [4000gp] Gauntlets of ogre power +2 [4000gp] Ring of protection +1 [2000gp] Ogrestain, +2 greataxe [8320gp] Clear Spindle Ioun Stone [4000gp] Backpack [2gp] 1 Potion of Cure Moderate Wounds [300gp] 2 Potions of Cure Light Wounds [100gp] 2 Thunderstones [60gp] 2 Flasks of Holy Water [50gp] 2 Flasks of Alchemists Fire [40gp] Hempen Rope, 50 ft [1gp] Grappling Hook [1gp] Bedroll [1sp] Flint & steel [1gp] 2 bags of Caltrops [2gp] Spare Change [12pp, 2gp, 6sp, 7cp] Monk's Outfit [Free] Clay Jug & 1 gallon of ale [2sp, 3cp]History: "Bah! Now ye better be givin' me one durn good reason why I shan't be splittin' ye in twain fer tryin' ta sneak up o' me!" Xak was feeling particularly edgy this night. Being in such close proximity to ogre territory always brought about at least one of the beasts in, trying to make a reputation out of Xak's own, and the dwarf had little patience for such creatures. But, he sighed to himself, his destination was on this road, and besides, ogres are fun to fight. He had managed to wrestle this one down to the ground with his bare hands (as he always does with ogres), and was just about to let it go—or crush its skull—depending on its answer. "Let me go!" the ogre cried in labored gasps. This one, barely an adolescent, had been severely beaten already, until Xak relented his assault to ask the question. "Wrong answer," Xak replied. Xak-Tsunix Flyingfist beat the ogre into the dirt with the power of his gauntleted hands, until the ogre was quite clearly dead. With a solemn face, his took out Ogrestain and pressed it around the ogre's face, letting it stain with the beast's lifeblood. This one wouldn't give Ogrestain much power, Xak thought to himself as he performed the only ritual he adheres to, but every little nugget counts from now on. The dwarf started this two years ago, when he was waiting for his commission of Ogrestain to be completed by the head wizard (Haemon was his first name) of a village somewhere north—or was it east?— of here. He had decided to pass the time by wandering the hills surrounding the village when he came across a cave. Weaponless, Xak had entered the cave and found that three of the dumb creatures were staying there, planning to raid the village. Xak didn't care much about that; he just wanted someone to fight. He wrestled one of the ogres to the ground with his indomitable strength enforced with primal fury, and smashed open the beast's face. The other two ogres began to advance on this stumpy intruder, and Xak answered by charging into one of them, bowling it over as the ogre tripped on a stray rock behind it. Xak was proud of that battle, proud of the ogre's strength and how he overcame it, and when Xak retrieved Ogrestain from the wizard (whom he told the story about the ogres to; the wizard seemed rather grateful for that), he had gone straight to that cave and performed his ritual for the first time. He could have sworn that the axe glowed with power when he wiped it around the body of the beasts, and at that point Xak noticed a pair of gauntlets cast to the side of the cave. He had picked them up, dusted them off and put them on, to see if they were comfortable. Indeed they had been, and Xak had decided to keep the gauntlets, believing that the ritual with Ogrestain gave him the gauntlets. With this more recent ritual done, Xak retired to his bedroll, confident that no more beasts would try him this night. ***** The next day, Xak reached his destination. His old monastery, the Granite Soul, still shined in architectural brilliance (for dwarvenkind, anyway) as it lied as, literally, a part of the Tar-Tipped Peaks. The Granite Soul monastery is actually a less orthodox dwarven community, known throughout dwarven lore as a place which has raised hardy and disciplined warriors that could move swiftly up to a foe to pummel them with their fists, and could withstand the worst of conditions. Xak was one of those same warriors. He had taken the Test of Endurance, like everyone else who completed their elementary training here. Like those others, Xak was shut in a stony tomb for a week, with no food or water, and only a peephole to breathe through. Like those others, Xak spent the entire week in meditation, contemplating future paths his profession would lead him, and how those paths would guide him to physical perfection. Like the others, he emerged with fresh vigor and satisfaction, and was sent out a week later, for five years on a journey of enlightenment to find his feet in the world. Unlike those others, however, Xak had lost his feet along the way. He had been beset by a group of weak bandits not after the first year on the road. They had captured him and tortured him; they were apparently planning a foolish raid on the Granite Soul monastery, and thought this one would know where all the treasure is kept. He had taken the pain with stoicism, lashed to a table with strong rope and beaten with crude tools, but eventually Xak began to break. Not outwardly, but inwardly, as his training was torn apart by the impudent thugs. After the first two days of this, his fury, all his rage and anger, destroyed the walls of discipline his training had built up, like the overflowing reservoir breaks through the dam that had stood for generations. Xak stole the first bandit's weapon—a greataxe—and despite his lack of experience with the weapon, Xak killed almost every one of the weak and foolish bandits with weapon and with fist. Only their leader, Hakaan the Brigand (so he had heard from the talkative lackeys). escaped, swearing his revenge as he left. Xak delved deeper into his fury from then on, letting it consume him, control him. Anger was all Xak had known, greeting monster and merchant he met on his road with the same axe, the same fist, the same result. But now his five long years are over. Xak had returned to his birthplace, the Granite Soul, to report on his "journey of enlightenment." ***** The simple audience chamber of Grandmaster Ergar Flyingfist was no less brilliant. Pillars lined the room, made of granite and traced delicately with silver. Two rather measly cushions on the cold stone floor served as seating, but aside from that, the room was bare. Xak-Tsunix had to control his rage at this crucial moment, and he found it difficult. He had given the Grandmaster (who was also Xak's grandfather) a completely honest and detailed account of his journey. Needless to say, Grandmaster Ergar was quite distraught. "Ye know that ye turned yer back on all yer training in this here monastery, Xak-Tsunix Flyingfist," Ergar pointed out. "Ye've descended to mad savagery, you have; forsakin' any aspirations fer perfection, and this late on, thar's no goin' back." "Ta the Abyss wit' 'perfection,'" Xak slowed down the last word mockingly. "Perfection dinnae help me wit' them bandits! All me trainin,' did nuttin' 'gainst them. Them made me unconscious wit' a spell, I swears! Them tied me to a table. Them cut me. Over and over. Them insulted you by thinkin' tha' such a ragtag bunch o' thugs could e'er break the Granite Soul's treasury. But in the end, them helped me. Grandmaster, perfection be impossible. The journey be too long; it be needin' more than we be havin' years of our lives." "You speak blasphemy in this here sanctuary, Xak-Tsunix." "Ye be thinkin' I bloody care? Ye be thinkin' that, just because yer ancestors—my ancestors—built 'this here sanctuary,' to see an unbroken line of failure, of never be attainin' this perfection o' yers? Perfection ain't fer us dwarves, Grandmaster. We ain't fer medatatitin,'" Xak mispronounced the word as he always did, "on the rocks we should be minin'! Them bandits taught me that much." "Then go, my lost descendant. I see ye care about the family, or our community, no longer. However, if in fact ye do, ye would want to know yer parents had a daughter since ye're gone. Yer parents—At least they followed our line of seekers of perfection—would like ye to see her." Xak was agast. "I have... a sister? But I... Oh, that way goes the game, aye? Ye be hopin' to continue the line o' 'perfection' wit'out me, 'sat it?" Xak hurled the accusation at his grandfather's face, who didn't flinch. "No, we be intending to reinforce the line, not back it up. But I see that yer anger be veiling yer understanding. Go now, my lost descendant. I pray that ye'll find yer feet again in the world. If ye do, ye'll always find a welcome home in this here sanctuary." Xak turned and ran out the door of Grandmaster Ergar's simple audience chamber without remembering to show proper etiquette in front of the Grandmaster. Xak left in as fast a hurry as a frightened horse, with tears lining his eyes and his jaw set. ***** In the end, Xak-Tsunix Flyingfist did not go to his parents to see his new sister, which, so he heard from a passerby that he jostled on the way out, was called Sannl. Sannl Flyingfist. If he went home, if he saw this new sibling, the pain would be too much to bear—the pain of knowing that Sannl's parents and grandfather would train her to become a seeker of perfection and send her on yet another quest unsuitable for dwarvenkind and therefore doomed to failure, it would have destroyed Xak's resolve. His parents would use the weakness to convince Xak to return to their ways of discipline, control. He would not have that. Xak left the Granite Soul monastery, hoping that he would never have to return. Personality: Xak-Tsunix Flyingfist no longer disillusions himself with any hope of achieving perfection of body or mind, and now seeks only the thrill of the moment. Xak wants nothing more than to be in the heat of battle, where his fury can be channeled and unleashed; a form of catharsis. Secondary to that, Xak wishes to keep an eye out for his sister, Sannl. He does not wish for her to suffer the same delusion, and wants to break his family line of monks to stem further failure. His continuing worry for Sannl has paved the way for him to the drink, and he uses ale as a way of calming himself when it would be worse to be angry than it would to be drunk. Not that Xak can tell when he gets angry. Xak likes being prepared. He has learnt all too often that the wrong equipment leads to bad things, so Xak does all he can to prepare himself for most situations; this includes guaranteed sustenance, reliable fires, and backup healing. Xak is impartial to other monks, especially non-dwarf monks. Xak believe that being a monk is not in dwarven blood, but in other bloods, it may be possible. He admires full-blown fighter-types, seeing them as what dwarves were meant to be. He puts down arcane casters as being puny and stick-like, and experts as being too subtle and tricksy. Xak constantly puts himself off as gruff and irritable. His favorite pastime nowadays is to gripe about the latest thing he just found out he hates. This will likely include whomever he is talking to, if that person keeps up the conversation for too long. During battle, Xak prefers to charge straight at the closest enemy, usually making a tremendous leap along the way (making him worth his own last name), and either drive the foe to the ground, carve it to death with his axe (using Power Attack to about +3 or +4), or run right over it to get to a more irritating foe (like an arcane caster). He couldn't care less if he was hurt in battle (his reason for not wearing any armor, aside from it being always so chafing!), and welcomes any blow with a grim smile and a fierce retaliation. If Xak happens to be facing ogres (or what looks like ogres; trolls or hill giants will do), then he will forego using Ogrestain for the entire battle, instead preferring to beat the ogres to death with his flurry of unarmed attacks, or grappling them and driving to the ground where he will then beat the ogres to death with his unarmed attacks. After the battle, Xak takes out Ogrestain, and rests it against the (hopefully) escaping blood of the ogre. He believes that the axe absorbs the power of the beasts, though this is merely superstition. Friends, Foes and Family: Haemon: "Methinks that daft wizard o' that wee village be likin' me. Cannot fer the life o' me know why. 'Haps he knew about them ogres, I dunno." Hakaan the Brigand: "When next I be seein' that dirty, weak, foolish bandit leader scum, his skull will be comin' out o' his own arse faster than he'll notice the difference! After I thank him fer teachin' me about meself." Grandmaster Ergar Flyingfist: "Me gran'pappy that guy may be, I see the meditatitatin' fool as a stranger." Sannl Flyingfist: "Gosh, I dunno what me own sis looks like! She must be what, four, five, by now? I can only be hopin' tha' she ain't for bein' dragged into her own failure." |
| Zherog11-08-06, 08:35 AM | List updated. |
| Mercurius11-08-06, 09:35 AM | We've got one entry!! Very good to see. Mercurius gave me a tough challenge in Hero's Craftsman #2, and he's already lined up for this match... I'm just curious to see if we're going to get a strong showing for this competition like we did the last competition. Come on guys. Whose Kung Fu is superior? And I would have had an entry last competition, if I hadn't been busy moving and painting a new apartment... My Displacer Beast Monk with Halfling Ranger-Archer cohort would have pwnzed. ;) Hopefully I'll do better this time. I believe I've missed less crucial information this time, at least. |
| Toloran11-08-06, 01:13 PM | Question: Are Monsterous races allowed? And if so, do you want the effective character level to be 8 or just the total class level to be 8? |
| Zherog11-08-06, 01:31 PM | Anything from the three core books is allowed; ECL should be 8 when all is said and done. FAQ has been updated. |
| Toloran11-08-06, 04:19 PM | Here is my Entry: Keeni, Fey Bane Character: Keeni, Fey Bane Lawful Neutral Pixie Fey1/Monk1/Ranger2 (ECL 8 since Pixie adds +4) Strength: 6 (10 base - 4 racial) Dexterity: 24 (15 base + 1 at lvl 4 + 8 racial) Constitution: 11 (11 base) Intelligence: 18 (12 base + 6 racial) Wisdom: 18 (20) (14 base + 4 racial + 2 from Periapt of Wisdom) Charisma: 19 (13 base + 6 racial) Fortitude: +5 (5 base) Reflex: +14 (7 base + 7 dex) Will: +9 (4 base + 5 wis) BAB/Grapple: +2/-4 Initiative: +7 Armor Class: 27 (10 base + 3 Armor + 7 Dexterity + 1 Size + 1 Natural + 5 Wisdom) Flatfooted: 20 Touch: 23 HD: 19 (6 Fey + 4.5 monk + 9 Ranger. Rounded down) Speed: 20 ft Land, 60ft Fly (good) Damage Reduction: 10/Cold Iron Spell Resistance: 18 (15+3) Skills Escape Artist: 14 (7 ranks + 7 Dex) Heal: 11 (6 Ranks + 5 Wis) Hide: 18 (7 Ranks + 7 Dex + 4 Size Bonus) Knowledge (nature): 13 (7 Ranks + 4 Int) Listen: 14 (7 Ranks + 5 Wis + 2 Racial Bonus) Move Silently: 14 (7 Ranks + 7 Dex) Search: 13 (7 Ranks + 4 Int + 2 Racial) Sense Motive: 11 (6 Ranks + 5 Wis) Spot: 14 (7 Ranks + 5 Wis + 2 Racial) Survival: 12 (7 Ranks + 5 Wis) (additional +2 while tracking (from search synergy) and +2 While in natural environments (from Know(Nature) synergy)). Feats Racial: Dodge (bonus feat) 1st, Fey: Hover (1st) 2nd, Monk: Improved Unarmed Strike (class), Stunning Fist (class) 3rd, Ranger: Track (class), Point Blank Shot (3rd) 4th, Ranger: Rapid Shot (class) Proficiencies: All simple and martial weapons, as well as all light armor and shields. Is also proficient with the special monk weapons. Special Abilities: Flurry of Blows Favored Enemy (Fey) Combat Style (archery) Spell Resistance (15 + class levels) Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action. Special Arrows (Ex): - Memory Loss: An opponent struck by this arrow must succeed on a DC 16 will save or lose all memory. The save is charisma based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she recieves a Heal spell or memory restoration with Limited Wish, Wish, or Miracle. - Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 16 fortitude save or be affected as though by a Sleep spell. The save DC is charisma-based and includes a +2 racial bonus. Monk AC bonus (wisdom to AC) Damage Reduction: 10/Cold Iron Stunning Fist (1/day, DC 17) Spell-like abilities: 1/day - Lesser Confusion (DC 15), Dancing Lights, Detect Chaos, Detect Good, Detect Evil, Detect Law, Detect Thoughts (DC 16), Dispel Magic, Entangle (DC 15), Permanent Image (DC 20, Visual and auditory elements only), Polymorph (self only). Caster Level 8th, The save DC is charisma based. Equipment: Outfit (Monk's, Small) (Free) Shortbow +1 Bane (Fey) (Small) (8330g) Bracers of Armor +3 (9000g) Periapt of Wisdom +2 (4000g) Quiver of Ehlonna (1800g) Arrow (Adamantine, small) (60.05g each) Silver Arrows (small) (8.05g each) Cold Iron Arrow (small) (6.1g each) Arrows (50) (2.5g) Heywards Handy Haversack (2000g) Potion of Cure Light Wounds x 5 (50g each) Bedroll (small) (0.1g) Blanket, Winter (small) (0.5g) Rope, Silk 50ft (10g) Soap (0.5g) Tent (small) (10g) Waterskin (small) (1g) 106g 4s Background: Keeni lived most of her early life in a small tribe of other pixies. She would often pull pranks on wayward travelers (as pixies often do) and lived a happy life. She also was quite proud of her abilities with a bow. Well, one day while they were pulling a prank on a small group of travelers quite a distance from where their tribe resided, she decided to sneak up on one and tie his shoelaces together while he wasn't looking. Well, another pixie took shot at the same traveler with a Memory Loss arrow and hit her instead (and knocked her out to boot). The travelers hurriedly left the area (from the whole being harassed by pixies thing). The other pixies got tired of chasing them and eventually went home... Without Keeni. The next day a monk wandering back to his monastery stumbled upon her (quite litterally). He noticed she was injured and uncontious and decided to bring her back to his monastery. She woke up two days later but unable to remember anything other then her name. The monks with no means of restoring her memory, had her stay with them until she recovered. Thus she spent the next year with them, and learning their monk-ly ways. At the end of that year (about) a traveling cleric happened to stop by the Monastery. He was able to cure her memory loss and with that she remember what happened and how they abandoned her. She bid the monks fairwell and set out to find her kin. She would often tell herself (on her way there) how it was an accident and how they probably couldn't find her and the monk picked her up before they were able to. However, when she arrived at where he tribe resided, they were gone! This convinced her that they really HAD abandoned her. She had never been particularly good at her monk training so she decided to become a ranger (Since it would also allow her to track down her kin). Although she wanted to find her kin, it was for revenge. She didn't want to kill them, she just wanted them to feel what it was like to lose THEIR memories (since her experiences showed her how horrible it is). She often travels with other adventurers while looking for information on where her former tribe has gone (since traveling alone can be quite dangerous). Whenever she hears of other pixies causing people to lose their memories, she will always head to that area and punish the pixies for being so mean by making them lose THEIR memories (she will generally have someone cure them after a time so that they can reflect on what they've done). She also has a deep sympathy for anyone who has lost their memories and will seek help for them so that they can regain their memories, because of this she will never use her memory loss arrows on non-pixies (and only on pixies if they have done so to others). She prefers to journey with clerics because they can help cure people of the memory loss (Heal spell), and monks (since they often remind her the nice monks that took care of her). Although she hates evil (in all forms) and will fight against evil, she doesn't go out of her way to do good acts (except for helping people who've lost their memory). Although she is forgiving of peoples actions (expecially if they honestly feel sorry) she holds other Fey to a higher standard. As such, if a Fey intentionally commits an evil act she will hunt them down and bring them to justice. |
| Zherog11-08-06, 04:28 PM | List updated. |
| Haruspex11-09-06, 02:44 AM | Alacrán “I'll be calm when you stop irritating me.” Lawful Neutral Half-Elf Wilder 4/Monk 4 Initial Base Stats 14 Strength (6) 14 Dexterity (6) 10 Constitution (2) 12 Intelligence (4) 12 Wisdom (4) 14 Charisma (6) 28 pts Current Stats 16 Strength [+3] (+2 Gauntlets of Ogre Power) 16 Dexterity [+3] (+2 levels) 10 Constitution [+0] 12 Intelligence [+1] 14 Wisdom [+2] (+2 Periapt of Wisdom) 14 Charisma [+2] Initiative: +3 (+3 Dex) Hit Dice: 4d6+4d8 (34 hp) Speed: 40 feet Space/Reach: 5 feet/5 feet Saves: Fortitude +5 (+1 wilder, +4 monk), Reflex +8 (+3 Dex, +1 wilder, +4 monk), Will +10 (+2 Wis, +4 wilder, +4 monk) BAB/Grapple: +6/+13 AC (Normal): 19 (+3 Dex, +2 Wis, +3 bracers, +1 ring) touch 18 (+2 elude touch), flat-footed 16 AC (Cautious): 24 (+3 Dex, +2 Wis, +3 bracers, +1 ring, +1 Dodge, +1 Psionic Dodge, +3 fighting defensively) touch 23 (+2 elude touch), flat-footed 16 AC (Defensive): 27 (+3 Dex, +2 Wis, +3 bracers, +1 ring, +1 Dodge, +1 Psionic Dodge, +6 total defense) touch 26 (+2 elude touch), flat-footed 16 Attack: Unarmed strike +9 melee or deep crystal heavy crossbow +10 ranged Full Attack: Unarmed strike +9/+4 melee or unarmed strike +7/+7/+2 melee or deep crystal heavy crossbow +10 ranged Damage: Unarmed strike (1d8+3/20/x2) bludgeoning or deep crystal heavy crossbow (1d10/19-20/x2) piercing Skills: Autohypnosis +11 (7 ranks, +2 Wis, +2 Concentration synergy) Balance +8 (3 ranks, +3 Dex, +2 Tumble synergy) Climb +3 (+3 Str) Concentration +10 (10 ranks) Diplomacy +4 (+2 Cha, +2 half-elf) Escape Artist +3 (+3 Dex) Gather Information +4 (+2 Cha, +2 half-elf) Intimidate +2 (+2 Cha) Jump +12 (7 ranks, +3 Str, +2 Tumble synergy) Knowledge (psionics) +8 (5 ranks, +1 Int, +2 Autohypnosis synergy) Knowledge (religion) +5 (4 ranks, +1 Int) Listen +3 (+2 Wis, +1 half-elf) Profession (woodcutter) +4 (2 ranks, +2 Wis) Psicraft +4 (1 rank, +1 Int, +2 Knowledge [psionics] synergy) Ride +3 (+3 Dex) Search +2 (+1 Int, +1 half-elf) Spot +3 (+2 Wis, +1 half-elf) Swim +3 (+3 Str) Survival +4 (2 ranks, +2 Wis) Tumble +16 (11 ranks, +3 Dex, +2 Jump synergy) Feats: Dodge, Psionic Dodge, Improved Grapple, Improved Unarmed Strike, Deflect Arrows, Psionic Fist Power Points: 21 (+17 wilder, +4 Cha) Wilder Powers Known: Level 1 - matter agitation, control flames. Level 2 - energy push Half-elf traits: Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects, low-light vision, +1 racial bonus on Listen, Search, and Spot checks, +2 racial bonus on Diplomacy and Gather Information checks, elven blood Languages: Common, Elven Wilder 1: [Dodge, wild surge +1, psychic enervation] 2 ranks Autohypnosis, 4 ranks Concentration, 4 ranks Jump, 2 ranks Profession (woodcutter), 2 ranks Survival (cross-class), 4 ranks Tumble Wilder 2: [elude touch] +3 ranks Autohypnosis, +1 rank Concentration, +1 rank Tumble Wilder 3: [Psionic Dodge, wild surge +2] +1 rank Autohypnosis, +1 rank Concentration, +2 ranks Knowledge (psionics), +1 rank Tumble Wilder 4: [surging euphoria +1, +1 Dex], +1 rank Autohypnosis, +1 rank Psicraft, +2 rank Knowledge (psionics), +1 rank Tumble Wilder 4/Monk 1: +1 rank Balance, +1 rank Concentration, +1 ranks Jump, +1 rank Knowledge (religion), +1 rank Tumble Wilder 4/Monk 2: [Deflect Arrows(B), Psionic Fist, evasion] +1 rank Concentration, +1 rank Knowledge (religion), +1 rank, Knowledge (psionics), +1 rank Tumble Wilder 4/Monk 3: [still mind] +1 rank Balance, +1 rank Concentration, +1 ranks Jump, +1 rank Knowledge (religion), +1 rank Tumble Wilder 4/Monk 4: [Ki strike (magic), slow fall 20 feet, +1 Dex] +1 rank Balance, +1 rank Concentration, +1 ranks Jump, +1 rank Knowledge (religion), +1 rank Tumble Monk's Outfit (5 gp) Backpack (2 gp) Everburning Torch (110 gp) Deep crystal heavy crossbow (1,350 gp) 50 crossbow bolts (5 gp) Gauntlets of Ogre Power (4,000 gp) Bracers of Armor +3 (9,000 gp) Ring of Protection +1 (2,000 gp) Periapt of Wisdom +2 (4,000 gp) Tan Bag of Tricks (6,300 gp) Spare Money (228 gp) Alacrán is a 4' 7" female half-elf with only one distinguishing feature; her left eye is dark red while her right eye is hazel. If strangers ask a lot of questions about her eyes, she will quickly lose patience, but will not respond with violence unless provoked. When thinking she scratches her forehead with her left hand, instinctively obscuring the left side of her face. Her platinum blond hair falls to her shoulders, normally untied when she is at rest. She wears a worn monk's outfit, though her mannerisms do not seem particularly ascetic. Interlocking plates of unknown material cover her forearms, and she is never seen without her studded leather gauntlets. A crystalline crossbow is strapped to her back, the only weapon she is seen carrying. Her upper arms and shoulders are bare, revealing tanned and well-toned arms. Anyone who asks around will learn that she is a fighting monk who has some talent that enables her to manipulate fire. She has been known to sign up with groups of adventurers, and seems to be looking for someone named “Darkfire”. In battle Alacrán normally hangs back if she has capable allies, as she is wary of ambushes. If protecting non-combatants she is a bit more aggressive, opening with a charged shot from her deep crystal crossbow and then rushing in with Psionic Fist. When alone, she uses her bag of tricks to gain a numbers advantage. If an opponent aggravates her enough, she will use [i]matter agitation and control flames to set them alight, though she considers this an undisciplined act and will repent once the battle is over. She does not enjoy violence for its own sake, but will gladly answer lethal force with lethal force. Growing up in a rural community with her human father, Alacrán was not aware of her elven heritage until later in her life. Her mother, also a human, had died giving birth to her, and she was an only child. Because of her unusual hair and eyes, she was not very popular among her peers. The elders and her father were more tolerant however, and with their guidance she had a fairly normal, if lonely, childhood. While cutting trees in the woods, she discovered that she had the power to manipulate fire in unusual ways. She was attacked by a wolf one day and inadvertently set the animal on fire by concentrating on it. Fearful that she would be further isolated, she chose to hide this from everyone, including her father. She continued to practice in secret, going deep into the woods to ensure that she was not seen. When she was twenty-two years of age, she encountered a stranger whose face was always hidden in shadow. He called himself “Darkfire” and offered to teach her how to further use her powers, asking her for nothing in return except that she did not tell her village. Alacrán accepted, as she was not planning on telling them anyway. She trained secretly with the man, learning much about the art of psionics that she was previously ignorant of. When she was thirty years of age her father passed away from a heart disease. Upset by the loss of the only person she cared about, Alacrán wept openly in front of her teacher. To her surprise Darkfire comforted her, embracing her and whispering soothing words in a language she could not understand. The next day she awoke to find Darkfire gone and a note saying that she needed to move on to the next phase of her training. At the back of the note was a map which led to her destination. She decided that there was nothing for her at the village, so she followed the map. After a week of travel, Alacrán arrived at a massive stone building rising out from the wilderness like an island in the sea. Knocking on the gate, she was greeted by a short bald man who introduced himself as Jarman Tur the head monk. He said that Darkfire was a friend of the monastery and had told them to expect a half-elf woman. Alacrán was surprised at this and told the monk that both her parents were human. An elf living in a village like hers was not something one could hide, after all. The monk simply shrugged and showed her the facilities. Alacrán decided to stay, and trained in the ways of the warrior monks. She encountered many different races there, as the monastery accepted all that were willing to learn. Most of the monks were humans, but there were also elves and half-elves there. It was when she interacted with these monks that Alacrán realized that the head monk was right. The half-elves immediately recognized her as one of their own, and Alacrán wondered how this was possible if both her parents were human. She took the time to learn the elven tongue from her new-found kin, and found that the song sang to her by Darkfire was in the elven tongue. After six years of training at the monastery, Alacrán asked the head monk about Darkfire. He told her that he was in truth a drow who was formerly a fighter in a gladiator arena. His time in the pits had left him scarred in more ways than one, and after years of aimless wandering he found the monastery entirely by accident. Like Alacrán, Darkfire bonded well with the elven community at the monastery, finding in them a family he lacked. After calming his troubled soul, Darkfire left to find his place in the world, occasionally sending donations to the monastery by courier. Alacrán began to suspect that Darkfire was in truth her birth father, but the head monk said that he had no evidence to prove or refute that possibility. By all appearances Alacrán was descended from surface elves, but stranger things had happened. She decided to search for Darkfire, as she wanted desperately to know the truth. After leaving the monastery Alacrán found work as a caravan guard for the gnome merchant Festus Xavier. The work paid well, as the caravan went through rather perilous routes. With her salary, spoils of battle, and a generous employee’s discount, she managed to acquire items she otherwise would not have had access to. She also learned a lot about the wider world from her travels, and would have been content to work as a caravan guard indefinitely had fate not intervened. On the way back from a wizard’s guild in the desert, the caravan was ambushed by a group of bandits that emerged from the sands. They were considerably more capable than any opponents the caravan faced before, and many caravan guards were killed in the battle that ensued. Alacrán managed to hold her own though, and eventually came to blows with the bandit leader, a man named Haroun Lashkar. The battle between the two was fierce, both inflicting grievous wounds on the other, until the bandit decided it was wiser to flee. Promising vengeance, the raider disappeared into the sands, leaving the caravan in ruins. Xavier was nearly overcome by the extent of his losses, as the other bandits had made off with his goods during the battle. He decided to quit his job and set up a general goods store in his hometown where it was safer. Alacrán then parted ways with the gnome, who gave her his magic ring as thanks for her services over the years. Now unemployed, Alacrán takes jobs that involve a lot of travel, the better to find her mysterious teacher. Jarman Tur: The head monk had promised to let Alacrán know if Darkfire ever returned to the monastery, though this seems unlikely. The monastery’s modest library is always open for Alacrán, should she ever return. Haroun Lashkar: The bandit leader fell on hard times after most of his band were killed by Alacrán. As a creature of the sands he is reluctant to leave the desert, though he has been seen working as a sell sword in some of the bigger desert cities. His grudge against Alacrán is a sore topic, and he has personally beheaded those who made light of his loss. Darkfire: Alacrán’s psionic mentor and possible father, Darkfire is the driving force behind the monk’s wanderings. What little is known about him suggests that he is a capable warrior with formidable psychic capabilities. Festus Xavier: Alacrán’s former employer still works as a trader, though he no longer has the range of exotic products that he once did. He does have contacts in the merchant community, and may be able to locate rare items even if he does not sell them. |
| jennibert11-09-06, 07:57 AM | Wow, so many entries and the first week isn't even up yet! We've got our work cut out for us this time:) Maybe I should go ahead and get started looking at entries instead of my usual marathon-session-at-the-end-of-the-competition manner of judging.... Keep 'em coming, guys! |
| Zherog11-09-06, 08:24 AM | Wow, so many entries and the first week isn't even up yet! We've got our work cut out for us this time:) Maybe I should go ahead and get started looking at entries instead of my usual marathon-session-at-the-end-of-the-competition manner of judging.... Keep 'em coming, guys! I was thinking the same thing, on both points. :D list updated. |
| JasonOrlandoHawk11-09-06, 09:54 AM | But last minute marathon sessions are fun!!! I'll be gone for a couple of days, and when I get back, I want to dread my certain to occur last-minute-marathon session even more! Everything looks good so far! Keep them coming! |
| Zherog11-10-06, 08:40 PM | A little less than a week left. Hope we see more entries. For those who are eligible to judge: Some discussion of who's going to coordinate HC5 would be good. I'd like a break from judging after this one. |
| JasonOrlandoHawk11-10-06, 10:29 PM | Zherog, I shall go ahead and bite the bullet on this one: I will be the coordinating judge for HC#5. I want to judge a few more, and get more people involved in the judging process, before I step into the competitor's shoes again. So, it won't be a problem for me to coordinate the next contest. BTW, to everyone reading this thread: I said I wanted to see more contestants when I got home... You shouldn't disappoint a judge... Spread the word! Let everyone know about these competitions! The more submissions and comments we get, the stronger this competition becomes! May the Force be with You! (Yes, I know this is D&D. May the Force be with You, anyways!) |
| Zherog11-11-06, 01:22 AM | You and Chilli can have a fight to first blood, Jason. :D |
| TheChilliGod11-11-06, 01:32 AM | Bah, Jason can get the bloody coortinaditin' job! I forgot to be mentionin' at the end of me PM to Zherog (and him only, me bad) that I'd be headin' the next one if no'un else be doin'. Meaning I be yieldin' the coortinaditin' job to Jason, seeing as I have hadden that job once already, Aye? Talking like my entry = fun! |
| Zherog11-11-06, 11:26 AM | Aw, man. I guess I can't get rich by selling tickets to the duel.... :allalone: |
| Mercurius11-12-06, 09:58 AM | I've got a great idea for a competition, so I've just gotta win so that I can coordinate one. |
| Zherog11-12-06, 12:58 PM | You don't even need to win; all the judges of any given contest work together to develop the theme. |
| Endarrion11-12-06, 10:08 PM | Elliott Starblade “Slim” LG Male Human Monk 5/Paladin 3 Height: 6’1” Weight: 165 lbs. Deity: None (see background) Languages: Common. AC: 22 (4Wis + 3Dex + 1Unnamed + 2Deflection + 2Armor) Flat footed: 19 (4Wis + 1 + 2Deflection + 2Armor) Touch: 20 (4Wis + 3Dex + 1 + 2Deflection) HP: 43 (3d10 + 5d8) Power Point Reserve: 2 (Wild Talent) Speed: 50ft (30base + 10monk + 10boots) Initiative: +3 Ability Scores Base Strength: 12 (4pts) Dexterity: 14 (6pts) Constitution: 10 (2pts) Intelligence: 10 (2pts) Wisdom: 15 (8pts) Charisma: 14 (6pts) Current Strength: 12 Dexterity: 16 (+2 gloves) Constitution: 11 (1pt 8th level) Intelligence: 10 Wisdom: 18 (1pt 4th level, +2 periapt) Charisma: 16 (+2 cloak) Attacks Base Attack: +6/+1 Grapple: +11 (6BAB + 1Str + 4Imp. Grapple) Unarmed Strike: +9 (2d6+1 / 20x2) Full Attacks: Unarmed Strike +9/+4 (2d6+1 / 20x2) Flurry of Blows +8/+8/+3 (2d6+1 / 20x2) Saves Fortitude: +10 (4mnk + 3pal + 3cha) Reflex: +11 (4mnk + 1pal + 3dex + 3cha) Will: +12 (4mnk + 1pal + 4wis + 3cha) Skills (43 skill points) Balance +10 (5ranks + 3dex + 2synergy) Concentration +9 (9ranks) Diplomacy +11 (6ranks + 3cha + 2synergy) Jump +9 (6ranks + 1str + 2synergy) Listen +9 (5ranks + 4wis) Sense Motive +9 (5ranks + 4wis) Tumble +12 (7ranks + 3dex + 2synergy) Feats 1st level: Wild Talent (human), Improved Grapple (1st level) 3rd level: Weapon Finesse 4th level: Stunning Fist (monk), Improved Unarmed Strike (monk) 5th level: Deflect Arrows 6th level: Improved Natural Attack Class Abilities Monk: Flurry of Blows, Unarmed Strike: 2d6 (1d8 base + Imp. Nat. Attack), Evasion, Still Mind, Unarmored Speed Bonus: 10ft, Ki Strike (Magic), Slow Fall: 20ft, Purity of Bonus, AC Bonus: +1 Paladin: Aura of Good, Detect Evil, Smite Evil 1/day, Divine Grace, Lay on Hands, Aura of Courage, Divine Health. Equipment Gloves of Dexterity +2 (4,000gp) Periapt of Wisdom +2 (4,000gp) Boots of Striding and Springing (5,500gp) (2) Rings of Protection +1 (4,000gp) Bracers of Armor +2 (4,000gp) Cloak of Charisma +2 (4,000gp) Monk’s Outfit (free at character generation) LEFT OVER: 1,500gp TOTAL: 27,000gp Level Breakdown Paladin 1 – 3 Monk 4 - 8 “Hands that only kill, even in the name of good, are evil hands.” “I will sow seeds of healing throughout the land.” “All the gods of lilght are to be honored. No one of them is greater than any other. Even the gods of twilight and the gods of darkness must be respected.” Appearance Elliott Starblade is 6’1” and weighs 165 pounds. He is lean and has very well defined musculature. He walks with a straight back and square shoulders. Long, light blonde hair hangs loose over a smooth face. He dresses in the plain clothing of a monk and caries no weapons. Background Elliott, much like the stereotypical paladin, spent all of his time consumed with the search for evil to destroy and wrongs to right. His powers were divine and came from his worship of Kiri-Jolith. Elliot came from a long line of clerics of Kiri-Jolith and so his choice of deity was not surprising. He was glad that he had been chosen by Kiri-Jolith to be a paladin because he always dreaded the thought of serving in the temple. He dreamed of high adventure and he had gotten his chance. His family lived in Solanthus and enjoyed good standing in society. On his twentieth birthday, after 2 years of paladin-hood, he had received a vision of the Throtl Gap (a gap between Estwilde and Throtl). The vision was murky and vague. All Elliott knew was that he was supposed to go to there immediately. He knew the adventure would be dangerous due to the high frequency of caravan raids and murders in the Gap. Goblins and hobgoblins called Throtl home and the Throtl Gap was their playground. Elliott left the following day and reached the Gap a few days after that. The area was swampy and disturbing. A perpetual fog hung in the air. Elliott would have been worried if not for his faith in Kiri-Jolith. Not knowing what to do, Elliott set up camp the night he entered the Gap and decided to stay there until things became clearer. That night Elliott awoke from sleep with an unnerving feeling of impending doom. He reached for his sword but, to his surprise, did not find it where he put it. A deep laugh startled Elliott into standing. “Make this easy, human. Get down and beg for your life and maybe I’ll give you a quick death.” The voice was deep and gruff, the words tinged with venom. Elliott felt around for his backpack and found it. He pulled out a tindertwig and lit it. To his horror he found himself surrounded by about ten goblins and one very imposing hobgoblin. “See? You have no chance. Just give up. I don’t want to get blood all over my new surc-.” His words were cut off by Elliott’s hands around his throat. Elliott did not care whether he lived or died, but if he had to die he wanted to take as many of his enemies with him as possible. The two fell to the ground and Elliott’s wrestling background proved useful as he was able to get behind the hob and choke him. The other goblins ran forward and started beating Elliott with clubs and stabbing at him with rusty swords. Elliott ignored the wounds long enough to kill the hobgoblin but was soon overcome. Elliott awoke to the smell of hot tea. His eyes flew open and he tried to sit up but received a sharp pain in his side for the activity. “You should rest,” a mysterious voice grabbed Elliott’s attention. A man clad in a copper colored robe was sitting in a chair in the corner of the small room. He had a shaven head and face but the wrinkles in his brow and the crows feet near his eyes belied his age. Elliott’s room consisted of the cot on which he rested, the chair that the robed man sat it, and a fire pit in the middle of the room. A chimney cut in the center of the room allowed for smoke to escape. The door-less portal and two small windows on opposite sides of the room showed Elliott that his room was attached to a much larger building. “Ah,” said the robed man, “I see you noticed the rest of the monastery. I should explain who I am and where you are as I am sure you have many questions. My name is Kasher and I am the head of this monastery.” “I see. Well, I thank you for helping me.” Elliott was suspicious but not overly so. For some reason he found himself drawn to this man, as though he could trust him. “You should get some more rest.” Elliott stared at the man for a moment and then smiled. He closed his eyes and prayed to Kiri-Jolith. He placed his hand over his broken ribs and felt the wounds start to heal. “Well, it’s not perfect, but I definitely feel a lot better.” “Hmm. I see you have some special talents.” Elliott smirked. “You could say that.” They shared some tea and Kasher explained that Elliott was in a monastery just outside the Throtl forest. Elliott was saved by Kasher and two others who Kasher said Elliott would meet soon. The rest of the day was spent in rest. The following day Kasher took Elliott to meet the two others who saved him and to tour the monastery. “These are the two who were with me that day.” Kasher gestured to a very large man and a very beautiful woman. “Hi. I’m Tug.” The big man introduced himself and gave Elliott a hearty handshake that left Elliott’s hand aching “And I am Vallia.” The young woman shook Elliott’s hand and gave him a warm smile. Elliott could feel his heart melt. Elliott stammered through an introduction and could feel himself blush under her gaze. “Elliott Starblade hmm? I think I’ll call you ‘Slim.’” Vallia smirked. “Slim?” Elliott looked at himself. He knew he had always been thin, and he usually took offense to quips about his size. Coming from Vallia though, the nickname sounded … right. The four talked for a while and Kasher took Elliott back to his room. “So what will you do?” Kasher asked Elliott, a serious look on his face. “What do you mean?” “I do not take your presence here lightly. I believe that there is a higher purpose to this than mere coincidence. I do not know if you noticed, but all of the monks here follow Majere. I am a disciple of Majere as well, and I have received certain… indications that you are important. I would like it if you stayed here. I would like to bring you into the monastery and teach you our ways.” Elliott thought for a few minutes. He had a father, a mother, a sister, and a brother back home. How could he leave them? “I know that Vallia would like it if you stayed.” Elliott shot Kasher a look and tried to read his face. Kasher’s face was impassive and Eilliott gleaned nothing from more from him. At the mention of Vallia Elliott’s became certain. “I’ll stay.” Kasher smiled. “I am glad. If you have family or friends that you would like to contact, I will arrange it. This will be your room for now. Training begins tomorrow at sunrise. Meet all of the others in the courtyard.” Kasher turned to leave but Elliott stopped him. “Wait. You said earlier that all of the monks here follow Majere. I follow Kiri-Jolith. Will I have to change my faith?” “No, of course not. We embrace all of the gods of good here. We even have a resident cleric of Mishakal.” Elliott was reassured. “Thank you Kasher. For everything.” “Think nothing of it. I will see you in the morning.” Elliott spent the next three years of his life training at the monastery. He married Vallia in his second year. He also forged a friendship with Tug and Rurik, the cleric of Mishakal. Rurik was a dwarf and seemed a bit out of place at the monastery but was an amiable friend to all the monks. After three years, Elliott’s devotion to the gods changed. He began paying homage to all of the good gods rather than one certain deity. Rurik's teachings of Mishakal and the devotion of the monks to Majere helped change Elliott's ways, as did the library that Rurik built. It was in Elliott’s third year that he decided to leave the monastery. He told everyone that he needed to go on a pilgrimage to “find himself.” Vallia was saddened by his decision but she understood. She vowed to wait for him for as long as it took. Kasher told Elliott that there was a power inside him - a power that would be awakened on his journey. Elliott promised Kasher that he would discover the secret of this hidden power and return with it. Elliott’s Training and Fighting Style Elliott’s three levels of paladin represent his devotion to Kiri-Jolith and some of the power that is hidden inside of him. The five levels of monk represent his training at the monastery, and the “hidden power” will manifest itself in levels of the Psionic Fist prestige class (the feat ‘wild talent’ was the first sign of the psionic power in Elliot and was something he was born with, hence taking it at first level as his human feat). Elliott prefers to let his enemies come to him. He usually spends the first round of combat “focusing” and discerning his enemy’s weaknesses and strengths. He usually readies an attack action of some sort and waits for his enemy to (hopefully) trigger it. When Elliott finally attacks his opponent he uses grapples and throws. He learned to develop his unarmed attacking power (via improved natural attack) and the ability to dodge missile attacks (deflect arrows). Overall, Elliot’s style is a bit more defense than offense (as a matter of flavor). Elliott’s Pilgrimage Elliott has spent most of his pilgrimage helping the helpless and defending the weak from evil. He no longer single-mindedly seeks out evil to destroy, but prefers to do good by helping those he meets on his travels. His ultimate goal is to more fully develop his psionic power and open a monastery with Vallia. Elliott’s Friends and Enemies Elliot has a father, a mother, a brother, and a sister. His brother is older and spends his time with their mother and father at the church in service of Kiri-Jolith. Elliott’s sister is the several years his junior and he dotes on her. She was the only one of the family to visit Elliott at the monastery (even though she was accompanied by a dozen acolytes of the temple). Elliott regales her with tales of his travels and has taken up writing home to her. She has expressed an interest in becoming a monk. Vallia is Elliott’s wife and is quite in love with him. She is level-headed and just a bit sarcastic. The two get along famously and there have never been ill feelings between them. Vallia intends to keep her promise and wait for Elliott until he returns. Tug, Kasher, and Rurik. Kasher and Rurik play the role of mentor while Tug is Elliot’s best friend and fellow trouble-maker. Tug told Elliott that he would look after Vallia in Elliott’s absence as Tug considers Vallia a younger sister. Elliott does not currently have any enemies, although the bandits that attacked him in the Throtl Gap have been organizing to spread out and possibly overtake the monastery. |
| Zherog11-13-06, 10:24 AM | List updated. |
| Endarrion11-13-06, 04:46 PM | Ack. I didn't notice until after I posted that I forgot to include the setting info. Let's just hope everyone's familiar with the Dragonlance setting. |
| Zherog11-15-06, 04:30 PM | Just a tad over two days, guys 'n' gals. I'd love to see a bunch o' entries here at the end! |
| JasonOrlandoHawk11-16-06, 01:13 AM | :bump: Time is running out... Are there only 5 brave enough to enter the competition? |
| Ashereon11-16-06, 04:17 AM | "You don't have to have eyes in order to see." - Dragon Turtle Race: Kobold Age: 10 years Height: 2'5 Weight: 44lb. Levels: (1-4) Sorcerer (5-8) Monk Alignment: Lawful Good Deity: Heironeus Str - 8 - Originally a 12, -4 racial penalty Dex - 18 - Originally a 13, +2 racial bonus with +1 at level 8 and +2 gloves Con - 10 - Originally 12 with a -2 penalty from race Int - 10 - This stat does not change Wis - 16 - Originally a 14, with a +2 periapt Cha - 18 - Originally a 15, with a + 2 cloak and a +1 bonus at level 4 AC 22 = 10 + 1 size + 4 Dex + 3 Wis + 2 Bracers + 1 Natural armor + 1 Deflection HP: 26 Speed: 40 ft Base Attack Bonus: 5 = +2 Sorcerer + 3 Monk Saves: Fortitude: 5 = +3 Class bonus (+1 sorcerer +2 Monk) + 0 Con + 2 Great Fortitude Reflex: 7 = +3 Class bonus (+1 sorcerer +2 Monk) + 4 Dex Will: 9 = +6 Class bonus (+4 sorcerer +2 Monk) + 3 Wis Grapple 0 = -1 Strength Modifier - 4 Size + 5 Base Attack Feats: 1st Level: Eschew Materials (94 Player's Handbook) 3rd Level: Great Fortitude (94 Player's Handbook) 6th Level: Blind Fight (89 Player's Handbook) Class Abilities: Improved Unarmed Strike (96 Player's Handbook) Flurry of Blows (40 Player's Handbook) Evasion (41 Player's Handbook) Still Mind (41 Player's Handbook) Ki Strike (Magic) (41 Player's Handbook) Slow Fall (20ft) (41 Player's Handbook) Stunning Fist (101 Player's Handbook) Deflect Arrows (93 Player's Handbook) Attacks: Unarmed Strike +5 Attack (+5 Base attack - 1 Str + 1 size) 1d6-1 x2 Bludgeoning Flurry of Blows +1/+1 (+1 flurry -1 Str +1 size) 1d6-1 x2 Bludgeoning Stunning Fist +5 Attack (+5 Base attack - 1 Str + 1 size) 1d6-1 x2 DC 17 5 times per day Bludgeoning +1 Small Heavy Crossbow + 11 Attack (+5 Base attack + 4 Str +1 Size +1 Magical) 1d8+1 19-20 x2 Piercing Skills: Concentration 1 = 1 rank Craft Trap 2 = +2 Racial Hide 8 = +4 Dex + 4 Size Knowledge Arcana 5 = 5 ranks Knowledge Religion 5 = 5 Ranks Listen 11 = 5 Ranks + 3 Wis + 3 Familiar Bonus (Bat) Profession Miner 2 = +2 Racial Sense Motive 8 = 5 Ranks + 3 Wis Spellcraft 7 = 7 Ranks Search 2 = +2 Racial Familiar: Bat Familiar: Page 268 MM Stats as noted except HP: 13 Base Attack: 5 Saves: As Dragon Turtle Natural Armor +2 Intelligence 7 Special: Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch spells. (See page 53 Player's Handbook) Languages: Draconic Common (purchased at 1st level) Spells: PG 54 Player's Handbook 0 Level: Mage Hand Prestidigitation Resistance Message Detect Magic Mending 1st level: Unseen Servant Tenser's Floating Disk Comprehend Languages 2nd Level: Darkness Spells per day 6/7/4 +1 bonus in 1st and 2nd level because of cha score(PG 8 Player's Handbook) Items Owned: Mundane Items (PG 128 Player's Handbook) Monk's Outfit 5gp Backpack 2gp Bedroll 1sp Hemp Rope 1gp 30 crossbow bolts 3 gp Magical Items (Page listed) 247 DM Periapt of Wisdom +2 4000gp 247 DM Cloak of Charisma +2 4000gp 247 DM Gloves of Dexterity +2 4000gp 247 DM Boots of the Winterlands 2500gp 247 DM Bracers of Armor +2 4000gp 231 DM Ring of Sustenance 2500gp 231 DM Ring of Protection +1 2000gp 222 DM +1 small heavy crossbow 2650gp 129 PH 13th level cleric to cast Greater Restoration 910 gp 5 potions of cure light wounds 250gp 1 potion of jump 50gp Gp Remaining - 128 gp and 9 silver Total spent: 26871gp and 1 silver Sorcerers are particularly prized in Kobold society as individuals of great power, who use their powers in battle against the children of Garl Glittergold. That is where Dragon Turtle found the beginning of his life. He was hatched in a Kobold hatchery of the Searing Tooth kobold tribe, where he quickly displayed talent for sorcery. Quickly adopted into the family of the chieftain Searing Tooth Gnome-Killer, Dragon Turtle was named Darastrix Gnome-Killer. He was groomed to be an instrument of war: to have no pity or compassion upon the gnomes who they fought. They were nothing more than animals fit only for extermination. He lived with his adopted father, learning the trade of sorcery from his father, and his hatred for gnomes. His hatred and loathing for gnomes was nurtured within the rock walls of the tribe. His hatred took upon it's own mind as he gazed into the eyes of fallen comrades, who died in the wars with the gnomes. It plagued Dragon Turtle