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Ohhh my first Character happy times.
I guess i was about 13 when i first started playing, i had dabbeled a little in in with my older brother who played back when he was a kid. anyway. I sat down with all the 3.5 book i could get my hands on and began reading. After going through nearly all the material i called one of my friends who was in a D&D group nearby and asked if i could play with him. and i rolled Grom Rock from the the town Rock. He was a earth dwarf barbarian with no sence of hygene, no sence of personal space and a lot of rage to spare. My favorite moment with him is when we were at the morehouse (Return to temple of elemental evil) and we met the blue dragon. The dragon quickly turned Groms best friend, our halfling druid into lightning kebab and that made him slightly angry, so slightly that when the dragon flew up to the top of a tower he scaled the tower jumped the dragon and cut of it's head in one strike. unfortunately he met an untimely end when they squared of against a chain golem and he heroicly stormed the beast and was thusly torn to shreds by his low reflecs save.


Gamer Girrl wrote:
Unearthed Arcana has a Tainted Sorcerer I stumbled across while flipping pages last night :) And that is one creepy looking gal!

I played one of those once. They are made of pure awesome.


Chris P wrote:
My cleric5/alienist1 picked up Leadership at level 6 and got a Darnu (from Denizens of Avandu) as a cohort. It's a magical beast that can speak and understand any language and looks like a medium sized dog. It's an ECL 4 so it worked out well for a 6th level character. When I hit level 7 I assume I just add a level of magical beast and do that everytime I level, right? It states that after so many hit dice (I think 7) it becomes size large. Is the a level adjustment for becoming size large and if so do you earn that level first then increase in size or increase in size and spend two levels for it?

You dont use more levels in order to become large, when you get the required hit die you simply become large. No level adjustment or anything.

Alternatively if it's intelligent you could (in theory) give it class levels if you wanted.


Awesome. nuff said.


great work. i always thought that the gods in Deities and demigods were kinda stale and hollow but this version of boccob makes much more sence.


Pastin' from Fiendish codex: hordes of the abyss.

Now the hezrou falls into two of the demons "classes", Brute and overlord.

an overlord will most likely do something like this:
round zero(before combat): summon minions; use round 0 to organize your followers with simple commands, and summon more dretches if you can. if successfull use these minions as cannon fodder.

round one: accuire targets; Your friends should now be swarming the party, so now it's time for you to get into the frey, but stay out of melee for now. start up with one of you magic attacks to weaken the party. try to start up small, while blasphemy might seem tempting at this point, try useing something weaker(unholy blight)and see how the party responds.

round two: outmaneuver foes. the party should now be divided by your troops. but it's not quite time to charge in yet. try to possition yourself for a glorious entrance into combat and use another power (call lightning or blasphemy) to weigh them down, try to concentrate on the leader if posible.

round three: Chaos takes over; you have been patient long enough. it's time to engage the party. but remember you are a general first and an warrior second, try to go for a party member who is giving your troops trouble.

round four: killing stroke; use the favorable position you gained last round to full attack or grapple a troublesome party member.

Round five and further : assess and act; if you have killed one or two party members it's time to get out of there. if the fight is going well take a round or two take a prissoner or even save a corpes before useing greater teleport to get out of combat.

now if your party is two low for it to have a lot of underlings try the brute

Round zero (before combat): buff up; use any abilities you have to make yourself more usefull in combat.

round one: first salvo; if you have any kind of ranged attack use it now before charging in. try to hit the weaker or less armored ones, or go for the cleric or other divene spell casster if you can see him. if you can try to also move into a possition where you can melee the divene caster(or anyone who would have access to abilities like holy smite or banishment).

round two: contrate attack; full attack againts anyone one but preferably the cleric.

round three: killing blow; try to finish of the divine spell slinger you are fighting and move to another weak looking member of the party.

round four: all or nothing; as a demon you might have many spelllike-abilities, so now is the time to show off. use that ability or simply use more full attack.

round five and further: figthing retreat; keep useing full attacks and take down your enemies from weakest to strongest. flee useing greater teleport if you are losing. you can always come back to fight another day, or in a few hours =).

hope it was usefull.


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This thread is made of awesome


Maybe you should switch beshadowed and frightning


If you can get your hands on it you should check out the ebberon adventure "Whispers of the vampires blade" theres a entertaining masquerade ball scene.


What is you favorite attack/ability combo?

Mine is one that i created myself, it works only for the Duskblade classe of PhB2.

It becomes availiable to the duskblade at level 5, uses a greatsword, take 2 rounds to do and goes like this.

In the first round of combat the duskblade casts Blade of Blood and deals 5 dmg to himself(this will cause his next melee attack to deal 3d6 more damage, he can use the rest of that round for whatever. in the next round he moves in for attack and uses Arcane channeling to cast Shocking grasp through his greatsword attack, but before that he uses his quick cast ability to cast True Strike on himself(giving him a +20 bonus on his next attack roll). Now this attack will deal 10d6 total(3d6 for blade of blood, 5d6 for shocking grasp and 2d6 for the greatsword) with a +27 bonus on the attack roll.

If you are realy clever you take the sudden maximize feat. that way it will deal at least 35 damage every time.


Shandra Shadowsong Wizard 6/tainted sorceress 1

CN wizard who, after crashing in a ship with her soon to be party members, helped save a town from a consiracy involving some blue gems that turned people into zombies. but in doing this she came into contact with a Tome of Forbidden Knowledge. if you are fammiliar with the taint rules you know that this is bad, