DM Nabu |
Hi all!
I've been willing to try this since the Mythic Playtest has been available.
The setting for this adventure will be Forgotten Realms, 1409 DR, the Year of the True Omens. I'm following an alternate timeline in which the Spellplague never happened, and I'm also using the "Big Wheel" Cosmology rather than the Tree one.
Quick facts about what happened since 1372 DR that everybody knows.
During the fall of 1374, some big portals spontaneously showed up randomly through Faerun, linking the Material Plane to the Lower Planes. Demons and Devils swarmed off those portals and started battling their Blood War in the Material Plane, conquering most civilized lands and herding humanoids to gather their souls for their armies.
As soon as the first such portal opened, all deities became silent. Clerics couldn't receive new spells to battle the fiendish invasion, and most spells that involve planar travel started to malfunction, even instantaneous effects like Teleport became far riskier. The Chosen lost their special powers as the divine link that powered them was broken.
As a result, people panicked and entire realms became easy prey to Devil Dukes and Demonic Princes. The greatest heroes of Faerun either died, have been imprisoned by a fiend or went missing one way or the other.
In short, Faerun is overrun by devils and demons who treat sentient beings as animals to herd at best, collateral losses for their Blood War at worst.
But then, after years of waiting, something changed and the deities became active once again.
During 1407, the year of the Solitary Cloister, the few clerics who remained faithful to their gods received their spells anew and could commune with them. The fiends aren't going to leave their prey easily, but divine magic could be brought to bear against them.
Something strange and brutal happened to the planes, sages wonder if the Material Plane went into collision with the Lower Planes somehow, all while being mixed up with the Negative Energy Plane and its Quasielemental Planes within the Astral Plane. Cosmic balance seems so upset that no certain explanation can be given. Even the deities appear incapable to directly intervene and put things straight. Or can they?
Here are the 16 big questions.
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)? Pathfinder
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)? Forgotten Realms Campaign Setting, usual timeline till 1372 then apocalyptic fiendish invasion, and you get to play the Chosen of your deity.
3. How many Players are you looking for? Will you be taking alternates, and if so, how many? 4-5 Players would be perfect. It will be clear from the start that you are meant to work together, to discover what caused this cosmic mess.
4. What's the gaming medium (Forum, chat, e-mail etc.)? This Forum
5. What is the characters' starting status (i.e. experience level)? Level 15 with additional 5 Mythic Tiers. Your Ascension will be in the very first post for your character, as your deity grants you the status of Chosen, hence the full 5 Mythic Tiers.
6. How much gold or other starting funds will the characters begin with? 240000 gp, no single item can be worth more than 60000 gp and no Mythic Items. In addition, you'll get one free custom Mythic Item based off your deity portfolio and your abilities that the deity will give you at the very first post for your character. You'll know which item this will be in advance (I'll send you a PM), it could be an advanced version of an item already in your possession which then wouldn't count toward your wealth. You can "craft" your own magic items (so you pay for their cost, not market price) if you succeed on a roll of 1, and you may not take into account any Mythic bonus, since technically you were at most level 15 with no Mythic Tier at the time of crafting.
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes? Any class or archetype that's available in the PRD here at paizo is good for me with the possible exception of guns: their functioning is a well kept secret that only gnomes devoted to Garl Glittergold can master, so if you make a non-gnome gunslinger you'll have to write a good reason for the character to exist.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species? Any Forgotten Realms race, but you'll have to use the Pathfinder conversion. For Genasi, use Ifrits, Oreads, Undines and Sylphs. If there is no conversion, you can use the ARG rules to make the best fit (subject to approval), but anything with more than 17 Racial Points means you get a level penalty because you're playing a powerful race. Try not to overdo this, you can easily play your "wood elf" as a core elf with some forest related racial traits such as "woodcraft" or "silent hunter", but an Avariel would indeed need some tweaking.
9. By what method should Players generate their attributes/ability scores and Hit Points? 20 point buy using Pathfinder Rules. Hit points as in Pathfinder Society: first hit dice maximized, then d6=4 d8=5 d10=6 d12=7, plus CON modifier of course. Don't forget to add in your extra ability score bumps and your extra hit points from the Mythic Tiers.