not to be able to go with his friends into battle, to bring back gnomish heads to decorate their lair. One day it came, Dragon Turtle got his chance to prove himself before Searing Tooth, and go into battle. Dragon Turtle stalked around a gnomish community with his comrades. Dragon Turtle and his band were merciless in their attacks upon the gnomes. The dead were lucky to have died, those captured alive were not so lucky. Their attacks were not tolerated however, and a group of gnomish adventurers lead by a paladin to Heironeus came to end the bloody deeds that had been committed upon the gnomes. They attacked the kobold war band during the daylight, while they were sleeping in their dark mines. Dragon Turtle was roused from his sleep as he heard the battle. Seeing before him, a Gnomish Paladin to Heironeus, he cursed at the Paladin, in the name of Kurtulmak, god of the Kobolds. The Kobolds rallied and ran deeper into the mines. The gnomes followed. The kobolds had the mines trapped and they lead the gnomes through a gauntlet of pain as they skirmished the group, that's when one carelessly placed trap nearly caused an end to Dragon Turtle. One of the kobolds stepped in an acid trap, and it detonated, spraying highly corrosive acid into Dragon Turtle's eyes. The acid was fast acting and highly toxic. In a second, he was cursed to a life of blindness. The acid sprayed all over the mine shaft, and quickly eroded a wall, causing a cave in. Gnomes and kobolds alike all died, save for two: The gnome paladin and Dragon Turtle. The gnome paladin did not escape unscathed, both of the bones in each of his legs had shattered completely from a rain of heavy rocks. The two were just a few feet from one another, and both were completely helpless. Dragon Turtle cursed and screamed in pain, shouting down every curse he could think of at the gnomes, even inventing new ones in the process. He raged until he could do no more, at that point, he sat down ready to die. The gnome did not respond with a triade of insults, but took compassion on the wretched kobold. "I want you to know, that before we both die, that I forgive you for everything." The gnome said in the darkness. It was as if someone had dumped coals of fire upon the young kobold's head. All his life, he had heard stories of gnomish attacks upon kobolds, and how Garl Glittergold wronged his people. He never in a million years expected to hear a gnome do anything remotely resembling kindness to a kobold. It completely caught him off guard. "You wha?" The kobold replied "I forgive you. In fact, if I could help you escape from here, I would, but I can't move. My legs are broken, and they might have to be amputated. I just thought that I ought to tell you that I forgive you. I don't want to go before Heironeus bearing a grudge." The gnome replied weakly. "There's nothing we can do to escape." Dragon Turtle rose to his feet, "I can walk though, I just can't see." The paladin looked at the Kobold's face, seeing his eyes, "I can see, just not walk. If you could carry me, then I could see for you." Dragon Turtle didn't want to die here. He had so much life left to live, and this gnome was actually not as bad as what he had first perceived. "I cannot carry you, but I have magic." The paladin watched as the Kobold casted Tenser's Floating disk, which he drug himself upon. The disk floated behind the Kobold, and all that needed to be done was someone to tell the Kobold where to go. Working together, the gnome guided the Kobold out. As the two walked along, he learned more of the Gnomish Paladin, who's name was Glim Nackle. He had been a paladin to Heironeus for a decade now, he was on assignment to put an end to the attacks. As the two talked, they found they had very much in common. Dragon Turtle knew he couldn't return home. He had aided a gnome and he knew the penalty for that would be death. In return for saving his life, the gnome offered to take him to a monastery so they could treat his wounds. Glim left his friend in the care of the Monks of the Iron Fist, a monastic order dedicated to the teachings of Heironeus. It was there Dragon Turtle met Darius Blackwood, Master of the Order. Darius was an old monk who showed no signs of age. Using what meager herbal remedies they could afford, He applied first aid to the wounded kobold. However, he could not cure blindness. The order took compassion upon the blind kobold. The kind, tender administrations of the monks, some of them gnomes wounded the kobold's pride. Never again could he read, or see the face of those next to him. He could not even see Glim whenever he left with a caravan to get back home. Furthermore, he could never return home. He felt doomed to live out a lonely existence amongst the simple monks, and he could not stand it anymore. One night he came across a dagger, he gripped it with shaking hands and was about ready to cut his own throat when it was Darius that came upon him. "Darastrix, why do you wish harm upon yourself?" The old monk asked. "Because, I am broken, I can never return home. Furthermore, I cannot see." The kobold replied, with bitter sadness. "You are blind because you will not see. Darastrix, you are like a turtle, your home is all around you. You have become an important part to this home. Nevermore shall you be known as Darastrix Gnome-Killer, but Dragon Turtle, for wherever you go, you shall have your home with you." The old monk said. Dragon Turtle dropped the dagger, and saw for the first time. Over the next few years, Darius taught Dragon Turtle how to see. It was at that point he abandoned his hatred for gnomes, and embraced the teachings of Heironeus. Dragon Turtle had a passion for reading when he could see, but now that he was blind he could not. To compensate, he would have children read to him. The children needed the extra practice with reading, and Dragon Turtle loved having them around. Darius watched the kids and kobold, and then approached Dragon Turtle one day, "Dragon Turtle, you have a passion for reading. You have grown wiser, so I shall give you a test." A half-orc walked in behind Darius. Dragon Turtle heard him walk in, "You want me to teach someone to read." "Yes, this is Neega. She wants to learn to read." Darius said. Dragon Turtle nodded, and thought on the daunting task before him. Writing up the alphabet, he showed Neega how to make each letter, and the two formed a master/student relationship. There were times that Neega wanted to take a pen or book and beat Dragon Turtle with it until his head exploded, but Dragon Turtle knew when to take a break from lessons. For years Dragon Turtle lived at the monastery until Darius came to Dragon Turtle with a visitor. "Dragon Turtle, I want you to meet Mr. Ogden Bluff. He has heard of you, and wanted to meet you." "Hello Mr. Bluff, what might I do for you today?" Dragon Turtle asked. "It is not what you can do for me, but what I can do for you. I am here to restore your sight." Ogden replied. "My sight? But, I have not mentioned this to anyone..." Dragon Turtle said puzzled. "I know that you have saved what little bit of money you have made toward getting your eyes healed. He is here to do just that. Besides, the wars between the gnomes and kobolds are getting worse. Killings are becoming more frequent, and your father is the one leading them. Dragon Turtle, it is time to go back to confront those things of your past." Dragon Turtle could only nod as the Cleric to Heironeus called upon the magic of his holy magics into a Greater Restoration spell which restored the Kobold's eyes and allowed him sight once again. Being able to see was something he had learned how to do for some time now. |
| Zherog11-16-06, 08:36 AM | List has been updated |
| edwardsobel11-16-06, 10:54 AM | :bump: Time is running out... Are there only 5 brave enough to enter the competition? Would love to but since I was away on vacation I just haven't thought about making a character and don't think I would have a good idea in time. hopefully next contest... I would love to see the inclusion of the Races of series in a future contest (just my 2 pence worth) |
| Zherog11-16-06, 11:10 AM | I wouldn't mind seeing those books, either. What books get used generally depends on what the judges have access to. In this contest, for example, one of the judges only has access to core and the SRD, so that's what we went with. And you still have over 24 hours to come up with a last-minute entry, Edward. Who knows what sort of inspiration will hit you in that time. :) |
| FRRC11-16-06, 06:16 PM | I'm writing my history now, should have the character up tomorrow. |
| malignor11-16-06, 07:00 PM | Here's my submission. The background is a little terse, but hopefully quite understandable. Khan Ud Mao (Shuei Mao), the Bitter Challenger Born an only child. Father was local militia. Mother was emotionally sensitive. Wandering Ogre tribe from mountains harrassing town. Father goes with militia to Monastary on the mountain, sees that Monks are okay and let the Ogres pass. Gets ambushed & father crippled. Monks save him but none can repair him completely (needs "Regeneration"). Mother goes into depression. Monks feel guilty for not intervening sooner. Adopt family. Mother is now a useless head-case and father is a cripple who can't make money. They raise the son as a monk (from here he becomes a level 1 Monk). Trains hard, overcomes plenty of trials of strength and courage, and does his part to defend and maintain th monastary (level 3 Monk). Name in Monastary is "Shuei Mao" More ogres show up years later due to giant expansion. Shuei Mao is kept unaware of it until later (so he won't run off for revenge). Finds out and runs off after them. Follows for days. Fights one and gets beat up. Saved by experienced rangers. Stays with them and hunts ogres, chases back to giant society, and Rangers know alot about the giants (Monk level 4). Goes back to village which is protected by Rangers. Finds out that the rangers raid giants often. Teams up with and learns from em (gains Ranger levels) and returns to his old barbarian name of Khan Ud Mao. Also falls in love with local girl. Months later hears about the Rangers' raid some years back that caused similar Ogre bands to split off from giant rulership. Khan then figures out that Rangers stirred up the proverbial hornet's nest and are thus the indirect cause for his and his parents' anguish. Challenges them to fight. A few non-lethal duels occur. He kills one out of anger (his lover's uncle), and the Rangers seek revenge. He escapes the Rangers and makes his way back home only to find that his mother thought him dead and killed herself. His father is now an empty shell of former self. Khan is filled with rage, and the Rangers and giants are his scapegoat. Wanders, looking for Rangers and/or Giants to duel, one by one, hoping that through defeating those he blames he can make things right. Meanwhile, his ex-lover is training to be a Ranger herself... meanwhile, Khan could be causing a potential conflict between two societies... he may be starting a war for his selfish revenge.28-Stats: Str13, Dex14, Con13, Int14, Wis14, Cha8 Human: Bonus Feat - Blind Fighting Char1: Dodge Monk1: 9hp, Saves +2/2/2, Improved Grapple, Unarmed Strike, Flurry of Blows (-2/-2), 1d6 unarmed damage, +0AC, 28 skill ranks {Balance 4(+2Dex), Climb 4(+1Str), Concentration 1(+1Con), Diplomacy 1(-1Cha), Escape Artist 1(+2Dex), Hide 1(+2Dex), Jump 4(+1Str), Knowledge (arcana) 1(+2Int), Knowledge 1(religion) (+2Int), Listen 1(+2Wis), Move Silently 1(+2Dex), Perform Pipes 1(-1Cha), Profession Mountaineer 1(+2Wis), Sense Motive 1(+2Wis), Spot 1(+2Wis), Swim 2(+1Str), and Tumble 2(+2Dex)} Monk2: 1d8+1hp, BAB+1, Saves +1/1/1, Combat Reflexes, Evasion, 7 skill ranks {Jump4+1=5, Tumble2+3=5, Climb4+1=5, Perform Pipes 1+2=3} Char3: Mobility Monk3: +1d8+1hp, BAB+1, Still Mind, +10 feet speed, 7 skill ranks {Know arcana1+2=3, Know religion1+2=3, Listen1+2=3, Sense Motive1+1=2} Char4: +1 Con; +3 hp retro Monk4: +1d8+2hp, BAB+1, Saves +1/1/1, Ki Strike (magic), Slow Fall (20'), 1d8 unarmed damage, 7 skill ranks {Know arcana3+1=4, Know religion3+1=4, Sense Motive2+3=5, Diplomacy 1+2=3} Ranger1: +1d8+2hp, BAB+1, Saves +2/2/0, Favored Enemy - Giant, Track, Wild Empathy, 9 skill ranks {Craft - Fletcher1, Handle Animal1, Heal1, Knowledge geography1, Knowledge nature1, Search1, Survival2, Use Rope1} Char6: Weapon Finesse Ranger2: +1d8+2hp, BAB+1, Saves +1/1/0, Rapid Shot, 9 skill ranks {Handle Animal1+2=3, Heal1+2=3, Knowledge geography1+2=3, Knowledge nature1+2=3, Survival2+1=3} Ranger3: +1d8hp, BAB+1, Saves +0/0/1, Endurance, 9 skill ranks {Handle Animal 3+2=5, Heal3+1=4, Knowledge geography3+2=5, Knowledge nature3+2=5, Survival3+2=5} Char8: +1Str Duellist1: +1d10+2hp, BAB+1, Saves +0/2/0, Canny defense, 7 skill ranks {Bluff 2, Listen3+2=5, Spot1+2=3, Perform Pipes 3+1=4}Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 8 hp: 6d8+1d10+24 = 27+5.5+24 = 56.5 hit: +9/4 melee, +9/4 ranged; +7/7/4 flurry, +7/7/4 rapid shot saves: +9/11/7; +2 vs. enchantments feats: Dodge, Mobility, Weapon Finesse, Blindfighting, Improved Unarmed Strike, Improved Grapple, Combat Reflexes, Track, Endurance, Rapid Shot class abilities: monk AC +0, monk unarmed strike 1d8, monk speed +10, evasion, still mind, slow fall 20', wild empathy, favored enemy - giants, canny defense +1, ki strike magic skills: Balance +8, Bluff +1, Craft Fletcher +3, Climb +7, Concentration +3, Diplomacy +4, Escape Artist +3, Handle Animal +4, Heal +6, Hide +3, Jump +9, Knowledge arcana +6, Knowledge geography +7, Knowledge nature +9, Knowledge religion +6, Listen +7, Move Silently +3, Perform Pipes +3, Professional Mountaineer +3, Search +3, Sense Motive +7, Spot +5, Survival +7 (+2 on checks to navigate and +2 in above ground natural settings), Swim +4, Tumble +9, Use Rope +3 (+2 for use in climbing) AC: 10+2dex+2wis+1int = 15 touch, 12 flatfooted, 12 flatfooted touch27000 gp, max 9000/item Adamantine Sai (3001; 3001/27000) Composite Longbow (Str14) +1 of Seeking (8600; 11601/27000) Wand of Cure Light Wounds (750; 12351/27000) Bracers of Armor +2 (4000; 16351/27000) Ring of Protection +1 (2000; 18351/27000) Gloves of Dexterity +2 (4000; 22351/27000) Pipes of Sounding (1800; 24151/27000) Efficient Quiver (1800; 25951/27000) 60 arrows (3), 18 javelins (18), 2x quarterstaff, masterwork composite longbow (Str14) (600), 2x spear (4) - - (625; 26576/27000) backpack (2) climber's kit (80), Traveller's Outfit (1), Riding Dog (150; trained for hunting), Map case w/ 5x parchment (2), Crowbar (2), Flint 7 Steel (1), 50' silk rope (10), 10x piton (1), Waterskin (1), 4 torches & Whestone (0.05) - - (250; 26826.95/27000) Tourmaline (100 gp) & 62 gold pieces, 18 silver pieces and 15 copper pieces (in small pocket of backpack)Str 14, Dex 16, Con 14, Int 14, Wis 14, Cha 8 Hp: 6d8+1d10+24 = 27+5.5+24 = 56.5 Hit: +9/4 melee, +10/5 ranged; +7/7/4 flurry, +8/8/5 rapid shot Saves: +9/12/7; +2 vs. enchantments Feats: Dodge, Mobility, Weapon Finesse, Blindfighting, Improved Unarmed Strike, Improved Grapple, Combat Reflexes, Track, Endurance, Rapid Shot Class Abilities: monk AC +0, monk unarmed strike 1d8, monk speed +10, evasion, still mind, slow fall 20', wild empathy, favored enemy - giants, canny defense +1, ki strike magic Skills: Balance +9, Bluff +1, Craft Fletcher +3, Climb +7 (+9 w/ kit), Concentration +3, Diplomacy +4, Escape Artist +4, Handle Animal +4, Heal +6, Hide +4, Jump +9, Knowledge arcana +6, Knowledge geography +7, Knowledge nature +9, Knowledge religion +6, Listen +7, Move Silently +4, Perform Pipes +3, Professional Mountaineer +3, Search +3, Sense Motive +7, Spot +5, Survival +7 (+2 on checks to navigate and +2 in above ground natural settings), Swim +4, Tumble +10, Use Rope +4 (+2 for use in climbing) AC: 10+3dex+2wis+1int+1defl+2armor = 19 total, 17 touch, 15 flatfooted, 13 flatfooted touch - Adamantine Sai - +10 or +8/8/5, 1d4+2/x2; bypasses hardness up to 20; bypasses DR bludegon & adamantine; +14 to disarm or avoid disarm - Unarmed - +9 or +7/7/4, 1d8+2/x2; bypasses DR magic and bludgeon - Bow of Truth - +11 or +9/9/6; 1d8+3/x3; BR 75; bypasses DR magic and piercing; ignore miss chance - Backup Bow - +11 or +9/9/6; 1d8+2/x3; BR 75; bypasses DR piercing - Javelin - +10 or +10/5; 1d6+2/x2; BR 30; bypasses DR piercing - Quarterstaff - +9 or +7/7/4; 1d6+2/x2; bypasses DR bludgeoning - Spear (melee) - +9 or +9/4; 1d8+2/x3; bypasses DR piercing - Spear (thrown) - +10 or +10/5; 1d8+2/x3; BR 20; bypasses DR piercing Special Abilities: Cure Light Wounds (Wand; 50 charges; touch), Ghost Sound at Will (Pipes) |
| Zherog11-16-06, 07:31 PM | List updated. |
| FRRC11-17-06, 09:33 AM | Serrak of the Mer-Rehk. Male Lizardfolk Fighter 1 / Monk 6 LN Medium Humanoid Base Stats: STR: 15 (8) DEX: 14 (6) CON: 12 (4) INT: 12 (4) WIS: 14 (6) CHA: 8 (0) Final Stats: STR: 20 [+5] (+2 Racial, +2 Gauntlets of Ogre Power, +1 Stat Boost) DEX: 14 [+2] CON: 14 [+2] (+2 Racial) INT: 10 [+0] (-2 Racial) WIS: 14 [+2] CHA: 8 [-1] Language Common, Draconic Weight Allowance Light (<100); Medium (101-200); Heavy (201-300) Current Load 21 lb -------------------- AC 23 (10 + 5 Natural; +2 Dex; +2 Wis; +1 Monk; +2 Bracers; +1 Ring) Flatfooted 18; Touch 16 Initiative +6 (+2 Dex; +4 Feat) HP 66 Hit Dice 2d8+1d10+6d8+18 Saves: Fort: +10 (+2 Con, +2 Fighter, +5 Monk; +1 Cloak) Ref: +11 (+2 Dex, +5 Monk, +3 Racial; +1 Cloak) Will: +7 (+2 Will, +5 Monk; +1 Cloak) Space / Reach 5 ft / 5 ft Base Attack / Grapple +6 / +15 Speed 60ft (30ft + 20ft Monk + 10ft Boots) -------------------- Attack Claw +11 (1d4+5) Unarmed Strike +11 (1d8+5+1) Javelin +8 (1d6+5) Full attack 2 Claw +11 (1d4+5+1) and Bite +9 (1d6+2) Unarmed Strike +11/+6 (1d8+5+1) and Bite +9 (1d6+2) Javelin +8 ranged (1d6+5) Weapons Unarmed Strike (1d8, x2, Bludgeoning) Javelin (1d6, x2, Piercing) Claw (1d4, x2, Slashing and Piercing) Bite (1d6, x2, Piercing, Slashing and Bludgeoning) Special Attacks: Power Attack; Grapple (+15); Flurry of Blows (+10/+10/+5); Trip/Sunder (+15) ------------------- Special Qualities: Hold Breath*, Flurry of Blows (-1/-1), Unarmed Strike 1d8, Evasion, Still Mind, Monk Speed +20ft, Ki Strike (Magic), Purity of Body, Slowfall 30ft. *Described in the Lizardfolk entry – page 170 Monster Manual -------------------- Feats: Power Attack, Improved Sunder, Improved Initiative, Improved Grapple, Deflect Arrows, Multi-attack*, Improved Natural Attack (Bite)*, Improved Trip *Page 304 Monster Manual Skills Balance +10 (4 Ranks; +2 Dex; +4 Racial) Climb +14 (9 Ranks; +5 Str) Jump +23 (9 Ranks; +5 Str; +4 Racial; +5 Boots) Hide +6 (4 Ranks; +2 Dex) Move Silently +6 (4 Ranks; +2 Dex) Swim +13 (4 Ranks; +5 Str; +4 Racial) Survival +3 (1 Rank; +2 Wis) -------------------- Equipment Ring of Protection +1 – 2,000gp Amulet of Mighty Fists +1 (+1 Damage to Unarmed attacks and natural weapons) - 6,000gp Bracers of Armour +2 (Made from a Red Crystal) – 4,000gp Cloak of Resistance +1 – 1,000gp Gauntlets of Ogre Power (+2 Strength) – 4,000gp Boots of Striding and Springing (+10ft Movement; +5 Jump) - 5,500gp Backpack – 2gp 4x Trail Ration – 2gp Waterskin - 1gp Bedroll – 1p Blanket, winter – 5sp Travellers Outfit - 1gp Monk’s Outfit - 5gp Javelin of Lightning – 1,500gp 3x Javelin – 3gp 2x Potion of Cure Moderate Wounds – 600gp 2x Potion of Shield of Faith +2 – 100gp Potion of Jump – 50gp Potion of Enlarge Person – 250gp Potion of Haste – 750gp Potion of Gaseous Form – 750gp Current Gold – 1,490 Lizardfolk = 16hp; +3 Reflex; +1 BAB; +5 Natural Armour, +4 Balance/Jump/Swim, Hold Breath, Natural Attacks (2 Claw 1d4, Bite 1d4), Power Attack (Bonus Feat); Jump (4 Ranks), Balance (4 Ranks), Swim (2 Ranks) Fighter 1 = 5.5hp; +2 Fortitude; +1 BAB; Improved Initiative (1st Level), Improved Sunder (Bonus Feat); Swim (2 Ranks) Fighter 1/Monk 1 = 4.5hp; +2 Fort/Ref/Will; Flurry of Blows -2/-2, Unarmed Strike 1d6, Monk AC Bonus, Improved Grapple (Bonus feat); Jump (1 Rank), Climb (3 Ranks) Fighter 1/Monk 2 = 4.5hp; +1 Fort/Ref/Will; +1 BAB; Evasion, Deflect Arrows (Bonus feat), Multiattack (3rd Level); Jump (1 Rank), Climb (3 Ranks) Fighter 1/Monk 3 = 4.5hp; +1 BAB; Still Mind, Speed Bonus 10ft; Jump (1 Rank), Climb (1 Rank), Hide (1 Rank), Move Silently (1 Rank); +1 Strength Fighter 1/Monk 4 = 4.5hp; +1 BAB; +1 Fort/Ref/Will; Ki Strike (Magic), Slow Fall 20ft, Unarmed Damage 1d8; Survival-cc (1 Rank), Hide (1 Rank), Move Silently (1 Rank) Fighter 1/Monk 5 = 4.5hp; Purity of Body, Flurry of Blows -1/-1, AC Bonus +1, Improved Natural Attack (Bite) (6th Level); Jump (1 Rank), Climb (1 Rank), Hide (1 Rank), Move Silently (1 Rank) Fighter 1/Monk 6 = 4.5hp; +1 BAB; +1 Fort/Ref/Will; Slow Fall 30ft, Speed Bonus 20ft, Improved Trip (Bonus Feat); Jump (1 Rank), Climb (1 Rank), Hide (1 Rank), Move Silently (1 Rank) The Lizardfolk tribes had been at a war with each other for a long time. There are three main tribes: Mer-Rehk, Torkulta, and Gerostroc. They all live in the swamp which is occupied by other, smaller tribes. Each of the main tribes had a large network of tunnels and caves under the swamp, each with their own oddities: The Mer-Rehk’s (Merr-Rek) cave was filled with dull red crystals which emitted the tiniest amount of magic and also seemed to grow over time. Because of the magic, the Mer-Rehk tribe had gained more Shamans than any other tribe so they could draw from this small power. However, the residue of the magic eventually turned the skin of the Mer-Rehk tribe a redish-brown. Many people have tried to ask the Lizard’s permission to examine the crystals but the Mer-Rehks consider them sacred and refuse any outsiders to visit them. The tribe has also been known to craft jewellery from the crystals. The Torkulta (Tore-kull-tah) tribe live in a cave at the edge of the swamp that’s filled with large blue mushrooms that give off harmless glowing spores that illuminate the cave. The spores have been known to latch onto anything they touch, which turns the Torkulta tribe’s skin turquoise. The spores can be washed off, but leave a blue tint on the subject. If mixed right, the mushroom can be used as a poison that can be applied to weapons which the Torkultas use and trade with Assassins in the nearby city. Unlike the other two tribes, the Gerostoc (Gear-o-stock) have no strange colour changes to their skin. Their cave is filled with all sorts of vegetation. When the Gerostoc first settled in the cave, it was filled with hostile giant insects. It took the Gerostoc a long time to gain control of the cave. At the centre of the cave was the Hive Mother which they captured and now use to produce ride-able insects. Only those who receive a special honour from the Gerostoc leader can ride the insects making them the mightiest warriors of their tribe. It doesn’t take a lot to start a fight between either of these tribes and they have forgotten, over the many decades, why they are even fighting. Some say it’s for superiority over the land while others say it’s for the special properties of the caves. But there is no real reason why they actually fight. Although all their caves are underground, none of the tribes have tried digging to the other caves to launch a surprise attack. The one thing that the tribes know about all the caves is that they all have a collapsed tunnel that points in the general direction of the other caves. Many think that digging could unleash something that lies deeper in the caves. Over the past few years, the Gerostoc tribe have been teaching their warriors to fight unarmed so as to disarm their opponents and leave them at a weakness. The other tribes have begun to follow this and train their own warriors to match the Gerostoc. At a very young age, Serrak of the Mer-Rehk tribe, along with his fellow tribesmen, were taken into warrior training. They spent a very short time learning to use the weapons of the tribe and the general advantages and disadvantages of armour. They were also trained to be strong and were taught how to use their strength to smash the opponents armour and weapons leaving them vulnerable to attacks. After this training, they were taught the basics of wrestling and how to avoid and redirect the enemy’s attacks. With all the combat training, there was very little time to learn proper Common, leaving the student’s Common broken. After a few years of training they were introduced into tournaments… With his massive arms Serrak began crushing the life out of sparring partner. His opponent was Kerstarq, Serrak’s rival through training. They had spent their years comparing themselves to each other. They weren’t the best in the tribe but every-time they surpassed the other, they treated it as though they had become the best. Serrak had already killed two opponents in the tournament ring, something that was frowned upon, and he was warned about killing again. The Mer-Rehk High Chief, Zertu, had been watching their match closely as he did with a lot of matches. Having seen Serrak fight before, he could see that a death might come soon. Serrak was ready to let Kerstaq concede at any time, but there was no sign. Even as his bones were being crushed, Kerstaq began shouting taunts at Serrak, knowing he would be exiled. Serrak continued to squeeze until the High Chief jumped in, kicking Serrak in the ribs knocking him to the ground. Kerstaq, barely breathing, collapsed to the ground. Kerstaq was dragged off to be treated. “Enough, Serrak! You were warned about this, yes? Killing is frowned on and you kill too much! As High Chief, by the rules of the tribe, I have no choice but to exile you and deem you traitor for killing your own kind! You will leave tonight.” Serrak clenched his fists and let out an angry hiss. After a short stare-down with the High Chief, Serrak retired to his room and collected his possessions, one of which was a pair of bracelets made from the red crystal, which was given to all trainees as a reward for completing the basic training. There was no one waiting for Serrak when he left. No family, no friends, not even the High Chief was there to say farewell. Serrak spat on the ground and sprinted into the thick of the swamp, “Serrak will return. Serrak is strong! Serrak will prove he is no traitor. He will return with help, destroy the other tribes and become High Chief!”