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The Necrontyr Messenger
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#26

Post by The Necrontyr Messenger »

Academia Nut: All are interesting (a Shadowsmith, in this case, could have been taking advantage of Shade’s functioning Netherese mythallar to make a large quantity of magic items that only work within its borders, allowing rather a lot of experience to be gained without ever having to put up with XP costs) and in this case, a binder could actually be publicly known as the host for things from beyond, or not, as you please.

While the clergy wouldn’t really like you, the city itself has always specialized in cutting edge research into contact with other planes. The respect from your fellow mages (and citizens; research like this saved the city from the Fall of Netheril) for this valuable work would offset any charge of heresy. After all, despite the respect the Church of Shar has gained, the denizens of Shade share the Netherese belief that gods are essentially no different from powerful wizards. The clergy certainly couldn’t murder you; the High Prince would come down on any such murderers like the proverbial bag of hammers – Shade needs all its strength to survive and prosper; murdering its mages is… not wise.

Of course, there’s dozens of reasons to keep such research secret, and beyond the borders of Shade, it’d be important to keep such things secret.

EDIT: Oh my. Karsus and Amaunator still exist as vestiges? (Amon would presumably be a Mulhorandi name, the hidden one, also Amun) Fantastic! In a terrifying kind of way that provokes many plot ideas for me...

Rhoenix: As far as I know, canonically, there are no Warforged in Faerûn. Therefore, I heartily encourage it.

More specifically, as such you’d be an advanced prototype created by one of the more important campaign NPCs. If Shade lacks anything, it’s reliable manpower. He’s already running a system that can potentially create great numbers of golems, albeit ordinary ones that are not sapient, and will not function outside of Shade.

Devising something like the warforged would be a logical next step in his intentions to adapt this sorcery for military use now that the city has returned to Faerûn. Such a character can easily be seen (though the exact reasons would be unclear) being assigned to the kind of missions I have in mind.

You would however, functionally be a completely new creature and the only one of your kind (yet) I’m not sure if that appeals to you. What’s more, you’d frequently be taken for (and encouraged to impersonate when in wider Faerûn) a golem.

Chaos monks are probably the most difficult, simply because the Shadovar are unlikely to have such a tradition, they have few enough clerics, and those with a suitably introspective character are likely to be streamed into wizardry at their Age of Ascension (13). Further, most of the city is highly lawful, for the most part, they believe very heavily in unity and common organization and action. The city has spent almost two thousand years in a domain inhabited by any number of hostile, umbral creatures, and is now on a mission to conquer the world, most of them have a highly lawful attitude.

Duskblade is pretty much ideal, and ideally represents the kind of elite martial tradition both Shade and Netheril would have, filling much the same social niche as Paladins do. There is something said about the history of this martial tradition here, though if you’re playing a character from Shade, it would of course be a human version learnt (perhaps more accurately, pilfered) long ago.

The Nomad: You’d not actually have to be using Shadow Weave magic, if you don’t wish to. While you’d certainly be aware of it, it has advantages and drawbacks, especially now you’re not on the plane of shadow. On the other hand, it is good for killing Phaerimms.

There’s one change to the basic wizard class I’d make for mages from Shade.
There are only three ‘schools’ of magic practiced by Shade’s arcanists, Invention, Mentalism and Variation.

Invention:- Conjuration, Evocation
Mentalism:- Enchantment, Divination, Illusion,
Variation:- Abjuration, Necromancy, Transmutation,

Every wizard from Shade would be a specialist in one of these, picking one to gain a +1 on spellcraft checks to learn the relevant spells. However, an actual specialist wizard would gain the full benefits of specializing for all ordinary schools in one of each of these traditions (Inventors get a bonus item creation feat as well) with one bonus spell per school per day. The cost of this is that one of the other three schools is prohibited.

I’m not entirely sure if this works, balance wise, and may take some fiddling to get right.
You might also want to consider actually being a Shade; it’s got a fairly steep ECL (+5) though. (Indeed, any of the ideas so far work as shades, except the monk and the warforged, the last for obvious reasons).

The Silence and I: Lack of setting knowledge isn’t actually that much of a problem; the City of Shade only returned to the material plane three years ago (I’m planning to start a little while back, in 1374 DR, shortly after the re-establishment of Myth Drannor) after a seventeen hundred year journey in the Plane of Shadows. I’ll be posting some useful background links.

Fighter-mages would of course be useful (and indeed, quite normal) with much the same as my comments on Duskblades above.

Resources
Arcane Age: Netheril – Empire of Magic – a WotC download of the AD&D expansion which details the Empire of Netheril. It’s not generally thought of as particularly good, but it has a lot of useful background.
Shadovar, Shades, and the City of Shade, by Sean K Reynolds
The Unearthed Arcana Reputation System (and most of the rest of it) is OGL, and is thus available here. I’m most likely to be using it to influence use of artifacts and similar things, as well as at what point one may (if not already) be invited to become a Shade.

If you can get it, Lords of Darkness covers much of Shadovar society. With the exception of the influence wielded by the High Prince’s sons, and its Netherese human-centric attitudes, it is essentially an arcane meritocracy. Children are tested from an early age and assigned areas of study, the most adept mages and warriors are enhanced by becoming Shades, the rulers of the city. The city contains a substantial number of goblinoid slaves who perform menial tasks under the supervision of the commoners, and other creatures. The general economy is a command affair that serves more to regulate the flow of goods (though it has little trade with Faerûn, it had some with the various denizens of the Plane of Shadow) than to enable wealth creation.

Given the shade concepts people seem to be coming up with here, it’s likely the PCs will be agents of certain senior arcanists within the city of Shade

Normally, I’d be bugging someone to be a cleric, but in this case, that’s not really that characterful, given the arcane emphasis of the home of most of these characters. There will, mind, be a crapload of healing potions available, which will be replaced free of charge, and you might get to see how these are produced.