10. Does your game use alignment? What are your restrictions, if so? Alignments are in use. Good Aligned characters are preferred. Neutral characters are ok but you must write down in your background that you're a team player. No Evil Alignment. In addition, your alignment must be within one step of your patron deity.
11. Do you allow multi-classing, or have any particular rules in regards to it? Standard Multiclass Rules. However, I advice against multiclassing, since Pathfinder isn't well suited for it.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them? You can use the site's built in die roller. I will make my rolls in private.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules. Mythic Playtest rules are used, with their update that can be found on this site here. http://paizo.com/threads/rzs2paun?Mythic-Adventures-Update-122112
On the Material Plane, the following changes occurr.
Teleportation, Summoning and Calling spells and abilities (anything that involves a brief travel through the Astral Plane, really) have a random chance of working properly or cause the targets of the spell to briefly travel through an inner plane connected to the negative energy plane with less than healthy results: I'll roll 1d6, 1 = normal travel, 2 = through the negative energy plane (fort DC 25 or get 1 negative level), 3 = through the quasielemental plane of Vacuum (fort DC 25 to avoid 3d6 damage as your lungs implode), 4 = through Dust (fort DC 25 to avoid 1d6 CON damage and 1d6 rounds of stunning due to sneezing and choking), 5 = through Ash (2d6 cold damage, no save), 6 = through Salt (2d6 damage from dehydration, no save). Astral Projection or similar spells have a similar chance to bring the targets to such an Inner Plane instead of the Astral Plane. As a result, most fiends avoid using their teleportation and summoning abilities while in the Material Plane, unless they're really in dire need.
Spells with the Evil descriptor function at +2 caster level.
Spells with the Good descriptor are impeded (you have to succeed at a DC 20+spell level concentration check or lose the spell).
Spells and spell-like abilities that use negative energy function at +2 caster level. Class abilities that use negative energy, such as channel negative energy, gain a +4 bonus to the save DC to resist the ability.
Spells and spell-like abilities that use positive energy (including cure spells) are impeded (you have to succeed at a DC 20+spell level concentration check or lose the spell). Characters on this plane take a –10 penalty on saving throws made to remove negative levels bestowed by an energy drain attack.
The Material Plane is now strongly Evil Aligned, so a –2 circumstance penalty applies on all Intelligence-, Wisdom-, and Charisma-based checks made by all non-evil creatures.
The spell Planar Adaptation can be used to avoid these environmental effects, even if you're native of the Prime, but it won't stop teleportation mishaps, unless you also use Planar Adaptation with regards to the Negative Energy Plane and the Quasielemental Planes.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)? Pick a good or neutral deity. All submitted characters should pick a different deity, since any deity will have just one Chosen. That deity is your patron deity throughout your life despite her silence. You don't have to be paladin-like devoted to her (she has been silent for almost 40 years after all) but you should at very least uphold her tenets, morality and ethic. She has Chosen you among other believers, so you must be worthy. Whatever your backstory is, you will die at the end of it, only to end up in front of your deity for your Ascension. In your backstory, give me good reasons as to why your deity would Choose you.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above? A combination of the above. The entire adventure as a whole is a big puzzle for you do decypher, and there will be epic battles for sure, especially if you wish to help the few remaining indipendent regions on Faerun against the fiends.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters? Core Rulebook, Advanced Player's Guide, Advanced Race Guide, Ultimate Combat, Ultimate Magic, Ultimate Equipment and Bestiaries are available for use. If you wish a Mythic feat, spell or ability that's not present in the playtest, feel free to ask.
Also, you get 2 traits from here ( http://paizo.com/pathfinderRPG/prd/advanced/advancedNewRules.html#traits ), or a single Regional Feat from the Forgotten Realms Campaign Setting as a bonus feat. The Regional Feat could need some tweaking to make it fit within Pathfinder rules so let me know if you wish for one to be updated.
Nightskies |
Alright, I know its very cliche and joked about, etc... But this campaign is just ripe for this character. And I haven't done anything like this before, because it is cliche.
