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| #1carnivoreJul 02, 2008 14:53:27 | and although according to the players handbook i should be allowed to reroll he says i cant, soo ill give it a whirl but my question is how do i OPTIMIZE this. I can be any Phb race or i can be a changling. Human Artificer 8 10th lvl Caster for items that he makes, makes Wands that he crafts function @ 12th lvl Caster makes Eternal Wands for Persistant Self Buffs ..... regular Wands for Blasting Attributes: (14,13,12,12,11,11) 11 Str(11) 12 Dex(12) 12 Con(12) 14 Int(14) 11 Wis(11) 13 Cha(13) 4th lvl boost to Cha, 8th lvl boost to wis Feats: Nymphs Kiss(human Bonus) Scribe Scroll(Artificer bonus) Brew Potion(Artificer bonus) Craft Wondrous Item(Artificer bonus) Craft Homunculus(Artificer bonus) Craft Arms and Armor(Artificer bonus) Craft Wand(Artificer bonus) Legendary Artisan(Artificer bonus) Wand Mastery(Artificer bonus) 1st lvl: Extend Spell 3rd lvl: Persistant Spell 6th lvl: Quicken spell 1. Artificer 1: Artificer Knowledge, artisan bonus, disable trap, item creation, Scribe Scroll, Nymphs Kiss, Extend Spell 2. Artificer 2: Brew Potion 3. Artificer 3: Craft Wondrous Item, Persistent Spell 4. Artificer 4: Craft Homonculus, Legendary Artisan 5. Artificer 5: Craft Magic Arms and Armor, retain essence 6. Artificer 6: Metamagic spell trigger 7. Artificer 7: Craft Wand 8. Artificer 8: Wand Mastery Skills(85 skill points total to spend) Class Skills: (55 points spent) 5 ranks Concentration 5 ranks Craft(Alchemy) 1 rank Craft(Poison making) 1 rank Craft(Armorsmithing) 1 rank Craft(Trapmaking) 1 rank Craft(Weaponsmithing) 1 rank Craft(Bowmaking) 5 ranks Knowledge(arcana), 1 rank Knowledge(arch & eng) 1 rank Knowledge(the planes) 1 rank Open Lock 1 rank Profession(herbalist) 1 rank Profession(Smithy) 8 ranks Search 11 ranks Spellcraft 11 ranks Use Magical Device Cross-Class Skills: (26 points spent) 5 ranks Heal 1 rank Knowledge(Dungeoneering) 1 rank Knowledge(Geography) 1 rank Knowledge(History) 1 rank Knowledge(Local) 1 rank Knowledge(Nature) 1 rank Knowledge(Nobility and royalty) 1 rank Knowledge(Religion) 1 rank Knowledge(Psionics) Skill Tricks: (4 @ 2points per)(4 points spent) Collector of Stories Healing Hands [sblock= feat descriptions] Nymph’s Kiss [Exalted] (BoED p44) — 1. +2 bonus on all Charisma-based skill checks. 2. +1 bonus on saving throws against spells & spell-like abilities. 3. +1 skill point per level, starting at this level. Wand Mastery [Item Creation] (Eb p62) Caster level 9th Craft Wand Any spell you cast from a wand has its DC increased by 2 and its effective caster level increased by 2. Legendary Artisan [Item Creation] (Eb p56) any Item Creation feat Reduce the cost of XP for crafting any magical item by 25%. [sblock] Extraordinary Artisan [Item Creation] (Eb p53) any Item Creation feat Reduce the cost of raw material for crafting any magical item by 25%. Reckless Wand Wielder [General] (CArc p82) Craft Wand Use Magic Device: 1 rank You may increase a Wand’s caster level by +2 by consuming one extra charge when using it. Wandstrike[General](CArc p84)req:Use Magic Device: 4 rank You may make a Melee Touch Attack with a Wand which does 1d6 damage & consumes 1 charge. Since it is a touch attack, you may not apply extra damage bonuses (such as your Strength modifier) or bonus dice (such as Sneak Attack or Smite enemy). The Wand’s effect automatically hits (in the case of a Ray or Touch attack) or is centered on the opponent. A Wand’s spell effect that does not cover an area (such as Summon Monster I) cannot be used with this feat. Changeling Changeling(Eb p12)(RoE p41)(MM3 p24) • Fav Class: Rogue • Humanoid (shapechanger) • Medium size • 30’ movement • Standard Vision • +2 Racial bonus on saves vs. Sleep and Charm effects • ‘Speak Language’ is always in-class. • +2 Racial bonus on Bluff, Intimidate, and Sense Motive checks. • Minor Change Shape (Su) – Disguise Self at will as a Full Round Action. This is a Transformation, not an Illusion. The Changeling’s body changes, but not its possessions. The change is permanent until willingly changed. Use of this ability grants a +10 Circumstance bonus on Disguise checks. |
| #2carnivoreJul 02, 2008 14:54:11 | Doppelganger 4/ Ranger 3/ Fighter 2/ Horizon Walker 7 Primary Scout, Secondary Melee/Ranged Combat.... Doppelganger 4/ Ranger 3/ Fighter 2/ Horizon Walker 7 BAB+16 Attributes: (25pt buy) 16 Str(14+2 Racial) 14 Dex(12+2 Racial) 16 Con(14+2 Racial) 16 Int(14+2 Racial) 12 Wis(8+4 Racial) 13 Cha(11+2 Racial) Feats: Track (Ranger Bonus) TWF(Ranger Bonus) Endurance(Ranger Bonus) (Fighter bonus) (Fighter bonus) (monstrous humanoid bonus) (monstrous humanoid bonus) 1st lvl: 3rd lvl: 6th lvl: 9th lvl: 12th lvl: Abilities: +16 BAB Base saves:+12 fort/ +9 Ref/ +7 Will Skills:121 Skill points +4 Natural Armor Immune to Fatigue immunity to sleep and charm effects Darkvision 120' Tremorsense 30' can assume the shape of any Small or Medium humanoid. can continuously use detect thoughts as the spell Doppelganger traits DOPPELGANGERS AS CHARACTERS Doppelganger characters possess the following racial traits. +2 Strength, +2, Dexterity, +2 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma. Medium size. A doppelganger’s base land speed is 30 feet. Darkvision: Doppelgangers can see in the dark up to 60 feet. Racial Hit Dice: A doppelganger begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4. Racial Skills: A doppelganger’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, and Spot. Racial Feats: A doppelganger’s monstrous humanoid levels give it two feats. +4 natural armor bonus. +4 racial bonus on Bluff and Disguise checks. When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks. Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based. Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form. Special Attacks (see above): Detect thoughts. Special Qualities (see above): Change shape, immunity to sleep and charm effects. Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran. Favored Class: Rogue. Level adjustment +4. |
| #3carnivoreJul 02, 2008 14:55:31 | Base Stats: (25pt Buy) 6 Str(10-4 Racial) 18 Dex(14+4 Racial) 14 Con(12+2 Racial) 16 Int(16) 10 Wis(8+2 Racial) 11 Cha(11) @20th lvl: 10 Str(10-4 Racial+ 4 Belt) 30 Dex(14+4 Racial +4 Lvls +2 Tome +6 Gloves) 20 Con(12+2 Racial +6 Amulet) 26 Int(16 +4 Tome+ 6 headband) 10 Wis(8+2 Racial) 11 Cha(11) Feats Feats: Weapon Focus(Sting)(Fighter bonus) Weapon Specialization(Sting) (Fighter bonus) Improved Initiative(Fighter bonus) Weapon Finnesse(Dragon Bonus) Alertness(Dragon Bonus) Deflect Arrows(Duelist bonus) 1st lvl: Flyby Attack 3rd lvl: Dodge 6th lvl: Mobility 9th lvl: Hover 12th lvl: Endurance 15th lvl: Wingover 18th lvl: Abiltiy Focus(Poison) |
| #4carnivoreJul 02, 2008 14:56:11 | BAB +15 Attributes: (25pt buy) (Racial mods:+8 Str,+4 Con,-4 Int,-2 Cha) Base 22 Str(14 +8 Racial) 14 Dex(14) 18 Con(14 +4 Racial) 5 Int(9 -4 Racial) 14 Wis(14) 6 Cha(8 -2 Racial) @ ECL 20 36 Str(14 +8 Racial +3 lvls +5 Inherent +6 Belt) 18 Dex(14 +4 Gloves) 18 Con(14 +4 Racial) 5 Int(9 -4 Racial) 22 Wis(14 +4 Inherent +4 Amulet) 6 Cha(8 -2 Racial) Feats: Power Attack(monstrous humanoid bonus) Cleave(monstrous humanoid bonus) Improved Sunder(monstrous humanoid bonus) Imp Unarmed Strike(monk bonus) Imp Grapple(monk bonus) Deflect Arrows(monk bonus) Imp Trip(monk Bonus) 1st lvl: Improved Natural Attack(Unarmed Strike) 3rd lvl: Improved Bull Rush 6th lvl: Improved Natural Attack(Gore) 9th lvl: Weapon Focus(Unarmed Strike) 12th lvl: ??? Equipment: 110000gp +4 Tome of Wis 110000gp +4 Tome of Str 50302gp +1 Brilliant Energy Quarterstaff 49000gp +6 Belt of Str + Monks belt 16000gp +4 Glove of dex 70000gp +4 Amulet of Wis +3 Amulet of mighty fists 64000gp +8 Bracers of Armor 8000gp +2 Ring of Protection 2500gp Ring of Sustenance 9000gp +3 Cloak of Resistance 2500gp Eyes of the Eagle Minotaur traits MINOTAURS AS CHARACTERS Minotaur characters possess the following racial traits. +8 Strength, +4 Constitution, –4 Intelligence (minimum 3), –2 Charisma. Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. A minotaur’s base land speed is 30 feet. Darkvision out to 60 feet. Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5. Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks. Racial Feats: A minotaur’s monstrous humanoid levels give it three feats. Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons. +5 natural armor bonus. Natural Weapons: Gore (1d8). Special Attacks (see above): Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage. Special Qualities (see above): scent, Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed. Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran. Favored Class: Barbarian. Level adjustment +2. |
| #5carnivoreJul 02, 2008 14:56:42 | Human Cloistered Cleric 14 Domains: Divine Magician: 1st lvl Arrow Mind 2nd lvl Create Magic Tatoo 3rd lvl Flame Arrow 4th lvl Polymorph 5th lvl Greater Blink 6th lvl Feindform 7th lvl Greater Ironguard War............. Bow Proficency, WF(Bow) Knowledge.... Knowledge Devotion Point Blank Shot(human bonus) 1st lvl: Extend 3rd lvl: Persistant 6th lvl: DMM:Persistant 9th lvl: Holy Warrior 12th lvl: Woodland Archer Extend and Persist: Divine Favor Divine power Righteous Might Arrow Mind Greater Blink Fiendform :D 1/2 Fey Strongheart Halfling Attributes: 32pt buy(1/2 Fey racial Dex +2, Con -2, Wis +2, Cha +4)(Halfling racial -2 Str,+2 Dex) Feats: Heighten Spell(Strongheart Halfling bonus) Skill Focus(Diplomacy) (Marshal Bonus) Imp Unarmed Strike(monk Bonus) Weapon Finnesse(monk Bonus) Iron Will(Otyugh Hole bonus) (MoAO Bonus) (Incantatrix bonus) (Incantatrix bonus) (Incantatrix bonus) (Incantatrix bonus) Versatile Spellcaster Ascetic Mage Minor Shapeshift Fiery Burst Summon Elemental open feat Cooperative Spell or this: Leadership Rulership Landlord 1/2 Fey traits The Half-Fey Attribute bonuses Dex +2, Con -2, Wis +2, Cha +4 Fey Type: She becomes vulnerable to spells and effects that work on creatures of the fey type but is immune to effects that target her original type. For example, a half-fey/half-human would be subject to the extra damage from a fey bane sword, but she is immune to hold person because that spell affects only humanoids. Low-Light Vision (Ex): the half-fey gains low-light vision. Spell-Like Abilities: Starting at 1st level, a half-fey with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the half-fey's character level and level in the template class, according to the following table. In each case, the caster level equals the half-fey's character level. Save DCs, where applicable, are Charisma-based (10 + spell level + half-fey's Cha modifier). Level Spell-Like Abilities Gained 1st Charm person at will, hypnotism 1/day 1st Faerie fire or glitterdust 1/day 3rd Detect law 3/day 3rd Enthrall or sleep 1/day 5th Protection from law 3/day 7th Confusion or emotion 1/day 9th Eyebite or lesser geas 1/day 11th Dominate person or hold monster 1/day 13th Mass invisibility 1/day 15th Geas/quest or mass suggestion 1/day 17th Insanity or mass charm 1/day 19th Otto's irresistible dance 1/day The character gains each spell-like ability as soon as she meets both qualifications for it. Spell-like abilities are cumulative, so a half-fey whose character level is 3rd has charm person at will, detect law 3/day, enthrall or sleep 1/day, faerie fire or glitterdust 1/day, hypnotism 1/day. Immunity to Enchantments (Ex): a half-fey becomes immune to all spells and effects from the Enchantment school. Wings (Ex): a half-fey grows insectlike wings (usually similar to those of a butterfly) and may use them to fly at up to twice her base land speed with good maneuverability. |
