A lonely party looks for a lonely soul (Inactive)

Game Master lantzkev

Heroes lose a fallen comrade and fall apart over the issue until their wizard discovers there is hope for their fallen idol!


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Sczarni

Adding a house rule on clerics.

You can worship any diety, and tend to with those using the domain you're tied to.

However you pick one primary and a secondary domain that imbodies your character. IE if you pick law, you embody law. Good, likewise you're good like captain amurica. If you pick battle, you thrive on good fights etc.

Secondary is just like primary except it's not the overriding driver of your character. If you go with oracle, same thing, it's an innate part of your character.

also where's your cleric? I can't access that at work, so if you can get it into a google doc or pdf to me or something

Sczarni

Likewise try and think of domains that would actually work well for a divine character that's spent most their life adventuring with a small group.

Some domains like "death" or "war" won't work flavor wise.


Well, here is my take for the "melee" character position.

He should do very well in combat, either close or ranged - he has got an excellent AC, saves and CMD, and a multiple of possible actions and capabilities in a fight.

I took the necessary steps to steer him away from "ye olde classic Zen Archer" that stands waaaay isolated in the back, not talking to anyone - he has got decent Knowledges and is quite Self-Sufficient in most situations - except healing... But I am giving that a thought also :D

Please disregard the different magic items for the same slots - Herolab doesn't really seem to support the multiple abilities in a single item - I did carry out the math and it is correct.

Trihedron:

Trihedron
Male Human Monk (Zen Archer, Qinggong Monk) 20
LG Medium Outsider (augmented humanoid, human)
Init +9; Senses darkvision 60 ft.; Perception +41
--------------------
Defense
--------------------
AC 48, touch 40, flat-footed 41 (+8 armor, +7 Dex, +5 deflection)
hp 214 (20d8+120)
Fort +22, Ref +27, Will +30; +2 Resistance bonus vs. poison, spells, and spell like abilities
DR 10/chaotic; Immune poison; SR 30
--------------------
Offense
--------------------
Speed 90 ft.
Melee Masterwork Cold Iron Brass knuckles +23/+18/+13 (1d3+7/x2) and
. . Unarmed strike +22/+17/+12 (2d10+7/x2)
Ranged +5 Merciful Composite longbow (Str +7) +35/+30/+25 (1d8+15+1d6 non-lethal/19-20/x3)
Special Attacks flurry of blows +18/+18/+13/+13/+8/+8/+3, ki focus bow, ki strike, adamantine, ki strike, cold iron/silver, ki strike, lawful, ki strike, magic, trick shot, zen archery
Spell-Like Abilities
. . —Barkskin (self only, 1 Ki)
. . —Restoration (self only, 2 Ki)
. . —Shadow Walk (3 Ki)
--------------------
Statistics
--------------------
Str 24, Dex 24, Con 18, Int 14, Wis 34, Cha 8
Base Atk +15; CMB +22; CMD 67
Feats Ability Focus (Stunning Fist), Combat Reflexes (8 AoO/round), Deadly Aim -4/+8, Defensive Combat Training, Fast Learner, Hammer the Gap, Improved Critical (Longbow), Improved Precise Shot, Improved Unarmed Strike, Improved Vital Strike, Lightning Reflexes, Mantis Style, Perfect Strike (3d20) (20/day), Pinpoint Targeting, Point Blank Master (Longbow), Point Blank Shot, Precise Shot, Stunning Fist (21/day) (DC 34), Toughness, Vital Strike, Weapon Focus (Longbow), Weapon Specialization (Longbow)
Traits Ease of Faith, Reactionary
Skills Acrobatics +27 (+51 jump), Appraise +3, Bluff +0 (+4 vs. Dwarves, +2 vs. Gnomes and Halflings, -2 vs. any who are not Dwarves, Gnomes, or Halflings), Climb +12, Craft (bows) +1, Diplomacy +24 (+28 vs. Dwarves, +26 vs. Gnomes and Halflings, 22 vs. any who are not Dwarves, Gnomes, or Halflings), Disguise +0 (+4 vs. Dwarves, +2 vs. Gnomes and Halflings, -2 vs. any who are not Dwarves, Gnomes, or Halflings), Escape Artist +8, Fly +9, Heal +16, Intimidate +0 (+4 vs. Dwarves, +2 vs. Gnomes and Halflings, -2 vs. any who are not Dwarves, Gnomes, or Halflings), Knowledge (history) +7, Knowledge (local) +23, Knowledge (planes) +23, Knowledge (religion) +26, Linguistics +9, Perception +41 (+43 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Profession (herbalist) +17, Ride +8, Sense Motive +19, Stealth +31, Survival +20, Swim +12
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Osiriani
SQ ac bonus +17, dwarven hardiness, fast movement (+60'), ki archery, ki arrows, ki defense, ki pool, merciful, monk vows (vow of cleanliness [+4 ki], vow of fasting [+3 ki], vow of truth [+4 ki]), reflexive shot, stonecunning +2, unarmed strike (2d10)
Combat Gear Ring of counterspells, Ring of counterspells; Other Gear +5 Merciful Composite longbow (Str +7), Arrows (300), Masterwork Cold Iron Brass knuckles, Belt of dwarvenkind, Belt of physical perfection +6, Boots of speed (10 rounds/day), Bottle of air, Bracers of archery, greater, Broom of flying (9 hours/day), Cloak of resistance +5, Eyes of the eagle, Handy haversack (empty), Headband of inspired wisdom +6, Headband of vast intelligence +2 (Knowledge [plane, Ioun stone (dusty rose prism), Ioun torch, Ioun torch, Manual of gainful exercise +4, Manual of quickness of action +4, Ring of evasion, Ring of protection +5, Ring of sustenance, Stone of good luck (Luckstone), Tome of understanding +4, Backpack, masterwork (empty), Weapon cord, Weapon cord, 15032 GP, 9 SP
--------------------
Special Abilities
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Abundant Step (Su) Costs 2 ki points to activate.

A monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his mon
AC Bonus +17 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Boots of speed (10 rounds/day) Affected by haste
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/chaotic) You have Damage Reduction against all except Chaotic attacks.
Darkvision (60 feet) (Belt of dwarvenkind) You can see in the dark (black and white vision only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dwarven Hardiness (Belt of dwarvenkind) +2 resistance bonus to saves vs poison, spells, and spell like effects.
Empty Body (Ex) The monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make oth
Fast Movement (+60') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +18/+18/+13/+13/+8/+8/+3 (Ex) Make Flurry of Blows attack as a full rd action.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
High Jump (+20) +20 to Acrobatics checks made to jump.
Immunity to Poison You are immune to poison.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Focus Bow (Su) You can apply special Ki attacks to your arrows.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Adamantine (Su) If you have ki remaining, unarmed strikes count as adamantine to for DR and hardness.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Lawful (Su) If you have ki remaining, unarmed strikes count as lawful to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Mantis Style Gain +1 use of Stunning Fist per day, and increase stunning fist DC by +2
Merciful +1d6 damage, but all damage is nonlethal.
Perfect Self The monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic
Perfect Strike (3d20) (20/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Pinpoint Targeting Standard action (may not move this round): target of your ranged attack loses armor, natural armor and shield bonuses to AC.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quivering Palm (1/day) (Su) Costs 2 ki points to activate.

The monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent befor
Reflexive Shot (Ex) Make AoO with bow.
Restoration (self only, 2 Ki) (Sp) Self only. Costs 2 ki points to activate.
Ring of counterspells Counters this spell when it's cast on you.
Ring of counterspells Counters this spell when it's cast on you.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Shadow Walk (3 Ki) (Sp) Costs 3 ki points to activate.
Spell Resistance (30) You have Spell Resistance.
Stonecunning +2 (Belt of dwarvenkind) +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (21/day) (DC 34) You can stun an opponent with an unarmed attack.
Tongue of the Sun and Moon (Ex) Costs 0 ki point to activate.