. He had sprinted for about an hour before he became exhausted and stopped to rest. Off in the distance, Serrak could see what seemed to be people lying down. At a closer look he could see four bodies with spears jutting from them. The wounds were blue, infected with Torkulta poison. “Blue Skins!” said Serrak spitting on the floor in disgust. As he began searching the bodies a hand grabbed his ankle. One of the victims, a male, close to death and obviously delusional tried to speak with Serrak. “Please! Meros…please take my diary…Meros, I know...I know this isn’t something…you like. Take it…my sister Jasmine back in the city. M-Meros…I’m so c-cold. Please…” The man let out one last breath before he fully collapsed, his hand still tightly clasped around Serrak’s ankle. A blue ooze began pouring out the mouth of the dead man. The Torkulta poison had some horrible effects. Serrak took a moment to read the diary the best he can. It was dirty from swamp mud and blood, and his understanding of Common was still broken. From what he could make out, Meros was a very ugly Half-Orc, and from the looks of it, he either left his companions for dead or was captured by the Torkulta. Jasmine was the man’s sister who he would tell his stories to upon his return. Perhaps if he were to return the diary to the girl then he could get help to fulfil his goal. Serrak salvaged some of the adventurer’s things: a cloak, a ring and gloves and some of their travelling gear. They had some trail rations, clothes, blankets and some potions unknown to Serrak. After hearing the moans and groans of hungry creatures nearby, he sprinted off towards the city. After a day or so of travelling, Serrak saw the city walls at the edge of the swamp. The city is only small and has had very little security as of late. The reasoning for this is that the Lizardfolk have been so tied up with their own affairs that they have stopped all attacks on the human city. Serrak saw very little chance of getting in though; still he needed to get in. He tightened up his clothes and approached the gate that was guarded by two city guards. They both drew their longswords. “Halt, Lizardman! You’re not welcome here, none of your kind are!” shouted the guard. Serrak threw the diary at his feet “Serrak need help to defeat clan. Found book on corpses.” The guard picked up the diary and began browsing through it. “By the gods, this is Zackary’s book! Quickly, get the captain.” Serrak and the guard waited for some time before the captain came along. He was escorted by four other soldiers who were pulling along a large cage. “It’s your lucky day, Lizardman. We’re going to have to put these on you.” The captain held up a pair of manacles. Serrak was a little worried about letting himself get captured by humans that were hostile to him. He thought about his clan and regaining his place in it and then held out his hands to the captain. They transported Serrak through the city in a cage while the captain read him the rights allowed to a prisoner. There was only two: You are not allowed to leave the city. Failure to comply with the city rules, the guard or city officials and representatives means execution. Serrak didn’t really understand what “rights” meant but he understood the words “prisoner” and “execution”. It took an hour to travel through the city. They arrived at a cathedral. Looking around, it appeared to be the largest building in the city. The guards pulled him through a large archway before coming to a stop in the courtyard. The place was filled with flowers and other plant life, most of which Serrak had never seen before. They waited there for some time until an elderly man in robes came into the courtyard carrying a chair. He motioned to the guards for them to leave and placed the chair facing the cage. To Serrak’s surprise the man opened the cage, to which the captain objected but his words fell on deaf ears. The man grabbed Serrak by the arm; his grip was tight, almost as tight as Serrak’s. With a quick tug, he pulled Serrak out of the cage and led him towards to chair and asked him to sit. “My name is Abbon Silversky and I am the head of this cathedral. I understand you found my son’s diary, yes? Zackary, the man you stole that cape from. I wish to know how you or anything else killed him, I wish to know everything”. Serrak spent a few hours explaining to Abbon of why he was out in the swamp and how he thinks they died. He made it a point to soil the names of the Torkulta and Gerostoc many times while praising the name of his tribe. He also avoided telling the things that his enemies would want to know about him and his tribe. After the story, Abbon consulted with the captain. The returned with an offer for Serrak, he was to help them find Abbon’s daughter, Jasmine. Apparently she had been captured by a group of cultists outside the city that was out of the city guard’s patrol routes. However, in order to leave the city he must spend a year in servitude of a representative. He was to spend a year serving Abbon in the cathedral. Only when he had brought back his daughter would they aid him in helping him with his own personal quest. A year went by. Serrak had learned many things in his year there. His speech was almost perfected and he practiced his wrestling with some of the students there. He was told of a group of adventurers that had just entered the city, he might want to ask help in finding Jasmine there… Age: 21 Height: 6ft 5 Weight: 262lbs Skin: Dark Red Serrak is a lot bigger than other Lizardfolk. He trained hard for the muscle mass he has. A lot of people find his red skin curious, thinking all Lizardfolk are Green. Those outside the swamp are not usually aware of the caves and their effects. He doesn't care much for people's opinions of him and usually ignores such remarks. He'll put up with it as long as he can complete his goal. Serrak values friendship somewhat. After his experience in the cathedral he is willing to help and show friendship to those who help him. Lizardfolk characters possess the following racial traits. - +2 Strength, +2 Constitution, -2 Intelligence. - Medium Size - A Lizardfolk's base land speed is 30ft. - Racial Hit Dice: A Lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0. - Racial Skills:A Lizardfolk's humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks. - Racial Feats: A Lizardfolk's humanoid levels give it one feat. - Weapon and Armour Proficiency:A Lizardfolk is automatically proficient with simple weapons and shields. - +5 natural armour bonus - Natural Weapons: 2 claws (1d4) and bite (1d4). - Special Qualities: Hold Breath. - Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc. - Favoured Class: Druid. - Level adjustment +1. :D |
| Zherog11-17-06, 09:43 AM | List updated. Seven entries is pretty good - but there's still time to get in your entry. There's lots of interesting ideas so far. I'm really looking forward to reading these in detail. |
| Kit_the_Odd11-17-06, 08:18 PM | Excerpt from Chapter 4 in “Lives of Change: The Legends of Long Ago Heroes” Chadrow McGuilicuddy, sometimes called “Shadow Mac”, was a secret agent and a patriot of Jardinland. Emphasis on the “was”. He always believed in the rule of law and in right and wrong but he came to believe that the two are not connected much at all. He had worked as a spy for many years, dedicated to his country. Chad specialized in infiltration, sneaking into and out of places. Yet unlike many in his line of work he was fully respectful of the law and the rules he operated under. More than one of his superiors noticed that the things he did bothered him a little, but that he trusted those that gave him his assignments. The fact that was that he considered what he did to be a special application of the law, rather than an exception to it. Unfortunately for Chad, not everyone he worked with, and for, shared that point of view. Chad’s uncle Laird had been a wizard specializing in divination and was killed by agents of Barabul, the enemies of Jardinland, to prevent him from learning about their secret plans to invade and conquer Jardinland. According to the government Laird was able to give them that information before he was slain. The outrage at this act led to Jardinland declaring war on Barabul. After a relatively short and successful, but very bloody, war, Jardinland ruled what was left of Barabul. Chad was been recruited shortly after the death of his uncle based on his devotion to Jardinland as well as his skills. His training in the service of the crown coupled with his natural skills led him to become one of the best agents Jardinland had. His successful missions were instrumental in stopping plots against his beloved country. While Chad may not have liked some of his missions, especially those involving killing, he completed them well under some of the toughest possible conditions. On his last mission Chad was given the job to sneak into a hidden tower and kill the wizard there. The person that chose Chad for this job made several mistakes in that choice. First, it was not an authorized mission but rather one that was designed to cover up an earlier mistake. Second, the target was actually Chad’s uncle Laird. As Chad discovered, to his dismay and disgust, the story his government told was a much distorted version of the truth. It was not Barabul that has secret plans of invasion and conquest, it was Jardinland. And Laird had obviously not been killed, but that was because the agents Jardinland sent after him failed. Laird had fled and had been protected by the enemies of Jardinland since then. These revelations of betrayal by his country forced Chad to decide what he truly valued, and what he would do. Up to this point he would have called himself Lawful Good, and while he may have been he was actually very close to True Neutral. His trust and belief that his leaders were Lawful and Good led him to feel that everything he did could be classified that way, even when they didn’t seem to be. Chad now realized that Law and Good were what he believed in, but he could not allow others to define what Lawful and Good were for him. He found that while he respected and honored the concept of Law and Order, that he placed higher value on Good. The magnitude of this shock and change left Chad nearly senseless. His uncle sent a message to the people protecting him, telling them that he needed a new hiding place and then cared for Chad while he recovered. Unfortunately for both of them, one of Chad’s superiors was not a stupid as the one that chose Chad for this mission. When Welkin realized what had happened he sent another set of 4 agents after Chad to make sure the job was done, and to take of Chad if necessary. These agents arrived before the help Laird had called for. The result was a ruined tower, 3 dead agents, and a gravely wounded uncle. Chad was able to escape with his uncle. And, for once, luck was on his side. Chad dragged his uncle into a secret trap door just as the flaming roof collapsed and the surviving agent believed them killed in the collapse. Chad was able to get his uncle to the safety of his friends, but he was unwilling to become an enemy to his homeland. Chad did convince his uncle to make sure the truth was known however. There was a minor revolution in Jardinland when the truth came out and those responsible for the illegal and evil acts were properly dealt with by the new king. (For more information in the upheavals and changes in Jardinland, see the author’s history “Rise and Fall of the Jardin Empire”) The news of Chad’s ‘death’ was also made known during the upheavals. This meant that Chad was not being sought by anyone. But it also broke his last ties to his home. He had not seen his parents or sister for years because he didn’t want them involved in his work. He decided to ‘stay dead’. But he was unwilling to use his kills as a thief or spy again, and he had no other way to make a living. So he became a wandering vagabond. He did use some of his fighting skills to stay alive and, in one case, to help a caravan attacked by bandits. Eventually his wanderings took him to the Bear Tooth Mountains. His loss and betrayal still gnawed at his mind and soul. He decided he would climb into the mountains and seek peace from his internal conflicts. He fully expected to die during his journey. Instead, after many days, and on death’s door, he found a monastery. The monks took him in and nursed him back to health. When he came to his senses he found that he envied the monks for the internal peace they had, and the personal perfection they sought for. Realizing that this might be a place he could come to peace with himself, he gave his possessions to the head monk and began as a novice. During the time Chad was at the monastery he learned much. He had come to terms with who he was, and what he had done in the past. In his self discovery he found that while many of the things he had done were bad, or had bad consequences, there are others that were very good and that he was proud of. This led to some dissatisfaction with the secluded and introverted life of a monk. While he didn’t want to return to his previous life, he was drawn by the fact that he had been making a difference in the world. He had begun to wonder if it was possible to use his skills and make a difference in the world for good. -End of excerpt- Chadrow McGuilicuddy Rouge6/Monk2 32, brown hair, brown eyes, 5’5”, 150lbs Chad is a very average looking guy. That generic look helped him at times an agent, and has been cultivated. The physical conditioning of the monastery has given him a bit more musclular look than before, but he still doesn’t stand out. He is a sneaky little guy. While relativly proficient in combat Chad prefers to accomplish his tasks without anyone knowing he was ever there. Some of his past missions did involve killing specific targets and when operating alone Chad prefers to shoot from the shadows when possible. If he does have someone to help him flank then he is more than willing to get into melee. Chad is willing to take damage to accomplish his mission, but he isn’t foolish about it. He fights smart, but not fearfully. Because he has not done much outside of the monastery since he arrived Chad has not really integrated his rogue fighting and his monk fighting yet. He will select whichever style works best for the target. Chad gave his possesions to the head monk and never expected to see them again. He expected them to be sold to help pay for the monastery upkeep. The head monk has kept the safe and ready, however, believing that Chad would eventually return the outside world and would need them. Chad is currently content to stay at the monastery, but could be talked into joining a group with the right goals. He is not being activly sought by anyone and that is unlikely to change unless he lets it become known that Chadrow McGuillicuddy is still alive. He has kept track of his family as he can. His parents died (of age) and his sister is married to a blacksmith with 2 kids. Chad has decided it is best for them if everyone believes he is still dead, and therefore has no plans to visit them or anything of the sort. Stats Str – 10 Dex – 18 (+1 lvl4, +2 Gloves of Dex) Con - 12 Int - 14 Wis – 16 (+1 lvl8, +2 Periapt of Wis) Cha - 10 Hp: 40 (6 + 5d6 + 2d8 + 8) AC: 20 (10 + 2 armor(bracers) + 4 Dex + 1 deflection(ring) +3 Monk Bonus) Touch 18, Flat Footed 20 Init: +8 (+4 Dex, +4 Imp. Init.) Fort: 6 (5 base + 1 Con) Ref: 12 (8 base + 4 Dex) Will: 8 (5 base +3 Wis) BAB: 5 Grapple 5, Melee 5, Ranged 9 Class Abilities: Sneak Attack (+3d6) Trapfinding Uncanny Dodge Trap Sense (+2) Monk AC Bonus (+3) Flurry of Blows Evasion Feats: Improved Initiative - 1st Point Blank Shot - 1st (Human) Weapon Finesse - 3rd Rapid Shot - 6th Improved Unarmed Strike - Monk1 Stunning Fist - Monk1 Combat Reflexes – Monk2 Speed: 30ft/x4 Attacks: Unarmed Strike, +7/+7 (flurry), 1d6, 20/x2 +1 frost rapier, +10, 1d6 + 1 + 1d6 cold, 18-20/x2 masterwork composite shortbow, +10, 1d6, 20/x3 Skills: Bluff - 5 Climb - 2 Disable Device – 11 (9 ranks, 2 Int) Disguise - 4 Escape Artist – 6 (2 ranks, 4 Dex) Hide – 15 (11 ranks, 4 Dex) Jump – 7 (5 ranks, 2 synergy Tumble) Knowledge(religion) – 4 (2 ranks, 2 Int) Listen – 14 (11 ranks, 3 Wis) Move Silently – 15 (11 ranks, 4 Dex) Open Lock – 13 (9 ranks, 4 Dex) Search – 11 (9 ranks, 2 Int) Sense Motive – 5 (2 ranks, 3 Wis) Spot – 14 (11 ranks, 3 Wis) Tumble – 17 (11 ranks, 4 Dex, 2 synergy Jump) Use Magic Device - 9 Languages: Common, Giant, Orc Gloves of Dex +2 (4000gp) Periapt of Wisdom +2 (4000gp) Bracers of Armor +2 (4000gp) Ring of Protection +1 (2000gp) +1 frost rapier (8320gp) HHH (2000 gp) 2,680 gp cash Build Details 1 – Rogue 1 Imp.Init, Point Blank Shot 2 – Rogue 2, 3 – Rogue 3, Weapon Finesse 4 – Rogue 4, +1 Dex 5 – Rogue 5, 6 – Rogue 6, Rapid Shot 7 – Monk 1, 8 – Monk 2, +1 Wis |
| Zherog11-17-06, 09:06 PM | Closed for official entries. However, if anybody still wishes to post a character - feel free. You can't "win" the contest, but you'll likely get some feedback (which reminds me - I still owe somebody feedback from the last contest :blush: ), and your post can, of course, help others see how to build different characters - possibly inspiring somebody. Figure a week or so for getting scores posted. Cheers! :pint: edit: list updated; if you submitted an entry and your name isn't in the list let me know so we can correct that problem as soon as possible. |
| JasonOrlandoHawk11-17-06, 09:56 PM | Thank you for all the official entries, and I look forward to my upcoming CRAM SESSION of GRADING I get to do this weekend... Anyways, I will probably not be able to submit my final scores until Monday, so it may be a while before official scores are in... Tuesday if I'm the laziest judge... |
| Zherog11-19-06, 10:38 PM | You won't be the laziest judge. ;) I figure I might be done Tuesday, though sometime Wednesday is more likely. Of course, I'm on vacation; so I do have more free time than usual. (why, yes. This is a cleverly disguised :bump:. Why do you ask? ) |
| jennibert11-20-06, 08:46 PM | You won't be the laziest judge. ;) I figure I might be done Tuesday, though sometime Wednesday is more likely. Of course, I'm on vacation; so I do have more free time than usual. (why, yes. This is a cleverly disguised :bump:. Why do you ask? ) Then there's me....who is not so much lazy as forgetful....I really did intend to do this over the weekend....Oh well. Off to judging I go! |
| Heros_Backpack11-21-06, 03:07 PM | Whereas I've been busy with this thing called work... |
| Zherog11-22-06, 08:25 PM | Just an update for those who are (im)patiently waiting: I'm still not done my scores. I'm hoping to wrap up tomorrow. I'm also waiting on scores from one other judge. No, I won't rat out who. :) |
| jennibert11-22-06, 08:56 PM | Just an update for those who are (im)patiently waiting: I'm still not done my scores. I'm hoping to wrap up tomorrow. I'm also waiting on scores from one other judge. No, I won't rat out who. :) I will. It's me. And I'm not sure when I'll be done. Due to work, and going out of town for Thanksgiving, and laundry, and cooking, and traffic in Cincinnati, and me being forgetful over the weekend, I still have two entries done and will not get to them tonight. I am taking my books to my parents' house with me, and hopefully shall be able to get to the two remaining characters tomorrow afternoon. Comments will have to wait until I get back on Monday, but I'm hoping to have my scores into Zherog soon. Assuming my sister doesn't hog the computer at home. My sincerest apologies to the contestants for making you wait. For what it's worth, the entries I've judged so far really have been very good. |
| TheChilliGod11-22-06, 09:14 PM | Well, ye better be hurryin' up an' gettin' that judgidin' thing done as bloody quick as ye can, else I be missin' out o' me medal! (No, seriously. Hurry up. I'll be away from Monday to Friday next week (my time), and don't want to have to wait 'till it's too late to get in my input for next HC, after welcoming the newcomer to the panel. If any. ;) And tasting the other side of the judging panel this time around, I will have something to say.) |
| Zherog11-23-06, 02:50 AM | You always have something to say, Chilli. :) |
| TheChilliGod11-23-06, 03:08 AM | That be as much the revealin' truth as it be a filthy lie, Zee! |
| FRRC11-24-06, 02:39 AM | Any Blue's Clues as to what the next Comp is going to be? :D |
| JasonOrlandoHawk11-24-06, 10:42 AM | Well, I probably shouldn't reveal this since we haven't finalized anything... It's going to be a character creation contest. The characters will be judged under 4 categories: Thematic Creativity, Background, Rules Use/Mechanics, and Clarity. There will probably even be a major "Theme" for each of the entries... (Btw, we haven't even begun deciding on anything. We don't begin the layout process until a winner has been decided and given an opportunity to participate in judging. In fact, we don't start anything until we know exactly who's going to judge.) I guess I really shouldn't have given you those hints... whole code of secrecy thing... A note to everyone: My comments will probably be more brief this time around. I seem to have lost the files with all of my notes on them. |
| Zherog11-24-06, 01:14 PM | While we wait for scores to be tabulated, here's some comments to ponder. I'll encourage everybody - judges, contestants, and spectators - to provide comments about stuff. It could be as simple as which characters you liked and why, or as detailed as what I go through. *** Some general comments first. I break comments for each character out into three sections: Math, Background, and Other. Math: This actually covers much more than just the math; anything having to do with the mechanics of your character goes here. Background: Things related to the person behind the numbers will be found here. Other: General comments — like what I liked or didn’t like, how well I think it would fit in a group, and so on — can be found in this area. Overall, we’re getting more characters and they seem to be improving with each passing contest. Awesome! And on the different categories: Thematic Creativity: How well did you weave the requirement (at least one level of monk) into your character? Did you just take a level and gloss over it? Did you explain your monk training well? Could I replace “monk” and “monastery” with “rogue’ and “guild” and not alter your background one bit? If I were a DM, would I allow this character into a group? If I were a player, would I want another player to have a character like this? These are the sorts of things I looked for here. Background Content: Was the story of your character engaging and entertaining? Did I learn about your character? Did your background make sense? Do I have allies and adversaries to work with? These are the sorts of things for this category. Rules Use: Did you add up everything correct? Did you have all the important elements on your “character sheet?” Did you meet all the pre-requisites for feats and prestige classes? This was all in this category. Clarity: When I needed to look up something, could I find it? Was it easy to read? Spelling and grammar errors won’t kill your score – we all make typos, and none of us are named William Shakespeare. Lots of typos and poor grammar – especially a lot of run-on sentences – will hurt your score, though. Keep in mind that everything is subjective. Something one judge likes might be another judge’s worst nightmare. It’s one of the reasons we work so hard to get a panel of judges. Math Stuff Fortitude: +9 = + 8 Base + 1 Constitution I get a base of +9, which makes the total +10. One level of ranger gives +2, 2 levels of psychic warrior gives +3, and 5 levels of monk gives +4. So 2 + 3 + 4 = +9 Stunning Fist (8/day; DC 20 {10 + 4 Level + 4 Wisdom + 2 Ability Focus}) You have too many uses per day. From the SRD: Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk. So, she should be entitled to 5 stunning fist attempts per day. Her next non-monk level would grant her another use, because she would have 4 levels of non-monk classes. Shirt of Natural Armor +1 (2,000 gp) So, I’ll assume this is an amulet of natural armor, but reslotted to the “shirt” slot? If so, in my opinion you should be paying a premium on the price for having an item in an uncustomary slot. It’s certainly possible, of course, to argue that “natural armor” is a physical improvement – what the shirt slot is for; however, in my opinion, that would fall under the category of “protection” (and hence why it works OK under the amulet slot). So I’d be more comfortable if you had paid 3000 gp (normal price X 1.5 adjustment for uncustomary slot) for this item. Other DMs, I’m sure, would be OK with the price as is. 20 Alchemical Silver Arrows (3 gp) 20 Adamantine Arrows (61 gp) 20 Cold Iron Arrows (2 gp) I suspect you’re going to learn something new here. We’ll use adamantine for an example. When the books list 60 gp as the cost, it’s per arrow. Here’s an entry from the latest FAQ to back that up: When buying ammunition using the special materials from Chapter 7 in the DUNGEON MASTER’s Guide, is the cost given to upgrade a single piece, or do you get twenty pieces, as you do when buying nonmagic ammunition? For example, do twenty adamantine arrows cost 61 gp (twenty arrows for 1 + 60 gp for adamantine ammunition), or 1,201 gold pieces (twenty arrows for 1 +60 gp per arrow for adamantine ammunition)? The ammunition prices for special materials are per piece. A single adamantine arrow costs 60 gp + 5 cp (the price for a single arrow). Twenty such arrows would cost 1,201 gp. In the question above the Sage states, “The ammunition prices for special materials are per piece. A single adamantine arrow costs 61 gp. Twenty such arrows would cost 1,220 gp (not 1,201 gp).” Does that apply to all special materials, or just those that are automatically masterwork, or just those that have an addition to the cost rather than a multiplier? Unless stated otherwise, any time an item cost modifier is provided for ammunition, it applies to each piece. Each adamantine arrow costs +60 gp. Each cold iron arrow costs 1 sp (twice as much as a normal arrow). Each alchemical silver arrow costs +2 gp. So, given this, you’re well above the allotted wealth of 27,000 gold. Speaking of your items, you don’t mention that your horse is actually carrying any of your items. If we have your character carrying the items (except the horse of course), she’s carrying a whopping 75.25 pounds – a medium load for her Strength score. It would make sense to me, however, if the horse was carrying at least the tent. Doing that drops her load weight down to 55.25 pounds – which unfortunately is still a medium load. Given that she’s lugging around a medium load, a bunch of her class abilities (evasion, fast movement, AC bonus) cease to function. I didn’t penalize you for this as much as I might otherwise, though, because it’s not unreasonable to simply strap equipment to your horse until your load drops. Whenever you entered a dungeon-like environment, though, you’d have some tough decisions to make in regards to what items to bring and what items to leave on your mount. The biggest mistake I see, though, is that you didn’t list attack or damage totals anywhere for the character for any of her weapons. Also, as a nit pick, you don’t have languages listed. I know she only speaks common, but... Background Stuff I like Eberron. For a longtime, I played a paladin/monk with the vow of poverty feat dedicated to Dol Arrah in a game. :) *ahem* Given her background, I don’t believe A’Liné’s favored enemy choice makes sense. Nothing about her life before her coma suggests why she should have evil outsiders (and not animals) as her favored enemy. I like the how the nightmares increase her psionic abilities; that’s an interesting way to eave those into her background. I’m curious, though, why she and her brother never seemed to look for their parents. Why did they just accept the separation and continue to live with the monks, rather than setting out to find them? Similarly, how did A’Liné feel when she left her brother behind? How did he feel? It seems almost as though once her family is out of sight, they’re almost out of her mind. Other Stuff I’d prefer to see fewer sblocks. I always wondered why judges in the Master DM Competitions ask for no sblocks – and as I judge more and more of these I can see why. ;) I’m quite grateful for your level-by-level breakdown; I couldn’t imagine trying to back into some of those details – especially things like cross-class skill spending. Overall, an interesting enough character. There’s plenty of stuff for a DM to work with – from her lost lover to her nightmare. Math Stuff Male Dwarf Monk 3 / Barbarian 5 Technically, you’re an ex-monk as you changed alignment. It’s just a matter of semantics, though, because it has no effect on your stats. Speed: 40 ft [20 Base, +10 Enhancement, +10 Improvement] The bonus from being a barbarian is an unnamed bonus; just to be clear. Rage: 2 per day, Duration: 10 rounds HP 105; Str 22 (+6), Con 24 (+7) Fort save +16, Will save +8; Grapple +17, Climb +17, Jump +23. +2 Greataxe (Ogrestain), +15/+10 (1d12+11/ 20×3) Unarmed Strike, +13/+8 (1d6+6/20x2) ^ (Flurry of Blows), +11/+11/+6 (1d6+4/20x2) Yay for including the full adjustments from raging! Barbarian Class Features: —Fast Movement (Improvement) —Rage (See Above) —Uncanny Dodge —Trap Sense +1 You also have improved uncanny dodge (from level 5 of barb). Overall, solid math stuff. Background Stuff I have to say – while I normally enjoy backgrounds written in the first person, I’m very grateful this one didn’t stay in the first person tense for very long. "Let me go!" the ogre cried in labored gasps. This one, barely an adolescent, had been severely beaten already, until Xak relented his assault to ask the question. "Wrong answer," Xak replied. Must be a smart ogre, since normally they only speak giant and Xak only speaks common and dwarven. ;) Anger was all Xak had known, greeting monster and merchant he met on his road with the same axe, the same fist, the same result. This little line troubles me, actually. This seems to describe chaotic evil much more than chaotic neutral to me. As your DM, this is definitely something I would have a discussion about. While I generally allow evil characters into my games, you need to be willing to work well with others. Slaying merchants would be something that would raise a red flag to me. There’s quite an age gap between Xak and his sister. Wow! Kudos to his parents, considering how old they must be! :schemes: There’s definitely good stuff in your background for a DM to work with. I know I, for one, would arrange for the bandit dude to actually try an assault on the temple. Your sister would be difficult to bring into play, I think, as anything other than a hapless victim. Other Stuff I view Xak as a character I would need to be careful with as a DM. It certainly seems possible that he’d quite easily push from neutral to evil; the question would then become whether that would prevent him from working with the rest of the group. I would also be highly concerned with his survivability, to be honest. His base AC is low enough; once he rages, it would be difficult for those he’s in combat with to not hit him. And with an adventuring party full of monks (as the opening post says is the case) I wouldn’t be able to drop in a piece of AC increasing treasure just for him, since it would be something anybody in the group would want – especially something such as bracers of armor. There were a few spots where I got lost reading your stat block. I’m not sure why, but my guess is the (over) use of underlining. Math Stuff Lawful Neutral Pixie Fey1/Monk1/Ranger2 (ECL 8 since Pixie adds +4) When taking the first character level, a pixie loses its racial hit dice. How many Hit Dice does my 1st-level pixie rogue have? What would his effective character level be? Unless noted otherwise, all 1-HD creatures lose their racial HD when they gain class levels. Thus, your pixie would have 1 HD (from his rogue level). His effective character level (ECL) would be 5 (1 for his HD, plus 4 for his level adjustment), unless he also possessed the Otto’s irresistible dance spell-like ability, in which case his ECL would be 7 (1 HD +6 level adjustment). This value shows how powerful a pixie is in campaign play (and is used to determine how many XP he needs to gain levels, as well as the pixie PC’s starting wealth), but it has no bearing on most ingame effects. So, Keeni should have one more class level. Note that this is really going to cause a lot of “cascading” type of errors in your character – things like skills, hit dice, BAB, saves, etc are all going to be technically incorrect. However, for the purposes of commenting, I’ll include the one racial hit die. So any comments below make the assumption that your first hit die is in fey. For example, this means you should have 40 skill points at first level, spent using the pixie “class” skills – even though it’s technically incorrect. Skills:>>snippity snip<< You have the right number of skill points spent (68). However, I’m not able to back into your totals. I’m using fey at level one, monk at level 2, and ranger at levels 3 and 4. For an example of the problems I’m having backing into your numbers – you have 7 ranks listed in Escape Artist; however, this skill isn’t a class skill for rangers (though it is for pixie and monk). To get 7 ranks, you would need to spend ranger skill points cross-class. That’s fine – except you have a bunch of other skills that need those ranger points to max them out. My hunch as to what you did was spend the skill points at the end, rather than spending them level by level. Special Arrows (Ex): >>snippage<< Note that while these appear in the entry for the pixie, they do not appear in the entry for “Pixies as Characters.” I would be hesitant as a DM to allow them; I most certainly would not allow them for free. Heywards Handy Haversack I think this is my absolute favorite minor wondrous item. Just about every character I have picks this up as soon as the price becomes affordable. Yay for not having to worry about encumbrance! Arrow (Adamantine, small) (60.05g each) Silver Arrows (small) (8.05g each) Cold Iron Arrow (small) (6.1g each) But how many of each? You don’t have your languages listed. Given your high Int and the rather short list of bonus languages available to pixies, you should have all the languages listed under the pixies as characters section (Common, Elven, Gnome, Halfling, and Sylvan). Even though you have a +4 Int mod, you would be unable to select a fourth bonus language. You made the same major mistake Mercurius made – you never listed your attack numbers or your damage. Background Stuff She had never been particularly good at her monk training so she decided to become a ranger (Since it would also allow her to track down her kin). Some people around here know it, others don’t. I’m a “professional” writer (as in, I’ve had 12 articles published in Dragon magazine so far, I’m working on a book for Sword and Sorcery Studios, and I have other game-design stuff in the works). One of the key ideas of solid writing is “show, don’t tell.” That bit up there is a good example of it. Basically, don’t tell me Keeni became a ranger. Show me. Explain how she was consumed with hunting down her old friends and gaining revenge; tell me how she worked to hone her skills with the bow. Your story should make it clear to me, rather than you having to bash me over the head with it. Now, I realize that most folks around here – and people in my gaming group, too – aren’t professional writers. I’m not saying your background needs to be super-high quality writing. What I am saying, though, is that a background should explain to me how you got from some pixie chick hanging out in the forest pulling pranks on travelers to a hate-consumed hunter of your own race. Doing so doesn’t really require you to use game terms such as class names. I personally find that when I see stuff like that it breaks the proverbial third wall for me. [/soapbox] She prefers to journey with clerics because they can help cure people of the memory loss (Heal spell) Assuming they’re at least 9th level, of course. ;) Overall, your background doesn’t make me think of a lawful neutral person. However, I also think the alignment system is rather flawed and I rarely hold people to what they have on their character sheet. Keeni would be OK in my game – though it’s quite possible she would start detecting as chaotic rather than lawful. *shrug* Other Stuff I think Keeni is really interesting. I have a strong dislike for the level adjustment system – I think it screws players more than necessary. Keeni, for example, is going to find it quite difficult to survive in a party of 8th level characters. She only has 4 hit dice, which makes her vulnerable to quite a few effects her party members would be unaffected by (unless, of course, they also have LAs). As for hitting the theme... You certainly qualified, as you have one level. However, it feels “thrown in.” You could use this same character (with a few tweaks) if we said “you need one rogue level” or “you need one paladin level.” Math Stuff +1 Dodge, +1 Psionic Dodge Rule of thumb: Don’t include Dodge (and it’s cousin Psionic Dodge) into your armor class, since they only apply against one target. a +2 racial bonus on saving throws against enchantment spells or effects I like seeing this up on the save line, just so it’s remembered when it comes into play. Profession (woodcutter) As a DM, I generally like seeing a player sink a skill point or two into a Craft or Profession skill that fills in their background prior to becoming an adventurer. I’ll often find a way to make that skill useful once or twice during the game, as a sort of reward to the player. Languages: Common, Elven You should have one more language; Common and Elven are standard languages for your race, and you have a +1 Int mod. Deep crystal heavy crossbow (1,350 gp) Alright – so a heavy crossbow costs 50 gp, and making it from deep crystal costs 1,000. I suspect this is supposed to also be a masterwork weapon, which would account for the other 300 gp, and that also fits with your attack numbers higher in the character sheet. Simple oversight. Background Stuff She has been known to sign up with groups of adventurers, and seems to be looking for someone named “Darkfire”. Technically, I suppose, this isn’t part of her appearance. :D Overall, this is a really solid background. There’s several plot hooks for a DM to latch onto – from the bandit to her mentor. As I’ve mentioned in the past, characters with dead families tend to be surprised – either a long lost sibling, or a parent restored to unlife, or even just a ghostly visitor. One thing I don’t particularly like is the way her four wilder levels are simply glossed over. One day she’s setting a wolf on fire, the next day she has four levels of wilder and knocks on the monastery door. Adding a few more details to explain the gain in levels here would help – otherwise she’s getting a fair amount of XP just for training. Other Stuff I think she’d fit well into a group; she’s has useful talents, and overall her personality and such should allow her to work well with others. Math Stuff LG Male Human Monk 5/Paladin 3 When we decided this was the topic, I fully expected a monk/paladin multiclass. Thanks for not letting me down. :) 6th level: Improved Natural Attack And here’s something else I was wondering if we’d see or not... Still Mind As mentioned to others, I personally like seeing a little “+2 vs enchantments” up on the saves line. It’s too easy to forget otherwise (at least in my opinion) Purity of Bonus New class feature? :P Smite Evil 1/day, ... Lay on Hands With abilities like these, it’s really useful if you list the numbers with the ability. Otherwise, you invariably end up spending time at the game session looking up the values. And time spent with your nose buried in a book looking something up is time you’re not immersed in your character. Your smite evil is currently +3/+3, and your lay on hands is currently 9 hit points, just for the record. (2) Rings of Protection +1 (4,000gp) While you can certainly own two rings of protection, and you can even wear two of ‘em, you cannot benefit from two of them. The ring grants a deflection bonus to AC. Bonuses of the same type don’t stack (except Dodge and circumstance bonuses from different circumstances). So, this means your AC is actually incorrect and it should be one lower. That’s about the only error I see in your numbers, though. Monk’s Outfit (free at character generation) Technically, yes. But why was a 1st level paladin wearing a monk’s outfit? Background Stuff Elliott Starblade is 6’1” and weighs 165 pounds I see why he’s nicknamed Slim. Elliott does not currently have any enemies Sure he does. He spent three years seeking evil and kicking its butt. How can he not have enemies? Surely, he put somebody in jail or thwarted some villain’s nefarious plans. Your background is solid, if not a bit cliché. I do like how you’ve planned for your prestige class and weaved it into both your mechanics (taking what amounts to a useless feat at first level) and your background. Generally speaking, I’m not a fan of backstories that basically say, “And then he trained for 3 years, which allowed him to gain 5 levels.” Gaining levels requires gaining experience points; in order to gain experience points, you need to overcome challenges. So what challenges (other than wooing Vallia) did Elliott overcome during those three years? Other Stuff I had a paladin/monk character. Mine had the Vow of Poverty and the Saint template. Very fun indeed. Math Stuff HP: 26 I get 29. Four at first level, 2.5 each additional sorcerer level, for a total of 7.5 more, 4.5 for each of the monk levels, for a total of 18. 4 + 7.5 + 18 = 29.5, rounded down to 29. It looks like you rounded down the decimal at each level (4 + 6 + 16). Saves: Fortitude: 5 = +3 Class bonus (+1 sorcerer +2 Monk) + 0 Con + 2 Great Fortitude Reflex: 7 = +3 Class bonus (+1 sorcerer +2 Monk) + 4 Dex Will: 9 = +6 Class bonus (+4 sorcerer +2 Monk) + 3 Wis A fourth level monk has base saves of +4/+4/+4. Your numbers for sorcerer are correct. Your totals should be +7/+9/+11. 1st Level: Eschew Materials (94 Player's Handbook) Thanks for referencing everything. While it’s probably not helpful in this particular contest (since it’s core only), it’s a really good habit to get into for future contests – judges appreciate when you tell them where to find non-core material. Also, as a totally unrelated note, I give sorcerers Eschew Materials as a bonus feat at first level in my home games. I’ve never seen it cause a problem and it adds a little bit more flavor to the class (in my opinion, of course). Flurry of Blows +1/+1 (+1 flurry -1 Str +1 size) 1d6-1 x2 Bludgeoning This value is incorrect. You get to add your full BAB to this, not just your monk BAB. Your value should be +3/+3. Stunning Fist +5 Attack (+5 Base attack - 1 Str + 1 size) 1d6-1 x2 DC 17 5 times per day Bludgeoning Just to make sure you’re aware – Stunning Fist isn’t a separate attack; it can be made as part of your full attack, or even as part of your flurry of blows. +1 Small Heavy Crossbow + 11 Attack (+5 Base attack + 4 Str +1 Size +1 Magical) 1d8+1 19-20 x2 Piercing You wrote Strength mod, but you (correctly) used your Dex mod. Just a typo it looks like. Skills: Looks like you spent 28 skill points. By my calculation, you should have 30 to spend – 8 at first level, 2 at each of the other three sorcerer levels, and 4 at each of the monk levels. The difference, I believe, is the Speak Language skill you mention elsewhere. I personally like seeing Speak Language listed on the character sheet. Otherwise, though, I was able to back into your skills. Yay. Saves: As Dragon Turtle Your familiar has the same base saves as you if yours are better. But it still applies its own ability mods, and it doesn’t get the benefits of your Great Fortitude feat. Special: Alertness >>snip<< Just to be clear: You get Alertness, not the familiar. But only when it’s within 5’ of you. +1 small heavy crossbow 2650gp You paid too much. A heavy crossbow costs 50 gp; making it masterwork adds 300 gp; enchanting it to +1 adds another 2,000 gp, for a total of 2350. You seem to be just under the light load for a small creature with an 8 Strength. A Heward’s handy haversack in your future would be a good investment. 129 PH 13th level cleric to cast Greater Restoration 910 gp The spell you want is regeneration, not greater restoration. It doesn’t change your math any, since the spell level is the same. However, if you really had needed to cast greater restoration your math is wrong. 910 is the cost for a 13th level caster to cast a 7th level spell. That part’s correct. However, greater restoration costs the caster 500 XP. The rules say to add 5 gp for each XP – or another 2500 gp in this case. This mistake didn’t cost you, at least on my score sheet. But I wanted to point it out to you any way. Background Stuff Your background is fairly well written, and wasn’t hard to read. But I find it entirely unbelievable. I really cannot envision a kobold who has been raised to despise, loathe, and otherwise hate gnomes to help one – unless he was helping him die. Once I get past the kobold sparing the gnome’s life, the rest of your story is fine, more or less. I’m not so sure a lawful evil kobold with ingrained racial hatred for gnomes would switch alignments to lawful good and change deities that quickly. Your background is another one that has a character gaining a ton of levels for doing nothing other than training. I’ll ask you the same thing I asked the others: What challenges did Dragon Turtle overcome while in the monastery to justify gaining four levels? You don’t need to kill stuff to get experience, that’s completely true. But you have to overcome a challenge of some sort. That’s the sort of stuff you should give your DM. You don’t need to detail each one – that’d take too long. But something other than, “And then he trained for a gajillion years!” Otherwise, your background has the sort of stuff I look for when I DM: Family, allies, and adversaries. In addition, I think Dragon Turtle could work in a campaign with other players, and that’s particularly important too. Other Stuff Dragon Turtle isn’t a bad character, despite all the comments and stuff. I think he’d work OK in a group, and there’s stuff for a DM to work with. The majority of your numbers were correct, and while I find your background unbelievable, stranger things happen in real life. I’d ask a few questions – specifically, tell me some of the challenges you overcame in the monastery – but otherwise, I’d allow the character. Math Stuff While this is likely something that I would normally list in the “other” section, I want to get this out of the way up front. I found your character sheet format extremely difficult to read. It took me about a minute – just for an example – to figure out your character was a human monk 4/ranger 3/duelist 1. That said... I don’t see an alignment listed anywhere for Khan. Saves: +9/12/7; +2 vs. enchantments As I’ve gone out of my way to mention to others that they should add “+2 vs enchantments” to their saves section, I’ll take a moment here to thank you for doing so. I think this is the sort of ability that can very easily be forgotten if it’s not put right where it’s most important. – Adamantine Sai - +10 or +8/8/5, 1d4+2/x2; bypasses hardness up to 20; bypasses DR bludegon & adamantine; +14 to disarm or avoid disarm This should be +11, or +9/+9/+4 in a flurry. Your BAB is +7, your Dex (it’s a finessable weapon) is +3, and an adamantine weapon is always considered masterwork, so you get a +1 enhancement bonus to attack rolls. Add those up and we get +11. Attacks gained from iterative attacks are always at 5 less than the previous attack. I’m not sure how you got +8/+8/+5. – Unarmed - +9 or +7/7/4, 1d8+2/x2; bypasses DR magic and bludgeon An unarmed strike is finessable, so the total should be +10 or +8/+8/+3 (+7 BAB, +3 Dex, –2 flurry). – Bow of Truth - +11 or +9/9/6; 1d8+3/x3; BR 75; bypasses DR magic and piercing; ignore miss chance - Backup Bow - +11 or +9/9/6; 1d8+2/x3; BR 75; bypasses DR piercing In both cases, your iterative attack is incorrect. I’m guessing what’s happening is you’re not applying the flurry or rapid shot penalty to your second attack; those penalties apply to every attack. That includes, for example, attacks of opportunity you make in rounds you also use flurry of blows. Anyway, each of these full attack lines should be +9/+9/+4. – Quarterstaff - +9 or +7/7/4; 1d6+2/x2; bypasses DR bludgeoning Again, the iterative attack is wrong. It should be +7/+7/+2. Skills >>sniperoo<< Everybody has their own methods for building characters. I generally advise people against spending one skill point here, one skill point there, etc, when putting together their skills. Generally when somebody tries that they’re looking to be a “jack of all trades” but (to finish the colloquialism) they end up being a master of none. Just to pick an example from your first level skill selection: you dropped one rank into Escape Artist. This increases your total from +2 (what you would have untrained) to +3. At first level, that +1 could make a bit of a difference; but by level 4 or so, it’s really not going to have much effect on what your character can do relative to the challenges he’ll face. In my opinion (and that’s all it is, so you’re free to ignore it – and that also means this doesn’t hamper your score), you’re better off taking a lot of those places where you spent 1 skill rank and consolidating them into other skills. Or, in other words, pick the skills you want to master and focus there. Let others in the party cover up the other spots. There’s two exceptions. The first is skills that can’t be performed untrained. The Knowledge skills you selected are a good example of this. Without a rank in those skills, you can only ever learn things that are a DC 10 – no matter how high your Int gets. However, if you intend to raise your Int (something which makes sense for a duelist), that single rank allows you to achieve things that are higher DCs. The other exception is “background” skills. Your rank in Profession (mountaineer) would be an example of this. Anyway, that’s a lot of text that didn’t really impact your score at all. Craft - Fletcher1 The books are never really clear what the various skills are here. I personally allow a single “Craft (bowmaking)” to cover both the art of making a bow as well as the art of making arrows. Other DMs are likely different, though, and so listing it as “fletching” is likely a safe way to do it. Efficient Quiver I wonder how many people you confused by using the SRD name of a quiver of Ehlonna. :) Composite Longbow (Str14) +1 of Seeking A composite bow is generally rated for a Strength modifier, not the actual Strength score. In your case, it would be rated for a +2 Strength and could be used without a penalty by anybody with a Strength of 14 or greater. Just semantics, really. You appear to be carrying 46 pounds, which is well under your light load limit. wild empathy It’s often a good idea to list your total for this check, so you don’t have to look it up during the game. Your total, for reference, is +2. Finally, I don’t see any languages listed anywhere. You know Common and two others. Background Stuff Something else I pointed out in feedback to others is that I don’t like the “I trained really hard and gained some levels.” To your credit, your training also involves at least a brief mention of activities (protecting the monastery, raiding against giants, etc) that could earn you experience and therefore allow you to gain levels. You’re right, in that your background is terse. On the one hand, I don’t require my players to be professional writers (though I happen to play with some folks who are). Your background keys upon highlight points, and that’s generally OK to me. I’d prefer full sentences and such, but I can live without ‘em. Your mother would make a return appearance in my game, likely as either a ghost or a more malevolent undead creature; she was too tortured of