The kind of missions you’ll be sent on will probably vary between three themes:
  1. First Contact and Research: Diplomacy with the various cultures of Faerûn, and inquiring into the histories of other cultures.
  2. Item Retrieval: Retrieving specific magic items or lore from hostile forces.
  3. Phaerimm Extermination: Most of the city are unaware of the true reasons for Netheril’s fall, and blame it entirely upon the Phaerimms, who, like the Shades, are once again active in Faerûn. Expeditions to go and kill them in the underdark are quite common. Further information on Phaerimms
Of course, by being an ‘evil’/neutral group, you also get the joy of scheming and plotting your own inventive wickedness, if you please. Conveniently, unlike say, Red Wizards, Thayans or Drow, the Shadovar are lawful enough that they don’t fight each other, so ‘evil’ group members wouldn’t be expected to kill their allies off.
Last edited by The Necrontyr Messenger on Fri Dec 19, 2008 8:22 am, edited 6 times in total.
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#27

Post by rhoenix »

The Necrontyr Messenger wrote:Rhoenix: As far as I know, canonically, there are no Warforged in Faerûn. Therefore, I heartily encourage it.

More specifically, as such you’d be an advanced prototype created by one of the more important campaign NPCs. If Shade lacks anything, it’s reliable manpower. He’s already running a system that can potentially create great numbers of golems, albeit ordinary ones that are not sapient, and will not function outside of Shade.

Devising something like the warforged would be a logical next step in his intentions to adapt this sorcery for military use now that the city has returned to Faerûn. Such a character can easily be seen (though the exact reasons would be unclear) being assigned to the kind of missions I have in mind.

You would however, functionally be a completely new creature and the only one of your kind (yet) I’m not sure if that appeals to you. What’s more, you’d frequently be taken for (and encouraged to impersonate when in wider Faerûn) a golem.

Chaos monks are probably the most difficult, simply because the Shadovar are unlikely to have such a tradition, they have few enough clerics, and those with a suitably introspective character are likely to be streamed into wizardry at their Age of Ascension (13). Further, most of the city is highly lawful, for the most part, they believe very heavily in unity and common organization and action. The city has spent almost two thousand years in a domain inhabited by any number of hostile, umbral creatures, and is now on a mission to conquer the world, most of them have a highly lawful attitude.

Duskblade is pretty much ideal, and ideally represents the kind of elite martial tradition both Shade and Netheril would have, filling much the same social niche as Paladins do. There is something said about the history of this martial tradition here, though if you’re playing a character from Shade, it would of course be a human version learnt (perhaps more accurately, pilfered) long ago.
Alright, so the monk is out, but the Artificer (especially if Warforged) and the Duskblade are in. I'm going to have to think about this carefully.

As far as the Duskblade spell list - will you expand on it, or allow the player of a duskblade to transfer some spells from the greater sorcerer/wizard spell list into that of the duskblade?

In terms of the Warforged Artificer - would this character need to have effectively faked his own death to escape?
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#28

Post by Academia Nut »

Okay, here's the preliminary character sheet I've cooked up. The backstory is still fermenting a bit and I take forever to come up with good names.

Human binder 10

Str 12
Dex 14 (16 from bracers of dexterity +2, 20 from Paimon)
Con 12
Int 14
Wis 10
Cha 18 (22 from cloak of charisma +4)

Feats
Disciplined
Improved Binding
Expel Vestige
Skilled Pact Making
Rapid Pact Making
Favoured Vestige [Tenebrous]
Weapon Finesse and Whirlwind Attack (with Paimon)

Skills
Bluff 10
Concentration 8
Decipher Script 7
Diplomacy 22
Gather Information 10
Indimidate 15
Knowledge (arcana) 3
Knowledge (the planes) 3
Knowledge (history) 3
Knowledge (religion) 3
Sense Motive 5
Perform (dance) (9 with Paimon, otherwise unused)
Tumble (9 with Paimon)

Abilities
Soul binding (2 vestiges, max 6th) Typically Tenebrous and Paimon
Pact augmentation (3 abilities) Typically +2 insight to AC, +1 insight to attack
Soul guardian (immune to fear, slippery mind)

AC 26
HP TBD
BAB 7
Fort 8
Ref 8
Will 9

Possessions (assuming standard starting wealth for 10th level character)
+2 shadowsilk hide armour 6500
+1 keen rapier 8320
Masterwork light mace 305
Masterwork light crossbow 335
Ring of force shield 8500
Ring of protection +1 2000
Cloak of charisma +4 16000
Amulet of natural armour +1 2000
Bracer of dexterity +2 4000
Potion of cure moderate wounds (2) 600
Potion of cure light wounds (5) 250

How does that look to start? If you don't have access I can post up the granted abilities of Paimon and Tenebrous. And yes, looking at it, two guys the Netherese would be familiar with have transformed into vestiges.
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#29

Post by LadyTevar »

I don't think they'd take Kindly to Karsus, considering this is all his fault
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#30

Post by Academia Nut »

Probably not, although there would definitely be those interested in trying to learn more about what happened. I don't see my binder using Karsus very much, but there might be those that would want to see if any information could be gleaned off the remains of the jackass for what he did.

Also, the Tome of Magic also includes a human subspecies called the Karsites with rather obvious origins and a sort of disconnect from magic.
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#31

Post by LadyTevar »

Nit did a campaign where the Karsites were trying to bring him back to life, gathering his Binding, his Memories, his Spirit, and his Body back together.

Yes, his body is a giant rock statue in the middle of nowhere, and his heart pours out silvery Whole Magic. You can steal pieces of his body to enchant items with. Just don't let a sorcorer get hole of a piece. Instant Magic Overload... very addictive.

(Rauari: NO! I can Handle the POWER! Honest!! It Won't kill me THIS time!))
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#32

Post by The Necrontyr Messenger »

rhoenix wrote:In terms of the Warforged Artificer - would this character need to have effectively faked his own death to escape?
Not at all. He'd have full permission to go wither he will.

The common Shadovar don't actually know it was Karsus' fault. Lord Shadow lets them believe the Phaerimms caused the fall, as, well, to paraphrase the Minbari Warrior Caste, "They are an enemy, I can touch, and kill" Also, I suspect, they don't want knowledge of what Karsus did turning the common people against their system of government.