The Monk can speak with any living creature.
Trick Shot (Su) 1-3 Ki points: ignore varying amounts of cover or concealment.
Unarmed Strike (2d10) The Monk does lethal damage with his unarmed strikes.
Vital Strike Standard action: x2 weapon damage dice.
Vow of Cleanliness (+4 Ki) A monk undertaking this vow must wash daily. He must change into fresh clothes daily or shortly after his robes become dirty. His appearance must be kept immaculate, including either neatly braiding or shaving off his hair (and, for male monks, maint
Vow of Fasting (+3 Ki) The monk eats nothing but rice (or a similar bland, staple food) and drinks nothing but water. On certain days (usually once per month or on a religious holiday), he may eat a small portion of other simple, bland food to maintain proper nutrition. Th
Vow of Truth (+4 Ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where
Weapon cord Attached weapon can be recovered as a swift action.
Weapon cord Attached weapon can be recovered as a swift action.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.


lantzkev wrote:

Adding a house rule on clerics.

You can worship any diety, and tend to with those using the domain you're tied to.

However you pick one primary and a secondary domain that imbodies your character. IE if you pick law, you embody law. Good, likewise you're good like captain amurica. If you pick battle, you thrive on good fights etc.

Secondary is just like primary except it's not the overriding driver of your character. If you go with oracle, same thing, it's an innate part of your character.

also where's your cleric? I can't access that at work, so if you can get it into a google doc or pdf to me or something

That's unfortunate since it would be much easier to read on the site it's nestled on.

The sheet is here.

Sczarni

yeah, btw I work thurs-sat 7p-7a est so you may find that's the time I'll post the most just about.... the rest of the week is nursing school so time is a bit more cramped then.

-edit-You have quite a bit of money to work with here, but please no custom items without asking me first. Also a Zen archer won't really fit well with the whole "martial/other" concept I'm looking for. 1st and foremost the person should be able to fight in melee and probably be "best" at that. It's kewl to do ranged, but if the point of your character is to do ranged attacks you're going to be unhappy in this game and some of my ideas will either be wasted or ineffective, or super effective and crush.


I usually keep a summon spell ready with my casters, just for those "oh s#!@" moments, and the versatility. I don't like dealing with that many pieces anyway. Two is more than enough already.

A familiar's just fun to have :D

Sczarni

I don't mind summons used, I just don't want them to be the focus, or used commonly to solve every problem.


One question, how should I handle purchasing additional spells beyond what I get by levelling up? Do I just need to pay the 50% of scribing (to my spellbook) cost mentioned in the Magic section of the PHB? This is all in addition to the costs I incur by writing into my own books of course.

Sczarni

yeap


So I guess you wouldn't like using SM9 to get... plane shift :P jk

Sczarni

SM9 is summon monster 9?

Quote:
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

so yeah that'd be a no no


It would have been nice to have these requirements laid out in advance. That way, we could build our characters to fit them from the start; Rather than needing to make changes every time a new restriction is revealed.


Just a joke :P

Maybe instead I'll use gate to summon a creature to transport me to the plane I just called it from! That could work! lol

Sczarni

Or I can just look at applications and wait until I see the three that tickle my fancy, or I could just not continue talking and leave you in the dark about things and then you'd have zero chance of it.

When I laid out my first post I had many ideas in my mind, and as I saw characters stream in I realized many of them I wouldn't like so I started giving more information.

So if you feel imposed upon by these "new restrictions" my apologies but this is how things evolve when you are in the planning stages.

-edit-
I'd rather just articulate my desires and vision for this game as it occurs to me rather than think of every conveiable permutation you could possibly make and restrict them in advance and spend time and effort restricting things people might not even attempt.

It's why I told people to make characters that are optimized and balanced.

Which to me means doesn't rely on one trick, doesn't require others to talk for them, others to make them effective in combat, if the party got distanced from each other I'd expect each one to have a decent chance of surviving on their own (with the arcane probably having the worst of it if that)


Iantzkev, any thoughts on Trihedron?

Sczarni

If you go the archer route you'll probably be disappointed in the long run I'd say.


lantzkev wrote:

Spoiler:
Or I can just look at applications and wait until I see the three that tickle my fancy, or I could just not continue talking and leave you in the dark about things and then you'd have zero chance of it.

When I laid out my first post I had many ideas in my mind, and as I saw characters stream in I realized many of them I wouldn't like so I started giving more information.

