DM waz up's tale of the adventurer (Inactive)

Game Master william Nightmoon

Astril, the land of the greats. it is the year 364 in the second era. the gods have just finished the ten-thousands war, a conflict that shook the prime material plane and caused the destruction of several lesser planes.
you are a farmer, a mercenary, a student, or perhaps just an unfortunate slave. things turn to your favor, or out of it, and you are sent on a journey to discover your fate!


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Sovereign Court

so, this is an idea i have for a campaign... it's based in a world i have created and am using in my games, It is a sort of... flexible world...

Astril, the land of the greats. it is the year 364 in the second era. the gods have just finished the ten-thousands war, a conflict that shook the prime material plane and caused the destruction of several lesser planes.
you are a farmer, a mercenary, a student, or perhaps just an unfortunate slave. things turn to your favor, or out of it, and you are sent on a journey to discover your fate!

creation rules:

LVL=1- you are fresh adventurers after all

race= any, but i have some things to say about this... core races are by far commonly accepted. the world you are based in is very... low on magic. the featured races are rare and uncommon races are all but unheard of... so you better have a good story to back up any non-core races

Class= any, but once more, magic is rare. below i will have a list telling you what the most common classes there are and the rarity of the magic user classes.

traits=any 2, and a drawback if you want 3

background skills: what where you before? plus i will give plenty of time to craft and such :)

starting gp: average or roll, can only take back the roll if i feel like it is a pitiful role.

feel free to ask questions if i left anything out.


the world:

I normally use my own gods and such, but since i don't want to familiarize you with them, just use the paizo gods and such for religon.

MAGIC: magic is in the process of being discovered... so wizards and alchemists are rare. clerics and other divine casters are not as rare, but still are uncommon...and any pysionics are little known.

Class Raritycommon:fighter, rouge, ranger, barbarian, bard

uncommon:cleric, cavelier, witch, hunter, brawler, warpriest, monk

rare:wizards, sorcerers, druids, shaman, skalds, ninja

very rare/nonexistent: pysionics(all of them), gunslingers, sommoners,

I know I missed some, please ask and i will let you know what any that are missing are in rarity.

What to expect from me as a DM:
1)first and foremost, i am a realistic person. you may be lvl one, but if you happen to walk up to a dragon then that's because a dragon lives in the area!

i'm not level-scaling anything. so expect to find a troll or such early on. but anyways...

2)the game won't have a definite path to follow. I want you to choose what your party does, i will trow an occasional hook at the group to start a quest or such, but it is a very, "sandbox" like game. i want you to explore and discover yourself what there is out in the world, not for me to just show you...

3) i like to create things, so you may encounter one or two new custom monsters, or perhaps even a magic item or two that has a strange effect, or is intelligent but is a complete and utter @$$.

ask more questions if you would like to know more :)


cool consider me insterested

Sovereign Court

okay :) I'll be in Interest check mode until i get at least 5 people showing interest...

go ahead and put together crunch and background... which reminds me...

BACKGROUND: a background would be nice... no need to go completely into detail, 10 minute backgrounds are great :)

characters will be starting in a town called Hollybrook, the town is home to many retired adventurers, a few master swordsman, and some wizards and clerics who want to get away from the chaos of their orders/church. this will allow for many background tie-in and such other opportunity. the area is pretty secluded in the mountains, but to the south there is a lake, and the whole town is in a valley. elves usually come up from the south, there is a Dwarven trading post nearby, and the little folk(gnomes and halflings) often end up here with the adventurers they came with. as for half-orcs, just like everywhere else, there are orcs around.


Point buy?


Definetly throwing my hat in.I'll make up something with your criteria.Pretty sure it's gonna be along the lines of a human,good natured fisherman,very friendly type with good sense of humor who wants to experience the world.


I'm interested in this as well. I've never played a low magic campaign.

How do you feel about investigators?


Also I would like to know how you feel about the alternate class spell-less ranger.I would really like to be a ranger for this campaign but do not enjoy using magic.


I'd be interested in playing human fighter.


Sorry for the extra post, didn't think about this until it was too late to edit my previous.

Would you allow a Swashbuckler? Specifically the Mouser Archetype.

Liberty's Edge

Firearms?
Oriental weapon/armor?
Magus, Inquisitor, Oracle, alchemist?
Point buy or roll stats?


Interested, also want to know about stat generation. Thinking a wizard that is kind of scholarly and trying to study this new "Science" that has recently been discovered.