It is, however, public knowledge that Karsus was a major archwizard with immense talents around the time of the Fall.

Personally, I wouldn't actually blame Karsus, he stepped up to take responsibility and get something done about the Phaerimms, it wasn't as if he did it out of megalomania.
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#33

Post by rhoenix »

The Necrontyr Messenger wrote:Not at all. He'd have full permission to go wither he will.
Cool.

So, any word about the Duskblade spell list? :wink:
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#34

Post by The Necrontyr Messenger »

rhoenix wrote:
The Necrontyr Messenger wrote:Not at all. He'd have full permission to go wither he will.
Cool.

So, any word about the Duskblade spell list? :wink:
I'd honestly have to look at the spell list, which I'll do tomorrow when I should have access to PHB2. Their lack of spells is supposed to be part of their balance, after all.

If there's spells you particularly want that aren't on there, feel free to ask for them though. You may get them, or I may just say you have to research a Duskblade variant.
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#35

Post by The Necrontyr Messenger »

Academia Nut wrote: How does that look to start? If you don't have access I can post up the granted abilities of Paimon and Tenebrous. And yes, looking at it, two guys the Netherese would be familiar with have transformed into vestiges.
From some further reading, I'll get back to you tomorrow, but looking good so far.
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#36

Post by rhoenix »

The Necrontyr Messenger wrote:
rhoenix wrote:
The Necrontyr Messenger wrote:Not at all. He'd have full permission to go wither he will.
Cool.

So, any word about the Duskblade spell list? :wink:
I'd honestly have to look at the spell list, which I'll do tomorrow when I should have access to PHB2. Their lack of spells is supposed to be part of their balance, after all.

If there's spells you particularly want that aren't on there, feel free to ask for them though. You may get them, or I may just say you have to research a Duskblade variant.
Alright, fair enough. I'll even try to make your job easier, by listing their spell list and what book each spell is from (as some are PH2 spells). All are copied from the Crystalkeep reference.

level 0:
Acid Splash (PH), Disrupt Undead (PH), Ray of Frost (PH), Touch of Fatigue (PH)

level 1:
Bigby's Tripping hand (PH2), Blade of Blood (PH2), Burning Hands (PH), Cause Fear (PH), Chill Touch (PH), Color Spray (PH), Deflect, Lesser (PH2), Expeditious Retreat, Swift (CAdv), Jump (PH), Kelgore's Fire Bolt (PH2), Magic Weapon (PH), Obscuring Mist (PH), Ray of Enfeeblement (PH), Resist Energy (PH), Rouse (PH2), Shocking Grasp (PH), Stand (PH2), True Strike (PH)

level 2:
Animalistic Power (PH2), Bear's Endurance (PH), Bigby's Striking Fist (PH2), Bull's Strength (PH), Cat's Grace (PH), Darkvision (PH), Deflect (PH2), Dimension Hop (PH2), Fly, Swift (CAdv), Ghoul Touch (PH), Invisibility, Swift (CAdv), Melf's Acid Arrow (PH), Scorching Ray (PH), See Invisibility (PH), Seeking Ray (PH2), Spider Climb (PH), Stretch Weapon (PH2), Sure Strike (PH2), Touch of Idiocy (PH2)

level 3:
Crown of Might (PH2), Crown of Protection (PH2), Dispelling touch (PH2), Doom Scarabs (PH2), Energy Aegis (PH2), Energy Surge (PH2), Halt (PH2), Keen Edge (PH), Magic Weapon, Greater (PH), Protection from Energy (PH), Ray of Exhaustion (PH), Regroup (PH2), Vampiric Touch (PH)

level 4:
Bigby's Interposing Hand (PH), Channeled Pyroblast (PH2), Dimension Door (PH), Dispel Magic (PH), Enervation (PH), Fire Shield (PH), Phantasmal Killer (PH), Shout (PH), Toxic Weapon (PH2)

level 5:
Bigby's Clenched Fist (PH), Chain Lightning (PH), Disintegrate (PH), Hold Monster (PH), Polar Ray (PH), Slashing Dispel (PH2), Sonic Shield (PH2), Waves of Fatigue (PH)

===

There you are - if you've questions about some of the spells, let me know. Here are the spells I'm requesting, in addition to the above:

1st Level:
Shield (Player's Handbook p.254)
Corrosive Grasp (Magic of Faerun p. 85)
Hail of Stone (Underdark p. 58)
Critical Strike (Complete Adventurer p. 145)
Insightful Feint (Complete Adventurer p. 153)
Know Protections (Magic of Faerun p. 104)
Distract Assailant (Complete Adventurer p. 146)
Horizikaul's Boom (Magic of Faerun p. 101)
Snilloc's Snowball (Unearthed Arcana p.52)

2nd Level:
Mindless Rage (Complete Adventurer p. 155)
Battering Ram (Magic of Faerun p. 80)
Combust (Magic of Faerun p.85, Lords of Darkness p. 185)
Gedlee's Electric Loop (Player's Guide to Faerun p.103)
Bladeweave (Complete Adventurer p. 144)
Mirror Image (Player's Handbook p. 254)
Shadow Mask (Forgotten Realms Campaign Setting p. 73)
Sonic Weapon (Complete Adventurer p. 157)
Whirling Blade (Complete Arcana p. 129)

3rd Level:
Reverse Arrow (Magic of Faerun p. 114)
Elation (Book of Exalted Deeds p. 98)
Heroism (Player's Handbook p.240)
Resonating Bolt (Complete Arcana p.121)
Displacement (Player's Handbook p.223)
Haste (Player's Handbook p. 239)
Last edited by rhoenix on Sat Dec 27, 2008 3:19 pm, edited 3 times in total.
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#37

Post by Jason_Firewalker »

I could do realms or B5, but I know little of the B5 system

For the Realms game, I present five options (all without stat points gained from levels):

Go-Dath Death Wrestler
Goliath Lvl 6 Monk Lvl 3 Dragon Descendent (see Dragon Magic)