mind and spirit in life for anything else. There’s stuff in your background for a DM to work with: your father is still alive, and there’s the temple that raised him that pretty much counts as an extended family. There’s the rangers who trained him and later suffered betrayal at Khan’s hands. There’s the girl he fell for – though you never say if she fell for him. There’s the “triangle” of plot involving the giants/ogres, the rangers who hunt them, and the monastery. So all in all, you give the DM some stuff to work with in your background. That’s really what a background is about. There’s a few things we don’t know, though, that are somewhat important. What does Khan look like? What is his overall personality like? How does he react to other rangers? That last question is especially important if there’s another ranger in the party Khan is joining. Other Stuff As I said at the top, I found your information really difficult to read. The character sheet was spread out among several different places, and I had to jump from section to section to piece things together. Khan is playable, in my opinion, and most likely should work OK in a group. There’s things for a DM to focus on to allow the game to center on you from time to time without having Khan hog the entire spotlight. Math Stuff Male Lizardfolk Fighter 1 / Monk 6 So there’s a problem right out of the gate. A lizardfolk has 2 racial hit dice and a level adjustment of +1. It appears you took the LA into account, since you have 7 levels, but you failed to include the 2 racial hit dice. Only creatures with 1 racial hit die lose it when taking class levels. So the ECL of your character is actually 10. What this means is your character is essentially wrong just about everywhere – too much BAB, too high of saves, etc. I’m going to post my comments from here based on what you actually wrote; just keep in mind that nearly everything on your character sheet is incorrect. I would assume you’d drop two monk levels, so Serrak would actually be a fighter 1/monk 4, which would be an ECL 8 character. Your character, as written, should have two stat boosts (taking into account his two racial hit dice). You would receive one stat boost at your second character level (ECL 5), and another at your 6th character level (ECL 9). AC 23 (10 + 5 Natural; +2 Dex; +2 Wis; +1 Monk; +2 Bracers; +1 Ring) Flatfooted 18; Touch 16 Your AC and touch AC appear to be correct, but your flat-footed is wrong. Flat-footed, you don’t gain your Dex bonus; however, you keep everything else. So your ff AC should be 21. Also, as a point of semantics, you don’t have a +2 “bracers” bonus; you have a +2 armor bonus. Similarly, you don’t have a +1 “ring” bonus; you have a +1 deflection bonus. HP 66 Hit Dice 2d8+1d10+6d8+18 By my count, you should have 63 hit points. You max your first hit die of monstrous humanoid, but not both of them. Speed 60ft (30ft + 20ft Monk + 10ft Boots) Your speed should be 50 feet; the bonus from the monk class and the bonus from the boots are both an enhancement bonus; bonuses with the same name do not stack, so you’d only apply the best — in this case, the monk bonus. Unarmed Strike +11/+6 (1d8+5+1) and Bite +9 (1d6+2) You can actually do even more than this. You can take your full iterative attack with your unarmed strike, then take your claw and bite attacks as secondary natural weapon attacks. It gets really weird when you include flurry. But without flurry, for you your full attack sequence would be: Unarmed strike +11/+6, 2 claws +9, bite +9. I’m surprised you were the first entry to purchase an amulet of mighty fists. However, you forgot to add the bonus from the amulet to the damage caused by your bite. Feats: >>Snippy McSnip<< The feat you get from being a lizardfolk isn’t a bonus feat, as you have it marked. It’s your feat for your first level. In addition, you don’t qualify for Power Attack with it, since your BAB at “first” level is still +0. Here’s how your character should be gaining feats: Character Level Class Feat Slot 1st Lizardfolk1 1st level 2nd Lizardfolk2 3rd fighter1 3rd level, fighter bonus 4th Monk1 monk bonus 5th monk2 Monk bonus 6th Monk3 6th level 7th monk4 8th monk5 9th monk6 9th level, monk bonus Monstrous humanoids gain BAB at the same rate as a cleric or rogue. So at first level your BAB is still +0 so you don’t qualify for Power Attack. You could easily recover, however. Simply switch Improved Initiative from 3rd level down to first level, and take Power Attack at 3rd level. Also, you have the right number of feats – but I think that’s simply by accident. Jump +23 (9 Ranks; +5 Str; +4 Racial; +5 Boots) You also receive a bonus to this skill for having a speed greater than 30. Your (actual) speed is 50 feet, which grants you an additional +8 bonus, bringing your total to 31. Equipment When I add up the value of your stuff, I get a total of 28,004.6. I even double checked it. Bracers of Armour +2 (Made from a Red Crystal) Nice bit of flavor. Background Stuff Overall, this is a fairly good background (in my opinion at least). You gained levels through work and overcoming challenges, both while with your tribe and while in the service of Abbon. There’s allies and adversaries built into your background. Even better, you provide the DM with specific short and long-term goals. This is something that’s fairly important, but I tend to not mention a lot. Generally speaking, if you give a DM things like adversaries and allies, plots develop. However, providing specific goals really helps the DM to help you develop your character. Other Stuff If you’d like to discuss racial hit dice and level adjustments, just ask. Even better, start a new thread. If you do, though, post a link here so I can be sure to find it. I think Serrak could work in an adventuring party, once his stats were corrected. Math Stuff The only place you mention any sort of alignment is in your background. Stats Str – 10 Dex – 18 (+1 lvl4, +2 Gloves of Dex) Con - 12 Int - 14 Wis – 16 (+1 lvl8, +2 Periapt of Wis) Cha – 10 So your “base” stats were 10, 15, 12, 14, 13, 10. Purchasing those stats on a point buy would cost 2, 8, 4, 6, 5, 2; that’s 27 points. So you have one point remaining to be spent on your stats. Flat Footed 20 Generally, the rule of thumb is you list your flat footed AC even though you have uncanny dodge; doing it the other way is fine. Just be aware that there are numerous cases where you can still lose your Dex mod to your AC, even though you have uncanny dodge, so you need to have that number around to reference. Skills >>snippage<< Took me a little while to back into your skills, but I got it. +1 frost rapier, +10, 1d6 + 1 + 1d6 cold, 18-20/x2 I personally would encourage you to sell your rapier and purchase a monk special weapon. That would allow you to better synergize your abilities from your two classes. There’s several weapons on the monk list that are interesting enough to make it worthwhile. Damage isn’t your key factor any way, since you’ll gain most of your actual damage from sneak attacking. Still, that’s only a recommendation. It’s not anything that cost you points in your score or anything like that. 2,680 gp cash That’s a lot of cash left unspent, especially when there’s plenty of useful things you could purchase with that sort of cash. For example, you could take advantage of your Use Magic Device skill and own wands; potions are cheap and useful; and there’s several useful wondrous items that cost 2,000 gp or less. I’d recommend any of those rather than holding onto that much cash. Background Stuff An excerpt from a book is an interesting way to provide a character’s background. It looks like you gained two monk levels from doing nothing but training. As you may have gathered by now – if you’ve been reading all the comments – that’s an idea I generally dislike, especially past the first couple of levels. You gain levels by gaining experience points, and you gain experience points by overcoming challenges. Those challenges certainly do not need to be combat, but simply meditating and learning to fight differently wouldn’t be considered very challenging to a 6th level character (Chad’s level when he entered the monastery). You’ve met the requirement of having a monk level, but overall it fails my litmus test. Basically, I can replace “monk” and “monastery” in your background with (as an example) “druid” and “grove” and have the same basic effect on your background. Otherwise, there’s stuff in the background to work with. Family, allies, adversaries, and so on. The war aspect is an interesting one – hopefully, it’s one a DM could accommodate into his overarching plot for the campaign. Other Stuff Chad is currently content to stay at the monastery, but could be talked into joining a group with the right goals. This is a bit troubling to me. The general goal is to make a PC that would fit into an adventuring group. Having somebody who can be “talking into” becoming an adventurer doesn’t – in my opinion – make for somebody who’ll necessarily fit. For one, if the current group can’t convince him to go, then he’s not going to. A little bit of white space in your background would’ve made it just a little easier to read. *** Overall, some really interesting characters. Thanks to everybody who took the time to meet the challenge and submit a character. Hopefully scores are calculated shortly. This is a good time for eligible judges to speak up about HC5. As I recall, Jason has volunteered to coordinate, and Chilli has volunteered as a judge already. I'll be sitting the next one out. Jason, if you're still willing to coordinate, you should contact Heros_Backpack, jennibert, and Chilli to gauge their interest in judging. And, of course, you'll want to contact the gold medal winner to see if he/she is interested in joining the team for HC5. |
| JasonOrlandoHawk11-24-06, 05:35 PM | I guess I shall go ahead and post my general comments, despite the fact that scores are not yet calculated. Forgive me if they seem brief, but... 1) My original files/notes are missing, and 2) I don't want to duplicate what Zherog had to say. Assume that I concur with most/all of Zherog's comments. General Comments Below are some some general comments for each category that was judged in this competition, along with a "Best in Category" award. I will post individual comments shortly. Best in Category: Xak-Tsunix Flyingfist 1) Multiclass Monks: You had two different classes. Your primary responsibility was to convince me that you were/are honestly a member of BOTH classes. Level dipping just to meet the prerequisites was judged poorly. I was harsher in regards to Monk levels. 2) Did your stats/abilities match up with your background? Best in Category: Elliot Starblade* *Note: I don't know why. It may have been a reflection of the competition, but the BACKGROUND category suffered the most this competition, across the board. I really had a hard time awarding high scores in this category b/c so many of the Backgrounds were bland, average, unimpressive, or unconvincing. 1) Huge factor in this competition: One major portion of your background is entertainment value. Namely, would your backstory be something your character's grandchildren would want to sit around and listen to? 2) Did you include family, friends, enemies, and/or plot hooks for the DM? 3) For this competition, was the word "Monk" a significant portion of who you are and your character's backstory? 4) Does your character play well with others? Would your character fit well in an adventuring group? Would I allow this character in my games? Best in Category: Khan Ud Mao 1) "Mechanics" indicates that the statement is incorrect by RAW. For example, a "Mechanics" issue would be incorrect skill points, incorrect attack/damage bonuses, or the wrong number of spells/day. 2) "Rules Use" indicates a character optimization issue. While I don't believe that a powergamed character is automatically a good character, I did deduct points for poor decision making or weak use of a character class feature. 3) See individual notes for specifics. Best in Category: Dragon Turtle I'm a Teacher, so you'll just have to deal with the first two issues... 1) Editng/Proofreading: If you are intelligent enough to create an entire Level 8 character for the purposes of entering them in a competition, then I expect you to be intelligent enough to properly proofread and edit your work. Poor editing never cost you more than .5 points, but if you see the words "Red Ink," then you need to watch proofreading a little more closely. 2) Citing Sources: This issue wasn't as big a deal as it normally is for me since most of the material was Core only. However, I am of the philosophy that this contest exists to help people learn how to create better characters. At some point, while reading the work posted here, they may come across new material that interests them. As a matter of courtesy to judges and people unfamiliar with the material, ALL MATERIAL NOT FOUND IN THE 3 CORE BOOKS SHOULD BE CITED. (Note: Psionics users: this cost you all some points.) 3) Did you provide a Level by Level breakdown for your character? These make the life of the DM (and judge) so much easier. 4) Were special abilities and class features explained and/or listed where appropriate? For example, I like to see Still Mind and Evasion listed with a character's saves. 5) Were there any other particularly important organization issues? Specific character comments will either be posted later tonight, or sometime tommorrow, depending on how long it takes me to run over the characters again. |
| FRRC11-24-06, 06:55 PM | Damn, I thought I had everything right this time :) Was my first attempt at a monster though, and I did ask questions about the HD :D Ok, enough whinging.... Math Stuff At least I understand Monstrous ECL now ^_^ Quote: HP 66 Hit Dice 2d8+1d10+6d8+18 By my count, you should have 63 hit points. You max your first hit die of monstrous humanoid, but not both of them. One of the things I asked about but didn't get a clear answer, so I just did both. Unarmed Strike +11/+6 (1d8+5+1) and Bite +9 (1d6+2) You can actually do even more than this. You can take your full iterative attack with your unarmed strike, then take your claw and bite attacks as secondary natural weapon attacks. It gets really weird when you include flurry. But without flurry, for you your full attack sequence would be: Unarmed strike +11/+6, 2 claws +9, bite +9. I didn't see that anywhere. As far as I knew, you were only allowed to make one secondary attack after the primary attack. I looked at other monsters and I didn't see them having 2 lots of secondary attacks along with a primary weapon. Feats: >>Snippy McSnip<< The feat you get from being a lizardfolk isn’t a bonus feat, as you have it marked. It’s your feat for your first level. In addition, you don’t qualify for Power Attack with it, since your BAB at “first” level is still +0. Here’s how your character should be gaining feats:>>Snip<< A Lizardfolk gains +1 BAB at the start. |
| Zherog11-24-06, 09:01 PM | A Lizardfolk gains +1 BAB at the start. Only sort of. A lizardfolk has two hit dice of "humanoid." That creature type gains BAB at the same rate as a cleric or rogue. So at the first hit die, it has a BAB of +0; at the second hit die it has a BAB of +1. You gain the feat at the first hit die. However, I misremembered about Power Attack's pre-reqs. It doesn't have a BAB pre-req, which means it can in fact be selected at first level. Like I said in my notes, even if it did have a pre-req it was possible to slightly rearrange your feats and have the same selection, so it didn't (incorrectly) cost you points. To use an example where it would matter, though: Weapon Finesse. Your lizardfolk wouldn't be able to select that with your "first level" feat because your BAB at the first hit die would be zero. |
| JasonOrlandoHawk11-25-06, 07:23 PM | Your Best Category: Background 1) Just noting: I hate Eberron! It didn't cost you any points, but I'm just not a fan of the setting... 2) Your character was very solid, but several factors kept you from scoring as high as you could have. 3) First and foremost, the level in Ranger seems wasted in regards to your character. (Zherog hit the nail on the head in regards to Favored Enemy (Evil Outsiders).) However, more than all that, you didn't really strike me as an adventurer before the Day of Mourning. My suggestion: Replace Ranger w/ another level in Psychic Warrior. 4) Excellent use of nightmares as creative text for obtaining your psionic powers. 5) While you have a nice collection of friends and associates, do not be so foolish to think that you have seen the last of your parents, or that if you see them it shall be a joyful reunion. 6) BIG COMPLIMENT: Thank you for taking Mundane Gear, remembering your free set of clothes, and NAMING your warhorse. (Btw, I like the Warhorse's name.) 7) Mechanics: Psionic Talent is not an eligible bonus feat for the Psychic Warrior Class. 8) According to your level-by-level, you have 10 ranks in Tumble, not 11. 9) No Red Ink issues, but you needed to CITE YOUR SOURCES! Psionic material is not necessarily readily available to our audience. 10) You needed to list the base power point cost for your powers. Your Best Category: Background 1) ChilliGod: I now have a new rule when judging. Anyone who is an eligible judge who competes will automatically have 5 points deducted from their score b/c they already know everything I nitpick on, and dodge it neatly. ONE MISPLACED SKILL POINT, PLEASE!!! 2) I'll get the negative out of the way quick... 3) I have one major bone of contention with your backstory. While I liked the concept ("rebel against the family"), I'm not sure I buy it too well. The search for Perfection (Monk ways, Lawful discipline) just isn't in Dwarven (Lawful) blood, but somehow barbarian rage (Chaos) is? Your concept would have been better if you weren't using a Dwarf, IMO. 4) Rules Use: As Zherog noted, your survivability is somewhat iffy... Remember the old adage: An ounce of prevention is worth a pound of cure. A little armor is far better than a lot of diamonds (for the raise dead spell). 5) Your "enemy" was pathetic. Hakaan the Brigand had you surrounded, beaten up, starved, unarmed, and severely wounded at level 3. Not only that, but he also had you outnumbered. HE RAN AWAY!!! Someone who can't take an injured, broken, half-starved Dwarf at level 3 is definately NOT a challenge for you at level 8 and beyond. 6) And some positive notes... 7) I liked the Granite Soul Monastery. I fully intend to steal it and put it into one of my future games. (Side note: I would've liked some more details on the Monastery, particularly it's members. As it stands, your family seems to be the only contributor of new initiates.) 8) I really liked how you did the Ex-Monk concept so well (minus above complaint about being a Dwarf). Your Monk levels were a significant portion of your backstory, and you gave yourself a VERY solid reason to break from the class. 9) Good Fighting Style Description. Also, thank you for including a picture. *Note to future contestants: I always reward at least an extra .5 if a contestant gives me a picture to go with their background. It's not required, but it's a good way to get some points.* 10) Save when you're speaking in Dwarven, no Red Ink or Citation issues of particular importance. However, thank you for not speaking in Dwarven for too long... |
| JasonOrlandoHawk11-25-06, 07:50 PM | Your Best Category: Clarity 1) I will say this, you had the best concept for this contest, but you lost focus and went the wrong direction, IMO. 2) First, I reallly like the concept of a Pixie Monk. Greater Invisibility, DR x/Cold Iron, and Spell-like Abilities... all very suitable to a unique and interesting Monk. 3) HOWEVER, you created a Pixie RANGER... Your connection to this contest was very thin. I honestly felt like your Monk level was flavor text, not an actual class level. "She had never been particularly good at her monk training..." Your Monk level didn't mean much to you. 4) You have some really good building blocks for a great backstory. Memory loss. Betrayal. Revenge. It's all good! However, you needed to support this backstory with some details. What was your tribes name? Who was the Monk that rescued you? The Cleric that healed you? The monastery you stayed in for a year? Details really add depth to a character background. 5) Zherog gave you all the details you need in regards to your mechanics mistakes, so I won't offer any comments there. 6) Rules Use: I would have modified your class progression so that you took your Ranger levels 1st, and then moved on to Monk. You were a prankster/archer who lived in the woods for a long time, so it's easily justifiable. I would have done something to the effect of: Lose Memory, Wake Up, Go Back, Find Out They're Gone, Go "Punisher" for a While, and then go back to the Monastary as a way of getting your head on strait. Your ties to the competition would have been stronger, and you could've kept the stats almost exactly the same. 7) Moderate Red Ink. 8) This was not stated before the competition, or even in my general comments earlier, but something that I think I've decided I'd like to see in future contests: Cite your Sources if you're using a Non-Standard Race, even if it is out of the MM. It didn't cost you anything here, but it is something that I think would help in the future. Your Best Category: Rules Use/Mechanics 1) Sorry, but your character quote doesn't seem to fit you that well... It seemed a bit generic. 2) Monk/Psionic blends are a natural choice, and you did yours quite well. It actually makes Concentration as a class skill for Monks have some sort of purpose!!! 3) You played up the Mixed/Unknown heritage quite well. 4) While you had Mundane Gear, I was still a little disappointed in your gear section. With the exception of your Backpack and Everburning Torch, I really couldn't find anything that wasn't Combat Use only... Where are the Holy Symbols? Where are the other items that give you personality? 5) You actually left the character where she can still advance as a Monk beyond her present state. Nicely done. 6) Rules Use: You said that you use a Bag of Tricks to gain the "numbers advantage." Did you realize that you can only have one animal in existence at a time from the Bag of Tricks? 7) Rules Use: Stats: Charisma 14 & Constitution 10... A little friendly and frail for a woodsy lady, don't you think? 8) No Red Ink. 9) Cite your sources. If it's not Core, always remember to give us a reference. Not everyone has the Psionics material readily available. 10) You remembered you racial bonuses and class features most of the time, but you forgot to list them with your Saves. 11) You needed to list the Power Point cost and Save DC of your powers. |
| JasonOrlandoHawk11-25-06, 08:27 PM | Your Best Category: Clarity 1) Let me just say, in your backstory: You are blind. The Gnome Paladin is lame. You are stuck in the Dark. The Paladin is your eyes, and you are his legs... err... umm... Tenser's Floating Disk. You help one another escape certain death... And... your Gnome Paladin... can't see in the Dark... He doesn't have Darkvision... Light isn't a spell available to Paladins... It's not on your spells known... (Scene in my head) I'll be your (BANG!!) OWW!!! eyes as we (BANG!) OWW!!! find our way out of (Ledge) AHH!!! -Splat-... 2) I cast Detect Dracomoncrom in your direction, Mr. Darastrix Gnome Killer... 3) Zherog did an excellent job of summarizing your mechanical errors, so I'll only make a few brief Rules Use comments. 4) Your spell selection was very poor. You were named Gnome Killer, but for some reason... You have nothing in the way of offensive spells. (Ok, Darkness counts, sort of, but it's not that useful until you pick up Blind Fight several levels later.) Two main issues: Tenser's Floating Disk & Unseen Servant. You have two "carrying stuff" spells. Why? Too much overlap. Next: your level 2 spell Darkness... not a bad choice, but carefully consider what I'm about to say. Do you really think that you're going to use it 4/day? Sorcerors only get a limited # of spells known. Make sure you're going to get your mileage out of them. 5) Don't forget that having a familiar costs 100gp. 6) Zherog says that he doesn't really buy your backstory all that well... I sit on the other side of the fence. I think your backstory was very believable. You make a great CLERIC... 7) Your main "Thematic Creativity" issue is that, as far as I could tell, your character was a Cleric, not a Monk. Think about your listed challenge at the Monastery, teaching someone to read. Religious Leader or Martial Artist? You struggled with philosophy, the meaning of life, forgiveness, etc... Your skills (i.e.: Listen, Sense Motive, Knowledge (religion)) even all argue levels in Cleric rather than levels in Monk. (Consider the skills I didn't see: Balance, Jump, and Tumble. Three very common Monk skills, but rare Cleric skills.) 8) Very little Red Ink. WONDERFUL JOB CITING YOUR SOURCES!!!! The teacher in me is very happy!!!! 9) One future Clarity issue: It's not an issue now, but when your character actually takes some offensive spells, you'll want to list the Save DC's in the Spells section. Your Best Category: Background 1) "Elliot's style is more defensive than offensive." (Insert following scene from backstory: "I don't want to get blood all over my new sur..." *Slim choking the daylights out of hobgoblin*) Oh yeah, and the Improved Natural Attack feat... This must be some strange new use of the word "Defensive" with which I was not previously familiar. 2) On a serious note: I liked the Pantheistic/Helping Hand approach taken with this character. Well done. 3) I also liked your Monastery, even if you forgot to give it a name. Open to multiple faiths, resident Clerics for emergency healing, convienent location next to a large hoard of bored, violent goblins... :D (Where was your wife staying, again?) 4) You seem to have left your Paladin levels too quickly. Since your abilities see so much use, had the book been legal for the competition, I would have practically required you to take the Paladin/Monk multiclass feat from Complete Adventurer. (Aesthetic Knight, I think...) 5) Mechanics: You have Improved Grapple as a Paladin, but Improved Grapple has Improved Unarmed Strike as a pre-requisite... 6) Rules Use: Other than your clothes, you didn't purchase any mundane gear. I really don't like seeing a long list of magical bonuses. (Btw, Zherog, I operate under the assumption that a Monk's Outfit is free at Character Generation, not Level 1... One outfit wouldn't realistically last a character 8 levels.) 7) Minor Red Ink issues. Cite your Sources (Wild Talent feat). 8) You needed to list the Save DC for your Stunning Fist attack. |