I want to play Drizzt Do'Urden. Not a wanna be, not a clone... the Drizzt (as everyone should know, Drizzt is a creation of R. A. Salvatore for the Forgotten Realms). He would be 112 at the start of the campaign. And I will play him entirely seriously, as though he were my own character. I have not read all his stories, but I'll be sure to catch up on everything. If this idea tickles you, I'll proceed to make the mythic Drizzt. 10th fighter / 5th ranger. He'll have been in reluctant hiding since 1372, at the bidding of Mielikki before the gods lost contact.
Otherwise, I'll make a different concept.
DM Nabu |
@Oterisk
Welcome aboard :)
@Nightskies
Oh well, *the* Drizzt is indeed so cliché that it could actually fit for this adventure. :)
Don't feel required to strictly follow the 3.5 statistics though, "Pathfinder" Drizz't could easily be a full blown Ranger (since he was actually that in 1st and 2nd edition), maybe with some fitting archetype. Your choice, but Guenhwyvar tells me that she would likely enjoy some "real" animal companion benefits :)
Rokku |
This sounds like a lot of fun! I'm gonna whip up a high-level spellcaster. I'm tempted to go for a Summoner even though summoning is all jacked up. So do those random roll affects apply to the creature summoned? Any chance of being able to say, invest a feat to obviate that issue? I'd think a pure Summoner would have adapted to the problem somewhat.
DM Nabu |
All those random rolls affect creatures that teleport or are conjured into or out of the Prime Material (and possibly other inner planes). Outer Planes seem unaffected. There is no feat to avoid the planar mess, or most fiends, who can naturally teleport and summon their own kind, would have picked it up already.
That said, unless it travels through the Quasielemental Plane of Dust and breathes, a summoned critter shouldn't have many problems at these levels, it's just that the planes are really messed up and you'd better work to solve the issue before, say, the Prime Material takes on the Negative Energy Dominant trait from the Negative Energy Plane! :)
Just to make sure, the effects are the same for each use of a spell, so if you summon three different monsters, they all travel through the same environment.
The Gate spell bypasses the problem altogether, as do other permanent Portals.
Rokku |
Vuvu, there is no Marshall class in Pathfinder, you might want to familiarize yourself with the classes and changes by checking out d20pfsrd.com.
The reason Nabu's warning against multiclassing is that Pathfinder classes encourage staying in them by offering recurring level-based bonuses and good level 20 features.
Finkmilkana |
Quite interested, though I'll have to read myself deeper into the Mythic rules first. Right now thinking about an Elfen Magus as Chosen of Corellon Larethian.
One question which could maybe be interesting for the backstory:
Was Myth Drannor already reclaimed before the Blood War came to the material? I'm not sure when exactly in 1374 that happened. And if it did, has the city survived? What about other elven settlements?
@Rokku I guess he meant the Marshall Path of the Mythic Rules, not the 3.5 class.
DM Nabu |
@Nimon: Yes, using Forgotten Realms deities. Domains, subdomains and inquisitions for each would be a long list, so I'm shamelessly using this conversion I just googled.
http://ponyfinder.forum-invision.co.uk/t33-domains-for-forgotten-realms-pat hfinder
I'm sure you could name your preferred inquisition and I'd come up with the deities that grant it.
@Kagehiro: What else would you use to mimic a Chosen? Mythic Rules are perfect for this :D
@Vuvu: as Rokku said, I'm not against multiclassing. I was just advising against it because Pathfinder seems to reward single classes. Feel free to build however you want, as long as it's legal... just keep in mind that you couldn't count on Mythic Tiers during your foreseeable life, those are a gift from your god :)
Finder Wyvernspur is a deity in his own right, so go for it!
@Finkmilkana
Cormanthor has been under siege ever since a daemonic portal to the Gray Wastes appeared nearby. The Fey'ri who earlier occupied the region already had bounds with daemons, and were defeated just in time for the elves to restore the defensive powers of their Mythal. That Mythal is the very thing that has kept Myth Drannor from falling, but all sorts of fiends pour out of the portal on a daily basis. The elves also restored one of their portals leading to Evermeet, to make their return to Myth Drannor easier. Little did they know that they would have needed that portal to keep their City of Song, and that losing it would mean jeopardy for Evermeet itself. The Mythal, albeit weakened, still resists and no fiend can approach the city without harm.