Str 20
Dex 12
Con 14
Int 10
Wis 13
Cha 11

HP 8+8d8+18
AC: 21 =10+1+1+1+5+1+2+2-1
BAB: 6/1

Feats:
Improved Grapple (Monk)
Combat Reflexes (Monk)
Improved Disarm (Monk)
Dragontouched
Improved Initiative
Heavy Lithoderms
Improved Natural Armor

Traits: Aggressive (-1 AC +2 Initiative)

Skills:

Concentration: 10 = 2+8
Climb: 17 = 5+12
Jump: 17 = 5+12
Tumble: 13 = 1+12
Spot: 5 = 1+4

Magic Items:
Bracers of Armor +5
Ring Of Protection +1
Ring Of Protection +1
Monk's Belt
Bag of Holding Type I

Mundane Equipment
Bedroll
15 days rations
5 days water
messkit
100 ft silk rope
grapple hook

GP -2450


Unarmed Strike
To-Hit: +11/6
Damage: 2d8+5

Flurry Of Blows
To-Hit: +11/11/6
Damage: 2d8+5 per

Special:
Evasion
Still Mind
Ki Strike Magic
Slow Fall 30ft
Purity Of Body
Rampaging Ancestor (+1 to strike and damage with UAS and attacks are considered chaotic aligned for overcoming DR)
Ancestral Lore (once a week make a concentration check to gain Bardic Knowledge)
Subtle Ancestor (+DD lvl to Hide and Move Silently, no penalty to Hide and Move Silent for moving over 1/2 speed, 2d6 Sneak attack)

NOTE: At this point I can channel only one ancestor at a time and it is a move action to switch which I channel, but I can channel for as long as I want.

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

Option 2:

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

Portia DelRosili

Halfling Rogue 7 Master Thrower 3

Stats:
Str 10
Dex 18 (20)
Con 14
Int 14
Wis 10
Cha 10

HP 6+6d6+3d8+20
AC: 23 =10+6+5+1
BAB: 8/3

Feats:
Point Blank Shot
Precise Shot
Weapon Focus Dagger
Quick Draw (Master Thrower)
Far Shot

Special:
Sneak Attack 4d6
Trapfinding
Evasion
Trap Sense +2
Uncanny Dodge
Palm Throw
Improved Evasion
Sneaky Shot

Skills:
Sleight Of Hand: 18 = 5 + 13
Tumble: 18 = 5 + 13
Concentration: 8 = 2 + 6
Spot: 13 = 0 + 13
Use Rope: 18 = 5 + 13
Hide: 19 = 5 + 10 + 4
Move Silently: 17 = 5 + 10 + 2
Open Lock: 12 = 5 + 8
Disable Device: 10 = 2 + 8
Search: 12 = 2 + 10
Listen: 12 = 0 + 5 + 2
Use Magic Device: 9 = 0 + 9

Magic Items:
1 pair +1 Returning Daggers of Distance
+2 Mithril Chain Shirt
+1 Ring of Protection
Gloves of Dexterity +2
Wand Of Cure Light Wounds CL 1
Wand Of Cure Light Wounds CL 1

Mundane Equipment::
Backpack
Bedroll
5 Days rations
2 days water
200 ft silk rope
Grapple hook
MW theives tools

GP 195

-------------
option 3
-------------

Lasia Darksand

Human Wizard <Inventor> 5/Sand Shaper 5

Str 10
Dex 12
Con 12
Int 18
Wis 10
Cha 10

HP: 4+4d4+5d6+10
AC: 15 = 10 + 1 +2 +2

Feats:
Scribe Scroll (Wizard)
Craft Wondrous Item (Inventor)
Touchstone (City of the Dead)
Combat Casting
Improved Initiative
Weapon Focus Ranged Touch Attack
Craft Wand (Wizard lvl 5)
Point Blank Shot
Precise Shot

Special:
Desert Insight (Lowers level of certain spells and adds freebies to spell list all of which will be Italic)
Dust Magic (As long as I carry 15+ pounds of sand or desert material my Caster level is 1 higher)
Sand Shape (Create items out of sand)
Sandform (Functions as per the spell, once per day for 6 min at this point)
Sand Stride (Get the ability to fly as per overland flight once per day in desert areas)
Improved Sandshape (Create minor golem like things out of sand with caster level check)
Improved Dust Magic 3/day (Use metamagic [Empower, enlarge, extend, slilence or still] feats 3/day spontaneously on spells I cast while carrying 15+ pounds of sand or in a desert environment)
Touchstone (City Of the Dead) (+1 on Charisma based checks and to overcome spell resistance with Cha powered spells, Mass Charm Monster on creatures sharing at least one alignment with me once per week (4 uses of MCM))

Skills:
Concentration: 14 = 1 + 13
Know Arcana: 12 = 4 + 8
Know Nature: 17 = 4 + 13
Survival: 9 = 0 + 9
Spellcraft: 17 = 4 + 13
Spot: 5 = 0 + 5
Listen: 5 = 0 + 5
Search: 9 = 4 + 5
Ride: 6 = 1 + 5

Magical Equipment:
Replenishing Skin (Effectively infinite water supply)
5x Scrolls Flesh to Salt CL 9
Ring of Protection +2
Ring of Protection +2
Wand of Wither (50/50)
5x Scroll Dispel Magic CL 5

Mundane Items:
Backpack
Bedroll
10 days rations
30 pounds of sand in 2 sacks
3x Spellbooks
600 sheets of parchament
1 scrollcase
4 travelers outfits

GP 1140

Spellbook:
0 -- All
1 -- Mage Armor, Obscuring Mist, Magic Missile, Burning Hands, Enlarge Person, Erase, Expeditious Retreat, Ray of Enfeeblement, Ray of Clumsiness, Bears Endurance, Bulls Strength, Cats Grace, Endure Elements, Parching Touch, Speak With Animals, Summon Desert Ally I
2 -- Touch of Idiocy, Scorching Ray, Melf's Acid Arrow, Darkvision Eagles Splendor, Foxs Cunning, Heat Metal, Owls Wisdom, Resist Energy, Summon Desert Ally II, Summon Swarm
3 -- Protection From Energy, Fireball, Haste, Vampiric Touch, Control Sand, Dessicate, Dispel Magic, Dominate Animal, Haboob, Slipsand, Summon Desert Ally III, Sunstroke, Tormenting Thirst, Windwall
4 -- Shout, Eneveration, Dimension Door, Bestow Curse, Blast of Sand, Summon Desert Ally IV, Wall Of Sand, Wither
5 -- Greater Fireburst, Wall Of Force Choking Sands, Flaywind Burst, Flesh to Salt, Summon Desert Ally V, Transmute Sand to Stone, Transmute Stone to Sand