This does sound interesting... tentatively count me in, I think I have something brewing that would be fun for this.


Looks nice!

Is third party material allowed?


I love homebrew but so far they have all died out in infancy. But that doesn't mean I'm going to stop looking. Consider me interested.

Grand Lodge

color me interested as well

Sovereign Court

Diego Rossi wrote:

Firearms?

Oriental weapon/armor?
Magus, Inquisitor, Oracle, alchemist?
Point buy or roll stats?

okay, sorry for my delay :P

firearms are rare(so rare you will never find any powder in stores, never find guns as loot, and will basically be very hard to play)

oriental is fine, in fact many of the western countries in my world have oriental origins.

Magus, oracle, and alchemist are rare, inquisitors are rarer, but more common than those listed. alchemists tend to be gnomes, or the occasional human. classes have no real race limits though...

thanks i didn't realize i left this out...
20pt buy or 2d6+6, your choice.

archetypes are fine, if it's third party plz ask about it... i have many of the 3.5 material, but you have to supply the reference to anything else :)

another thing, catfolk are actually as common as the core races in my world.

being a magic-less version of any class is fine :)

as for when this game may start up, i have some things going on IRL, so I'll set up recruitment to last for at least two weeks... i don't have a definite date, but sometime august.


Starting Gold: 3d6 ⇒ (4, 6, 5) = 15 x10 = 150g

I plan on submitting a Half-Orc investigator idea I've been working on. With your lack of magic is the alchemy aspect of the class out completely or just severely reduced?


2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (1, 6) + 6 = 13

Going with rolls, I think.

Sovereign Court

RePete wrote:

[dice=Starting Gold]3d6 x10 = 150g

I plan on submitting a Half-Orc investigator idea I've been working on. With your lack of magic is the alchemy aspect of the class out completely or just severely reduced?

alchemy is still around... just don't expect to find too many alchemical items or even other alchemists... i can easily say that in a large city you will find about only one alchemist, and a goob majority of the time that alchemist is another adventurer, not a merchant or sage...

another thing, gathering information will help the party greatly :) or at least me... if you make regular gather info checks, I will plant more hooks for quests/stories :D


i'm just gonna stick with point buy, not sure what i'm going to make.

I kind of want to give my Farmer boy who happens to be a arcane caster idea shot, at the same time i have a hunter (one of my favorite classes) and he is a kid who was literally raised by a wolf...Said wolf is his animal companion.

Probably just going to go hunter, it fits the low magic parts a little better than wizard


Is the Malefactor allowed?


starting gold: 5d610 ⇒ (308, 87, 437, 460, 234) = 1526
My guy is a young man who is from a secluded village hidden deep within a maze like forest,where his and three other families have been it's guardians for centuries.The Yakuras are rumored to have the blood of lycans.Each were rumored to be very powerful in vastly different ways all the way back to Blood Yakura who was kai's ancestor and rumored to have been able to transform into a terrible beast.At the age of turning (in the village of fang around 19-20 years old)to prove themselves to be capable guardians the potential guardians are given a journal by the current head of their families and sent out to fill the book with amazing adventures so that one day they may return and take the guardian exam.Only one person from each family may pass and become a guardian,each individual has one chance only to pass the exam if they fail they must leave the village never to return.Now Kai has began his journey hoping to one day return and become the guardian from his family.

(I'm not sure how you feel about lycans but if they dont exist here I figured it could just be a myth)


going to be a quarterstaff using hunter, wolf companion. no archetype.

still deciding on a race human or half elf would be easiest idk still working on it


starting gold: 5d6 ⇒ (5, 2, 2, 1, 3) = 13


My apologies still getting the hang of it,so 3 × 10=130


I guess I'll roll, I'm a sucker for chance.

2d6+6: 2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6+6: 2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6+6: 2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6+6: 2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6+6: 2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6+6: 2d6 + 6 ⇒ (4, 6) + 6 = 16


Here is my submission (RePete).


Here is John Logger, alias of Uthraed, I'll roll for wealth and adjust from there but other than that he should be done.

5d6: 5d6 ⇒ (2, 1, 4, 2, 5) = 14

Background:
It's been 18 years since John set out to carve his own path in this world and by his accounts he's been doing pretty good. Yeah he's gone broke a few dozen times. Probably will be again before the world takes him. Hell once he woke up naked in a grove of elms and had to rebuild from nothing but that never stopped John. No John knew he was destined for greatness.