| JasonOrlandoHawk11-25-06, 08:56 PM | Your Best Category: Rules Use/Mechanics 1) For the record, I was one of the people confused by the SRD name for the Quiver of Ehlonna. 2) You never listed your alignment or race in your stat block. I'm guessing Lawful Evil for your alignment. The only indication of your race was in the feat section: "Human Bonus Feat." 3) Biggest Piece of Advice: Please don't give us the Crib Notes version of your backstory. It was choppy, hard to read, and really cost you a lot of points. Worst of all, you didn't give us any names. You didn't name your Mom or Dad. You didn't name the Rangers. You didn't name the Monastery Grandmaster. You didn't even name your LOVER!!! Why is this painful? DM: "Amy stands before you with her sword drawn, a fierce scowl etched into her face." You: "Who's Amy?" DM: (Speaking as Amy) "You killed my Uncle!!!" You: "Oh." 4) Excellent job selecting your gear, especially the Mundane Gear. As I've noted several times, I see so much more personality in Mundane Gear over Magical Gear. Well done. 5) Your Bow of Truth does not ignore Miss Chance, it ignores Miss Chance due to Concealment. Thus, the seeking ability wouldn't apply to all circumstances, such as an opponent under the effects of a Blink Spell. 6) Red Ink. (Crib notes are not the most grammatically sound...) Your Best Category: Thematic Creativity 1) So, Serrak "...heard about a group of adventurers..." That's the first time I've ever seen someone write themselves into the adventure so directly. Wow! 2) I love your description of the Lizardfold tribes. I am currently planning to steal them in use them in an upcoming game that I will be running. Excellent Fluff material. 3) Very strong concept! Monk is a sizable portion of your background. 4) I really would've liked for you to develop some close friends for this character. As it is, you're something of a loner. 5) For Rules Use/Mechanics issues, see Zherog's post. 6) Only Minor Red Ink. Your Best Category: Rules Use/Mechanics 1) I knew it would happen! I knew it would! Listen, I know that Monk's worry about having their movement hampered, and should avoid an armor check penalty at all costs... But that's no reason to be running around naked! (Seeing as you didn't have any clothes listed in your stat block.) 2) I like the Espionage angle you created for this character. However, the nickname "Shadow Mac" sounds familiar. Don't know where I've heard it before, though... 3) Nice path to Self-Discovery: What Good and Law really mean to you. 4) Speaking of which, is that why you didn't list your alignment or race in your stat block? Still having questions? 5) Where did the Masterwork Composite Shortbow come from? It isn't listed in your gear section. 6) Dead parents. Sister married off. Enemies don't even know you're still alive. Is it just me, or have you written yourself out of the story? 7) Also, does the head of the Monastery know your name? Are you using an assumed name? Do they know not to give your real name to outsiders? (Just a DM looking for Plot Hooks, is all.) 8) Minor Red Ink. (Oh, and please take the time to spell out Heward's Handy Haversack.) 9) You should always list conditional AC/Save bonuses near that section. In your case, Trap Sense is something you don't want to forget. Same is true of Evasion. |
| Zherog11-25-06, 09:08 PM | ...I know that Monk's worry about having their movement hampered, and should avoid an armor check penalty at all costs... But that's no reason to be running around naked! (Seeing as you didn't have any clothes listed in your stat block.) Not only do you avoid armor check penalties by not wearing clothes, but it also makes you invisible (http://www.giantitp.com/comics/oots0025.html)! :D |
| JasonOrlandoHawk11-25-06, 09:13 PM | Having gone over the characters a second time, I thought I'd drop a few hints before we try and get the next round of competition up and running. 1) Remember to give us names in your backstory. Names are a little detail that goes a very long way. 2) Use a Non-Standard Race only after careful consideration. The rules for ECL's can be quite confusing. Additionally, if using a Non-Standard Race, you should probably Cite your Source, even if it is the MM. 3) Don't forget the Mundane Gear, especially the CLOTHES!!! 4) If using a Caster/Manifester, remember to include all necessary details, particularly Save DCs. Psionicists should also remember to include Power Point costs as well. I would also like to thank everyone for taking the time to submit characters. The competition was enjoyable. I'm preparing myself for the "fun" of Coordinating the next round, so I should be in for quite the adventure. I do apologize if my comments were a bit terse this go around. As stated before, I lost my original comments, and when you're posting from after a quick glance, most of the stuff that comes to mind is the negative attributes. Each and every character would certainly be usable in a D&D game. Thank you for your time. |
| JasonOrlandoHawk11-25-06, 09:15 PM | Zherog, how did you know I had that exact comic in mind when I made my comments? It's almost like you have an attachment to that particular character... |
| TheChilliGod11-25-06, 09:22 PM | Oi! What's this? I was expecting for some scoring, here! Not a bunch of comments telling everyone how much exactly they suck! I want numbers, people! You're all on a time limit to post your 1sts and 2nds and 3rds and Wooden Spoons, and if my demands aren't met, you will all suffer the consequences of your inaction appropriate to the level of inaction, until I see some action! From the minute of this post, you have exactly five hours and 38 minutes to hand out gold and silver and so on. Any later, and I'll do something I don't want to consider doing. Which is too bad, because I just considered it. But mark my words, it will be generically uncomfortable for all involved! Ooh, when you hear the discontented groans forced out from your mouths, I will shiver in pleasure... |
| JasonOrlandoHawk11-25-06, 09:32 PM | Please Chilli, realize that the scoring process took place quite close to Thanksgiving, AND that one of the judges (who wished to bow out of judging, but didn't so that you could participate) has recently had to move... We are making the best time that we can. We realize that it has taken longer to post scores than we intended, but we are doing what we can. The comments were posted primarily as a way of letting everyone know that despite the delays, we are still trying to get the scores posted. You could at least give us 5 hours and 39 minutes... |
| jennibert11-25-06, 09:34 PM | Oi! What's this? I was expecting for some scoring, here! Not a bunch of comments telling everyone how much exactly they suck! I want numbers, people! You're all on a time limit to post your 1sts and 2nds and 3rds and Wooden Spoons, and if my demands aren't met, you will all suffer the consequences of your inaction appropriate to the level of inaction, until I see some action! From the minute of this post, you have exactly five hours and 38 minutes to hand out gold and silver and so on. Any later, and I'll do something I don't want to consider doing. Which is too bad, because I just considered it. But mark my words, it will be generically uncomfortable for all involved! Ooh, when you hear the discontented groans forced out from your mouths, I will shiver in pleasure... I'm on friggin' dialup at my parents' house. Consider yourself lucky that I managed to get the stupid pages to even load. I hate dialup. Should have the scores by later tonight....I hope.... |
| TheChilliGod11-25-06, 10:07 PM | ...AND that one of the judges (who wished to bow out of judging, but didn't so that you could participate)...There are currently four judges on the panel, and the minimum is three. Jenni could have opted out and nothing significant would become of it. Now, with 4 hours and 54 minutes to go (I'll give you that extra minute you bargained for), I'll tell you why the pressure. I'll be shoving myself off on a five-day "leadership" camp at the crack of summer dawn tomorrow. There will be absolutely no internet access for the entire period, rendering myself completely isolated from whatever happens on these boards. Therefore, I will not be able to know if I even got a medal, let alone participate reasonably in any discussion regarding the next HC, which regardless I still hope to judge. This means that I'll have to post a bunch of comments to Jason in one PM at the end of the appointed time, with no allowance for feedback before the next HC is already started, most likely. Which will, as I mentioned, be generically uncomfortable. |
| Mercurius11-25-06, 10:37 PM | So, I’ll assume this is an amulet of natural armor, but reslotted to the “shirt” slot? If so, in my opinion you should be paying a premium on the price for having an item in an uncustomary slot. It’s certainly possible, of course, to argue that “natural armor” is a physical improvement – what the shirt slot is for; however, in my opinion, that would fall under the category of “protection” (and hence why it works OK under the amulet slot). So I’d be more comfortable if you had paid 3000 gp (normal price X 1.5 adjustment for uncustomary slot) for this item. Other DMs, I’m sure, would be OK with the price as is. I suspect you’re going to learn something new here. We’ll use adamantine for an example. When the books list 60 gp as the cost, it’s per arrow. Here’s an entry from the latest FAQ to back that up: So, given this, you’re well above the allotted wealth of 27,000 gold. Speaking of your items, you don’t mention that your horse is actually carrying any of your items. If we have your character carrying the items (except the horse of course), she’s carrying a whopping 75.25 pounds – a medium load for her Strength score. It would make sense to me, however, if the horse was carrying at least the tent. Doing that drops her load weight down to 55.25 pounds – which unfortunately is still a medium load. Given that she’s lugging around a medium load, a bunch of her class abilities (evasion, fast movement, AC bonus) cease to function. I didn’t penalize you for this as much as I might otherwise, though, because it’s not unreasonable to simply strap equipment to your horse until your load drops. Whenever you entered a dungeon-like environment, though, you’d have some tough decisions to make in regards to what items to bring and what items to leave on your mount. The biggest mistake I see, though, is that you didn’t list attack or damage totals anywhere for the character for any of her weapons. Also, as a nit pick, you don’t have languages listed. I know she only speaks common, but... Background Stuff I like Eberron. For a longtime, I played a paladin/monk with the vow of poverty feat dedicated to Dol Arrah in a game. :) *ahem* Given her background, I don’t believe A’Liné’s favored enemy choice makes sense. Nothing about her life before her coma suggests why she should have evil outsiders (and not animals) as her favored enemy. I like the how the nightmares increase her psionic abilities; that’s an interesting way to eave those into her background. I’m curious, though, why she and her brother never seemed to look for their parents. Why did they just accept the separation and continue to live with the monks, rather than setting out to find them? Similarly, how did A’Liné feel when she left her brother behind? How did he feel? It seems almost as though once her family is out of sight, they’re almost out of her mind. Other Stuff I’d prefer to see fewer sblocks. I always wondered why judges in the Master DM Competitions ask for no sblocks – and as I judge more and more of these I can see why. ;) I’m quite grateful for your level-by-level breakdown; I couldn’t imagine trying to back into some of those details – especially things like cross-class skill spending. Overall, an interesting enough character. There’s plenty of stuff for a DM to work with – from her lost lover to her nightmare. While I imagine my statements here aren't going to really affect judgment and scoring, I still feel the need to redress several of the comments and explain my thinking. Indeed, my Shirt of Natural Armor +1 is due to the "Physical improvement" option. After all, applying a +1 enhancement bonus to someone's natural armor is as much a physical improvement as it is a protection option, and it's really an either/or thing. Similiarly, I could have given her a Headband of Wisdom +2 instead, since that falls into the "Mental Improvement" category. I went with the shirt, but I realized that there would be contention. I wasn't aware of the FAQ pricing guidelines. Ammunition is never listed individually. Only as a set. Therefore, the price for ammunition should not be listed per piece. As there is nothing in the core books nor SRD that calls this out, while I appreciate being notified of it, I hope that it is not considered against me in any particular way. Weight limits... Honestly, I had no idea that I needed to specify what was on my horse and what wasn't. Something else to note next time I enter. Favored Enemy: I was approaching this as much as a thought experiment towards creating a character who effectively was 6th level, so my thought process assumed one thing: not every class level was a "part-time job" that she took and got everything. I assumed that she picked up many attributes of a ranger at first level: weapon training, stealth, a bit of woodland lore. Her favored enemy ability actually came while she fought the Dreaming Dark, which are both Outsiders and [Evil]. My general thought process was that she gained a better understanding of fighting them from her lover and her quest. I suppose I should have called this out, but I generally thought how she gained her specific favored enemy would be self-evident. Were she played in a regular game, I would have to implore upon my DM to let me use the Retraining rules from the PHBII, but starting where she did, I don't see it as a particular issue. My handling of her parents is not as competant as I would have liked, but when one is a child horribly plagued by nightmares and seeking a mental equilibrium, searching far and wide for her parents rather than gaining it at the monastery. Similarly, when one moves away into the adventuring lifestyle, I did not think it would be entirely appropriate for there to be long winded areas detailing teary goodbyes. Casus and A'Line are on good terms, as I tried to make obvious in her allies section, but their paths diverged. I'll take your comments into consideration during future character exercises. I appreciate that you find A'Line interesting. She's based off of a character I've had in mind for a potential Eberron game for some time, though she was modified when I failed to notice the Psionic Fist PrC in the SRD. I almost prefer her this way, though the min-maxer in me shudders to think about her terrible multiclassing in an actual game. :P I just wanted to explain my reasoning for various comments, or at least try to be heard about why I did things the way I did. |
| Mercurius11-25-06, 10:46 PM | @Jason, Psionic Talent is an available feat for Psychic Warrior bonus feats. Bonus Feats: At 1st level, a psychic warrior gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The psychic warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A psychic warrior cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character with the requisite levels in the fighter class. These bonus feats are in addition to the feats that a character of any class gains every three levels. A psychic warrior is not limited to fighter bonus feats and psionic feats when choosing these other feats. Nowhere does it say which Psionic feats are bonus feats for Psychic Warriors. Ergo, any psionic feat qualifies, which Psionic Talent certainly is. In addition, the feat bolsters the PsyWar's very low Power Point reserve, thereby increasing the class's combat abilities and fulfilling the "Combat-Oriented" flavor-ish blurb at the beginning of the paragraph. |
| jennibert11-25-06, 11:19 PM | There are currently four judges on the panel, and the minimum is three. Jenni could have opted out and nothing significant would become of it. Now, with 4 hours and 54 minutes to go (I'll give you that extra minute you bargained for), I'll tell you why the pressure. I'll be shoving myself off on a five-day "leadership" camp at the crack of summer dawn tomorrow. There will be absolutely no internet access for the entire period, rendering myself completely isolated from whatever happens on these boards. Therefore, I will not be able to know if I even got a medal, let alone participate reasonably in any discussion regarding the next HC, which regardless I still hope to judge. You know what? I'm dreadfully sorry that my desire to spend time with my family over what is, for most Americans, a holiday that is all about family, is causing you so much torment. I would have had the scores in earlier, but, being exhausted for various reasons the past two nights, decided to wait so that my judgment would be clearer and more fair. (I would have waited longer, as the b****iness of this post shows clearly that I'm still tired, but I felt guilty.) I certainly understand that you would have preferred to know all of this before the next competition. And I could have opted out, but didn't quite realize that until I was kind of a little far in. (I got confused as to who exactly was judging...) And I did already apologize that I forgot last weekend. No excuses for that. But you could have simply stated that you would appreciate responses because you would be going out of town, instead of being sarcastic and rude. (I realize that it could have been meant as a joke, but am not really up to appreciating any humor therein.) For what it's worth, I had already decided that I would probably not be offering to judge the next competition, as it's going to be getting busy at work, and I may be picking up a second job to earn some extra money for the holidays, but this cements it. I came in here and screwed with my parents' excrutiatingly slow dialup, which takes approximately three minutes to load each page on this site due to its graphic intensive content, just to, when it's finally loaded, find myself being insulted. I'll remember not to offer you any more favors. And, incidentally, my bloody scores will be in as soon I've double checked a rule on the SRD (because I don't own a freaking Monster Manual to bring with me). Hopefully that'll be soon, but we'll see how long it takes. I thank all of the contestants for their excellent entries, and all but one of the contestants for their patience in my admittedly slow judging. I'll apologize again for not being quicker, and for the general irritation in this post. I promise I'm not usually this b****y, but I'm tired and had provocation. |
| jennibert11-25-06, 11:30 PM | Since I found the rule I needed right away and it confirmed what I thought, my scores are now in. So everything's submitted. I will be posting my comments after I return home on Monday, since that's where the majority of the comments are :). It may be Tuesday--we'll see how tired I am after driving back on Monday. Hope everyone has enjoyed the competition! |
| Endarrion11-25-06, 11:59 PM | So, between my trying to stack 2 rings of protection and taking a feat (imp. grapple) without the prereq (imp unarmed strike) I'm ok... Yeah, the first time I made him I did the monk levels first. Then I switched it to do the monk levels second. Eh, some things were lost in translation. I honestly did not think of giving the monastery a name nor did I catch the (obvious to all but me) likeness to a video game stronghold. I felt pretty foolish after Jason pointed it out :embarrass |
| JasonOrlandoHawk11-26-06, 01:45 AM | Mercurius, I stand corrected. I checked my copy of XPH twice before, but now it clearly states the rules as you mentioned... I hate to pull a Zherog, but there can only be two explanations for this: 1) Evil Gremlins managed to sneak into my apartment some time last night and change the text in my XPH, OR 2) I can't read. Personally, I think I shall go with number 1, but you may believe whatever you wish. |
| Zherog11-26-06, 02:01 AM | Jenni - hope you take this right... *hug* Honestly, I read Chilli's post with a bit of tongue-in-cheekness to it. Anyway, I have Jenni's scores, and I'm about to plug them into my spreadsheet and get totals. Stay tuned. |
| Zherog11-26-06, 02:13 AM | And without any further delay, SCORES! Coming in 3rd with a score of 25.5 and gaining a virtual bronze medal, A'Liné Llestai by Mercurius Coming in 2nd with a score of 26.25 and gaining a virtual silver medal, Alacrán, by Haruspex And, coming in 1st place with a score of 29.125 and gaining a virtual gold medal, Xak-Tsunix Flyingfist, by TheChilliGod Congrats to our medalists! Everybody's scores, in the order in which entries were received: A'Liné Llestai, by Mercurius - 25.5 Xak-Tsunix Flyingfist, by TheChilliGod - 29.125 Keeni, Fey Bane, by Toloran - 19.625 Alacrán, by Haruspex - 26.25 Elliott Starblade “Slim”, by Endarrion - 24.75 Dragon Turtle, by Ashereon - 22.75 Khan Ud Mao (Shuei Mao), the Bitter Challenger. by malignor - 20.125 Serrak of the Mer-Rehk, by FRRC - 20.875 Chadrow McGuilicuddy, by Kit_the_Odd - 24 Congrats to the winners! |
| TheChilliGod11-26-06, 03:09 AM | Before I jump in joy that my pride and joy has won... I would like to apologize to jennibert for my (Zherog guessed it) tongue-in-cheekiness. Though I never actually insulted you directly, I understand that putting a bit of pressure on you to get the scoring done was rather useless considering the pressure that appeared to have been on you in the first place. But still, I wonder how people can get deathly serious at the threat of being generically uncomfortable!!! *Whooooo!* Heh, generically uncomfortable. I gotta write that one down. ... :hides: I've now proved to myself that I am, in fact, worthy of the Hero Craftsmen eligible judging panel. Which is what I set out to do. To those who think I only got in because I was the first guy to respond (with great enthusiasm) to Doopliss' first recruitment post, I say, "Did what now?" and laugh. Thank you's go to this comp's judging panel; you've been very helpative in... pointing out where Xak could have been better, and where he pwned. Also to my distinguished competitors; you gave me a good psychological run for my money, even though (in the good spirit of the game) I never actually looked at your entries. :P Mercurius, Haruspex; I expect a duel to the bloody death from you two next time (if any)! Time to defend myself from some of your criticisimies. Zherog: -Common is an automatic language for ogres, funnily enough. -I checked this earlier: Assuming that Xak's parents had him at age, say, 75, then they would have had Sannl 45 years later at the latest, putting them at 120 years. Which is actually 5 years short of middle age, meaning potentially still active (as far as I'm concerned). Dwarves can keep going for longer. ;) -I'd actually be more worried about a chaotic guy being amongst a bunch of monks than anything else, especially if the monks are LN or LE. JasonOrlandoHawk: -Please say that you're joking with that points deduction thing. For the love of Hanseath, say that you were joking. -Xak's somewhat dumb, he doesn't know that lawfulness is, in fact, in dwarven blood. It's irony. -Mechanically, Xak leveled up during torture, getting his barbarian level because of, say, roleplaying xp. :P Which gives his enemies slightly more credit than they would otherwise deserve. But yes, this did dwell on my mind a bit. -If you want more info on the Granite Soul when I come back, I'll make it up on the spot (:D ) and make sure it gets to you. Both of you: -Monks are squishy. They can't be hit, true, but if they do get it, they usually lament that low Con they have and go down. Not so with Xak. Half the AC, Double the HP. Albeit he's harder to cure, but at least he won't be dead when the party is hit with, say, an insanely-high DC breath weapons or something. OK Zherog, It's your turn for the other side now. :evillaugh |
| Haruspex11-26-06, 03:37 AM | Yay, second place! When's the next one? |
| FRRC11-26-06, 04:16 AM | Yay, not last! When's the next one? :P |
| Mercurius11-26-06, 09:20 AM | I'm slipping. Not even Silver this time. Congrats to the winners. |
| malignor11-26-06, 11:15 AM | Second last... owch! Well, I guess if I think of it like being chased by a bear... you don't have to be faster than the bear, you just have to be the second slowest of the camping group :P |
| JasonOrlandoHawk11-26-06, 02:31 PM | @ Chilli, I was joking about the competing judge comment... It was my way of ranting about spending over an hour of my life just to find out that I wasn't going to get to point out an mechanical errors. @ everyone else, Chilli is going to be away from his computer for 5 days, so the exact timing of the next HC can't be stated for certain. However, if at all possible, I shall attempt to have the next HC posted this Friday night, Dec. 1. Can't make any promises, so no angry ranting if it takes longer than that... (And now for my first run @ coordinating judge...) |