----------------------
Option 4
----------------------

Sheldia

Aasimar Druid 9

Str 12
Dex 12
Con 15
Int 12
Wis 18
Cha 14

HP 8 + 8d8 + 18
AC: 19 = 10 + 1 + 4 +2 +2

Feats:
Combat Casting
Spell Focus Conjuration
Augment Summoning
Extra Wildshape

Special:
Animal Companion (Wolf)
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Resist Nature's Lure
Wild Shape 5/day (Large)
Venom Immunity

Skills:
Know Nature: 15 = 1 +12 + 2
Survival: 18 = 4 + 12 + 2
Handle Animal: 14 = 2 + 12
Listen: 16 = 4 + 12
Spot: 16 = 4 + 12

Magic Items:
MW Scimitar
Bracers Of Armor + 4
Ring Of Protection +2
Ring Of Protection +2
2x Scroll of Restoration
2x Scroll Reincarnation
Wand Of Cure Serious Wounds (50/50)

Mundane Items:
Backpack
Bedroll
Messkit
10 days rations
2 days water
Scrollcase

GP- 2408


-----------------
Option 5
-----------------

Leelaou

Human Half Red Dragon Favored Sould Of Tiamat 7

Str 20
Dex 10
Con 16
Int 12
Wis 16
Cha 20

HP 8 + 6d8 + 21
AC = 10 + 0 + 1

Feats:
Combat Casting
Ray Spell
Draconic Senses
Draconic Knowledge
Draconic Heratige Red

(For bolded refer to Dragon Magic)

Special:
Favored Of Tiamat (provides the feat Dragontouched, gives me 2 claw attacks and instaead of gaining bat or angel wings I get dragon wings and instead of dr 10/ci or 10/silv, I get 10/epic at 20th lvl)
(For bolded refer to Dragon Magic)




EDIT NOTES: In progress working on all this
Last edited by Jason_Firewalker on Sun Dec 21, 2008 6:03 am, edited 9 times in total.
'Individual science fiction stories may seem as trivial as ever to the blinder critics and philosophers of today — but the core of science fiction, its essence has become crucial to our salvation, if we are to be saved at all'
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-- My friend figuring out how to permanently turn a gnome chartreuse

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#38

Post by rhoenix »

After getting my hands on the Tome of Battle finally, I'm finding myself utterly fascinated.

And of course wondering if I can make the fun stuff in there compatible with any of my ideas; which of course makes the artificer out. So as of right now (and I do welcome thoughts and comments):

1. Artificer
+: Low-cost magic items. EVERYWHERE.
-: completely dependent upon magic items for combat.

2. Swordsage (Monk build)
+: Opens up many, many fun possibilities.
-: no spells.

3. Duskblade (with some stuff from Tome of Battle)
+: frightening in physical and magical combat - very offense-oriented.
-: not many defensive abilities.

So far, though the choices listed are absolutes, I'll likely make up a hybrid somehow with the above. Currently, some combination of Swordsage and Duskblade is looking most likely, if I can balance it right.
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#39

Post by LadyTevar »

For the Duskblade you'd just need to spend one of your feats to allow you access to one of the Martial Paths.
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#40

Post by SirNitram »

Martial Study, while OK, is not as flexible as a Swordsage. Also: Kung-fu mastery of flames, shadows, and using your Will save on lots and lots of stuff.
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#41

Post by LadyTevar »

Conceded, Nitram

SwordSage (Monk) with Shadow Hand and Setting Sun paths is something to fear.
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#42

Post by rhoenix »

Basic Info:
Name: Morjin Defel
Class: Warblade6, Duskblade4
Race: Half-Elf
Alignment: NG

Character Backstory:
Morjin Defel was, as an infant, left on the doorstep of a retired swordsman of another land. He knew not who left this baby boy, nor what to do with a child barely a year old, so he took the child with him to the temple where he had trained from a young age in the Sublime Ways. The old swordsman left the child in the care of the temple, to be raised calling his companions in battle brothers and sisters.

The child grew, calling this temple home, and giving his half-elf, and half-human ancestry full credit. He had the power and directness of attitude that humans had, combined with the cool study and calm grace of an elf. The child rapidly continued through his teachings in the Sublime Way, taking to the ways well.

Soon enough, he had finished as a student, and was given his belt - the belt that proclaimed him now ready to become a student of the world. So, with the clothes on his back, and the greatsword he'd earned as a particularly avid student of the Way Of The Stone Dragon, he began to explore the world, and make his way in it.

He had adventured to many lands, and seen many things - but a part of him was drawn to magic; the way of the mage. He had ignored this while growing up at the temple, and for the first few years of his adventures - but soon enough, the urge to feel arcane energies led him to instinctively follow that path to magic. Due to his earlier martial training however, his version of being a user of magic was decidedly more martial than one might have expected; instead of becoming a true wizard, Morjin found the path of the Duskblade.

Though a relatively recent change, and with a few mishaps due to experimenting alone instead of having a formal teacher, Morjin nonetheless feel as if he's walking at the pace he needs to walk, on the path he needs to walk.

His old martial skills as a Warblade have in no way left him - however, their use has become much more focused and precise lately, particularly when he begins using spells with his fighting.

Now, he feels ready to explore the world on his own merits, following the path of the balance. He is a dedicated student still to his craft, and gets up early every morning to practice and warm up, and does so again before going to sleep that night. Some have compared his attitude and personality to that normally expected of monks, and Morjin doesn't necessarily disagree.