His dad had been a logger and his dad before him and so on as far back as they could recall as long and there were trees Johns family was there to chop them down. He grew up in a small cabin that his father had built from trees he had chopped. And at one point John had built himself a cabin and accepted his fait. Even took a wife. Had a son. But that was before the fire. All of that now is nothing but dark memories of a different life.

When the life he knew crumbled around him John decided to set out on his grand adventure or so he hoped as of yet not much adventuring has occurred, mostly just drunken brawls, gambling debts, and the occasional woman. He did accidentally sign up for the military one night while drunk and spent 9 agonizing months marching and drilling in and around a decent sized town. Never once did he see any real combat, unless you count chasing a few goblins out of a stable once in a while, but at least it taught him to properly fight. But John wasn't born to be a military man, too many rules and not enough trees so he did what any sensible person would do he got drunk, ditched everything he had by the river, made it look like he fell in and ran.

Stats:

John Logger
Male Human Fighter 1

Init +2;Perception +0 ACP-5
=========================================================

STATISTICS
=========================================================
Str 17, Dex 15, Con 11, Int 11, Wis 11, Cha 16
Base Atk +1; CMB +5; CMD 16

========================================================
DEFENSE
=========================================================
AC 18, touch 12, flat-footed 16 (+2 Shield, +4 Armor, +2 Dex, )
hp 10
Fort +2, Ref +2, Will +0

Heavy Wooden Shield AC +2 ACP -2 ASF 15%
Hide Armor AC +4 ACP -3 ASF 20%

=========================================================
OFFENSE
Battleaxe 1d8 X3 Slashing
Battleaxe: 1d20 + 5 ⇒ (12) + 5 = 17Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Throwing Axe 1d6 x2 10ft. Slashing
Throwing Axe: 1d20 + 4 ⇒ (6) + 4 = 10Damage: 1d6 + 3 ⇒ (4) + 3 = 7

=========================================================
Speed 20 ft.
Languages: Common

Traits:

ArtisanYou spent time working under artisans, or your parents were artisans who were particularly skilled at their trade. You gain a +2 trait bonus on a single Craft skill (your choice).

Iron LiverDue to a lucky constitution or frequent exposure, your body is resistant to poison, including alcohol and drugs. You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Bred for WarBenefit You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.

Drawback

Overprotective
Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Feats:

Weapon Focus:(Battleaxe) You gain a +1 bonus on all attack rolls you make using the selected weapon

Dazzling Display: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Gory Finish:When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at your highest base attack bonus. If you reduce your target to negative hit points, you can spend a swift action to make an Intimidate check to demoralize all foes within 30 feet who could see your attack.


Skills:

Background skills

Craft (woodworking) 6 (1 point, 3 class, 2 trait)
Profession (Logger) 4 (1 point, 3 class)

Adventuring Skills

Intimidate 8 (1 point, +3 class, 3 CHA. 1 trait)
Knowledge (local) 1 (1 point, +1 if using book)
Knowledge (nature) 1

Equipment:

Wealth 53gp 3sp 7cp
Weight 81 lbs Light 76 Med 77-153 Heavy 154-230

Battle Axe 10gp 6lbs. 1d8 x3 Slashing
Throwing Axe x2 16gp 2 lbs ea. 1d6 x2 Slashing
Heavy Wooden Shield 7gp 10 lbs AC +2 ACP -2 ASF 15%
Hide Armor 15gp 25 lbs speed 20 AC +4 ACP -3 ASF 20%

Adventuring gear
Backpack 2gp 2lbs
Bedroll 1 sp 5lbs
Belt Pouch 1gp .5lbs
Bluebook 5gp 1 lb
Grappling Hook 1 gp 4lbs
Hip Flask 1gp .5lbs
Silk rope 10gp 5lbs
Survival Kit 5gp 4lbs (messkit, flint and steel, 2 waterskins, basic map, utility knife)
Torch 1cp 1 lb
Whetstone 2cp 1lb
Trail rations 5days
2 skins of ale

Sovereign Court

ULTRAGEEK wrote:
Is the Malefactor allowed?

going to have to say no... or at least as rare as the pysonics...


My bad if I did this wrong or didn't follow the right rules,but he's my guy.