| Heros_Backpack11-27-06, 07:06 PM | Just so that this doesn’t get repetitive, I won’t go over what the others have already said. That makes what’s left short and snappy. General notes: In addition to everything else, I’m looking for consistency and practicality. Do your stats and background back each other up? Can you use everything on your equipment list and do you have basic things you will need? Is this the sort of person an adventuring group would ask along to fill a gap? What makes this character stand out from the rest? I happen to be one of those people who uses neither Ebberon nor psionics and to start with, I felt I was drowning in unfamiliar terms. Thank you very much for the setting info! I think you had an unfortunate slip of the fingers when you typed in your hp. I make them 74.5 rather than the 47.5 in your entry. I also couldn’t find your wild empathy anywhere. One thing that makes me curious - how is she going to use her wand with no ranks in UMD? It’s a skill you can’t use untrained. The same applies to her dorje. Some groups of adventuring groups might hesitate to invite her along, thinking ‘Well, she’s already walked out on one group, what’s to stop her walking out on us as well?’ Other than that, fine. Many minds obviously thought alike on ways to get characters into monasteries - over half of you had your character taken in damaged and staying on to train. Your version didn’t feel shoe-horned and was the first to take that direction, though I did come back for a second look after I got healing before the eyes. I don’t have much to add here except to say that it was good to see a character that started as a monk and then went on to other things rather than the other way round. I second the request - if you are using a non-standard race, PLEASE include the basic stats. Pixies are not only non-standard, they aren’t even in the SRD I use. You have an extra +2 synergy from Survival to add to your Knowledge (Nature) which you seemed to have added in without listing it. So, you have these special arrows? Well, where are they and how much do they cost? You haven’t listed them anywhere in your equipment. Come to that, I needed to know how many silver, cold iron and adamantine arrows you were carrying. Yours was another of the characters that was taken into a monastery for healing and stayed on to be trained (Over half of you took this route - I guess wise minds think alike) but it felt a bit forced, as if Keeni was scanning the rule books to decide on her next level. Your entry was very clear and well laid out. I’m one of those who doesn’t use psionics, but even so I could follow what came from where. (I’m presuming the Knowledge (psionics) at 6th level was cross class?) Where is Alacran’s bonus language from her Int? Otherwise very solid. Don’t forget you have a +5 Jump from your boots that needs to be added in. A simple but effective back story - and another that involves being taken to a monastery to heal and then staying on to train! You seem to have mistaken all your monk saves for 2’s rather than the actual 4’s which has skewed all your save numbers. Another character is taken in for healing and stays on for training! I had healing before the eyes when I finished judging! Overall, a very clear entry, although I did wonder if you, like me, would do better with a calculator handy! BASICS!!! Alignment, Race, Class levels should be at/near the top of the stats along with things like name and gender. Then there are ‘paragraphs’ - gaps between them please. As it is, your background was very hard to read. You are also another person who makes me wonder how your character is going to use his wand when he has absolutely no idea how - you need at least 1 rank in UMD to use a wand. First of all, thanks for putting the racial info in the entry - always a good idea when you’re using a non-standard race. I won’t go over the mechanics again, but an extra 1000+ gp is not really on. I enjoyed the background though. Sending Serrak into service at the monastery was definitely an original way of attaching him there - and the service means he can be attached to almost any party with a simple order. Note: Rouge is a colour, Rogue is a class. Please get them the right way round. :mad: Yet another character who arrived at the monastery for healing and stayed on to train. I think a party might be reluctant to enlist him as a member. When going into danger, you really want someone who’s enthusiastic about the adventure rather than someone who has been (reluctantly) persuaded. |
| jennibert11-27-06, 07:06 PM | Congratulations to the winners! Lots of very good entries--it was a tough one to judge. Chilli--apology accepted. And let me offer one of my own--Sorry I blew up. You just caught me tired and frustrated by an assortment of things. Thanks for the hug, Zherog. And good luck coordinating HC#5, Jason--looking forward to it. I'm on my fiance's computer at the moment, but should have my comments posted later tonight. As soon as I get the last two ttyped up, that is.... |
| Zherog11-27-06, 08:18 PM | One thing that makes me curious - how is she going to use her wand with no ranks in UMD? It’s a skill you can’t use untrained. The same applies to her dorje. One level of ranger allows a character to activate wand of cure light wounds. Similarly, the psychic warrior levels allow the activation of the dorje. I could dig out rules and other such goodies, but the FAQ is easier: Who can use a wand or other item that is activated with a spell trigger? I would think that you would have to be able to cast the stored spell. That is, you must have levels in a class that can cast the spell, have enough levels in that class to cast the stored spell, and have an ability score sufficient to cast that spell. If you’re a fighter with an Intelligence score of 9, you can’t just pick up a level of wizard and start using a wand of fireball, can you? Wands and other spell trigger items are for dedicated spellcasters who use them to carry around a few extra spells in case they run out, right? These are not items that allow dabblers to mimic true spellcasting ability. Still, some of my friends insist that you can use any spell trigger item (wand or staff) if you have at least one level in a class that could possibly cast the spell. They point to the term “spell list” in the description of spell trigger items in the DUNGEON MASTER’s Guide. Surely, that refers to the list of spell you can conceivably cast, not to a class’s entire spell list. After all, the DUNGEON MASTER’s Guide does not use the term “class spell list” when talking about spell trigger items. Please preserve play balance in our local campaign by telling me that I’m right. Sorry, but your friends are correct. If you’re a member of a class that has spellcasting ability, you can use any spell trigger item that stores a spell that’s on your class’s spell list, even when you don’t have the class level or the ability score to cast the stored spell. This even applies when you don’t have enough class levels to cast any spells at all. For example, a paladin of 1st, 2nd, or 3rd level has not yet gained any spellcasting ability, but she still can use spell trigger items that store spells on the paladin class list. If you’re a specialist wizard, spells from your opposition schools aren’t part of your class spell list, and you can’t use spell trigger items that store those spells. It’s true that the spell trigger text on page 213 in the DUNGEON MASTER’s Guide does not use the words “class spell list,” but it should because having a spell on your class spell list is what’s required to use spell trigger items. Membership in a class gives you a smattering of magical knowledge, and that is sufficient to use a spell trigger item, even when you could not hope to cast the spell on your own or even read it correctly from a scroll—the character who made the spell trigger item has done all the hard work for you. Your example fighter/wizard could indeed lob fireballs out of a wand (provided the character is not a specialist wizard with evocation as an opposition school). Doing so isn’t much of a threat to the play balance in a campaign, nor will it make single-classed wizards or sorcerers in your world irrelevant. Fireball spells from dedicated spellcasters will, on the whole, deal more damage, penetrate spell resistance more readily, have higher save DCs, and have better range than fireballs from wands. The D&D game also includes other balancing factors, such as the experience penalty for multiclassing (although one can get around that by choosing the right race). Someone also has to make or pay for the wand, and that will prove an impediment to characters if the DM follows the DUNGEON MASTER’s Guide guidelines for character wealth and awarding treasure. Your example character would be far better off packing wands that boost fighting abilities (shield and true strike are some the Sage’s favorites here). I second the request - if you are using a non-standard race, PLEASE include the basic stats. Pixies are not only non-standard, they aren’t even in the SRD I use. Yeah, they are. They're just not listed under "pixie." They're under "sprite." *** Jenni - you can have a hug any time. :love: :devil: *ahem* |
| jennibert11-27-06, 08:39 PM | Okay, comments.....(I haven't read everyone else's comments, so some of the rules stuff in particular is probably repetitive....) Some of the later comments get a little short. I ran out of interesting things to say, especially as I tried to hurry through them to get them done. So if there's not much to them, sorry. Here we go: Background Very interesting and well-written background (though A’Liné seems to have done an awful lot for 8th level….but I guess Eberron is a more low level setting). Includes plenty of useful allies and an enemy, and even has the fascinating plot hook of why she was even able to connect to the plane of Dal Quor. I like the inclusion of the physical description as well. And I’m a sucker for someone with heartbreak…if I were running her in a campaign, Minharath would totally be alive somewhere so they could hook back up :). Also good that you took time in the description to describe why she has a charisma of 8, though obviously not in so many words. Thematic Creativity Interesting choices with ranger and psychic warrior (though darn you for sending me to look up the rules for psionics…again!!). And nice that you didn’t choose to have her initially raised in a monastery, but instead adopt the monk’s discipline to conquer her unruly dreams. Gives her a good motivation in a different kind of way. Rules Use Fortitude save should be one point higher. +4 from the five levels of monk, +2 from ranger, and +3 from psychic warrior, yielding a base +9, plus CON is a total of +10. Assuming I’m reading the chart correctly, A’Liné should have 4 bonus power points, thanks to her Periapt of Wisdom. 3 would be for her base Wis score. Attack routines? A’Liné is very much a martial character. Seems to me that her to hit roll with her spear or fists or what have you might be a good thing to include. Speaking of which, you didn’t mention how much damage her fists even do. Added up the money correctly this time :). (How much of a nerd does it make me that the only magic item cost I had to look up was the special materials ammunition?) Clarity Couldn’t you list the bonuses on her stats? Yes, they’re easy to figure out, but be nice to me, okay? I have nine entries to judge. Otherwise, beautiful stat block. And bless you for giving the level breakdown like you did. Bless you Background Great background. I like that it reads as a story, and though the dialect Xak speaks in is a little hard to decipher at times (for me at least), it does add to his personality. Speaking of which, I’m glad you included the bit on his personality, and on his fighting style. And yay for allies and enemies and especially his opinions on them! That’s a great touch. I also liked that you included his age and weight and height. Fun. Thematic Creativity Monk barbarian. The total opposites. It’s a fun combination, and definitely makes things interesting. I like how you ook the time to explain how it happened, and made it really fit with his background—and that you discussed how his family would feel about it. Rules Use I will admit that my initial reaction to your character’s AC was “how did he survive to 8th level with a 13 AC? Yeah, he’s tough, but wow!” But my doubt doesn’t matter—he has survived, so I’m not taking off any points. You forgot to mention Improved Uncanny Dodge. That comes at his 5th barbarian level. By my count he’s short 2 gp. I’m pretty sure those are the only mistakes I can notice. Way to go. Clarity Thank you for taking to time to list his rage madofied stats and abilities. Very nice. Overall an extremely easy to read entry. Background Nice background. Interesting, though could use some more specifics (specific order of monks, perhaps?), but does okay without them. A little blunt with the “she decided to become a ranger” bit—probably could have been worded better. Thematic Creativity Interesting choice to have a pixie monk. Very different. And going into ranger from there is an interesting choice also, and justified from her background. Rules Use Keeni should have 1 more class level. The SRD says “A pixie character exchanges its 1 HD of fey for its first class level.” Granted it doesn’t include the explanation that accompanies that statement in the Monster Manual,” but still. Keeni should have gotten her hit dice and skills and BAB from her level of monk, and then probably have three levels of ranger. I’ll be double checking your stats to see that you’ve added up correctly as to how she’s actually built though, so this won’t count against you except for the one time of the existance of it. You don’t seem to have accounted for cross class skill ranks. By my count, Keeni got 8 monk skill points, and 10 for each ranger level. (Also a lot of pixie skills….how is this determined? Guessing from the listed skills?) You have 8 skills at max ranks, and 2 more at max minus 1 (for the monk levels, I assume). But Escape Artist and Sense Motive aren’t class skills for rangers, so while you could have max ranks in those, you would have had to spend more skill points for it. (Also, asuming that the pixie’s class skills are the ones listed, you probably would have had cross class ranks from switching them around (such as Knowledge(nature)—also not a monk skill). Your Touch AC is 1 point too high. Natural armor is ignored in Touch AC. I’m pretty sure you didn’t spend as much gold as you had available, but it’s hard to tell because you didn’t say how many adamantine and cold iron arrows she has. Attack routines? That’s an important part of a character, especially one who spends a lot of time shooting her bow. Please be sure to include them. Clarity Please mention the bonuses from the stats. Yes, I know them, but be nice to your poor judges, ok? Otherwise a very legible stat block. Thanks for the expansions of skills and what not. Though it did take me a while to find the durn pixie... Background Interesting and well written background. I like the mysterious father figure in Darkfire, and I like that you took the time to give her some interesting events and other people to work with. And I always like to see people with names….she has two allies, an adversary, and someone to search for. Interesting. Also, I like that you included her physical appearance and description. Thematic Creativity Interesting to go with Wilder. Charisma is usually a nice dump stat for a monk, but required for the Wilder, so that’s kinda cool. I’ll even forgive you for making me go and look up the rules for psionics…. Rules Use I got confused by your skill points somewhere. In your level breakdown, I identified one level (monk 2) where you took a rank in Knowl(psi), which is not a clas skill, but is noted as +1 rank. However, on the next level, you were short a skill point, so it balances out. However, when I add up your skill points, I think I’m getting 2 too many, but can’t figure out why, as it seems that they’re fine from the level breakdown. She doesn’t carry travel gear? I mean, yeah, she has ranks in survival so she can survive in the wilderness, but she might need a waterskin travelling through the desert… I like that you included her attack and full attack routine, and her various ACs. Very nice touch. Clarity So nice and easy to read…and with a level breakdown to make my life easier…bless you. Background I like the background. I like the idea of the paladin who was a little bit of the stereotype who managed to overcome it and go on to actually be good. Well written, interesting, and includes nice allies (though more enemies would have been nicer). (Amusing side note…the last campaign I was in had an NPC named Eliot who was a very memorable character for me…I laughed when I saw your character’s name.) Thematic Creativity Well, monk paladin does kind of dovetail in an expected manner, though it does require the charisma that a monk usually need not bother with so much…But a very interesting character regardless. Rules Use Elliot could not have taken Improved Grapple at first level. It requires Improved Unarmed Strike as a prerequisite. I understand why you took it, but still wrong. Rings of protection do not stack. You cannot wear two +1 rings and have the benefit of both. Boots of Striding and Springing are an enhancement bonus. A monk’s speed is an enhancement bonus. They don’t stack. (I remember being terribly disappointed when I learned this.) Adventuring gear? Doesn’t he need food? Or a waterskin? Or maybe some rope? All good things to have for an adventurer… Clarity Nicely clear. Yay for adding up the points and stuff. Background An interesting background. I like the complete turn around in views, and how he learned to make his handicap work for him. Well written and interesting. I will say, I almost would rather have seen him stay blind, from a story perspective…or at least have to go on a quest or somethingJ. Thematic Creativity I feel like a broken record, but nice choice to use something that uses one of the monk’s usual weaker points. Though a sorceror does benefit from the monk’s AC bonuses and such… Rules Use Yay for someone who took the time to include adventuring gear and food and water—or rather a reason for the lack thereof! And way to go to include the Greater Restoration—backing up your story with the rules! Yay! Though you didn’t have to pay for the monk’s outfit—your character gets one set of clothed for free :). Your point buy is wrong. You spent one point too many. My guess? 15 is 8 points, not 7, because getting from 14 to 15 costs 2 points, though maybe you just added wrong. Saves are also wrong. Did you originally build this character at a lower level? His saves should all be 2 points higher—a fourth level monk has +4 to each save, not +2. On your to hit with the crossbow, you listed the +4 as str, but I’ll assume you meant dex. Either he’s got cross class ranks that aren’t obvious, or he has more skill points to spend. Seems to have spent 13 of 14 possible sorceror skills, and 15 of 16 possible monk skills. Actually, even cross class doesn’t work, because if he spent two sorc points for something that’s a class skill for a monk, he suddenly has another monk skill point…just a second. He bought a language. 2 points to Speak Language. Please ignore this entire section. Clarity Nice and clear. Thanks for including the page numbers for the items and abilities—makes it much easier to look things up. Background Umm….yes, terse. Yeah, that it is. Anyway, so….raised by monks, okay, then took up with rangers, falls in love, turns on rangers. He’s very impulsive, isn’t he? The disadvantage of your terse style is that it makes it hard to get into the character. You only use his name two or three times. There are some interesting elements there, but they’re just not developed. Even just using more subjects for your sentences would help. Also, NPCs with names are always good. He has an ex-lover, and parents, and probably knows some monks from the monastery, and has ranger enemies, but no one has a name. I like names. They add depth. Thematic Creativity Monk ranger. Cool choice, took the time to justify. And I like the going into duelist. A good choice for a monk—let’s add more stats to my AC! Yay! (Sorry, I’m running out of interesting things to say here.) Rules Use Alignment? You didn’t list it. And it is something less than obvious from his background. Clearly he was lawful, but is not necessarily any more, and I’m guessing he’s neutral or maybe evil on that axis. I had a lot of trouble figuring out your skills until I got used to the way you wrote them. Also, your hit points are figured correctly, but it looks like you forget to add your first full hit die and then figured yourself with a +3 Con instead of +2. But I did figure it out. You seem to be missing 10 gold, by my count. Though I liked your equipment. Adventuring gear, yay! It bothers me so when people carry nothing that isn’t magical. I also like the backup weapon, and the fact that he carries a gem, and that his leftover change is actually divided into ways that give him more than a gp worth of silver. A nice choice. A side note that won’t cost you points, but something to consider if you use this character—in a couple more levels of duelist (if that’s the plan), he’ll want to pick up a piercing light melee weapon so he can use his precise strike ability :). Clarity I like that you took the time to give a level breakdown, and listing equipped and unequipped stats differently is handy. However, your stat blcok would benefit greatly from more liberal use of space. Having everything run together makes it much more difficult to read. Ironically, trying to add them up so we’d see exactly how it works seems to have made it harder to read. I do like the way you have his attacks designated by weapon—very clear and easy to see. Background An interesting choice of format. Gives a different perspective of the character. Of course, that means that it ends sort of weird…why is a historical excerpt ending with him when he’s clearly about to get to an important point in his life? I do like the fact that he considered himself a lawful good rogue. Even if he wasn’t exactly, still cool. Don’t see enough of that. Also liked the turn around and the effect it had on him to learn his beloved country was evil. Allies, good, and enemies who will show up when he starts going around again. Very nice. And I loved the cross reference to another of the author’s books. Great detail. Thematic Creativity Monk rogue was something I expected to see more of, actually. The classes mesh well, but I guess people are constrained by the lawful rogue thing. But good choice. Rules Use You only used 27 points in your stat buy by my count. Better than too many, I suppose. I also noticed that you, like many others, had no adventuring gear. But considering that you stated your character was waiting for a coming adventuring party, that makes sense. Clarity Stat mods? Why have so many people not put down their stat mods? Took me a few minutes to determine your stat buy, as I didn’t back out of it correctly on the first try. A little confusing. I know an HHH is a Heward’s Handy Haversack, but I might not have if I weren’t such an items junkie. I recommend against using acronyms for that sort of thing. Background Nice background. Kinda typical. Tough guy exiled, captured, works in servitude. Question though: Why does he have to work for a year before rescuing Jasmine? Shouldn’t the cult have killed or converted her by then? Or shouldn’t they have sent someone else to rescue her? Also…plenty of enemies, not much in the way of allies, aside from the guy at the temple, I suppose…. Thematic Creativity Different….instead of being trained in a monestary, he was trained as a monk by his tribe, then worked in a cathedral. Course the instructions did specify a monestary… Rules Use The big problem with your entry is that ECL is determined by Level Adjustment plus Hit Dice. Thus, your character, with his 2 humanoid hit dice and +1 LA, is actually an ECL 10. Your amulet of mighty fists is a +1 to attack AND damage. Thus all of your unarmed to hit rolls are incorrect. Boots of striding and springing do not stack with the monk’s speed bonus. Both are enhancement bonuses. So your speed’s off. You also spent 1000 too much gold by my count. Clarity Nice and easy to read. I appreciate the bolding on the categories, and the level breakdown. Also, thank you for including the info on lizardfolk—saved me a lot of time! I appreciate it. Very clear. |
| Zherog11-27-06, 09:17 PM | Course the instructions did specify a monestary… Actually, the only rule we had was that the character had to have at least one level of monk and at least one level in another class. There was no actual rule that said the character had to have a monastery in his/her/its background (though the flavor text mentioned it :P ). |
| Kit_the_Odd11-27-06, 10:47 PM | Thanks for all of the comments. You were all more kind that I probably deserved. I spent so long on my background and stuff that when things came up at the last minute I didn't have time to fill in stuff I meant to. Like mundane gear. :rolleyes: I can't believe I missed rogue and rouge, I know I went over the whole thing just to make sure I hadn't mistyped that. Next time the darn thing is going through a find/replace cycle before I'm done with it.:mad: Thanks again. I'm waiting for the next one. This time I'll try not to procrastinate. (Like I've been saying for the last 20 years or so. :D ) |
| Heros_Backpack11-28-06, 10:09 AM | One level of ranger allows a character to activate wand of cure light wounds. Similarly, the psychic warrior levels allow the activation of the dorje. Yeah, they are. They're just not listed under "pixie." They're under "sprite." :doh: :banghead: |
| jennibert11-28-06, 10:57 PM | Actually, the only rule we had was that the character had to have at least one level of monk and at least one level in another class. There was no actual rule that said the character had to have a monastery in his/her/its background (though the flavor text mentioned it :P ). I didn't really count it against him anyway, so it doesn't matter :) |
| malignor11-29-06, 03:02 PM | You are also another person who makes me wonder how your character is going to use his wand when he has absolutely no idea how - you need at least 1 rank in UMD to use a wand.Any Bard1, Ranger1, Paladin1, Cleric1 or Druid1 can use a CLW wand without UMD |