Attributes:
STR: 16 (18 with Armbands of Might)
DEX: 12 (+1)
CON: 14 (+2)
INT: 15 (+2)
WIS: 10
CHA: 10

Max HP: 85 (war6(5d12+10+14(1st lvl)) + dusk4(4d8+8)
AC: 20 (10(base) +1(dex12) +2(ring) +7(armor))
BAB: +10/+5
Reflex Save: +6 (+2(war6) +1(dusk4) +1(dex12) +2(int14))
Fortitude Save: +11 (+5(war6) +4(dusk4) +2(con14))
Will Save: +6 (+2(war6) +4(dusk4))

Combat:
Using Greatsword:
Attack Bonus to BAB: +7 (+4(18str) +2(greatsword+2) +1(wf: greatsword))
Base Damage: 2d6+8 (2d6+2(greatsword+2) +6(+4str x1.5))

Skills:
* = in-class for Warblade
# = in-class for Duskblade

*Balance(dex) 4
#*Climb(str) 3
#*Concentration(con) 10
#*Craft(int)
#Decipher Script(int) 2
*Diplomacy(cha) 1
*Intimidate(cha) 4
#*Jump(str) 10
#*Knowledge (history)(int) 1
#*Knowledge (local)(int) 1
#Knowledge (arcana)(int) 4
#Knowledge (planes)(int) 1
*Martial Lore(int) 2
#Ride(dex)
#Sense Motive(wis) 2
#*Swim(str) 4
#Spellcraft(int) 4
*Tumble(dex) 4
Listen(wis) 2
Spot(wis) 2
Search(int) 1
Gather Information 1

Languages: Common, Elven, Draconic

Feats:
(clvl1) Power Attack (can take up to -5 to attack, add that bonus to damage; 2hand is 2x)
(clvl3) Improved Sunder
(war5) Leap Attack (doubles Power Attack bonus damage on a successful Jump check on a charge of at least 10')
(clvl6) Combat Brute
(dusk2) Combat Casting
(clvl9) Weapon Focus: Greatsword (+1 to attack rolls made using greatsword)

Special Abilities:
(war1)Battle Clarity (Int bonus to Will saves)
(war1)Weapon Aptitude (can change focus of weapon-specific skills from one weapon to another by spending an hour)
(war2)Uncanny Dodge (retain dex bonus to AC if flat-footed)
(war3)Battle Ardor (int bonus to confirm critical hits)
(war6)Improved Uncanny Dodge (Cannot be flanked)

(dusk1)Arcane Attunement (can use spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined number of times per day equal to 3 + Int bonus)
(dusk1)Armored Mage: Light (no arcane spell failure chance in light armor)
(dusk3)Arcane Channeling (can use a standard action to cast any touch spell, and deliver it as a melee attack, does not provoke AoO)
(dusk4)Armored Mage: Medium (no arcane spell failure chance in medium armor)

Disciplines:
Initiator Level: 8 (war6+(dusk4/2=2))
Maneuvers Known: 6
Manuevers Readied: 4
Stances Known: 2

Maneuvers:
(Can recover all expended maneuvers as swift action, followed by making a melee attack or using a standard action to do nothing else during the round. Recovers all lost maneuvers automatically once encounter is resolved)

Mountain Hammer: (Stone Dragon) Strike - Deal +2d6 damage, ignore DR and hardness
Ruby Nightmare Blade: (Diamond Mind) Strike - (PC makes Concentration check - if successful, weapon attack does 2x damage; otherwise, -2 to attack)
Overwhelming Mountain Strike: (Stone Dragon) Deal +2d6 damage, target loses move action.
Insightful Strike: (Diamond Mind) Strike - use Concentration check to deal damage
Iron Heart Surge: (Iron Heart) Remove 1 spell or effect, gain +2 morale bonus to attacks for 1 turn
Bonecrusher: (Stone Dragon) Strike - Deal +4d6 damage, +10 bonus to confirm critical hit

Stances:
Pearl of Black Doubt: (Diamond Mind) Gain +2 AC each time a foe misses you.
Leaping Dragon Stance: (Tiger Claw) +10 on Jump checks, always considered running for jumps.

Spells:
Level 0:
Acid Splash
Disrupt Undead
Touch of Fatigue
Ray of Frost

Level 1:
True Strike
Shield
Know Protections
Shocking Grasp
Burning Hands
Horizikaul's Boom

Weapons:
Sure-Striking Greatsword +2

Armor:
Mithril Breastplate +2

Other Items:
Ring of Sustainance
Ring of Protection +2
Bag of Holding 2 (up to 500lbs., feels like 25lbs.)

Character Creation: (3100 gold remaining)
(4100) Armbands of Might (+2 to STR & STR checks; if Power Attack is used with at least -2 to attack, the armbands add an additional +2 damage)
(10450) Mithril Breastplate +3
(18350) Sure-Striking Greatsword +2
(8000) Ring of Protection +2
(2500) Ring of Sustenance
(5000) Bag of Holding II

Versioning:
v0.01: Basic character sheet begun
v0.02: Skills picked
v0.03: character sheet reverted; possible ideal combination found, testing merited
v0.1: Begin finalization of Morjin
v0.2: finished feats, abilities
v0.3: finished spells and martial abilities
v1.0: finished spending gold, and allocating equipment. Character sheet done, pending approval
v1.1: updated alignment, added Discipline types to the two Stances, corrected spelling of "sustenance"
v1.2: Edited in max HP
v1.3 as suggested by Silence and I, made corrections to HP (87 corrected to 85), feats (arcane strike replaced with weapon focus: greatsword), fixed attack roll bonus table accordingly
Last edited by rhoenix on Mon Jan 26, 2009 4:11 am, edited 18 times in total.
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#43

Post by The Necrontyr Messenger »

Rhoenix: Humm. Having looked most of them up, provisionally, I’d sign off on all the spells you listed for the duskblade, with the possible exception of the invisibility ones (which don’t seem to fit the theme), but you seem to be more interested in the strange weird monk you’ve found now, anyway.