DM Nabu |
@Vuvu
Yeah I got the Mythic Marshal reference earlier, no problem :)
Some further info...
I'm not using Mythic weaknesses, also make sure you read the Mythic Update http://paizo.com/threads/rzs2paun?Mythic-Adventures-Update-122112
I'll choose based upon the likelihood that your deity would actually Choose you, and that depends on your backstory and your build. Tempus wouldn't choose a Merciful Healer Cleric or anyone who seeks peace in his background, for instance. Also, I'll try and choose a balanced, well rounded party. That doesn't mean that two members of the same class are bound to be mutually exclusive, a Sandman Bard and an Archivist Bard look very different to me, for example.
As soon as I get 4 full character sheets with backstory, I'll give a deadline for the following week, so everyone has time to complete their character.
Nidoran Duran |
I was going to play vanilla bard--they lean pretty heavily on Knowledge anyway--and also bring into play Oghma's sub-domain of trickery. So, a skill monkey heavy on party support, ranged attacks, and talking his way through situations. What were you planning on doing for yours? I figure if there's a chance for two bards, best to at least have an idea before any crunch is written as to how we'd both go about making our characters.
DM Nabu |
@Finkmilkana
You can also use the existing stats for an Elven Thinblade (1d8 damage, finessable, 18-20/x2 crit). It's an exotic weapon, but an elf treats it as a martial weapon per weapon familiarity.
You can call your rapier an elven thinblade, but it'd still only deal 1d6 damage.
@Nidoran
Archivist leans even more heavily on Knowledge, "lamentable belaborment" and "pedantic lecture" just make me laugh :D
http://www.giantitp.com/comics/oots0010.html
Vuvu |
I have started crunching out my Sandman 15/Marshal 5
I did not go trickster. Fights with a whip using whip mastery and can disarm anyone in the world! That is when he fights with his whip, super high CHA so he does the spell thing :)
Anyhow my question to you DM is can I send you a pdf of the character sheet when it is done? I do not have hero lab so the transfer of such a complex character to the forums will take quite a bit of time. Obviously it will be done eventually, but can I post story here and email you the crunch? Not that it is done yet, will be tonight or tomorrow for that!
sorry for so many questions!
Nidoran Duran |
They're fun abilities--especially when done in-character around a table, as I've done--but losing both Inspire Courage and Versatile Performance both hurt to a point where it doesn't really seem like a sidegrade so much as a downgrade. In terms of crunch he'll be heavy on the Knowledge, though, as well as other areas that aren't the literal knowledge skill but lead into it flavour-wise. Not to mention the background fluff. I guess we'll see.
DM Nabu |
you can PM me the backstory and put the crunch here if you wish
http://www.myth-weavers.com
That way, I can look it up regardless of my actual position on this planet :)
Versatile Performance is overrated when you have so many skill points anyway. Inspire Courage and Naturalist are almost the same mechanically: the former raises weapon damage, the latter raises saves and AC. I don't see any downgrade, but the choice is yours :)
Nidoran Duran |
I like the idea of a skill monkey that actually gets better as a skill monkey, especially when I can use it to get my CHA modifier on skills that otherwise use something I don't have nearly as high. The Inspire Courage/Naturalist split comes down to just experience, which involves a fair amount of randomness and isn't nearly as reliable, but definitely soured me on that particular class feature.
I'll finish whipping up his background and then get it into you soon.
DM Nabu |
@Finkmilkana
Elven Thinblade is not much different from a Katana, mechanically. It gets "finessable" instead of "deadly" and piercing instead of slashing, that's it. Not earth-shattering.
I'm normally loathe to allow 3.5 stuff (Forgotten Realms regional feats notwithstanding), but since Elven Curve Blades exist anyway, there's no good reason for Elven Thin Blades not to, so go for it!
Lord Manticore |
I would like to dot for interest.