| #6carnivoreJul 02, 2008 14:57:30 | new Build Idea: Advanced(30HD) Temporal Drake/ Monster of Legend 7/ Monk 20/ Mystic Theurge 10/ Abjurant Champion 5/ Archmage 5/ Incantatrix 6/ Hierophant 5/ Void Incarnate 10 Monst of Legend Abilities: Spl casting: Wizard(15th lvl spls @20th lvl Caster), Cleric(15th lvl spls @20th lvl Caster) Virtual Class features: Fighter feats(11 bonus + 5 EPIC bonus), Weapon and Armor proficencies Immunities (Ex): ability damage and drain, death effects, mind-altering effects, paralysis, poison, stunning. Preternatural Grace (Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves.[/b] Temporal Drake Temporal Drake Large Dragon Hit Dice: 10d12+40 (113 hp) Initiative: +5 Speed: 60 ft. (12 squares), fly 60 ft. (good) Armor Class: 24 (-1 size, +5 Dex, +10 natural), touch 14, flat-footed 19 Base Attack/Grapple: +10/+20 Attack: Bite +15 melee (2d6+6) Full Attack: Bite +15 melee (2d6+6) and 2 claws +13 melee (1d8+3) and 2 wings +13 melee (1d6+3) and 1 tail slap +13 melee (1d8+3) Space/Reach: 10 ft./5 ft. (10 ft. with bite) Special Attacks: Temporal inversion Special Qualities: Darkvision 60 ft., low-light vision, progressive initiative, recurrence, temporal displacement, temporal slide, time slip Saves: Fort +11, Ref +12, Will +9 Abilities: Str 22, Dex 21, Con 18, Int 8, Wis 14, Cha 16 Skills: Hide +14, Listen +17, Move Silently +18, Search +12, Spot +17 Feats: Alertness, Cleave, Multiattack, Power Attack Environment: Any land and underground Organization: Solitary or pair Challenge Rating: 11 Treasure: Standard Alignment: Usually neutral Advancement: 11-20 HD (Large); 21-30 HD (Huge) Level Adjustment: +7 Long and low to the ground, the draconic creature has the bulk and strength of a true dragon but a feline grace all its own. It seems to wink erratically in and out of sight, and its gray scales cast back light in incongruous patterns, reflecting glints of light at odd times and angles. Like the wyvern, the temporal drake is a distant cousin of the true dragons. Smaller than all but the youngest true dragons, the temporal drake has neither the intellect nor the innate magical ability of its powerful kindred. The temporal drake's strengths, and the source of its name, lie in its ability to manipulate the passage of time. Although not capable of significant time travel, the drake moves through and manipulates time in ways that other creatures have difficulty understanding. By stepping outside of time for a split second, the drake can appear to move across the battlefield instantaneously, cause apparently accurate blows to miss, and even seemingly return from the dead. Temporal drakes are dangerous hunters that stalk and kill animals and other creatures for food. Confident in their own might, temporal drakes do not hesitate to attack even numerous or well-armed groups, but they are not so foolish as to remain in a fight when overmatched. If caught and trained at a young age, temporal drakes can serve ably as mounts. A typical temporal drake stands about 5 feet tall at the shoulder and has a wingspan of up to 18 feet. Temporal drakes weigh about 1,250 pounds. Temporal drakes speak Draconic. Combat A dangerous hunter and melee combatant, the temporal drake trusts to its physical prowess and supernatural abilities and wades fearlessly into combat. Although less intelligent than the average human, the drake can invent sophisticated ambushes. The drake usually begins fights by using its temporal slide ability to appear in the midst of its foes, then makes a full attack, preferably against anyone that looks like a spellcaster. The drake is also smart enough to keep one use of its temporal slide ability in reserve in case it has to flee. Temporal Slide (Su): The temporal drake can manipulate time as it moves, allowing it to seemingly disappear and reappear elsewhere instantaneously. As a free action that does not provoke an attack of opportunity, the temporal drake moves its current speed (following the normal rules for movement). The temporal drake can use this ability a number of times per day equal to its Constitution bonus (4 for an average temporal drake). It can use this ability only once per round. Temporal Inversion (Su): Once per day, as a standard action, a temporal drake can shunt one creature out of the time stream for a short period. The temporal drake can affect any creature within 60 feet. The creature is then shunted out of time unless it succeeds on a DC 18 Will saving throw. Time passes for creatures other than the affected creature, and it can take no actions other than trying to escape. The creature seems to vanish, while out of the time stream no other creature, spell, magical effect, or force can affect it in any way. (It is as though the creature has ceased to exist.) Each round on its turn, the affected creature may attempt a DC 20 Intelligence check to rejoin the time stream as a full-round action. If the subject doesn't escape, the effect ends after 10 minutes. The save DC is Charisma-based. Progressive Initiative (Ex): The temporal drake moves through time differently than other creatures, so its initiative value changes as combat progresses. Each round after the first round of combat, the temporal drake's initiative score becomes 4 higher. This will often cause the temporal drake to act at a different time in the initiative order in many rounds. This ability is automatic, and requires no action by the temporal drake. When the temporal drake uses the delay or ready actions, its initiative value changes as normal; however, its initiative score becomes 4 higher each round. Time Slip (Su): The temporal drake can step back in time a fraction of a second, potentially changing the outcome of one action. The temporal drake can immediately reroll a d20 roll that it just made, but before the outcome of the die roll is determined. The temporal drake takes the better of the two rolls. Using this ability is a free action that does not provoke an attack of opportunity. The temporal drake can use this ability a number of times per day equal to its Constitution bonus (4 for an average temporal drake). The temporal drake may use this ability only once in any given round. Recurrence (Ex): As a temporal drake dies, it calls a different version of itself out of the time stream. This means that one round after the temporal drake's death, it reappears fresh and ready for combat. This new drake possesses full hit points, fully restored daily uses of its abilities, and no effects of the recent fight. The drake takes one full round's worth of actions and then disappears, returning to its original place in the time stream. (It does reappear thereafter.) If this drake is killed before it disappears, it simply dies, and another drake does not appear. Temporal Displacement (Su): The temporal drake blinks in and out of the time stream quickly and at random. This causes attacks against the temporal drake to have a 20% miss chance, and neither the Blind-Fight feat or spells such as true seeing or see invisibility help against this miss chance. Like other supernatural abilities, this ability is suppressed in an anti-magic field. Monster of Legend Monster of Legend A monster of legend is a unique representative of its race imbued with a degree of power far beyond that possessed by ordinary members of its kind. Though monsters of legends do arise spontaneous every few centuries they are more likely to be empowered by a deity or powerful cosmic entity to perform an appointed task. These puissant creatures are often set to guard artifacts or planar portals. Monsters of legend are fearsome opponents. They are faster, hardier, stronger, and possessed of a terrible cunning that far exceeds their normally encountered kin. All monsters of legend possess several unique abilities that set it apart from others of its kind, and even other monsters of legend. CREATING A MONSTER OF LEGEND “Monster of Legend” is an acquired template that can be added to any corporeal aberration, animal, fey, giant, magical beast, monstrous humanoid, or vermin (referred to hereafter as the base creature). A monster of legend uses all the base creature’s statistics and abilities except as noted here. If the monster of legends type changes (in the case of animals and vermin) recalculate the creature’s Hit Dice, base attack bonus, saves, and skill points based in its new type. Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged (but see Special Qualities, below). Hit Dice: The base creature receives maximum hit points per hit die. Most monsters of legend are advanced to at least double the base creature’s hit dice. Armor Class: The base creature’s natural armor class improves by its Constitution bonus. Damage: The damage inflicted by the base creatures’ natural weapons increase by one die step. Special Attacks: A monster of legend possesses one special attack from the list below, or one of the designers devising of equivalent power. A monster of legend gains 1 additional special attack OR special quality (see below) for every 10HD possesses (minimum 1). Spellcasting (Ex): The monster of legend has the spells per day of a cleric, druid, sorcerer, or wizard equal to half its hit dice and an effective caster level equal to three-quarters of its hit dice. Virtual Class Features (Ex): A monster of legend can select two class features from any class, except for spellcasting ability. The monster of legend may use the selected class features as if were a member of that class whose level equals its hit dice. The monster of legend may also select feats that require levels in the class whose features it mimics. The abilities selected must be from same class. Special Qualities: A monster of legend creature retains all the special qualities of the base creature and also gains the following qualities. —Lowlight vision. —Spell resistance equal to its Challenge Rating +14. —A monster of legend is immune to aging, disintegration, polymorphing, petrifaction, or any other attack that alters its form. Any shape-altering powers the monster of legend might have still work normally on itself. —Resistance to two types of energy and damage reduction (see the table below). Code: HD... ER DR 01–04 5. 5/magic or material 05–08 5. 5/magic 09–12 10 10/magic 13-16 15 10/magic and material 17-24 20 15/magic and material 25-34 25 20/magic and material 35-44 30 25/epic and material 45-54 35 30/epic and material 55-64 40 35/epic and material The monster of legend may select any material from the following list: adamantine, cold iron, silver, steel, or wood. Alternately the monster of legend may select any alignment component that opposes its own. If the base creature already has one or more of these special qualities, use the better value. In addition to special qualities listed above a monster of legend possesses one special quality from the list below, or one of the designers devising of equivalent power. A monster of legend gains 1 additional special attack OR special quality for every 10HD it possesses (minimum 1). Immunities (Ex): The monster of legend may select three immunities from the following list: ability damage and drain, cold, death effects, disease, electricity, fire, mind-altering effects, paralysis, poison, sleep, and stunning. Preternatural Grace (Su): The monster of legend gains a deflection bonus to AC equal to its Charisma bonus and adds one-half its Charisma bonus as a resistance bonus to all its saves. Saves: The monster of legend always uses the Good column when determining its base save bonuses. Abilities: Strength +8, Dex +4, Constitution +8, Intelligence +4, Wisdom +4, Charisma +6. A base creature with an Intelligence or Charisma score of 3 or lower rolls 3d6 and then adds the appropriate modifier to determine its new base score. As unique individuals it is recommend the GM use the elite ability score array when designing a monster of legend. Feats: A monster of legend may select any two feats it meets the prerequisites for as bonus feats. Challenge Rating: 10HD or less as base creature +3; 11-20HD +4, 30HD or more +5. |
| #7carnivoreJul 02, 2008 14:58:05 |
Show 78 Str(base 34 -4 racial +32 EPIC VOP Enhancement + 11 EPIC VOP Feats + 5 EPIC VOP Inherent) 72 Dex(base 30 +8 Racial +26 EPIC VOP Enhancement+ 3 Lvls +5 EPIC VOP Inherent) 100 Con(Base 70 +24 EPIC VOP Enhancement +1 EPIC VOP Feats +5 EPIC VOP Inherent) 62 Int(base 25 +6 Racial +22 EPIC VOP Enhancement +4 EPIC VOP Feats +5 EPIC VOP Inherent) 60 Wis(base 25 +4 Racial +30 EPIC VOP Enhancement +5 EPIC VOP Inherent +1 EPIC VOP Feats) 112 Cha(base 54+6 Racial +6 EPIC VOP Feats+28 EPIC VOP Enhancement +5 EPIC VOP Inherent +13 Lvls) |
| #8carnivoreJul 02, 2008 14:58:48 | Core only 1/2 Dragon Halfling(Str +6, Dex +2, Con +2, Int +2, Cha +2.) Wizard 7/ Loremaster 7/ Archmage 3 Attributes: (25pt buy) Base 15 Str(9+6 Racial) 16 Dex(14+2 Racial) 16 Con(14+2 Racial) 16 Int(14+2 Racial) 14 Wis(14) 10 Cha(8+2 Racial) @ECL 20 15 Str(9+6 Racial) 16 Dex(14+2 Racial +6 Gloves) 16 Con(14+2 Racial) 30 Int(14+2 Racial+4 lvls +4 Inherent +6 Headband) 14 Wis(14) 10 Cha(8+2 Racial) Feats: Spell Focus(Transmutation)(loremaster Bonus) Empower Spell(Wizard Bonus) Extend Spell(Wizard Bonus) 1st lvl: Skill Focus(Knowledge(Arcana) 3rd lvl: Skill Focus(Spellcraft) 6th lvl: Quicken Spell 9th lvl: Spell Focus(Illusion) 12th lvl: Spell Penetration 15th lvl: Greater Spell Penetration Loremaster Secrets Feat Bonus 1st lvl spl Bonus 2nd lvl Spl +2 Fort saves Archmage High Arcana Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot. Mastery of Elements: The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell's casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot. Mastery of Shaping: The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot. Melee for Low Magic Wood Elf(+2 Str,+2 Dex,-2 Con,-2 Int) fav:Ranger Ranger 2/ Fighter 2/ Cloistered Cleric 2/ Master thrower 2/ Champion of Corellon 2 |