Jason Firewalker: I’m not sure the first idea you have there, obviously, the third option fits any group from Shade pretty well. Option two can be worked in without too much difficulty as a mercenary or (possibly works best as) hired guide. The same with option four (not much call for druids in a flying city on the plane of shadow, that’s about as far from nature as it’s possible to be). The last one is in the same boat as the first, in that I could probably find a way to justify, but doesn’t seem like someonethe Shadovar would trust. It’s up to you, and I’ll work something out.

I think I’ve the ideas and chief NPCs of the first adventure worked out now, by the way, folks. ;)
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#44

Post by rhoenix »

The Necrontyr Messenger wrote:Rhoenix: Humm. Having looked most of them up, provisionally, I’d sign off on all the spells you listed for the duskblade, with the possible exception of the invisibility ones (which don’t seem to fit the theme), but you seem to be more interested in the strange weird monk you’ve found now, anyway.
To be perfectly honest, I would love to find a way to balance the martial abilities from Tome of Battle with the Duskblade, especially because I feel it fits - but it would have required a lot of balancing.

I'm not done yet; that's just a placeholder. Hopefully I'll figure this out; otherwise, I'll just stick with the pure Swordsage.
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#45

Post by Jason_Firewalker »

[quote="The Necrontyr Messenger"]
Jason Firewalker: I’m not sure the first idea you have there, obviously, the third option fits any group from Shade pretty well. Option two can be worked in without too much difficulty as a mercenary or (possibly works best as) hired guide. The same with option four (not much call for druids in a flying city on the plane of shadow, that’s about as far from nature as it’s possible to be). The last one is in the same boat as the first, in that I could probably find a way to justify, but doesn’t seem like someonethe Shadovar would trust. It’s up to you, and I’ll work something out. [quote]

I can deal with a wizard or the master thrower, depends what the party needs.
'Individual science fiction stories may seem as trivial as ever to the blinder critics and philosophers of today — but the core of science fiction, its essence has become crucial to our salvation, if we are to be saved at all'
-- Sir Issac Asimov

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-- My friend figuring out how to permanently turn a gnome chartreuse

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#46

Post by Jason_Firewalker »

Portia DelRosili

Halfling Rogue 7 Master Thrower 3

Stats:
Str 10
Dex 18 (20)
Con 14
Int 14
Wis 10
Cha 10

HP 6+6d6+3d8+20
AC: 23 =10+6+5+1
BAB: 8/3

Feats:
Point Blank Shot
Precise Shot
Weapon Focus Dagger
Quick Draw (Master Thrower)
Far Shot

Special:
Sneak Attack 4d6
Trapfinding
Evasion
Trap Sense +2
Uncanny Dodge
Palm Throw
Improved Evasion
Sneaky Shot

Skills:
Sleight Of Hand: 18 = 5 + 13
Tumble: 18 = 5 + 13
Concentration: 8 = 2 + 6
Spot: 13 = 0 + 13
Use Rope: 18 = 5 + 13
Hide: 19 = 5 + 10 + 4
Move Silently: 17 = 5 + 10 + 2
Open Lock: 12 = 5 + 8
Disable Device: 10 = 2 + 8
Search: 12 = 2 + 10
Listen: 12 = 0 + 5 + 2
Use Magic Device: 9 = 0 + 9

Magic Items:
1 pair +1 Returning Daggers of Distance
+2 Mithril Chain Shirt
+1 Ring of Protection
Gloves of Dexterity +2
Wand Of Cure Light Wounds CL 1
Wand Of Cure Light Wounds CL 1

Mundane Equipment::
Backpack
Bedroll
5 Days rations
2 days water
200 ft silk rope
Grapple hook
MW theives tools

GP 195

-----------------------
OR
-----------------------

Lasia Darksand

Human Wizard <Inventor> 5/Sand Shaper 5

Str 10
Dex 12
Con 12
Int 18
Wis 10
Cha 10

HP: 4+4d4+5d6+10
AC: 15 = 10 + 1 +2 +2

Feats:
Scribe Scroll (Wizard)
Craft Wondrous Item (Inventor)
Touchstone (City of the Dead)
Combat Casting
Improved Initiative
Weapon Focus Ranged Touch Attack
Craft Wand (Wizard lvl 5)
Point Blank Shot
Precise Shot

Special:
Desert Insight (Lowers level of certain spells and adds freebies to spell list all of which will be Italic)
Dust Magic (As long as I carry 15+ pounds of sand or desert material my Caster level is 1 higher)
Sand Shape (Create items out of sand)
Sandform (Functions as per the spell, once per day for 6 min at this point)
Sand Stride (Get the ability to fly as per overland flight once per day in desert areas)
Improved Sandshape (Create minor golem like things out of sand with caster level check)
Improved Dust Magic 3/day (Use metamagic [Empower, enlarge, extend, slilence or still] feats 3/day spontaneously on spells I cast while carrying 15+ pounds of sand or in a desert environment)
Touchstone (City Of the Dead) (+1 on Charisma based checks and to overcome spell resistance with Cha powered spells, Mass Charm Monster on creatures sharing at least one alignment with me once per week (4 uses of MCM))

Skills:
Concentration: 14 = 1 + 13
Know Arcana: 12 = 4 + 8
Know Nature: 17 = 4 + 13
Survival: 9 = 0 + 9
Spellcraft: 17 = 4 + 13
Spot: 5 = 0 + 5
Listen: 5 = 0 + 5
Search: 9 = 4 + 5
Ride: 6 = 1 + 5

Magical Equipment:
Replenishing Skin (Effectively infinite water supply)
5x Scrolls Flesh to Salt CL 9
Ring of Protection +2
Ring of Protection +2
Wand of Wither (50/50)
5x Scroll Dispel Magic CL 5

Mundane Items:
Backpack
Bedroll
10 days rations
30 pounds of sand in 2 sacks
3x Spellbooks
600 sheets of parchament
1 scrollcase
4 travelers outfits