I've been very tempted to run the Mythic Playtest, but my group was fully against it. This sounds like it would be a lot of fun.
I've not seen anything for a rogue, so that is what I would like to create, if you are okay with that. I don't know which deity he would follow (need to read up on FR gods), but his background would be such that, he knows that the world would be a much better place if there were fewer evil creatures around. They don't appreciate the value of a good piece of jewelry like an elf does, after all. If that's not on the table, then I am flexible enough to create something else.
Here is a link to the campaign that I am currently running, so you can see my posting style, if you are interested.
LM
EDITED
Finkmilkana |
Do you mind if I make my character almost 600 years old?
I was thinking along the lines that he was a child when Myth Drannor first fell, one of the survivors who fled to Evermeet. Besides a "short" 50 year adventuring career he lived most of his life there until Seiveril Miritar started the crusade. Eager to reclaim the home of his childhood he joined, by now an old man but still a renowned fighter and mage. Once they had just won the end of the world happened. What followed were over 30 years of war and strife, taking its toll on the old elf, yet he was too stubborn to let the younger take the brunt of it.
Now on a patrol he and his men encounter an intrusion of demons, led by a balor. Long story short, battle goes bad, soldiers are routing, balor threatens to get access to an outward quarter of the city and quite a few lives are at stake. The old man does a heroic last stand ("I've seen the city fall once and couldn't do anything. As long as there is any breath left in me I wont let it happen again!"), manages to luckily kill the mythal-weakened balor and dies in the subsequent explosion. Then cut to Ascension where he is given a new, young body (so no age penalties/boni, I want the "age" just for RP reasons).
I'll flesh that out and write it in a more clear and serious way if the general idea of an character theoretically that old is ok with you.
Here is also a first draft of the crunch. Is it only me not used to high level games anymore or do the mythic rules push all the base values into the sky?
DM Nabu |
@Lord Manticore
Your rogue's background is too small for me to judge yet, but you can certainly add more to it! Choose one deity that fits your character's play style and write a backstory that'd give the deity in question a reason to choose you over another :)
You can add the 5 mythic tiers right away, you didn't have them before your death, but as soon as you finish reading the first post about you, you'll have them so no need to wait for that.
In short, don't consider them for your backstory and your build choices, but you can add them just after you finish your 15th level sheet.
@Finkmilkana
I'm sorry, but if you want the memories of a 600-year-old elf, you have to be a 600-year-old elf, and in that case, bonuses for old age wouldn't get canceled in any way. There are ways around this, however.
You can have Greater Age Resistance cast on you on a daily basis but it's a 7th level spell so you can't add it to the Magus Spell List, and the lesser versions aren't enough to avoid penalties for venerable age. The
Price 50,000 gp; Aura strong transmutation; CL 17th; Weight 1 lb.
This elegant cape, trimmed in gold in a pattern resembling an ancient maze, forestalls the negative effects of aging. The wearer no longer suffers penalties to Strength, Dexterity, and Constitution from being of middle age or older . The penalties return if the robe is removed (or its powers suppressed), and the sudden weight of years is so traumatic that the wearer must make a DC 20 Fortitude save or be exhausted for 24 hours. Donning the robe again removes the age penalties, but does not remove this exhaustion, which must pass on its own or be remedied with magic.
Construction Requirements
Cost 25,000 gp
Craft Wondrous Item, greater age resistance
You can have Temporal Stasis cast on you by a friend when you were young and somehow get freed when your people needed your help to reclaim Myth Drannor. Pay for a single casting of the Temporal Stasis spell and a Dispel Magic of the same level (should be 6650 gp) and you can remain frozen in time for centuries.
Lord Manticore |
@Lord Manticore
Your rogue's background is too small for me to judge yet, but you can certainly add more to it! Choose one deity that fits your character's play style and write a backstory that'd give the deity in question a reason to choose you over another :)
You can add the 5 mythic tiers right away, you didn't have them before your death, but as soon as you finish reading the first post about you, you'll have them so no need to wait for that.
In short, don't consider them for your backstory and your build choices, but you can add them just after you finish your 15th level sheet.