| #9carnivoreJul 02, 2008 14:59:56 | Null the Undetectable Name: Null the Undetectable... Caretaker of Time, Master of Stealth nondescript character... who no-one can detect, but who can kick butt... Ultra finnesse, Mental focused, manipulates Spells(Arcane and Divine) and Powers and EPIC Powers and Spells(Arcane and Divine) and the Timestream.... very tough, hard to hit, impossible to kill 1/2 Dragon(bronze) Phrenic Human Swashbuckler 3/ Fighter(hit and Run variant) 2/ Monk 20/ Wizard 3/ Archivist 2/ Contemplative 2/ Psion 3/ Void incarnate 10/ Mystic theurge 8/ Cerebremancer 9/ Psychic theurge 8 70HD(70HD +5 LA ) class levels not in this order: Ability scores: 238 points, distribute as desired, add +1/4 levels (18), No physicals higher than 70 (for mediums, can go higher with size increases), or mentals higher than 55. Racial bonus from 1/2 Bronze Dragon Phrenic = +8 Str, +2 Con, +4 Int, +2 Wis, +6 Cha 53 Str(20+8 Racial+25 Enhancement) 111 Dex(70+15 levels+25 Enhancement) 57 Con(30+2 Racial +25 Enhancement) 78 Int(49+4 racial+25 Enhancement) 67 Wis(39+2 racial+1 level+25 Enhancement) 61 Cha(30+6 Racial+25 Enhancement) Enhancement bonuses come from +25 stat Item(Belt) for all stats is only something like 7.5 million gp Hit points:2020hp (5d10+10d6+20d8+35d4+1610) Move 240', Fly 560'(perfect) Alignment: Lawful Good Divine Rank 18 Attack: Attack rolls using Divine Power Attack as 70HD Outsider = 70+50 Dex +5 Enhancement +18 Luck +18 Rank= +161 Attack...All unarmed Strikes are Touch Attacks that Ignore Force Effects(like Mage Armor, Shield spell, bracers of Armor, Walls of Force,etc...) Full Attack with Greater Flurry and haste= +161/+161/+161/+161/+156/+151/+146 |
| #10carnivoreJul 02, 2008 15:03:19 | Dark template is Tome of Magic. Shadow-walker is Unapproachable East. |
| #11carnivoreJul 02, 2008 15:04:58 | Gloura(7HD+2 LA)/ Marshal 3/ Sublime Chord 2/ Stormsinger 8 buy off the LA attributes(32pt buy)(racial +10 Dex, +4 Con, +2 Wis, +6 Cha) 38 Cha(base 16 +6 Racial + 5 lvls + 5 inherent +6 Enhancement) Pyrokineticist optimization + Monk... ideally you would want to also Maximize the Flurry of blows from Monk .... try this: Human Monk(Sleeping tiger variant) 11/ Pyrokineticist 4 feats: Imp unarmed Strike(monk bonus) Weapon Finnesse(monk bonus) Imp Initiative(monk Bonus) Imp Sunder(monk Bonus) Wild talent(human bonus) 1st lvl: Combat reflexes 3rd lvl: Power Attack 6th lvl: Imp Natural Attack 9th lvl: Flying Kick ........ req: Str 13, Jump 4 ranks, Imp Unarmed Strike, Power Attack +1d12 damage on charge(with unarmed strike) 12th lvl: Sanctify Ki Strike 15th lvl: Robilars gambit unarmed Strikes do 2d8(because +1 size to 1d10= 2d8)+ 2d6 Hand Afire + 2d6 Weapon Afire :D |
| #12carnivoreJul 02, 2008 15:10:12 | VOP benifits: 1st lvl +4 Exalted Bonus to AC...................................... ..............(40000gp value) 2nd lvl Exalted Feat ........................................ .................(value ?) 3rd lvl +5 Exalted AC/ constant Endure Elements..................(64500gp) 4th lvl +1 enhancement to all attacks/Feat........................(2000gp+?) 5th lvl No need to Eat or Drink(similar to ring of sustenance...............(2500gp) 6th lvl +6 Exalted AC/ +1 Deflection AC/feat .......................(92000gp) 7th lvl +1 resistance to all saves/ +2 Enhancement (1 Ability)............(5000gp) 8th lvl +1 natural Armor/ mind shielding(sim to ring)/feat........(10000gp) 9th lvl +7 Exalted AC...................................... ........................(122500gp) 10th lvl +2 enhancement to all attacks/ DR 5/feat..................(8000gp) 11th lvl +4/+2 Enhancement(2 Abilities).............................. .........(20000gp) 12th lvl +8 Exalted AC/ +2 Deflection AC/ No need to Breath/feat(168000gp) 13th lvl +2 Resistance all Saves/ Energy Resistance 5 (All Elements).....(34000gp) 14th lvl +3 Enhancement to all attacks/Freedom of movement constant/feat..(74000gp) 15th lvl +9 Exalted AC/+6/+4/+2 Enhancement(3 Abilities)/ DR 5/EVIL ...(258500gp) 16th lvl +2 Natural Armor/feat.................................... ........(8000gp) 17th lvl +4 Enhancement to all attacks/+3 Resistance all saves/ Regeneration.(41000gp) 18th lvl +10 Exalted AC/ +3 Deflection/ True Seeing constant effect/feat....(358000gp) 19th lvl +8/+6/+4/+2 Enhancement (4 Abilities)/DR 10/EVIL............(120000gp) 20th lvl +5 Enhancement to all attacks/ Energy Resistance 15 (All elements)...(155000gp) so now for a cumulative level-by-level total GP value for a VOP: 1st lvl 40000 2nd lvl 40000 + 1 exalted feat 3rd lvl 64500 + 1 exalted feat 4th lvl 66500 + 2 exalted feats 5th lvl 69000 + 2 exalted feats 6th lvl 98500 + 3 exalted feats 7th lvl 101500 + 3 exalted feats 8th lvl 111500 + 4 exalted feats 9th lvl 142000 + 4 exalted feats 10th lvl 148000 + DR 5/magic + 5 exalted feats 11th lvl 168000 + DR 5/magic + 5 exalted feats 12th lvl 213500 + no breath + DR 5/magic + 6 exalted feats 13th lvl 246500 + no breath + DR 5/magic + 6 exalted feats 14th lvl 312500 + no breath + DR 5/magic + 7 exalted feats 15th lvl 391000 + no breath + DR 5/Evil + 7 exalted feats 16th lvl 397000 + no breath + DR 5/Evil + 8 exalted feats 17th lvl 416000 + Regeneration + no breath + DR 5/Evil + 8 exalted feats 18th lvl 563500 + Regeneration + no breath + DR 5/Evil + 9 exalted feats 19th lvl 627500 + Regeneration + no breath + DR 10/Evil + 9 exalted feats 20th lvl 730500 + Regeneration + no breath + DR 10/Evil + 10 exalted feats :D |
| #13carnivoreJul 02, 2008 15:11:29 | Fun project ![]() Attributes Divine rank Immunities: polymorphing, petrification, or any other attack that alters her form. energy drain, ability drain ability damage mindaffecting effects (charms, compulsions, phantasms, patterns,and morale effects). elements (acid, sonic), disease, poison, stunning, sleep, paralysis, death effects disintegration. effects that imprison or banish them. (Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking) MoL immunities: Cold Electricity Fire Sonic MOL special Qualities: Energy Aura (Ex):Cold(7d10) Energy Aura (Ex):Electricity(7d10) Energy Aura (Ex):Fire(7d10) Energy Aura (Ex):Sonic(7d10) Attributes: 48 Str(8 +16 Ha naga +8 MOL +5 Inherent(VOP) +11 Enhancement(VOP) Dex(+28 Ha naga +4 MOL +5 Inherent(VOP) +17 Enhancement(VOP) Con(+22 Ha naga +8 MOL +5 Inherent(VOP) +19 Enhancement(VOP) Int(+24 Ha naga +4 MOL +5 Inherent(VOP) +13 Enhancement(VOP) Wis(+20 Ha naga +4 MOL +5 Inherent(VOP) +15 Enhancement(VOP) Cha(+26 Ha naga +6 MOL +5 Inherent(VOP) +21 Enhancement(VOP) Salient Abilities Magic: ARCANE MASTERY AUTOMATIC METAMAGIC(Quicken) ........... applied to Spell-like abilities AUTOMATIC METAMAGIC(consecrate)........... applied to Spell-like abilities AUTOMATIC METAMAGIC(Twin)........... applied to Spell-like abilities DIVINE SPELLCASTING INCREASED SPELL RESISTANCE SPONTANEOUS ARCANE SPELLS Martial: EXTRA DOMAIN(War) BATTLESENSE SUPREME INITIATIVE DIVINE DODGE DIVINE FAST HEALING REJUVENATION IRRESISTIBLE BLOWS(Rapier) ANNIHILATING STRIKE Knowledge/Time: CLEARSIGHT EXTRA SENSE ENHANCEMENT(vision) SEE MAGIC KNOW SECRETS TRUE KNOWLEDGE Craft: EXTRA DOMAIN(Artifice) MASTER CRAFTER CRAFT ARTIFACT Luck: POWER OF LUCK Ha-Naga HA-NAGA Colossal Aberration Hit Dice: 20d8+220 (310 hp) Initiative: +14 (Dex) Speed: 60 ft., fly 120 ft. (perfect) AC: 40 (-8 size, +14 Dex, +24 natural armor) Base Attack/Grapple: +15/+39 Attack: Coil whip +21 (4d6+8) melee Full Attack: Coil whip +21 (4d6+8) melee, sting +19 (2d8+4 plus poison) melee, bite +13 (4d8+4) melee Space/Reach: 30 ft./ 20 ft. Special Attacks: Charming gaze, poison, improved grab, constrict 4d6+12 Special Qualities: Flight, SR 30, DR 5/epic Saves: Fort +17, Ref +22, Will +22 Abilities: Str +16, Dex +28, Con +22, Int +24, Wis +20, Cha +26 Skills: Appraise +35, Concentration +34, Bluff +24, Diplomacy +38, Escape Artist +37, Hide +21, Jump +20, Knowledge (arcana, history, religion) +35, Listen +33, Move Silently +37, Search +35, Sense Motive +24, Spellcraft +37, Spot +33 Feats: Dodge, Flyby Attack, Lightning Reflexes, Mobility, Multiattack, Quicken Spell, Weapon Finesse Alignment: Chaotic Good Advancement: 21-40 HD (Colossal) A ha-naga’s natural weapons are treated as epic for the purpose of overcoming damage reduction. COMBAT Flight (Su): As per the fly spell, 120 ft. (perfect). This ability gives the ha-naga a +6 circumstance bonus on Move Silently checks. Charming Gaze (Su): As mass charm monster, 90 ft., Will save (DC 33). The DC is Charisma-based. Chameleon Ability (Ex): Ha-nagas can blend in with their surroundings, giving them a +8 circumstance bonus on Hide checks. Improved Grab (Ex): To use this ability, the ha-naga must hit with its coil whip attack. If it succeeds, it can constrict. Constrict (Ex): A ha-naga deals 4d6+12 points Damage with a successful grapple attack against Huge or smaller opponents. Poison (Ex): Sting, Fort save (DC 31); initial and secondary Damage 2d8 temporary Con. The DC is Constitution-based. Spells: Ha-nagas can cast spells as 21st-level sorcerers, and can also cast cleric spells and spells from the domains of Chaos and Evil as arcane spells (save DC 33 + spell level). The DC is Charisma-based. |
| #14carnivoreJul 02, 2008 15:13:29 | a Soulknife Wilder Gish build.... not an easy task...how about this: 6th lvl powers Human Soulknife 5/ Wilder 9/ Elocator 6 Soulknife 1 .................... Dodge/ Mobility(human bonus)/ Weapon Focus(Mindblade)(Soulknife bonus) Soulknife 2 Soulknife 3 .................... Combat Reflexes/ TWF(Soulknife bonus) Soulknife 4 Soulknife 5 Wilder 1 ........................ Practiced Manifester(Wilder) Wilder 2 Wilder 3 Wilder 4 ......... Spring Attack Elocator 1 ..................... Sidestep Charge Elocator 2 Elocator 3 ...................... Double Hit Elocator 4 Elocator 5 Elocator 6 ..................... Wilder 5 ....................... Expanded Knowledge(Wilder bonus) Wilder 6 Wilder 7 ....................... Robilars Gambit Wilder 8 Wilder 9 ....................... Expanded Knowledge(Wilder bonus) 13th lvl Wilder abilities 6th lvl powers(Teleport and Plane Shift as 3rd lvl powers) 17th lvl Manifester Powers Known: 1st lvl: Force Screen(Hidden talent) Precognition, Defensive Vigor 2nd lvl: Share Pain 3rd lvl: Energy Retort Teleport Plane Shift 4th lvl: Trace Teleport EK:Metamorphosis: EK:Schism 5th lvl: True Seeing, Psionic 6th lvl: Disintegrate, Psionic using the following Variants: Soulknife Hidden Talent Soulknife bonus feats Educated Wilder Soulknife Hidden Talent variant Show Hidden Talent Your psionic talent is strong enough to manifest a single power. Level: 1st Replaces: Wild Talent class ability Benefit: You gain the Hidden Talent feat instead of the Wild Talent feat at 1st level (see Expanded Psionic Handbook, page 67). You gain 2 psionic power points, can now learn any psionic feat for which you meet the prerequisites, can expend your psionic focus, and can gain a single 1st-level power from any list. Special: Normally the Hidden Talent feat can be taken only once at 1st level, but a soulknife with this class ability can take this feat multiple times, each time gaining an additional 2 psionic power points and another 1st-level power. The most common powers chosen with this class ability are force screen and inertial armor since they fit the theme of a soulknife, but many choose other powers. |
| #15carnivoreJul 02, 2008 15:14:02 | Project [3.5] Weapon Finesse Leap Attack Air Goblin Barbarian Ferocity [indent] Where most barbarians define themselves by nigh-unstoppable rage, a few streetfighters and urban warriors have mastered different techniques. By working up a surge of adrenaline, they hit just as hard, and substantially faster, than their counterparts, while dodging the inevitable counterattack. Class: Barbarian. Level: 1st. Replaces: If you select this class feature, you do not gain rage, or any later improvements to that class feature, nor do you gain indomitable will. Benefit: Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet). He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check. While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely. The barbarian can invoke ferocity only once per encounter. At 1st level he can use this ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Greater Ferocity: At 11th level, his bonuses to Strength and Dexterity during ferocity each increase to +6. In addition, the duration of his ferocity increases to 5 + your Constitution modifier (if positive). Shifting Stance: At 14th level, while in a state of ferocity, he gains a +1 dodge bonus to Armor Class and Reflex saves. In addition, while in a state of ferocity, the barbarian can stand from prone as a swift action that does not provoke attacks of opportunity. If a foe that threatens him has a base attack bonus that is 4 points or more higher than his barbarian level, however, she gains an attack of opportunity as normal. (These abilities replace indomitable will.) Relentless Ferocity: At 17th level, the duration of his ferocity increases to 6 + his Constitution modifier (if positive), and he no longer become sickened at the end of his ferocity. In addition, the dodge bonus granted by his shifting stance ability becomes +2. Unstoppable Ferocity: At 20th level, the barbarian's bonuses to Strength and Dexterity during ferocity each increase to +8. [/indent] Streetfighter [indent] The ability to take a blow is valuable, but on the violent and crowded streets of the city, the winner of a brawl or a duel is often the one who can hit hardest and fastest. Class: Barbarian. Level: 7th. Replaces: If you select this class feature, you do not gain damage reduction at 7th level, or any of the improvements to damage reduction at higher levels. Benefit: The barbarian gains the ability to swiftly bring the fight to his foe and to hit him hard. At 7th level, the critical threat range of any charge attack he makes, or any attack he makes against a flat-footed foe, increases by 1. (Thus, a greataxe would threaten a critical hit on a roll of 19 or 20.) This ability stacks with the Improved Critical feat or the keen weapon enhancement. At 10th level, the barbarian can make a single turn, up to 90 degrees, during a charge. At 13th level, the barbarian can charge through squares occupied by his allies or by noncombatants. At 16th level, the barbarian can move up to four times his speed when making a charge attack, rather than double. At 19th level, the barbarian acquires a "cleaving charge." If he drops an opponent on a charge attack, and he has at least 10 feet of movement remaining, he can immediately make a new charge attack against a second foe. If he drops that foe and still has movement remaining, he can charge a third, and so on until he either fails to drop a foe, or runs out of movement. All the other standard rules for a charge attack still apply, including the fact that he must have at least 10 feet of distance to make the charge. Even if he somehow gains the ability to make multiple attacks on a charge (such as with the lion's charge spell from the Spell Compendium), he must drop the foe on the first attack to use this ability. Similarly, he cannot use this ability and Cleave or Great Cleave in the same round.[/indent] :D |
| #16carnivoreJul 02, 2008 15:19:10 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() :D |
| #17carnivoreJul 02, 2008 15:19:42 | ![]() ![]() ![]() ![]() :D |
| #18carnivoreJul 02, 2008 15:22:30 | Add flaws ...and: Aggressive You are quick to initiate combat, and you tend to press the attack once battle is joined. Your enthusiasm makes you a dangerous foe, but you sometimes leave yourself open to blows that a more cautious warrior would avoid. Benefit: You gain a +2 bonus on initiative checks. Drawback: You take a -1 penalty to Armor Class. Noncombatant Effect: You take a -2 penalty on all melee attack rolls. Inattentive Effect: You take a -4 penalty on Listen checks and Spot checks. Strongheart Halfling Fighter 6.... using Hit-and-Run variant(DotUD)(+2 Initiative, Dex to Damage within 30' vs Flatfooted, lose Heavy and Tower Shield proficencies) Attributes(32pt buy)(+2 Dex, –2 Str) 14 Str(16-2 racial) 20 Dex(17 +2 racial+1 lvl) 14 Con(14) 11 Int(11) 8 Wis(8 ) 8 Cha(8 ) Feats: 1st lvl: Run Imp Initiative(halfling Bonus) Blooded(Flaw bonus) SpellFire Channeler Point Blank Shot(fighter Bonus) 2nd lvl: Rapid Shot(Fighter bonus) 3rd lvl: Weapon Focus(Composite Longbow) 4th lvl: Weapon Specialization(Composite Longbow) 6th lvl: True Believer(Ehlonna) Woodland Archer(Fighter bonus) Show Blooded[Regional](PGF p35)(PGFe)+ Must be from one of the following races & regions: Dwarf – Underdark [Earthroot] Elf – Cormanthor Drow, Inner Sea, Menzoberranyr, Outer Sea Halfling – Chondalwood Human – Dalelands, Nelanther Isles, Silverymoon, Tethyr +2 bonus on Initiative checks +2 bonus on Spot checks. Cannot be Shaken, though you can still be Frightened or Panicked. |
| #19carnivoreJul 02, 2008 15:24:01 | Idea: 1) Fighter build Lesser Drow Elf Show Elf, Dark (lesser)(i.e., Drow (lesser))(drow that do not have a level adjustment)(PGF p191) +2 Dex ,–2 Con Fav Class: Wizard (males)–or–Cleric(females) • Medium Size • 30’ movement • Immunity to magic sleep • +2 Racial bonus on Listen, Search, & Spot checks. • Automatic Search check if an Elf passes within 5’ of a secret or concealed door • +2 Racial bonus to saves vs. Enchantments • Darkvision 60’ • Light Blindness – daylight blinds the drow for 1 round; then a –1 to Attack rolls, Spot checks, & Search checks in bright light • Automatic proficiency with Hand-Crossbows, Rapier, & Shortsword. • +2 Racial bonus on Will save vs. spells & spell-like abilities • Cast the following spells 1/day at Character level: Dancing Lights Daze Touch of Fatigue |
| #20carnivoreJul 02, 2008 15:28:05 | Dragonborn Gray Elf(-2 Str,+2 Int)... Heart Aspect(5d8 Acid line Breath Weapon) Show Dragonborn +2 Dodge vs Dragon type Immune to frightful Presence Draconic Aspect: Heart: Breath Weapon... range 5'/HD(Max 20HD=100'), 1d8+1d8/3HD, use every 1d4 rounds... Acid Line 60' 5d8 damage |
| #21carnivoreJul 02, 2008 15:29:04 | Background Story: As a young child .... Sir Hubert, or Hugh as his friend call him, was tired of always being the Butt of Jokes. It seemed as if he was always bringing up the rear and never appreciated for his wide outlook on life. However as he matured, he started to see how he could really excell in life .... that was by Helping Others to accomplish things. He had a natural nack for helping out, and giving direction .... so he pursued his goal of becoming a Marshal. Here i present to you: 1/2 Fey Human(use LA buyoff) 1/2 Fey Dex +2, Con -2, Wis +2, Cha +4 Fey Type: She becomes vulnerable to spells and effects that work on creatures of the fey type but is immune to effects that target her original type. For example, a half-fey/half-human would be subject to the extra damage from a fey bane sword, but she is immune to hold person because that spell affects only humanoids. Low-Light Vision (Ex): the half-fey gains low-light vision. Spell-Like Abilities: Starting at 1st level, a half-fey with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the half-fey's character level and level in the template class, according to the following table. In each case, the caster level equals the half-fey's character level. Save DCs, where applicable, are Charisma-based (10 + spell level + half-fey's Cha modifier). Level Spell-Like Abilities Gained 1st Charm person at will, hypnotism 1/day 1st Faerie fire or glitterdust 1/day 3rd Detect law 3/day 3rd Enthrall or sleep 1/day 5th Protection from law 3/day 7th Confusion or emotion 1/day 9th Eyebite or lesser geas 1/day 11th Dominate person or hold monster 1/day 13th Mass invisibility 1/day 15th Geas/quest or mass suggestion 1/day 17th Insanity or mass charm 1/day 19th Otto's irresistible dance 1/day The character gains each spell-like ability as soon as she meets both qualifications for it. Spell-like abilities are cumulative, so a half-fey whose character level is 3rd has charm person at will, detect law 3/day, enthrall or sleep 1/day, faerie fire or glitterdust 1/day, hypnotism 1/day. Immunity to Enchantments (Ex): a half-fey becomes immune to all spells and effects from the Enchantment school. Wings (Ex): a half-fey grows insectlike wings (usually similar to those of a butterfly) and may use them to fly at up to twice her base land speed with good maneuverability. |
| #22stpetegamerJul 04, 2008 14:29:35 | Well I can be the first to post in your thread other than you. Yeah I was checking out your workshop thread the other day and wondered why it had been archived because it looked like a work in progress. Gotta love effective forum management huh? |
| #23tshernJul 06, 2008 15:51:24 | I am waiting for carnivore's stuff just to evaluate his Iron Siege entry again. I never get tired of killing challengers. |
| #24carnivoreAug 17, 2008 19:00:15 | Since most 4 person Parties will have: 1)Arcane Caster 2)Divine Caster 3)Tank the 4th party member needs to fill any voids to help round out the team, they need to be a true Multi Role Character. Not just a Face or Skillmonkey or Trapfinder, ... but doing all of this and More is what is needed for an Optomized party. This is a Multi Role character that can Boost Any Party she is added to. She can Give All members of the Party +13 to initiative and Dex based Skills, also +13 to all Cha based skills. She can Support any member of the Party even from Accross the Battlefield(Thrown Boomerangs). She is a Great Scout, and has the ability to infiltrate(Locks and Traps fear her) and gather info very easily and Undetected. She can serve as the party Face and has excellent social Skills. She can use any magic item easily with UMD. Many TrapFinder/Skillmonkeys can do some things well, she does many roles well and can Support the other members very well. Roles in the party Roles she provides: Face: Charisma based .... Diplomacy(66+1d20), Bluff(48+1d20) Scout: (Stealth and Intel Gathering) Stealth: [indent]Greater Invisibility at will continuously Flight(60'(Perfect) Darkstalker ......... enemies must make spot and Listen checks to be aware of her vs: (Hide 53+1d20(73 +1d20 Invisible and Moving, 93+1d20 Invisible and stationary)(Move Silent 38+1d20)[/indent] Detection: [indent] Quick Reconoiter... free Spot and Listen each round(Spot 38+1d20)(listen 12+1d20) As a Swift Action, you can Pinpoint an Invisible creature for your Turn by making a Spot check vs. DC 20. As an Immediate Action, grant an ally within 30’ a +2 bonus & free Spot check to see something you have just seen with a Spot check. On a successful Listen check, you can remember what you heard so well that you can replay it to others with enough accuracy that they can translate the language, identify the animal, etc. After 1 hour, the accuracy is lost. Search 45+1d20 clairvoyant sense at will[/indent] Trapfinding: Search .... see above Spot ....... see above Disable Device .... 31 +1d20 You can make Disable Device and/or Open Lock checks without Thieves’ Tools and not take the standard –2 penalty. If you fail one of these checks, you cannot use this ability again until you have rested 8 hours. Open Lock ......... 42 +1d20 As a Swift Action, you may attempt an Open Lock check with a –10 penalty using something hard to knock open the lock. If you fail this check, you may not use this Trick again until you have rested for 8 hours. Combat Support: Greater Invisibility Flight Ranged Attacks.... Daze, Disarm, Trip, Sunder Melee ................ Super Trip Battlefield Control .. Ranged Trip, Melee Super Trip Party Buffing: ...... Marshal Auras(Dex based , Cha based) Skillmonkey: ...... Knowledge skills, UMD, Craft (Weaponsmithing), Craft (Alchemy), Decipher Script, Perform(Sing), Sense Motive, Sleight of Hand, Spellcraft and she can do any untrained skills reasonably well also |
| #25carnivoreMar 08, 2009 20:01:04 | funny stuff.... but these are not mine ... from this thread: http://brilliantgameologists.com/boards/index.php?topic=3814.msg122159#new The "Thing's Im not allowed to do while gaming" thread Start listing them ! 1. No longer allowed to play a gnome with max bluff and convince people that I am a clockwork gnome. 2. No longer allowed to play any race with max bluff and convince people I am a clockwork gnome. 3. Dragons dont rever to their treasure as their booty, their bling bling or their precious. 4. No, not even if they refer to a ring. 5. Elves wont be shot on sight just because they suck. 6. Especially if there are elven party members. 7. We did not find the new paladin that joined our team via "looking for more". 8. Not allowed to buy a cart and go everywhere with it, unless all party members are halflings. 9. Paladins cannot charge on their mighty steeds while inside deep dark dungeons. 10. I dont care if you are small sized and your mount is medium sized, you still cannot enter the dungeon mounted. 11. EVEN IF Bill is a brave donkey. 12. Characters need to eat. They dont survive hunger and thirst just because they are THAT awesome. 13. Half orcs are not vietnamese. I dont care what that picture from the ECS shows. 14. Having a cat familiar doesnt mean that you are automatically the most powerful character in any given village. 15. Being a wizard makes you one. 16. Just because we didnt bother spending money on miniatures doesnt mean that you can use any of the following as one: used chewing gum, balls of paper, peanuts, dry cat food or the cat itself. 17. Going to an inn could be the way to get your next assignment. That doesnt mean that the shady dude in the corner has any of the following above his head: a dialogue bubble, a question mark, an exclamation mark or anything else you once saw in a video game. 18. The paladin cannot have a kagaroo as his holy mount. 19. Even if he is a small sized character and seeing one ride inside the kangaroo's pouch would be awesome. 20. An ostrych mount is likewise banned. list#2 1. Cannot base characters off the Who's drummer Keith Moon. 2. A one man band is not an appropriate bard instrument. 3. There is no Gnomish god of heavy artillery. 4. My 7th Sea character Boudreaux is not 'Southern' Montaigne. 5. Not allowed to blow all my skill points on 1pt professional skills. 6. Synchronized panicking is not a proper battle plan. 7. Not allowed to use psychic powers to do the dishes. 8. How to serve Dragons is not a cookbook. 9. My monk's lips must be in sync. 10. Just because my character and I can speak German, doesn't mean the GM can. 11. Not allowed to berserk for the hell of it, especially during royal masquerades. 12. Must learn at least one offensive or defensive spell if I'm the sorcerer. 13. Must not murder canon NPCs in their sleep, no matter how cliche they are. 14. Ogres are not kosher. 15. Plan B is not automatically twice as much gunpowder as Plan A. 16. I will not beat Tomb of Horrors in less than 10 minutes from memory. 