So if you feel imposed upon by these "new restrictions" my apologies but this is how things evolve when you are in the planning stages.

-edit-
I'd rather just articulate my desires and vision for this game as it occurs to me rather than think of every conveiable permutation you could possibly make and restrict them in advance and spend time and effort restricting things people might not even attempt.

It's why I told people to make characters that are optimized and balanced.

Which to me means doesn't rely on one trick, doesn't require others to talk for them, others to make them effective in combat, if the party got distanced from each other I'd expect each one to have a decent chance of surviving on their own (with the arcane probably having the worst of it if that)

I seem to have made something of a bad impression here. Apologies for any offence which my comments may have caused: Rest assured that this wasn't my intention. I'm simply trying to get a better grasp of your preferences. If some aspects of my character turn out to be undesirable, then I might be be able to correct them.

Sczarni

can you provide me with a google doc or a profile for your character, mythweavers is blocked at work


lantzkev wrote:
can you provide me with a google doc or a profile for your character, mythweavers is blocked at work

Sorry, no. The Mythweavers version is the only one I have.

Sczarni

most people find it simple enough to convert it to a text, an html file, or pdf and put it into google docs... much like Tarxt Did....


lantzkev wrote:
most people find it simple enough to convert it to a text, an html file, or pdf and put it into google docs... much like Tarxt Did....

I'll give that a try, once I can access Mythweavers again. Their server seems to be overloaded.

Sczarni

I'd like to not see shadow conjuration type spells because I feel they are too powerful on sorcerers, they make knowing a limited number of spells... not limiting in particularly it lets you nuke without focusing on anything but illusion and conjurations.

Also most people and the world at large (and the heroes included) view shadow magic as evil, or reflections from an evil plane (and they are right) while the magic itself is neutral morality wise for arcane, the view will be important.

The greenseer character is pretty cool, but I think will be out of place in this somewhat planar adventure.


So far, my attempts to upload the sheet in a useful format have been unsuccessful. The HTML and XML versions don't seem to be viewable outside Mythweavers.

Sczarni

you can always just type out the pertinant stuff and put it into a post here...


I suppose so. Okay, here's a rough text draft. It lacks fluff and explanatory notes, but contains most of the relevant crunch:

Spoiler:
Human Wizard (Teleportation) 20

Str 7 (-4)
Dex 14 (5)
Con 14 (5) {+2 from item makes 16}
Int 18 (17) {+6 from item, +5 from Wish, +3 from age, +2 from race and +4 from level makes 38}
Wis 12 (2) {+3 from age makes 15}
Cha 10 (0) {+3 from age makes 13}

Feats: Eschew Materials (1), Improved Initiative (1R), Scribe Scroll (1C), Persistent Spell (3) Fast Study (5C), Spell Penetration (7), Greater Spell Penetration (9), Opposition Research (Necromancy, 10C), Maximise Spell (11), Quicken Spell (13), Spell Perfection (Battering Blast, 15C), Defiant Luck (17), Dimensional Agility (19), Immortality (20C)

Traits: Reactionary, Pragmatic Activator

Skills (17/level):
Diplomacy 20
Disguise 20
Fly 20
Knowledge (All) 20
Perception 20
Sense Motive 20
Spellcraft 20
Use Magic Device 20

Equipment (892,140 gp/900,000 gp):
Truesight Goggles (184,800 gp)
+5 Inherent bonus to Int (125,000 gp)
Greater Metamagic Rod of Maximise (121,500 gp)
Varisian Tattoo (Scarab of Protection, 76,000 gp)
Normal Metamagic Rod of Quicken (75,500 gp)
Ring of Regeneration (45,000 gp) {Bonded Object, Crafted}
Ring of Freedom of Movement (40,000 gp)
Periapt of Health + Proof Against Poison (38,250 gp)
+6 Headband of Vast Intelligence (36,000 gp)
Staff of Suffocation (33,750 gp)
Metamagic Rod (Normal Persistent, 32,500 gp)
+5 Cloak of Resistance (25,000 gp)
Spells (24,790 gp)
Greater Metamagic Rod of Extend (24,500 gp)
Greater Demiplane (22,500 gp)
Blessed Book (12,500 gp)
Glove of Storing (10,000 gp)
Simulacrum (Self, 5,000 gp)
Varisian Tattoo (Ring of Sustenance, 5,000 gp)
Handy Haversack (2,000 gp)
Jade Circlet (Focus for Shapechange, 1,500 gp)
Ivory Statuette (1,500 gp)
Bookplate of Recall (1,000 gp)
Cold Iron Scepter (1,000 gp)
Forked Rod (500 gp)
Canine Statuette (50 gp)