My thoughts so far is that Barid is a human rogue who worships Tymora. His dad was a member of the Fellows of Free Fate, and mom was a Tester. Both were rogues (dad's a second story man, mom is more of the cat burglar type). Barid grew up knowing of little else (who would want to be a barrister or moneylender, for crying out loud), he learned thievery, in the name of the church, of course.. Growing up around the Blood War, he learned to stick to his niche and that's that. Of course, his worshipping Tymora has helped him achieve the ability to perform a little magic for the church (Sanctified Rogue archetype), and he has helped to take down some of the lowly assassins that betray themselves as worshippers of Beshaba. Bless their hearts. Tymora would judge him worthy of being Chosen, as he is that rare individual that uses both luck and skill equally, and has worked well with the several factions within her portfolio.
DM Nabu |
@Lord Manticore
Good so far, but you might want to add how he dealt with the fiendish invasion. Hunting followers of Beshaba might seem of lower importance when the countryside is being swarmed by demons, unless you're living among the few lucky people who still live in peace...
@Stiehl9s
Well, solving the planar mess should require way more than a one-shot. It may be very short, if the five of you wish to defeat all the fiendish armies in battle. Or it may be very long if you get stuck with no idea on how to proceed and wander cluelessly through random portals in Sigil. Or it may still last an adequate amount of time to develop the story and let you levelup a bit, perhaps you'll also earn a few more Mythic Tiers, but that depends heavily on how you're going to solve the Mythic issues you'll eventually face down the road.
Lord Manticore |
@Lord Manticore
Good so far, but you might want to add how he dealt with the fiendish invasion. Hunting followers of Beshaba might seem of lower importance when the countryside is being swarmed by demons, unless you're living among the few lucky people who still live in peace...
He could have handled it better. He has almost died twice now against such forces, one of whom turned out to be not only a demon (in disguise) but also an assassin of Beshaba! For the past few years, he has been studying the demons and how they operate. Since some of them have been setting themselves up as overlords, they typically have possessions of their own. He has also been working with an elven mentor (who claims to have worshipped Tymora under a different name, long ago), and together, we have begun stealing some demon artifacts, and then destroying them to try and weaken their holds over the land.
DM Nabu |
@Lord Manticore
Good for me, it seems that you only need to write about how you died and maybe other details at your own discretion :)
@Finkmilkana
I missed your sheet so I'll comment on it now.
High level characters have indeed very high values on stuff they focus on. Mythic Tiers also work as additional levels, so you should wield the power to beat CR 20 encounters using your mythic powers. You're going to put the planes back to their natural order, solve a puzzle of cosmological size, fight all sort of planar creatures and come back in front of your deities to tell the tale, we're not talking about low-level apprentices here ;)
Lord Manticore |
@Lord Manticore
Good for me, it seems that you only need to write about how you died and maybe other details at your own discretion :)
Sounds like a plan. I'll start working up a character this afternoon while I'm at the office and see if I can't get a workup by tomorrow. Out of curiosity, how soon do you need characters?
Nidoran Duran |
Not done my sheet yet, but going to turn in for the 'night' and figured I'd leave this by so that I can know if I'm doing anything wrong/not meeting some sort of expectation in how I'm building. Never wrote up a character meant to start at 15 before, let alone one who gets a bunch of extra stuff. It already takes into account the ability score bonuses from being Mythic 5, but doesn't have all the abilities picked out yet. It's kind of bare bones with just the magic items, skill ranks, feats, and spells picked out, but it's enough to get an idea of where I'm going with the character.
DM Nabu |
@Nidoran Duran
Well, having a character "done right" doesn't mean "you'll be chosen for sure". On the other side of the spectrum, having a badly done character is a guaranteed way to stay out of the game :) I hope that I'll have at least 4 good characters, because that's the minimum I'll run the game with. I'll start with up to 5 characters and if one or two go MIA, I'll send a PM to those who didn't make it and find a replacement, sent from a late deity.
@Lord Manticore
The deadline will be "as soon as I get 4 character sheets full with backstory" plus one week. I expect that I'll get those 4 sheets in about a week, so I foresee a deadline of about two weeks. I don't want hastily done sheets, these are equivalent to level 20 characters and I know how long it can be to build one, especially spellcasters.