GP 1140

Spellbook:
0 -- All
1 -- Mage Armor, Obscuring Mist, Magic Missile, Burning Hands, Enlarge Person, Erase, Expeditious Retreat, Ray of Enfeeblement, Ray of Clumsiness, Bears Endurance, Bulls Strength, Cats Grace, Endure Elements, Parching Touch, Speak With Animals, Summon Desert Ally I
2 -- Touch of Idiocy, Scorching Ray, Melf's Acid Arrow, Darkvision Eagles Splendor, Foxs Cunning, Heat Metal, Owls Wisdom, Resist Energy, Summon Desert Ally II, Summon Swarm ,
3 -- Protection From Energy, Fireball, Haste, Vampiric Touch, Control Sand, Dessicate, Dispel Magic, Dominate Animal, Haboob, Slipsand, Summon Desert Ally III, Sunstroke, Tormenting Thirst, Windwall
4 -- Shout, Eneveration, Dimension Door, Bestow Curse, Blast of Sand, Summon Desert Ally IV, Wall Of Sand, Wither
5 -- Greater Fireburst, Wall Of Force Choking Sands, Flaywind Burst, Flesh to Salt, Summon Desert Ally V, Transmute Sand to Stone, Transmute Stone to Sand


Spells per Day
0 -- 4
1 -- 4 +1
2 -- 4 +1
3 -- 3 +1
4 -- 2 +1
5 -- 1

Spells Preped:
0 -- Detect Magic x3 Read Magic x1
1 -- Expeditous Retreat, Magic Missile x2, Mage Armor x2
2 -- Scorching Ray x2, Touch of Idiocy, Resist Energy x2
3 -- Fireball x2, Dispel Magic x2
4 -- Dimension Door x2, Shout
5 -- Greater Fireburst
'Individual science fiction stories may seem as trivial as ever to the blinder critics and philosophers of today — but the core of science fiction, its essence has become crucial to our salvation, if we are to be saved at all'
-- Sir Issac Asimov

The True Resurrection would undo the chartrusing of the Gnome
-- My friend figuring out how to permanently turn a gnome chartreuse

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents
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#47

Post by The Necrontyr Messenger »

To be honest, I think the Master Thrower is probably more useful. As far as I can tell, the party is in need of a skill monkey. :wink:
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#48

Post by The Silence and I »

Xander, human male Fighter-Sorcerer, age 24.

After boosting Str and Dex at lvls 4 and 8 (not including items):
STR: 16; DEX: 14; CON: 14; INT: 13; WIS:10; CHA: 14.

4 Fighter lvls, including first, and 6 Sorcerer lvls.

Hitpoints:


+ Con Mod x 10

BAB = 7/2; Base saves = FORT: 6, REFL: 3, WILL: 6.

Feats:
lvl 1 - Combat Expertise, Improved Trip, Power Attack;
lvl 3 - Still Spell, Mounted Combat;
lvl 6 - Leap Attack;
lvl 9 - Arcane Strike;
lvl 10 - Ride-by Attack.

Special:
Metamagic Specialist (4/day) - see PHB II, in the Sorcerer section; essentially give up Familiar to use Metamagic Feats without increasing the casting time (INT Mod + 3 times per day). Considered Extraordinary.

Spells:
lvl 0 - 7/6
Light; Detect Magic; Read Magic; Resistance; Disrupt Undead; Message; ???.
lvl 1 - 4/7
Blade of Blood (PHB II); Enlarge Person; Shocking Grasp; ???.
lvl 2 - 2/6
False Life; Wraithstrike (spell compendium).
lvl 3 - 1/3
Phantom Steed.

Skills:
TBA.

Equipment:
<>Magical Items -
Gauntlets of Ogre Power (4000 gp)
+2 Mithril Chain (5100 gp)
Boots of Striding and Springing (5500 gp)
Heward's Handy Haversack (2000 gp)
More TBA.

Link to Beta Build
EDIT: Beta is now near-final. I just have some gp remaining to deal with.
Last edited by The Silence and I on Sun Dec 28, 2008 5:44 pm, edited 2 times in total.
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#49

Post by Jason_Firewalker »

Portia DelRosili

Halfling Rogue 7 Master Thrower 3

Stats:
Str 10
Dex 18 (20)
Con 14
Int 14
Wis 10
Cha 10

HP 6+6d6+3d8+20




AC: 23 =10+6+5+1
BAB: 8/3

Feats:
Point Blank Shot
Precise Shot
Weapon Focus Dagger
Quick Draw (Master Thrower)
Far Shot

Special:
Sneak Attack 4d6
Trapfinding
Evasion
Trap Sense +2
Uncanny Dodge
Palm Throw
Improved Evasion
Sneaky Shot

Skills:
Sleight Of Hand: 18 = 5 + 13
Tumble: 18 = 5 + 13
Concentration: 8 = 2 + 6
Spot: 13 = 0 + 13
Use Rope: 18 = 5 + 13
Hide: 19 = 5 + 10 + 4
Move Silently: 17 = 5 + 10 + 2
Open Lock: 12 = 5 + 8
Disable Device: 10 = 2 + 8
Search: 12 = 2 + 10
Listen: 12 = 0 + 5 + 2
Use Magic Device: 9 = 0 + 9

Magic Items:
1 pair +1 Returning Daggers of Distance
+2 Mithril Chain Shirt
+1 Ring of Protection
Gloves of Dexterity +2
Wand Of Cure Light Wounds CL 1
Wand Of Cure Light Wounds CL 1

Mundane Equipment::
Backpack
Bedroll
5 Days rations
2 days water
200 ft silk rope
Grapple hook
MW theives tools

GP 195
'Individual science fiction stories may seem as trivial as ever to the blinder critics and philosophers of today — but the core of science fiction, its essence has become crucial to our salvation, if we are to be saved at all'
-- Sir Issac Asimov

The True Resurrection would undo the chartrusing of the Gnome
-- My friend figuring out how to permanently turn a gnome chartreuse

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents
--HP Lovecraft in Call Of Cthulhu
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#50

Post by rhoenix »

My character sheet is provisionally done, but I don't recall (and didn't see) what you set as the gold amount to start with. Once that and buying starter equipment is finished, my character is complete.
"Before you diagnose yourself with depression or low self-esteem, make sure that you are not, in fact, just surrounded by assholes."

- William Gibson


Josh wrote:What? There's nothing weird about having a pet housefly. He smuggles cigarettes for me.
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