2 Spring-Loaded Wrist Sheaths (10 gp)

Spells/Day:
1st: Air Bubble, Ant Haul, Comprehend Languages, Disguise Self, Feather Fall, ???, Protection from Evil, ??? + Unseen Servant
2nd: Command Undead (2), Detect Thoughts, Glitterdust, Invisibility, Resist Energy, ???, ??? + Web
3rd: Battering Blast (4), Countless Eyes, Displacement, ??? + Stinking Cloud
4th: Dimensional Anchor, Dimension Door, Emergency Force Sphere, Enervation, Greater False Life, Greater Invisibility, ??? + Dimension Door
5th: ???, Dismissal, Life Bubble, Mirage Arcana, Overland Flight, Suffocation, Telekinesis + Cloudkill
6th: Chain Lightning, Contagious Flame, Disintegrate, Globe of Invulnerability, Greater Dispel Magic, Repulsion, ??? + Getaway
7th: Control Construct, Finger of Death, Greater Teleport, ???, Prismatic Spray, Spell Turning + Plane Shift
8th: ???, Horrid Wilting, Mind Blank, Orb of the Void, Polymorph any Object, Scintillating Pattern + Maze
9th: ???, Shapechange, Spellbane, Time Stop, Winds of Vengeance, Wooden Phalanx + Summon Monster 9

61,200

Spells Known:
1st: Air Bubble, Alarm, Ant Haul, Comprehend Languages, Cultural Adaptation, Detect Secret Doors, Disguise Self, Feather Fall, Floating Disk, Grease, Identify, Mage Armour, Magic Missile, Obscuring Mist, Protection from All, See Alignment, Shield, Summon Monster 1, True Strike, Unseen Servant, Vanish (24 spells, 105 gp)
2nd: Communal Ant Haul, Blindness/Deafness, Blood Transcription, Book Ward, Command Undead, Communal Endure Elements, Create Treasure Map, Darkvision, Detect Thoughts, Glitterdust, Hidden Knowledge, Invisibility, Knock, Locate Object, Mirror Image, Pilfering Hand, Resist Energy, See Invisibility, Sculpt Simulacrum, Shatter, Summon Monster 2, Web (22 spells, 360 gp)
3rd: Battering Blast, Blink, Blood Biography, Countless Eyes, Dispel Magic, Displacement, Fly, Harrowing, Haste. Magic Circle Against All, Greater Magic Weapon, Nondetection, Phantom Steed, Protection from Energy, Shrink Item, Sleet Storm, Stinking Cloud, Summon Monster 3, Tongues, Wind Wall (23 spells, 890 gp)
4th: Bestow Curse, Black Tentacles, Dimensional Anchor, Dimension Door, Emergency Force Sphere, Enervation, Greater False Life, Greater Invisibility, Remove Curse, Solid Fog, Summon Monster 4, Stone Shape, Stoneskin, True Form (14 spells, 1,120 gp)
5th: Break Enchantment, Cloudkill, Contact Other Plane, Dismissal, Fabricate, Life Bubble, Major Creation, Mirage Arcana, Nightmare, Overland Flight, Permanency, Persistent Image, Planar Adaptation, Suffocation, Summon Monster 5, Telekinesis, Telepathic Bond, Teleport, Wall of Force (19 spells, 1,875 gp)
6th: Antimagic Field, Chain Lightning, Contagious Flame, Contingency, Control Water, Disintegrate, Greater Dispel Magic, Getaway, Globe of Invulnerability, Guards and Wards, Mislead, Permanent Image, Repulsion, Summon Monster 6, True Seeing, Veil (16 spells, 2,160 gp)
7th: Greater Arcane Sight, Banishment, Control Construct, Control Weather, Delayed Blast Fireball, Ethereal Jaunt, Finger of Death, Greater Hostile Juxtaposition, Joyful Rapture, Ki Shout, Lunar Veil, Mage's Magnificent Mansion, Phantasmal Revenge, Mass Planar Adaptation, Plane Shift, Prismatic Spray, Project Image, Reverse Image, Greater Scrying, Sequester, Simulacrum, Spell Turning, Greater Teleport, Summon Monster 7, Teleport Object (25 spells, 5,145 gp)
8th: Clone, Dimensional Lock, Horrid Wilting, Iron Body, Limited Wish, Maze, Mind Blank, Moment of Prescience, Orb of the Void, Greater Planar Binding, Polar Ray, Polymorph any Object, Prediction of Failure, Prismatic Wall, Greater Prying Eyes, Scintillating Pattern, Sunburst, Summon Monster 8, Telekinetic Sphere, Trap the Soul, Wall of Lava (21 spells, 5,440 gp)
9th: Astral Projection, Greater Create Demiplane, Energy Drain, Etherealness, Foresight, Freedom, Gate, Imprisonment, Interplanetary Teleport, Mage's Disjunction, Meteor Swarm, Prismatic Sphere, Shades, Shapechange, Spellbane, Mass Suffocation, Summon Monster 9, Time Stop, Tsunami, Wail of the Banshee, Winds of Vengeance, Wish, Wooden Phalanx (23 spells, 7,695 gp)