@All
I'd love to see the math behind your stats somewhere on the sheet, so I don't have to deconstruct your ability scores to see how you originally spent your 20 points :)
Vuvu |
About halfway through the crunch of this character, and halfway through the spending of gold
Most of the stats are simple enough to understand, but I put in the notes at the bottom how the CHA got so high.
Lots more work to go. I am slowly developing my backstory, but it is still percolating, Gist is a Vagabond wanderer, always in trouble, not for being bad per se, just mischievous, curious and especially, full of himself. Not hard to imagine how he might have gotten himself killed. Anyhow just wanted to let you know that work is happening!
Nightskies |
Good. Drizzt Do'Urden's build is coming along, but there is a pretty big change to his story due to the removal of the Spellplague. Catti-brie didn't die. If something else doesn't kill her, she'll be 70 at the start of the adventure. Again, Drizzt would be 112 (just a young drow!). If she just recently died from natural causes, this has a significant impact on Drizzt's character, and really gives me some licence to personalize him to my taste. Thus, his last cannon act would be the defeat of an uprising in the Kingdom of Many-Arrows, Kensidan the Pirate King and the Ghost King.
So far, this is what we're looking at for his statblock. In order to be effective with two scimitars, I think he has to have at least 11 levels in Two-Weapon Fighter archetype, to use a scimitar offhand without further penalty. As a 4th ranger, I'm thinking he should be a Wild Stalker to reflect the Hunter side in raging. He still has his mithral chainmail, but with the mythic levels, he'll probably have made a switch to full plate and keep the emphasis on high speed 'in your face' tanking.
Male Drow Fighter (Two-Weapon Fighter) 11 Ranger (Wild Stalker) 4
CG Medium Humanoid (elf)
Init +9; Senses darkvision, low-light vision; Perception +23
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Defense
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AC 29, touch 18, flat-footed 24 (+10 armor, +1 shield, +4 Dex, +3 deflection, +1 dodge)
hp 124 (15d10+30)
Fort +16 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +15, Will +9 (+3 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +2 vs. enchantments
Defensive Abilities bravery +3, defensive flurry, uncanny dodge; Immune sleep; Resist elven immunities; SR 21
Weakness light blindness
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Offense
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Speed 30 ft.
Melee Icingdeath +20/+15/+10 (1d6+7+2d6 vs. Evil Outsiders+1d6 cold/18-20/x2) and
. . Twinkle +21/+16 (1d6+8/18-20/x2)
Ranged Taulmaril +23/+18/+13 (1d8+3/x3)
Special Attacks doublestrike, improved balance -1, rage (6 rounds/day), twin blades +2
Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day)
Ranger (Wild Stalker) Spells Prepared (CL 1):
1 (1/day) Pass without Trace
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Statistics
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Str 14, Dex 21, Con 14, Int 13, Wis 14, Cha 14 (5 pts STR, 5 pts DEX +2 race +2 belt, 5 pts CON -2 race +2 belt, 1 pt INT +2 headband, 2 pts WIS +2 headband, 2 pts CHA +2 race)
Base Atk +15; CMB +17; CMD 35 (39 vs. Disarm, 39 vs. Sunder)
Feats Combat Expertise +/-4, Combat Reflexes (6 AoO/round), Dodge, Double Slice, Endurance, Greater Weapon Focus (Scimitar), Improved Initiative, Improved Two-weapon Fighting, Mobility, Step Up, Two-weapon Defense, Two-weapon Fighting, Two-weapon Rend, Weapon Focus (Scimitar), Weapon Specialization (Scimitar)
Skills Acrobatics +18, Climb +5, Escape Artist +3, Fly +3, Handle Animal +13, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Linguistics +2, Perception +23 (+25 while in forest terrain), Ride +3, Stealth +21 (+23 while in forest terrain), Survival +13 (+15 while in forest terrain, +15 to track), Swim +0 (+4 to resist nonlethal damage from exhaustion)
Languages Common, Dwarven, Elven, Undercommon
SQ bane (evil outsiders), defending, favored terrain (forest +2), poison use, track, wild empathy
Other Gear +4 Mithral Chainmail, Icingdeath, Taulmaril, Twinkle, Belt of physical might (Dex & Con +2), Boots of speed (10 rounds/day), Cloak of resistance +3, Gloves of dueling, Headband of mental prowess (Int & Wis +2) (Acrobat, Ring of protection +3, 36845 GP
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Special Abilities
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Bane (Evil Outsiders) +2 & +2d6 damage vs chosen type
Boots of speed (10 rounds/day) Affected by haste
Bravery +3 (Ex) +3 to Will save vs. Fear
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Defending Transfer weapon enhancement bonus to AC.