[SIZE=+1]Kai Yakura[/SIZE]
Male Chaotic good Human Spell-less Ranger, Level 1, Init 3, HP 10/10, Speed
AC 15, Touch 13, Flat-footed 12, CMD 15, Fort 3, Ref 5, Will 0, CMB +2, Base Attack Bonus 1
- Longbow (40,common arrows) (1d8, ×3)
Monk Broadsword,Nine rings (-) (1d8, ×3)
Enemies caught in the cone will have to make a fortitude check of DC 12 or be dazzled. Sandtube ×2 (Takes full round to reload) - (Special, -)
Leather (+2 Armor, +3 Dex)
Abilities Str 12, Dex 16, Con 12, Int 14, Wis 11, Cha 14
Condition None


Well, let's give this a shot.

2d6+6: 2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6+6: 2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6+6: 2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6+6: 2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6+6: 2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6+6: 2d6 + 6 ⇒ (3, 1) + 6 = 10


Would you be willing to allow something like a warforged? =^^=

2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (2, 6) + 6 = 14


Dot. The gods are the ones in the pathfinder setting, correct?


I am so excited for this.It's gonna be awesome to play in a sandbox world.I also love the idea of the no level scaling,that way everything doesn't come down to "kick it's ass"lol,I like the thought of having to figure our way out of stuff we couldn't possibly win fairly and finding a way to bend the odds in our favor.I'm so pumped

Sovereign Court

Seth86 wrote:

Would you be willing to allow something like a warforged? =^^=

2d6+6
2d6+6
2d6+6
2d6+6
2d6+6
2d6+6

oh, yes, they are a great race, but I will have to let you know, they are 1 in a million in my world, they become more common at later periods, but now it's more like they've just been discovered.

The gods are pathfinder, because I don't want to post the huge amount of info on the gods I made... imagine the Greek gods, plus a few(dozen) minor gods of ideals or not-so-important things... how the gods work is quite complex, so I'll just stick with paizo's gods

Yes, the sandbox idea is less that you can do whatever and more that you have a choice at how it progresses and where it goes... expect some 3.5 monsters to pop up as well, I do enjoy a nice Illithid or Beholder

In case your wondering, bards are common because every culture has music, and every type of music brings more into the world. Bards are a very common spellcaster, only because they are the easiest to become so.
I always loved my RL players explanation on how he learned his spells...

Origin of the Bard:
What, magic? Oh yeah, one day I was singing, and this goblin just burst into flames! It was really weird... so I became a bard!*smiles devilishly

FYI: just because the core races are starting to discover the potential in magic, doesn't mean that other races are struggling ad well. Catfolk actually have more shaman than clerics, and more sorcerer than witches. If you have questions about race to class ratio, feel free to ask and I will try my best to give you an answer...
For example, warforged are more inclined to be wizards or alchemists, seeing that most are created by them. They are less likely to be barbarians and bards. They however are also more likely to be psionic, due to the progresses they go through to me made.


Then. I may just go fighter. Living monolith =^^=

Sovereign Court

Oh, recruitment has officially started... I forgot to say that.

I'm so glad you all show interest :D
I'm glad to share my world with you.


Happy to add my submission.... when i complete it =^^=

Will be using Herolab.

I would go psionic... but ive never actually played with it... so very sceptical to do that. So base fighter might be best


Gyro:

Gyro
Warforged fighter (armor master) 1 (Pathfinder RPG Ultimate Combat 44)
N Medium construct (living)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 20 (+8 armor, +1 Dex, +2 shield)
hp 14 (1d10+4)
Fort +5, Ref +2, Will +0
Defensive Abilities fortification; DR 3/—
Weaknesses warforged vulnerabilities
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+6/19-20) or
. . mwk bastard sword +5 (1d10+6/19-20) or
. . slam -1 (1d4+3)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 13, Wis 11, Cha 11
Base Atk +1; CMB +4; CMD 17
Feats Exotic Weapon Proficiency (bastard sword), Power Attack
Traits armor expert, brevoy bandit (mivon), spark of creation
Skills Acrobatics -4 (-8 to jump), Climb +2, Craft (armor) +6, Craft (weapons) +6, Knowledge (engineering) +5, Profession (engineer) +8
Languages Common, Dwarven
SQ consume, die hard, overprotective, warforged immunity
Other Gear heavy steel shield, dagger, mwk bastard sword, artisan's tools, artisan's tools, backpack, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, grappling hook, mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 21 gp, 6 sp, 5 cp
--------------------
Special Abilities
--------------------
Consume A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Die Hard A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but s
Fortification 25% (Ex) When a critical hit or sneak attack is scored on a warforged, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Warforged Immunity (Ex) Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
Warforged Vulnerabilities The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor.

The Town smith and engineer, all rolled into one, large, adamant clad package. Gentle Giant.