Note: I've tentatively listed a semi-custom amulet, which combines the Periapts of 'Health' and 'Proof against poison' (with the usual 50% price bump). If this is unacceptable, I'll remove it.

Sczarni

just go buy the ioun stones =D and yeah no custom items for now.


Duly noted. Please let me know if you spot anything else amiss.

Sczarni

well one thing that seems silly is the age, some age is fine if it works for the concept but it seems you applied immortality just to negate the physical draw backs of being venerable aged.

you dumped str just to eek out an extra point or two elsewhere, so your constantly weighed down pretty much. (rods weigh 5lb each, sheaths 1lb, backpack 5lb, cloak 1lb, this leaves you with about 10lb or less to carry without being encumbered.

you're already given 25pts to work with, is stat dumping really necessary or wise?

Also the two entries "varisian tattoo (insert item)" I'm not sure what these are about, I know of the varisian tattoo feat... but that's about it.

-edit-Also when you list gear it's important to list what skills are through your item as well so if it goes missing or is destroyed etc it's known which skill you're now lacking.


lantzkev wrote:
well one thing that seems silly is the age, some age is fine if it works for the concept but it seems you applied immortality just to negate the physical draw backs of being venerable aged.

Myria's age is most definitely part of her concept. And yes, I have indeed used 'Immortality' to negate her ageing penalties. Isn't that the discovery's intended use (beyond simple flavour)? It'd be a really weak 20th level capstone without that benefit.

Quote:
you dumped str just to eek out an extra point or two elsewhere, so your constantly weighed down pretty much. (rods weigh 5lb each, sheaths 1lb, backpack 5lb, cloak 1lb, this leaves you with about 10lb or less to carry without being encumbered.

Myria compensates for that weakness by using Ant Haul. So long as it doesn't get dispelled, she has a light load of 207 lbs.

Quote:
you're already given 25pts to work with, is stat dumping really necessary or wise?

Necessary? No. But you told us to submit optimised characters. I can certainly raise Myria's Strength to a more average level, if you'd prefer.

Quote:
Also the two entries "varisian tattoo (insert item)" I'm not sure what these are about, I know of the varisian tattoo feat... but that's about it.

Sorry, that phrasing's rather unclear. It's a reference to Inscribe Magical Tattoo. They're just a minor variation on Ioun Stones, which follow the same pricing formula.

Quote:
-edit-Also when you list gear it's important to list what skills are through your item as well so if it goes missing or is destroyed etc it's known which skill you're now lacking.