Defensive Flurry +3 (Ex) +3 AC vs. melee when making a full-attack with both weapons.
Doublestrike (Ex) Standard action: Attack once with each weapon (normal two-weapon penalties).
Drow Immunities - Sleep You are immune to magic sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.
Improved Balance -1 (Ex) Reduce the penalties for two-weapon fighting or count off-handed one-handed weapon as light.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Spell Resistance (21) You have Spell Resistance.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Track +2 Add the listed bonus to survival checks made to track.
Twin Blades +2 (Ex) +2 to hit and damage when making a full attack with both weapons.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Two-weapon Rend You deal an additional 1d10+(STR*1.5) if you hit with both of your weapons.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Taulmaril: A +3 longbow.
Icingdeath: A +3 Bane (Evil Outsider) Frost Scimitar. It is intelligent, with 10 INT, 14 WIS, 10 CHA, with a mission to destroy evil outsiders, and can cast Resist Elements 3 times a day.
Twinkle: A +4 Defending Scimitar.
Ynaeve Amryln |
Ignore the profile, I haven't started yet.
I see a need for arcane, so I'll go with a wizard devoted to Mystra.
What happened with waterdeep during these activities, does it remain a bastion of freedom? If so, then i see her as one of its defenders.
On a side note, I get the impression that some may be thinking of class 15/mythic 5 equals level 20.
I wanted to clarify that it was understood that it should be class 15 // mythic 5. At any point in the future we may progress to 16th level and/or mythic 6, and the order doesn't come first. Or did I miss some change to the mythic rules?
DM Nabu |
@Nightskies
Canon stops in 1374 DR, when fiendish portals appear. Feel free to rethink his deeds in the past 35 years. Catti-brie might die to the hands of some evil outsider, your call. Whatever happens to Drizzt and his friends since 1374 is yours to decide, but Drizzt will have to die at the end in order to Ascend.
Full plate would likely slow him down, unless you spend a couple mythic abilities to let him ignore armor-related penalties. Another option would be celestial chainmail, probably the best light armor around.
@Ynaeve Amryln
Ah, a wizard Chosen of Mystra, that brings to mind memories... :D
Waterdeep is indeed still a bastion of freedom, perhaps the only metropolis not yet claimed by a fiend. Luskan is under demonic domain, while devils lurk in Neverwinter. The fiends have battled each other for a long time, mostly leaving Waterdeep alone. Some clashes with devils happened but nothing that the Watchful Order couldn't handle. For the most part, it feels like Waterdeep is being ignored. Or perhaps, someone bargained for the safety of the city and its inhabitants. Most problems went from the City of the Dead, as undead went rampaging for decades, strenghtened by the Negative Energy Plane influence and spreading undeath any time they killed a citizen. Only in the last year had their foul presence been cleansed from the land, thanks to the renewed divine presence in the clergy. Disease spread through the metropolis and the undead just made it worse, no doubt these two things alone weakened the city more than the Blood War ever could.
As Ynaeve said, it's class 15 and mythic 5.
As you gain experience, you can level up to class 16.
As you do mythic deeds, you can get to mythic tier 6.
The two progressions are separated, although it's clear that a mythic deed would probably grand a lot of xp as well!
However, class 15 and mythic 5 is like "class 20" when I, as a DM, plan for appropriate challenges. You still get xp for defeating high level challenges, so leveling up should be quick and a matter of relatively few encounters, even if you're on "slow advancement".