Decided to not go for a PrC. so swapping my steel shield for a Tower Shield. Would you allow a tower shield to be made from a different material than just wood?

Sovereign Court

Seth86 wrote:
Decided to not go for a PrC. so swapping my steel shield for a Tower Shield. Would you allow a tower shield to be made from a different material than just wood?

Yes, but like everything else the weight would increase

Nice character concept by the way. I do think you'll fit right into the strange little town in the mountains;)

Edit:just a warning, I am having warforged suffer from the 50% healing thing with positive energy. However that means the repare spells are added to the wizard/sorcerer spell list... also the alchemists as well... at about the same rate as the alchemists healing spells :)
It also means it adds the construction based harm spells, like deconstruct (basically harm for constructs)


i know it might sound really dumb but i kind of want to make a flash-esq character like someone who is stupid fast...i have research to do

Question are the unchained Classes allowed?

Sovereign Court

Ammon Knight of Ragathiel wrote:

i know it might sound really dumb but i kind of want to make a flash-esq character like someone who is stupid fast...i have research to do

Question are the unchained Classes allowed?

yes, unchained is fine... as for the flash-Esq thing, try it out, I'm curious to see whatever you have in mind.

And if you plan on making a summoner, it's unchained only.


i was thinking Monk actually, unchained specifically. it has the fast movement ability if i were to take a level in oracle i could pick up cinder dance or dance of blades from a revelation to get a nifty bonus to movement. I also use the Fleet feat.

The big issue with all of this is tying it all together into a build. that makes sense and doesn't gimp me combat wise. the Dodge mobility feat tree works nice thematically as well

my mind already started coming up with alliterative names....

okay so i've worked this out spring attack and jabbing style are linch pins in this. it's a very hit and run style but i like it


Awesome. Thanks. My idea it to gradually have him be all adamantine. Body. Weapon. Shield =^^=

Maybe later have enlarge perma on him too =^^=


SO here i post in his profile

Gyro Linebreaker:

Gyro
Warforged fighter (armor master) 1 (Pathfinder RPG Ultimate Combat 44)
N Medium construct (living)
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 23, touch 11, flat-footed 22 (+8 armor, +1 Dex, +4 shield)
hp 14 (1d10+4)
Fort +5, Ref +1, Will +0
Defensive Abilities fortification; DR 3/—
Weaknesses warforged vulnerabilities
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+6/19-20) or
. . mwk bastard sword +3 (1d10+6/19-20) or
. . slam -3 (1d4+3)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 16, Int 14, Wis 11, Cha 11
Base Atk +1; CMB +4; CMD 16
Feats Exotic Weapon Proficiency (bastard sword), Power Attack
Traits armor expert, patient calm, spark of creation
Skills Acrobatics -13 (-17 to jump), Climb -6, Craft (armor) +7, Craft (blacksmith) +7, Craft (weapons) +7, Knowledge (engineering) +6, Profession (engineer) +4
Languages Common, Draconic, Dwarven
SQ consume, die hard, overprotective, warforged immunity
Other Gear tower shield, dagger, mwk bastard sword, artisan's tools, artisan's tools, artisan's tools, backpack, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, grappling hook, mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 13 gp, 3 sp
--------------------
Special Abilities
--------------------
Consume A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Die Hard A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but s
Fortification 25% (Ex) When a critical hit or sneak attack is scored on a warforged, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Warforged Immunity (Ex) Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
Warforged Vulnerabilities The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor.


BY GEORGE I THINK I'VE GOT IT

so okay on a bit of a rant here but i spent all day trying to figure out how to do this kind of build.

So hear me out here making the flash directly is impossible he has too many things and is way to powerful to make, so i jsut made a guy based around movement and attacking. this lead me to going something using pummeling style, and the Charge through feet...I get my full attack as part of a charge, in addition when charge thanks to charge through i can overrun. the higher my move speed, the farther past them i can move.

I pick up Wind stance because it works with movement and will help protect from ranged attacks... anyway you get the gist. i'm actually building now....SO awesome

Sovereign Court

What race will be be? Catfolk might fit with its sprinter trait, add more speed on there:)


i actually haven't decided on a race...i was too busy figuring the class parts out...i was just gonna cop out and do human, might do elf, kinda just want to stick to core and keep it simple

Sovereign Court

So, here are the applications so far:
Gyro-warforged fighter (armor master)
Ulosh-half-orc investigator
John-human fighter
Kai-human spell-less ranger
ammon-Flash-like monk human (in progress )

Please call out if I missed you :)

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