Ah yes, I forgot about that. Myria's Headband contains Diplomacy, Disguise and Sense Motive.


lantzkev wrote:

I'd like to not see shadow conjuration type spells because I feel they are too powerful on sorcerers, they make knowing a limited number of spells... not limiting in particularly it lets you nuke without focusing on anything but illusion and conjurations.

Also most people and the world at large (and the heroes included) view shadow magic as evil, or reflections from an evil plane (and they are right) while the magic itself is neutral morality wise for arcane, the view will be important.

The greenseer character is pretty cool, but I think will be out of place in this somewhat planar adventure.

I've usually thought of the shadow spells as better spells for sorcerers than wizards. The drawback is adding a second save and spell resistance. But if they're evil in your campaign, then just so. I've removed them from Greenseer's spells.

True, he's probably not your typical planar adventurer, but at this point he's just a pile of mechanics. He could fit into most roles with a little creativity:

quick attempt at a backstory:

Gerrin was a gnome, living in a small, mixed community on the edge of a fey-inhabited forest near the border of Andoran. He spent lots of time in the woods, learning about his heritage. He found his connection to his fey ancestors was stronger than most, and he drew many arcane powers from it. His innate sense of adventure led him to set off when he reached manhood. Gerrin wanted to explore the world, to see everything that could be seen. Secretly, he also hoped to find a way to travel to the First World, to learn more about his ancestors.

During his explorations, he chanced upon a group heading into the same area he intended to visit next. They joined forces, eventually uncovering a plot involving an evil necromancer (which they overcame, but barely). They worked well together, and were renown for their victory. Their story spread and their fame grew. Other threats arose, and the four of them came together to put them down once again. Some battles took them beyond the mortal world, from the Plane of Shadow, all the way to the outer planes.

Years of adventure had solidified their friendship. However, they were drawn into another conflict when the evil Svirfneblin lead an assault against the surface world. The threat was defeated, but not without cost. One of their party was lost, only his blood-stained clothes found. Nothing was able to bring him back, or find his soul. The tension split the group apart, each trying to find solace in the world. Gerrin retreated from everyone he knew, studying and searching the planes for any hint of where his lost friend might be. Finally, he found something. But he would need the strength of his other friends to get it. He tracked down his old friends, and sent them a message...

Ok, a little longer than I meant :P

Though, typing this out made me realize that the T-rex doesn't really fit. Hmm, I guess I'll put him back to the normal Fey bloodline.

Edit: turns out he was on a 20-point buy. :P Fixed


lantzkev wrote:
If you go the archer route you'll probably be disappointed in the long run I'd say.

Why is that?

Sczarni

The opponents will often employ tactics that negate archery based attacks, ie wind wall, cramped quarters, DD to you, etc.


Hmmmm, Wind Wall would likely be a pain (that one is kinda broken, in spite of the "fly above or below" options), but I don't see the others as being an issue.

Close quarters are not a problem since he ignores cover and concealment, if they jump or DD to him, he still has a high enough AC to hold his own, and can shoot in melee without provoking.

Sczarni

it's up to you, but I'm telling you it's not a satisfying route


Would a 25th level monk (via a monk's robe) deal 4d6 with his unarmed strike?

Sczarni

I'd have to look it up later, but probably.


For the monk build, I dropped my ring of protection down to +4 and bought a few fun toys instead, making up the difference with a Monk's Robe. Got a Ring of Climbing and switched from a Ring of Jumping to Boots of the Elvenkind. Also picked up a pair of Magnestist's Gloves which let me make a disarm attempt against one foe within 30ft 3 times a day as a standard action provided I am trying to disarm him of something made mostly of metal.

I also dropped Dodge in favor of Fast Learner so I could put my favored class bonus in both skill ranks and hit points.


Any further developments on this?

Sczarni

been waiting on more submissions and also working things out both for the game and nursing school.


You seem to have a really solid idea of the characters you want to run. I think some stronger guidance might yield more satisfying results.

Or, you could just make the characters you want and ask for volunteers. I'm sure there'll be people willing.

Sczarni

I'm currently reading through about 200 pages of cardiac guidelines and they've been keeping me occupied, I may just consider this a false start and tuck this idea away for later.


I am a bit confused. Which slots have been taken?


None. I don't think it's happening for a while.

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