17. Collateral Damage Man is not an appropriate name for a super hero. 18. When surrendering I am to hand the sword over HILT first. 19. Drow are not good eating. 20. Polka is not appropriate marching music. 21. No longer allowed to recreate the Death Star Trench Run out of genre. 22. There is no such thing as a Gnomish Pygmy War Rhino. 23. Any character who has a sensitivity training center named after him will be taken away. 24. Even if the rules allow it, I am not allowed to summon 50,000 Blue Whales. 25. The green elf does not need food badly. 26. Valley speak has no place in a fantasy setting. Especially if you're the paladin. 27. I am not to shoot every corpse in the head to make sure they aren't a zombie in Twilight 2000. 28. The Goddess' of Marriage chosen weapon is not the whip. 29. I cannot have any gun that requires me to continue the damage code on back. 30. I am not to kill off all the vampires in the LARP, even if they are terminally stupid. 31. The backup trap handler is not whoever has the most HP at the time. 32. I cannot buy any animal in groups of 100 or over. 33. There is no such skill as 'improvised cooking' 34. I am not allowed to base any Droid off any character played by Joe Pesci. 35. I am not allowed to convince the entire party to play R2 units. 36. I am not allowed to convince the entire party to sit on the same side of the table. 37. They do not make black market illegal cyberweapons for rodents. 38. When investigating evil cultists not allowed to just torch the decrepid mansion from the outside. 39. Gnomes do not have the racial ability 'can lick their eyebrows' 40. Gnomes do not have the racial ability to hold their breath for 10 minutes. 41. Gnomes do not have the racial ability 'impromptu kickstand' 42. Having a big nose adds nothing to my seduction check. 43. No longer allowed to set nazi propaganda music to a snappy disco beat. 44. Not allowed to spend all 100 character points on 100 1pt skills. 45. My character names are not allowed to be double entendres. 46. Sliver rhymes with silver because the computer frelling says so. 47. They do not make Nair in wookie sizes. 48. The elf is restricted to decaf for the rest of the adventure. 49. Not allowed to blow up the Death Star before that snotty farm kid gets his shot. 50. Not allowed to use thermodynamic science to asphyxiate the orcs' cave instead of exploring it first. 51. No longer allowed to use the time machine for booty calls. 52. My bard does not know how to play Inna Godda Davida on marachas. 53. Not allowed to start a drow character weighing more than a quarter ton. 54. Cannot pimp out other party members. 55. Before facing the dragon, not allowed to glaze the elf. 56. No matter how well I roll, a squirrel cannot carry a horse and rider at full sprint. 57. In the middle of a black op I cannot ask a guard to validate parking. 58. Expended ammunition is not a business expense. 59. Not allowed to pose the Netrunner in embarrassing positions when he's on a run. 60. Not allowed to short sheet the bedroll of impotent dieties. 61. Can only taunt the ranger about his lack of swimming after my USCG E8 saves him. 62. I am not allowed to do anything I saw Han Solo do once. 63. No, I cannot buy 10,000 marbles even if I say please. 64. My paladin's battle cry is not "Good for the Good God" 65. There is no Summon Bimbo spell. 66. Not allowed to start a character that speaks every language except ones the party speaks. 67. There is no Kung Fu manuever "McGuire Swings For Bleachers" 68. Bring him back intact includes redundant organs. 69. There is more to wizardry than magic missile. Even if I can do 200 damage automatic with no save. 70. Not allowed to cook up nerve gas in the sink even if the target number is 5. 71. There is no 'annoy' setting on a phasor 72. Not allowed to start a character who is over 100 years old unless he's an elf or dwarf. Humans are right out. 73. Not allowed to name my cudgel Ceremonial Whoopass Stick. 74. My thief's battle cry is not "Run And Live" 75. Nor is it "You take care of the orcs, I take care of the traps" 76. I am not allowed any artistic license while translating. 77. I did not get my super powers from James T. Kirk. 78. Not allowed to commission a pistol that costs more than a sedan. 79. I am not liquid metal. 80. When accepting a challenge for a duel, I must allow the other guy time to find a pistol. 81. A picture of my ex-wife is not an acceptable backup weapon. 82. Victory laps after killing the dragon with my 1d2 bow is considered in poor taste. 83. My gnome does not like big butts and he cannot lie. 84. Not allowed to talk my fellow inquisitors into buying a 220lb pull crossbow. 85. Not allowed to talk my fellow inquisitors into buying an industrial strength flamethrower. 86. Not allowed to make a superhero with a 99% chance of dodging even after the -10 penalty for a successful called shot. 87. There is no such thing as a dwarven katana. 88. My bard does not get a bonus to perform if she is obviously not wearing anything under her tabard. 89. The elf's name is not Legolam. 90. My swashbuckling fop cannot take the flaw Dark Secret: Not Gay 91. A wet towel does not constitute an improvised weapon. 92. The name of the weapon shop is not "Bloodbath and Beyond" 93. I am to remind my DM that he must never, ever give my paladin a dire boar for a mount again. 94. I cannot base my ancient kung fu master on neither Gene Simmons or Bluto Blutarski. 95. I must not put the Thunder God on the spot again. 96. No making up polearms. 97. My one wish cannot be 'I wish everything on this piece of paper was true' 98. There is no such thing as Speed Polka. 99. Not allowed to see if Jedi can parry a shotgun blast with their lightsaber. 100. When any character from a d20 sourcebook is allowed, that doesn't include System Lords. 101. I am not allowed to pave ANYTHING. 102. I am not authorized to start any civil engineering project on the taxpayer's dime. 103. There is no such thing as a Club +3 of Cup Checks 104. Nor is there a +1 Longsword, +5 against party members. 105. I am not allowed to polymorph anyone into Abe Vigoda. 106. I do not have weapon profiency in cat. 107. There is no such game as Wereshark the Buffet. 108. No, I do not get XP for every single crewman on that Star Destroyer. 109. Not allowed to kill a vampire with any part from a DC-10 larger than my car. 110. Not allowed to serenade the party even if my character has an internal tape deck. 111. I did not pick the garrote skill last week from my grandmother. 112. If the gun can't fit through the x-ray machine, it doesn't go on the plane. 113. My Droid is not allowed to paraphrase any Jack Nicholson soliloquy. 114. The Demilich only falls for getting stuffed in the bag of holding once. 115. My musical instrument does not double as a personal flotation device. 116. Not allowed to take a coffee break during the final super villain showdown. 117. I am restricted to memorizing Floating Disc only once per day. 118. I will pick a more traditional paladin weapon instead of a sledgehammer. 119. My character's names cannot be anagrams of playboy playmates. 120. Not allowed to kill another party member with a boomerang again. 121. I am not a contractor for Dragon Cave Cleaning Services Inc. 122. The paladin's alignment is not Lawful ****. 123. Not allowed to forget to mention traps when the powergamer has point. 124. I cannot insert the words "Kill Phil, Sorry Phil" into any list of instructions. 125. Lingerie can only snap coincidentally so many times per day. 126. Dwarves do not count as burrowing animals. 127. Not allowed to download AOL 6.0 on the Arasaka mainframe. 128. Polka Gnomes exist only in my mind. 129. Not allowed to name my ship The Antidisestablishmentarianism. 130. I am not authorized to form the head. 131. Not allowed to bet how many times the lich bounces. 132. There is no such feat called "Death Blossom" 133. My acrobat cannot balance on the warlord's head for more than one round. 134. The King's Guards official name is not "The Royal Order of the Red Shirt" 135. I cannot demand payment in electrum, backrubs or bubblewrap. 136. I cannot start the 7th Sea campaign with 3 confirmed Drachen kills. 137. I do not have a scorching case of lycanthropy. 138. If the mere thought of it costs the others sanity, I'm forbidden from doing it. 139. My bard is required to take levels in the perform skill and cannot 'just play by ear' 140. The Dutch language does not exist in the Forgotten Realms. 141. My maid does not know kung fu. 142. Not allowed to give a 4 year old a sugar rush just to jack up the CR later. 143. Not allowed to by a holy symbol for every god just in case one of them is right. 144. There is no such thing as pleather armor. 145. I cannot go back in time to cut in line at the Declaration of Independence so everybody now is asked for their Terrence E. Woczinski when signing documents. 146. Not allowed to play an Australian in any game set before 1600. 147. Hobbits are not allowed to have Norse ancestry. 148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs. 149. Looting the unguarded baggage train is not considered a glorious victory. 150. Not allowed to create recreational drugs in suppository format. 151. Halflings do not have a racial proficiency with the flamethrower. 152. When the guy is at -9 HP is not the best time for my cleric to convert him. 153. I will not propose to every noblewoman at the royal ball until I crit my charisma check. 154. I am not allowed to rub the monk's head for luck. 155. I am not allowed to rub any part of the elf chick for any reason. 156. When one person forgets to buy rations eating the half-elf is not our first option. 157. Any capital scale weapon is not 'my little friend'. 158. I will not declare myself a god just so I can grant myself spells. 159. Airlocks do not double as trash disposals. 160. I will not load any gatling weapon with nothing but paint rounds. 161. I will not nail every single female party member except for the elf chick played by that creepy guy. 162. What ever monster we just killed is not to be tonight's dinner. 163. Not allowed to try and make a dire version of any dog of the toy breeds. 164. I am not to tattle to the halfling assassin's mom about his career choice. 165. I am forbidden from replacing anything with folger's crystals to see if they notice. 166. Not allowed to bribe the enemy commander into withdrawing with a stolen Elvis LP collection. 167. I was not recruited by Star League for any reason. 168. I was also not recruited by 12 dwarves and a wizard to rob a dragon. 169. I am neither the pagan god nor goddess of fertility. 170. I cannot name my character Xagyg or any anagram thereof. 171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur" 172. At no point can I justify spending force points on a seduction check. 173. I am not allowed to recreate Veers' March of the AT-ATs on Zhentil Keep. 174. There is no use of Shatner's spoken word album that doesn't require a humanity check. 175. I am not directly descended from either Huey Lewis or any member of the News. 176. I cannot make called shots to the plectrum, anvil, stirrup, hammer or Isle of Langerhans. 177. Stinking cloud is a privilege, not a right. 178. There are no profanities in Celestial. 179. Chummer means he is my friend, not that sharks find him tasty. 180. I have neither the touch nor the power. 181. I cannot quote Shakespeare in Crinos. 182. No figuring out the plot and killing the actual villain five minutes into the adventure. 183. There are no rules for cooking corn dogs in any d20 supplement. 184. A starting character has no need for 100gp worth of hemp rope. 185. My bard does not need roadies for a dungeon crawl. 186. No cutting line to be a god. 187. I cannot gain more than three drama die per session for making the GM pee. 188. I cannot play a elf with a scottish accent, nor a cajun dwarf. 189. Tourretes is not a flaw, it is a reason to kill the character at creation. 190. Duel wielding small animals is strictly forbidden. 191. My character is not related in anyway to Boba Fett. This goes double for Star Wars characters. 192. If the gun is best fired using the artillery skill, my character is not allowed to have it. 193. Not allowed to kill vampires with seismic charges. 194. When the other guy picks swords for the choice of weapons, that does not leave me pistols. 195. I cannot use a silent feat enambled power word stun and blame it on the dog. 196. I cannot name a character anything that I can't say politely in another country. 197. My epic level character cannot take on the minor goblin menace to his country just to stay sharp. 198. Not allowed to steal my own soul. 199. My third wish cannot be 'I wish you wouldn't grant this wish' 200. I cannot name my character cliche canon characters from other systems. 201. My thief is prohibited from speaking solely in Cant. 202. Character descriptions cannot contain two of the following words: Slavic, Tonedeaf, Karaoke, Musician. 203. My superhero's strength is not classified as snazzy, neato or bodacious. 204. I am not too sexy for the elf, too sexy for the elf, so sexy myself. 205. My 3rd ed. Red Wizard is not allowed to start a business named Thay Co. 206. I cannot forge a +1 sword of Brad's Min/Maxed Paladin/Monk Slaying. 207. The following weapons are not legal choices in a duel: Steamroller, Nerve Gas, Landmine, Midget. 208. I cannot whine about the crappy selection of magical bec de corbins. 209. My Paladin's heraldry is not a smiley face. 210. My Antipaladin's heraldry is not Mr. Yuk. 211. If at any point if my dwarf takes on the mannerisms of Macho Man Randy Savage, he dies. 212. If the party always starts the adventure in a tavern, I cannot opt to start in a brothel. 213. I am not the patron saint of common sense. 214. There is no prestige class Drizzt Slayer. 215. They do not make heavy weapons in pump action. 216. There is an upper limit to the number of Bozo boostergangers I can get in a Volkswagon. 217. If the weapon is capable of staking vampires hiding behind engine blocks, I can't have it. 218. No matter my alignment, organizing halfling pit fights is a violation. 219. In formal introductions to royalty, I must not introduce my companions as just "The Other Guys". 220. I am not the master of the low blow or the gang up. 221. If I get that Yugo up to 120mph again, that's gonna get some paradox. 222. Druids are not against my religion. 223. I cannot convince the Solo he has a cortex bomb when he really doesn't. 224. I cannot insinuate elf chicks are all easy, even though you never hear about a half gnome do you? 225. I am forbidden from monologuing. 226. Troll bubblegum...bad idea. 227. My last wish cannot be "I wish we were playing another game." 228. I cannot use my time machine to hire Hitler a hooker in 1920, thus avoiding WW2. 229. Not allowed to spontaniously check if the elf can take a punch. 230. There is no such thing as monofilament tooth floss. 231. I am not allowed to do anything that would make a Sith Lord cry. 232. It is not possible to recreate any scene from Dr. Who in Crinos. 233. If I am the medtech it is generally assumed I am going to have skill in medicine. 234. My character does not get d34 HP a level. 235. My Samedi is required to have dots in obfuscate. Plural, as in more than one, two more than none. 236. My character has no need for 24,000 cartons of cigarettes, especially in his neighbor's garage. 237. Not allowed to use more than 3 words per game that the GM has to look up the definition. 238. My bard cannot play or has ever heard of the theremin, didgeridoo or glass armonica. 239. My rockerboy cannot play or has ever heard of the theremin, didgeridoo or glass armonica. 240. Any character with more than three skills specializing in chainsaw is vetoed. 241. Cannot use the jedi mind trick to get out of a speeding ticket. 242. Not allowed to give quicklings Mountain Dew. 243. Cannot cast haste on the king during a long winded speech to get him to hurry the hell up. 244. Not allowed to taunt the rest of the party in 8 different languages because they forgot to take any. 245. Not allowed to attend any opera whose name the GM confuses with a strip joint. 246. I cannot keep selling that creepy guy's always naked elf chick to nomads every chance I get. 247. If the king rewards me with a forest, I am to assume he intends for me to keep it a forest. 248. There is no Halfling god of groin shots. 249. If a black op requires me to impersonate an employee, I cannot bill the target for overtime. 250. Superfluous Man is not a viable superhero concept. :D |
| #26carnivoreMar 08, 2009 20:03:30 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() :D |
| #27carnivoreMar 08, 2009 20:04:09 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
| #28carnivoreMar 08, 2009 20:04:44 | Ballad of Log, The Timberrogue! Galahad_Knight06-23-03, 10:22 PM Most of you will remember the exploits of Log, the Timberrogue from our old boards. For those who need a refresher I'll give you a briefing before I post his latest exploits. Our party (Cleric, wizard, paladin, ranger) was about to enter the Return to The Temple of Elemental Evil without a rogue. We were worried about traps. Until my Ranger had a brilliant idea: The Timberrogue! The concept was simple. Cut down a tree a good two or three feet thick. Cut out a five-foot long log from it. Cut hand-holds on the side and cut one end to a point. Now, take said log and roll it in front of the party down suspect hallways. The log sets off any traps well away from the party. On upward slopes or rough floors you might want to employ a pole to push it with. When you come to a locked or possibly trapped door you have the burliest party member pick up the lof and give it a good hurl through the door. It should weigh a couple hundred pounds so it'll make short work of the door. Same applies to chests. If you want you could probably pick pockets too...as long you don;t care too much about the victim. A simple tool, a brilliant plan. But somehow it has become a member of the party! We started referring to it as "The Rogue". "The rogue will check for traps in the corridor ahead of us." "The Rogue will unlock the door." etc. Eventually it got to where my Ranger (who has the 'throw anything' feat) would pick him up and shout "SNEAK ATTACK!" and hurl the errant log towards unsuspecting foes. At one point our paladin preyed to his god to help him smite an evil cleric. He rolled a 1% so the DM rewarded him by having the log suddenly fly up and smite the cleric on its own. But this broke the log and our party was griefstricken...especially the ranger, cleric and wizard who, not being privy to the prayer, assumed that it was an act of LOG that did that, and not the divine intervention of the paladin's god. We quickly repaired him, using mending spells and the like. The log had given its life to save us, only to rise again from the proverbial ashes. The GM was having a blast with it so he ruled that the touch of god made the log a +1 Holy weapon. Now my Ranger, who now sees himself as a divine deciple of the Log, has the honor of bearing the log into combat. The first round of every combat now begins with my ranger shouting "SNEAK ATTACK!!" Or (depending on my mood or the nature of the targets) "HOLY SMITE!!" and hurling the, now blessed, log into the enemy. He's getting good at it. Sometimes he can hit two or three people if they're standing close to one another. Recently we found this creepy evil altar with a creepy multi-sided pillar. We decided to use the Log to help us deface and purify the altar. So I picked it up and started smashing the pilar. Low and hebold each side contained a (now smashed open) secret compartment "The log found a secret pannel and disarmed the trap" (in other words, the thing was smashed in and the log set the trap off) We found incense, a prayer bead, a dru and somethng else. Well, we used them and an evil elemental eye dealie appeared over the altar. It inflicted temporary levle loss on a couple party members and paralyzed one. The Paladin, who made his save, took up the Log from my injured Ranger and roared a dedication to his deity as he charged the eye. He smote the eye with the log and saved the day! When it was all over the party rushed to the smoking log and the injured paladin (there was an explosion that threw him against the wall) and we took up our fallen comrade and raised him up and declared "The Log has saved us! In Log we Trust!" The paladin was too injured to join in the log-hoist but once the excitement died down the cleric patched him up and we asked him what it was like to be that near to the log when he performed his miracle. Well...that's the latest exploit of The Log...those of you who already share in the glory of the log, feel free to re-post your experiences from the old boards over here. Or bring in new ones. The Internet Cult of theLog shal not die! :D ![]() ![]() Archers Mark by ~ladyofdragons ![]() ![]() ![]() |
| #29carnivoreMar 08, 2009 20:05:19 | try this... from here: http://forums.gleemax.com/wotc_archive/index.php/t-554563 Epic Vow of Poverty (Epic, Exalted) You have renewed your vow to forswear material possessions. Prerequisites: Sacred Vow, Vow of Poverty, character level 21+. Benefit: You continue to gain bonuses to your Armour Class, attacks, ability scores and saving throws, as well as bonus feats, all depending on your character level. See the table below for details. Special: To fulfil your vow, you must not own or use any material possessions, with the following exceptions: You may carry and use an ordinary (neither magic nor masterwork) quarterstaff. You may wear simple clothes (usually just a homespun robe, possibly also including a hat and sandals). You may carry and use a spell component pouch. You may not use any magic item of any sort, though you can benefit from magic items used on your behalf you can drink a potion of cure serious wounds a friend gives you, receive a spell cast from a wand, scroll or staff, or ride on your companion’s ebon fly. You may not, however, “borrow” a cloak of resistance or any other magic item from a companion for even a single round, nor may you yourself cast a spell from a scroll, wand or staff. If you break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. Epic Vow of Poverty Benefits AC Bonus (Su): An epic ascetic's exalted bonus to AC continues to increase by +1 for every 3 character levels beyond 18th (+11 at 21st level, +12 at 24th level, +13 at 27th level, and so forth). Resistance (Ex): An epic ascetic's resistance bonus to saving throws increases by +1 for every 4 character levels beyond 17th (+4 at 21st, +5 at 25th, +6 at 29th, and so forth). Bonus Feats: An epic ascetic gains a bonus feat every 2 levels over 20th (22nd, 24th, 26th, and so forth). These bonus feats must be selected from the following list, and the character must still meet all pre-requisites for the feats: Epic Ascetic Bonus Feats: Any exalted feat, plus Armour Skin*, Bonus Domain**, Damage Reduction*, Energy Resistance*, Epic Toughness*, Extended Life Span*, Fast Healing*, Great Charisma*, Great Constitution*, Great Dexterity*, Great Intelligence*, Great Smiting, Great Strength*, Great Wisdom*, Improved Alignment-Based Casting (good), Improved Aura of Courage, Improved Spell Resistance*, Music of the Gods, Penetrate Damage Reduction***, Perfect Health, Planar Turning, Positive Energy Aura, Spontaneous Domain Access**, Widen Aura of Courage. * This feat can be taken multiple times, its effects stack. ** This feat can be taken multiple times, applying to a new domain each time. *** This feat can be taken multiple times, applying to a different type of special material each time. Holy Wake (Ex): Once he attains 22nd level, an epic ascetic character does not need to sleep and is immune to all natural and magical sleep effects. An epic ascetic spellcaster still requires eight hours of rest before he can replenish his spells, usually spending the time in a meditative trance. Exalted Strike (Su): An epic ascetic's exalted strike ability continues to increase as he gains levels. The enhancement bonus to attack and damage rolls increases by +1 for every 3 character levels beyond 20th. At 23rd level, any weapon the character wields effectively becomes a +6 weapon, and can overcome the damage reduction of a creature as though it were an epic weapon. At 26th level, the ascetic’s attacks are considered to have been made with a silver or cold iron weapon, whichever would be more beneficial. At 32nd level, any weapon the character wields is considered to have the holy ability, dealing extra damage to evil creatures. At 41st level, any weapon the character wields is considered to have the holy power ability. Ability Score Enhancement (Ex): An epic ascetic's ability score enhancements continue to increase beyond 20th level. At 23rd level, his existing bonuses increase by +2 and he gains a +2 bonus to a fifth ability score. At 27th level, he gains a +2 bonus to those five scores and a +2 bonus to a sixth ability score. The bonus for each ability score then increases by +2 for every 4 character levels he achieves. Damage Reduction (Su): At 24th level, the epic ascetic’s damage reduction improves to 10/epic and evil. For every 10 levels the ascetic gains beyond 24th, his damage reduction improves by 5 points (15/epic & evil at 34th, 20/epic & evil at 44th, etc.). Deflection (Su): An epic ascetic's deflection bonus to AC increases by +1 at 24th level, and every 6 levels thereafter. Inherent Bonus (Ex): Upon reaching 24th level, an epic ascetic gains a +1 inherent bonus to all of his ability scores. This bonus increases by +1 for every 2 levels the ascetic achieves beyond 24th (+2 at 26th level, +3 at 28th level, +4 at 30th level, to a maximum of +5 at 32nd level). Natural Armour (Ex): An epic ascetic's natural armour bonus to AC increases by +1 for every 8 character levels beyond 16th (24th, 32nd, 40th, and so forth). Holy Aura (Su): An epic ascetic of 25th level and above is surrounded at all times by the effects of the holy aura spell. This aura provides all of the usual benefits of the spell to any good creature within 20 feet of the ascetic. Energy Resistance (Ex): At 28th level, an epic ascetic's energy resistance increases to 30. Beginning at 35th level, an epic ascetic chooses one energy type (acid, cold, electricity, fire or sonic). The epic ascetic is now immune to that energy type. An epic ascetic chooses another energy type for every 5 levels beyond 35th (40th, 45th, 50th and 55th). Timeless Body (Ex): Upon attaining 29th level, an epic ascetic no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the ascetic still dies of old age when his time is up. Fast Healing (Ex): Upon reaching 32nd level, an epic ascetic’s regeneration ability improves. He gains the fast healing ability, healing an amount of damage per round equal to (ascetic’s level -5)/5, rounded down. Swiftness (Su): Upon reaching 36th level, the epic ascetic’s speed doubles (this does not stack with any magical or supernatural enhancements to speed) and he gains the evasion ability (as the monk class feature). He also gains a +20 competence bonus on Balance, Climb, Jump and Tumble checks. Three times per day, he can act as though under the effects of a haste spell for 20 rounds. Tongues (Ex): At 39th level, an epic ascetic can communicate with any creature, as though under the effects of a tongues spell. Divine Ascension (Ex): Upon reaching 40th level, the ascetic is rewarded with a small measure of divine power for his faith and endurance. He gains a divine rank of 0, which grants him the following benefits: * His hit points are increased to the maximum possible for his Hit Dice. * His base land speed increases to 60 feet (50 feet if he is Small) * His deflection bonus to AC is increased by his Charisma bonus. * He is rendered immune to polymorph, petrification and any other effect that alters his form (though he may forgo this immunity at his option). * He is no longer subject to energy drain, ability drain, ability damage or mind-affecting effects. * He gains spell resistance 32, or his existing spell resistance increases by 5. Aura of Menace (Su): Beginning at 43rd level, a righteous aura surrounds the epic ascetic when he is in combat or angry. Any hostile creatures within a 20-foot radius of the ascetic must succeed on a Will save to resist its effects. The save DC is equal to 12 + half the ascetic’s character level + the ascetic’s Charisma modifier. Those who fail take a penalty on attacks, AC and saves equal to (ascetic’s level)/5, rounded down. This penalty lasts for 24 hours or until they successfully hit the ascetic. A creature that has successfully resisted or broken the effect cannot be affected again by the ascetic’s aura for 24 hours. Special Ability: Upon reaching 45th level, and every 5 levels thereafter, the epic ascetic chooses one ability from the following list. [indent] Exalted Banestrike (Su) – Any weapon the ascetic wields (including natural weapons or unarmed strikes) deals grievous damage to undead and evil outsiders. Against such foes, the ascetic’s attacks deal an extra 4d6 points of damage. Exalted Dodge (Ex) – When struck by an opponent the ascetic has designated as the target of his Dodge feat, he may make a Reflex save (DC 10 + damage dealt) to negate all damage from the attack. Exalted Druid (Su) – While in wild shape, the ascetic gains all the extraordinary and supernatural abilities of the creature whose form he adopts. In addition, the ascetic can assume the form of magical beasts. Exalted Evasion (Su) – Any physical attack or individually targeted spell directed at the ascetic has a 20% miss chance. Area effects that include the ascetic have a similar chance to be ineffective. If an attack overcomes the miss chance, the ascetic still gets the benefit of a saving throw (if applicable). Exalted Monk (Su) – The ascetic’s unarmed strikes are treated as slashing weapons with the keen, lawful and vorpal qualities. The ascetic can choose to deal bludgeoning damage instead of slashing damage, but the vorpal quality does not apply to the attack. In addition, the ascetic’s unarmed damage increases by one die step. Exalted Paladin (Su) – The ascetic’s aura of courage grants a +8 morale bonus on saving throws against fear effects and extends to all allies within 100 feet. In addition, the ascetic can smite evil an additional three times per day, and gets an extra three points of damage per class level on a successful smite. Exalted Radiance (Su) – The ascetic automatically dispels any darkness effect that comes into contact with his Nimbus of Light. In addition, undead within the brightly lit area of the Nimbus take an additional 2d8 points of holy damage each round with no save. Exalted Sight (Su) – The ascetic is under the constant effects of a greater arcane sight spell. Exalted Warrior (Ex) – The ascetic's base attack bonus increases to +20/+15/+10/+5. This increase is applied before Epic modifiers. Exalted Weapon Mastery (Ex) – When striking with a simple or natural weapon, the ascetic gains the benefits of the Epic Weapon Focus, Epic Weapon Specialisation and Improved Critical feats. Call the Ascetic (Su) Once per day the ascetic character can call Pistis Sophia The Ascetic, she help the ascetic character for 5 hours, she arrive 2d6 Min. after she is called, if the ascetic character is dead by then (for some reason, monsters, traps etc.), there happen something special, she begins to search after those who killed the ascetic, and when she finds them, and fight them, then after 1d6 rounds the least champion of celestia arrive, and after that have arrived, then 1d6 rounds after the second least champion of celestia arrive, this continue untill every champion of celestia has arrived. Except one: the watcher, he shall watch over the layers they have leaved behind, untill they comes back. When they are done with those who killed the ascetic, they take home to their layer of celestia again. Maybe it should be Min. per ascetic character level/5 or maybe even rounds per ascetic level/5, but in this kind of case i think he/she could divide the time out to several times per day. Exalted Resurrection (Su) Once per month the ascetic character is brought back to life as though by a true resurrection spell. Exalted Grace (Ex) The Ascetic's pre-Epic base save bonuses increase to Fort +12, Ref +12, Will +12. Greater Exalted Grace (Ex) The Ascetic may add his Charisma modifier as a Sacred bonus to saving throws. Prerequisite: Exalted Grace. Spell-like Ability The Ascetic gains a spell-like ability. He may choose any 0-3rd level spell to be usable at will, any 4th-6th level spell usable 3/day, or any 7th-9th level spell usable 1/day. The spell chosen may not have the Evil descriptor, and gains the Good descriptor in addition to any it may already possess. You may select a spell modified by a metamagic feat, but the spell's adjusted level is used for determining daily uses (spells whose adjusted level is over 9th may be used 1/week), and the total metamagic adjustment of all spell-like abilities may never be more than the Ascetic's Charisma modifier. You may not select spells using Heighten, Fortify, or similar metamagics. A spell-like ability may be seleced multiple times to gain additional uses. The ability's caster level is equal to the Ascetic's HD, and its save DC is Charisma based. If Wish, Limited Wish, or Miracle is selected, the XP cost must be payed in full for each use. Exalted Magic (Su) Any damaging spell the Ascetic casts is treated as Purifed and Consecrated, without increasing the casting time or using a higher-level spell slot. In addition, he recieves a +2 bonus to overcome the spell resistance of evil creatures; this stacks with Spell Penetration and similar effects. The benefits of this power do not apply to any Spell-like or Supernatural abilities the Ascetic may possess. Epic Exalted Companion (Ex) The Ascetic's familiar, animal companion, or special mount gains the Half-Celestial template, and recieves Epic Planar Creature and Legendary Planar Creature as bonus feats (both found here). (http://boards1.wizards.com/showthread.php?t=158114) If the Ascetic has more than one of these creatures (for example, a multiclass Wizard/Druid, with both a familiar and an animal companion), he must select only one to recieve the benefit (though he can select this ability again to grant it to another). Exalted Cohort (Ex) A powerful creature of good, such as a Celestial, high-level Paladin, or metallic dragon, pledges itself to the Ascetic's service. The creature's exact level of power is determined by the Ascetic's Leadership score, as defined under the Leadership and Epic Leadership feats, with the exception that its effective level is considered three lower than normal (for Leadership purposes only). The Ascetic does not attract followers by selecting this ability. The cohort gained thus is in addition to any he may already have by virtue of taking the aforementioned feats. Exalted Lifespark (Su) You are constantly under the effects of Deathward. Additionally, you may Turn Undead, as a Cleric of 1/2 your level, a number of times each day equal to your Charisma modifier. If you can already Turn Undead, you Turn as if you were 5 levels higher in the class that granted the ability, and you recieve Extra Turning as a bonus feat. Improved Exalted Strike (Su) You may select a number of weapon enhancements, whose total "plus value" cannot exceed your Charisma modifier, to be applied to any weapon you wield, including natural weapons and unarmed strikes. You need not spend the entire amount at once, and may select new enhancements if your Charisma permanantly increases in the future. Once chosen, these enhancements cannot be changed; this ability cannot be taken more than once. Note that selecting Holy or Holy Power would be redundant. Example: an Ascetic with 30 Cha (+10 modifier) could choose to make his weapons (and fists, claws, etc.) Speed (+4), Brilliant Energy (+4), and Flaming Burst (+2). If his Charisma later permanantly increases to 32, he could add the Spell-storing property, as well.[/indent] :D Show E: Esoteric Arcana: Additional Spelling Tips for the Non-Core Sorceror |
| #30PlzBreakMyCampaignMar 09, 2009 11:41:23 | Very good stuff. I love it when people lay it on the line. I think its safe to post since you have a few extra storage spaces. I'll recheck over your stuff again. ![]() ![]() ![]() |
| #31pithicaMar 09, 2009 13:30:11 | I laughed hard through the list, even though much of it's quite old, it's still classically funny. The Psuedodragon gave me an idea for an upcoming campaign. I think I'm going to play one with Leadership and a Wiz/Sorc cohort with Improved familiar (me). It's kung fu you do. |
| #32carnivoreMar 09, 2009 14:43:13 | by all means ... these are subject to change as i work on new projects... but if they can give anybody ideas... great, feel free to use whatever you like basicly eveything you will find is either, a work in progress, or a useful resource.... feel free to add anything you like :D CORE only Sorceror: Kobold 20th lvl Sorceror(9th lvl Spells) @ 24th lvl caster(30th vs SR) Attributes: 32pt buy (-4 Str,+2 Dex,-2 Con) 6 Str(10 -4 Racial) 26 Dex(14 +2 Racial +4 Tome +6 Gloves) 12 Con(14 -2 Racial) 14 Int(14) 10 Wis(10) 32 Cha(16 +5 lvls +5 Tome +6 Cloak) Feats: 1st lvl: Skill Focus (Spellcraft) 3rd lvl: Spell Focus(Transmutation) 6th lvl: Spell Focus(Illusion) 9th lvl: Spell Penetration 12th lvl: Greater Spell Penetration 15th lvl: Quicken Spell-like Ability(Vampiric Touch,3rd lvl spell)3/day 18th lvl: Quicken Spell-Like Ability(Polymorph,4th lvl spell) 3/day Archmage High Arcana: Spell Power cost 5th lvl spell Spell Power cost 5th lvl spell Spell Power cost 5th lvl spell Spell-Like Ability(Vampiric Touch)4/day cost 6th lvl spell Spell-Like Ability(Polymorph)4/day cost 7th lvl spell Spells per day: 6/9/18/9/8/6/7/6/7/7 Spells known 9 5 5 4 4 4 3 3 3 3 0-lvl: Prestidigitation Detect Poison Detect Magic Read Magic Mending Light Mage Hand Open/Close Acid Splash 1st lvl: Grease Identify Magic Missile Mage Armor Protection from Evil 2nd lvl: Rope Trick Glitterdust See Invisibility Touch of Idiocy Blindness/Deafness 3rd lvl: Haste Magic Weapon, Greater Vampiric Touch Shrink Item 4th lvl: Enervation Polymorph Invisibility, Greater Dimensional Anchor 5th lvl: Persistent Image Fabricate Telekinesis Dominate Person 6th lvl: Disintegrate Dispel Magic, Greater True Seeing 7th lvl: Shadow Conjuration, Greater Teleport, Greater Plane Shift 8th lvl: Polymorph Any Object Shadow Evocation, Greater Mind Blank 9th lvl: Shapechange Shades Time Stop |
| #33carnivoreMay 31, 2009 15:37:24 | Goodbye everyone .... i have enjoyed my stay here at WoTC CO a great deal .... it was an interesting outlet for creative ideas i will be leaving and hope everyone well..... i hope i was able to assist some with the builds i made. have fun gaming as a final thought, i will leave you with this: You can Disagree without being Disagreeable you will never win anyone over to your viewpoint with harsh words or belittleing Bullying remarks ...... if you cant say something nice, dont say anything, and you dont have to respond in any way to all remarks thank everyone for helping me understand this game better, and correcting my mistakes..... you have been very patient with me so long and fare well ![]() |
| #34emyMay 31, 2009 17:48:26 | Shame you're leaving, since you won't be able to answer the following question: Why doesn't the pseudodragon have Mindsight? |
| #35acereraklivesMay 31, 2009 19:09:33 | Take care carnivore, your builds have inspired a lot of my own creations, and it was always a pleasure to read your distinctive and informative posts =) |
| #36dr_rocktopusMay 31, 2009 19:48:10 | G'dbless man, good luck! You've left us very large shoes. |
| #37pithicaMay 31, 2009 21:11:03 | Crap, sorry to see you go. Hope all is well. |
| #38guide_seneschalJun 01, 2009 3:15:01 | I have taken the liberty of dedicating the sorcerer's handbook to you. A small gesture, I know, but what else could I offer? |
| #39Omen_of_PeaceJun 01, 2009 8:21:18 | Bye, you Pixie-obsessed, smiley-ridden faithful old dog* ! * (as in: it's hard to teach you new tricks ;)) ![]() ![]() ![]() ![]() ![]() |
| #40danduJun 01, 2009 8:25:14 | Goodbye everyone .... i have enjoyed my stay here at WoTC CO a great deal .... it was an interesting outlet for creative ideas No, fvck YOU! |
| #41suzerainJun 01, 2009 11:59:26 | End of an era, huh. I'll miss the posts that end with this smiley. :D |
| #42SwordDiscipleJun 01, 2009 18:29:05 | Crap, sorry to see you go. Hope all is well. Indeed.. Very sorry to see you go dude.. And I too hope all is well! Blessings to you and yours! |
| #43ninjarabbitJun 01, 2009 18:52:48 | http://icanhascheezburger.files.wordpress.com/2009/05/funny-pictures-cat-naps-on-your-toilet.jpg http://icanhascheezburger.files.wordpress.com/2009/05/funny-pictures-cat-asks-if-you-are-leaving-without-him.jpg http://icanhascheezburger.files.wordpress.com/2009/05/funny-pictures-this-cat-has-puppy-eyes.jpg |
| #44ian_frostJun 01, 2009 19:22:41 | :D fare thee well |
| #45EndarireJun 01, 2009 23:32:23 | Why leave? I'll miss you! Good day and God bless! |
| #46muertogJun 02, 2009 0:16:45 | Wait.... WHAT?!?!?! Um, what happened? Carni has been around longer than I have been lurking the boards. :/ On my old (defunct) accounts that I can no longer remember the names to. :/ :/ |
| #47yawarJun 02, 2009 19:27:12 | Farewell You will be missed. |
| #48innabinderJun 02, 2009 21:47:32 | Sorry to see you leave, old friend. |
| #49carnivoreDec 30, 2009 14:14:17 | just stopped in for a short time .... for a single event Show Wood Elf Wood Elf Ranger 6/ Pious Templar 4/ Fighter 2/ Cragtop Archer 3/ Warblade 1/ Crusader 2/ Wildrunner 2 ACF: Champion of the Wild 1) PBS 2) Rapidshot 3) WF: Longbow, Endurance(ranger bonus) 4) Precise 6) Manyshot, true believer 9) Weapon Spec, RWM 10) Imp. Rapidshot 11) Woodland Archer 12) Far shot, mountain warrior 15) Imp. Init 18) Improved Precise Shot the last level of Crusader at 20th... to get several High level Manuvers(6th lvl manuvers)... or another level of Warblade instead Woodland Archer[Tactical, Fighter](RotW p154)req: Point Blank Shot Base Attack Bonus +6 You may use the following 3 tactical maneuvers:[indent] Adjust for Range – If you miss a foe with a projectile weapon, you gain a +4 bonus on all other attacks in the same round to hit the same foe. Pierce the Foliage – If you hit a foe with a Miss Chance due to Concealment with a ranged attack, you can ignore the Miss Chance against the same foe in the following round. Moving Sniper – If you succeed in a Sniping Attack (i.e., hit your foe and make a Hide check to remain hidden), the following round you can make a single attack, take a Move Action (normally not allowed), and then make a Hide check to remain hidden. As long as you remain unseen, you can continue making Sniping Attacks. Mountain Warrior[General](RoS p142)req:Base Attack Bonus +3, Survival: 5 ranks +1 bonus to attack rolls on ranged attacks made from higher ground. +1 bonus to damage rolls on melee attacks made from higher ground. Opponents making a melee attack from higher ground do not receive the normal +1 to attack roll. +2 bonus on Balance checks made when moving on steep slopes. |
| #82carnivoreSep 16, 2010 18:20:38 | DARK
Show Attributes: (50pt buy + EPIC VOP) 32 Str(14 +1 lvl +5 Inherent +12 EVOP) 42 Dex(14 +2 Racial +1 lvl +5 Inherent +20 EVOP) 32 Con(14 -2 Racial +1 lvl +5 Inherent +14 EVOP) 40 Int(16 +1 lvl +5 Inherent +18 EVOP) 42 Wis(18 +2 Racial +1 lvl +5 Inherent +16 EVOP) 64 Cha(14 +4 Racial +7 lvl +5 Inherent +22 EVOP +12 (Great Cha x12)) Feats: Dex +2, Con -2, Wis +2, Cha +4 |
| #83carnivoreSep 29, 2010 12:33:35 |
Show Human Fighter(Thug Variant) 12 Attributes(32pt buy) 16 Str(16) 18 Dex(16 +2 lvl) 14 Con(14) 14 Int(14) 8 Wis(8) 8 Cha(8) Feats: Education(Human bonus) 1st lvl: Exotic Weapon(Greatbow) 2nd lvl: Point Blank Shot(Fighter bonus) 3rd lvl: Knowledge Devotion 4th lvl: Weapon Focus(Fighter bonus) 6th lvl: Weapon Specialization, Rapid Shot(Fighter bonus) 8th lvl: Manyshot(Fighter bonus) 9th lvl: Ranged Weapon Mastery 10th lvl: Greater Weapon Focus(Fighter bonus) 12th lvl: Greater Weapon Specialization, Improved Rapid Shot(Fighter bonus) Skills: Max out : Knowledge(Arcana, Dungeoneering, Nature, Religion, The Planes) Skill Trick: Collector of Stories Armed with only the Following: 5400 Dwarvencraft Serren Wood Mighty(+3 Str) Composite Great Bow 15gp 100x Alchemical Silver arrows 10gp 100x Cold Iron arrows 1005gp 100x Flametouched iron Arrows(Considered Good Aligned) 2500gp 50x Razorfeather Arrows(considered Adamantine and Keen) 250gp Masterwork Tools(Field manuals for 5 Knowledge Skills for Knowledge Devotion) Attack ability: BAB +12 +4 Dex +4 Insight(Knowledge dev) +1 GWF +1 WF +2 RWM +1 PBS +1 Enhancement(Masterwork) = +26 to Hit Damage: 1d10 Greatbow arrow=5.5 Ave +4 Insight(Knowledge dev) +3 Str +2 WSp +2 GWSp +2 RWM +1 PBS +1 Enhancement = +20 Damage with each hit Full Attack with Imp Rapid Shot= +26/+26/+21/+16 with 20 damage with each hit, as a Full round action Manyshot = +20/+20/+20 as a Standard action All attacks are considered Ghost Touch and can change Ammo to overcome DR (Adamantine,Cold Iron, Alchemical Silver, Good) all this at any time and under any circumstances |
| #84carnivoreOct 18, 2010 20:42:24 | Earth Dwarf Ranger 3/ Fighter 4/ Elemental Warrior 5/ Deepwarden 8 Attributes: (44pt buy)(+2 Str ,+2 Con, -2 Dex, -2 Cha) 21 Str(16 +2 racial +2 Belt +1 lvl) 14 Dex(16 -2 racial) 16 Con(14+2 racial) 14 Int(14) 14 Wis(14) 12 Cha(14 -2 racial) @5th lvl: Ranger 3/ Fighter 2 Feats: Track(Ranger bonus) TWF(Ranger bonus) Endurance(Ranger bonus) Imp Shield Bash(Fighter bonus) Shield Charge(Fighter bonus) 1st lvl: Axe focus from Dwarf Fighter Sub lvl or Weapon Focus(Dwarven Waraxe) 3rd lvl: Oversized TWF equipment: 11030gp +1 (pick)bane Adamantine Dwarven Waraxe(One Medium magic item (? 12,000gp value)) 4170gp +1 Bashing Heavy Steel Shield(Three Minor Magical items (? 4,000gp value)) 4050gp Mithral Breastplate(Three Minor Magical items (? 4,000gp value)) 4000gp +2 Belt of Str(Three Minor Magical items (? 4,000gp value)) 6700gp Ring (+1 protection, Sustenance, Feather Falling)(One Medium magic item (? 8,000gp value)) will spend the rest on equipment .... will send in next post 500gp worth of gems (can be spent or saved) 1,000gp worth of mundane equipment (must be spent or lost) Blooded one 1/2 Fey Human (LA bought off) CW Samurai 16/ Marshal 3 Attributes (32pt buy)(Racial adjust ) 20 Str(10 +4 Inherent(Arm) +6 Enhancement Belt) 30 Dex(16 +2 Racial +2 lvl +4 Inherent+6 Enhancement Belt) 22 Con(14 +2 Racial +6 Enhancement Belt) 20 Int(12 +2 Racial +6 Enhancement Belt) 16 Wis(8 +2 Racial +6 Enhancement Belt) 30 Cha(16 +4 Racial +3 lvl +1 Inherent +6 item) Traits: Aggressive: +2 Initiative, -1 AC Flaws: Slow Vulnerable Feats: Point Blank Shot (Flaw bonus) Rapid Shot (Iaijutsu Focus)(Flaw bonus) Combat Reflexes(Template bonus) Goad(Human Bonus) TWF(Samurai bonus) Imp TWF(Samurai bonus) Greater TWF(Samurai bonus) Quickdraw(Samurai bonus) Imp Initiative(Samurai bonus) 1st lvl: Precise Shot 3rd lvl: True Believer 6th lvl: Imperious Command 9th lvl: Manyshot 12th lvl: Robilars Gambit 15th lvl: Combat Panache 18th lvl: Frightful Presence or use this: Hellbred(Spirit aspect) Samurai 14/ Paladin 4/ Gray Guard 1/ Exotic Weapon Master 1 ![]() |
| #85carnivoreOct 27, 2010 8:04:20 |
Show +2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma: Earth dwarves are physically powerful, but somewhat clumsy in action and speech.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. Stonecunning: This ability grants a dwarf a +4 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Stability: An Earth dwarf gains a +8 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). +2 racial bonus on saving throws against poison. +1 racial bonus on attack rolls against creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air. -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or used by creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air. +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. +4 racial bonus on Appraise checks that are related to stone or metal items. +4 racial bonus on Craft checks that are related to stone or metal. Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing. |
| #86carnivoreNov 20, 2010 17:05:09 |
Anticipate Teleportation, Greater(Abjuration) Wizard 6th lvl spell – If any spell with the [teleport] subtype has its destination within a 5’ per level Emanation of the touched subject, the following occurs: a) the subject knows where within the area of effect is the destination of the spell; (CArc p97)
Show Unbodied(4 HD+3LA)/ Slayer 10/ Anarchic Initiate 3 Feats: Track(Undodied bonus) Mind Sight(Unbodied bonus) 1st lvl: Ghostly Grasp 3rd lvl: Overchannel 6th lvl: Point Blank Shot 9th lvl: Psionic Shot 12th lvl: Greater Psionic Shot BAB +16 16th lvl Manifester(19th with Overchannel) |
| #87carnivoreDec 09, 2010 5:46:50 | The Intelligent Unarmed Spanker
base Attributes: 32 pt Buy
1.Warblade ..............Martial Study(Shadow Blink,SH7),Martial Stance(some Shadow Hand)(Human bonus) 2.Monk .................... Improved Unarmed(monk),Power Attack(Overwhelming Attack Variant monk) 3.Monk .................... Carmondine Monk,Combat Reflexes(monk) 4.Swashbuckler ......... Weapon Finnesse(Swashbuckler) 5.Swashbuckler 6.Warblade ............... Shadow Blade 7.Swashbuckler 8.Warblade 9.Warblade ................ 2 weapon fighting 10.Warblade .............. Unnerving Calm(Warblade) 11.Warblade 12.Warblade .............. Robilars Gambit 13.Warblade 14.Warblade .............. Blade Meditation(Warblade) 15.Warblade .............. Improved 2 weapon fighting 16.Warblade 17.Warblade 18.Warblade .............. Double Hit, Ironheart(warblade) 19.Warblade 20.Warblade
he gets: Int to Damage(Unarmed) Good Items he will need: +5 tome of Dex
Show Diamond Mind: Moment of Perfect Clarity Action Before Thought Rapid Counter Pearl of Black Doubt(stance) Tiger Claw: Shadow Hand...thru Martial Study |
| #88carnivoreJan 08, 2011 15:37:36 | Mythweavers: The Gathering Becomming the New Gods www.myth-weavers.com/forumdisplay.php?f=... legends of the Gods www.myth-weavers.com/forumdisplay.php?f=... graymane the Kind www.myth-weavers.com/showthread.php?t=13... heres a quick overpowered Anthropomorphic Bat Soulbow Build: Show Anthropomorphic Bat(+1 LA as per arena houserules) Cloistered Cleric 1/ Monk 1/ Soulknife 3/ Soulbow 4 Attributes: 40pt buy 6 Str (10-4 race) 18 Dex(16 +2 gloves) 14 Con 14 Int 30 Wis(18 +6 race +2lvl +4 Amulet) 6 Cha(8 -2 race) Traits: Nightsighted(+10 Darkvision, -1 Spot) Aggressive(Init, -1 AC) Flaws: Non-combatant(-2 Melee attack) Vulnerable(-1 AC) Feats: Knowledge Devotion(Cleric) Imp Initiative(Cleric) Point Blank Shot(Cleric) Education(Flaw) Flyby Attack(Flaw) Dodge(Monk) Wild Talent(Soulknife) Weapon Focus(Mindblade)(Soulknife) Soulblade Warrior(Soulknife) Zen Archery(Soulbow) Rapid Shot(Soulbow) 1st: Air Heritage 3rd: Practiced Mindblade 6th: Mountain Warrior 9th: Superior Unarmed Strike Equipment: 16000gp +4 Amulet of Wis 4000gp +2 gloves of Dex 13000gp Monk Belt 12000gp Boots of Speed 2000gp Ring of the Darkhidden 500gp Darklight Mind Arrows = +4 Lucky Seeking Bane Attack Bonus: +33 to hit (BAB +7 +1 Size +1 Haste +1 Higher Ground +1 WF +6 Enhancement +10 Wis +3 Insight +1 PBS +2 Invisible) Full Attack with Haste only: +33/+33/+28 ..... you can get more attacks(Rapid Shot) but it is not necessary Damage: 4(ave 1d8) +6 Enhancement + 7(ave 2d6 bane) +1 PBS +10 Wis = +28 damage per hit the great thing is you get to roll twice with every Attack(Lucky arrows) and only need to hit the right square to hit your target(Seeking) and you are Flying and effectively Invisible(it is completely Dark, and you are Invisible to Darkvision) ... and have Blindsense ... and if you need to all you have to do is target the right square Tactics: make Area Dark .... Fly out of reach, shoot enemies without fear of harm .... if needed you can use Strafing tactics(Flyby Attack) so they never know where you are |
| #89carnivoreAug 25, 2011 15:24:32 | bump to save![]() |
| #90carnivoreNov 11, 2011 19:55:48 | Bump to save :D |
| #91carnivoreSep 06, 2012 19:36:58 | bump ..... ![]() |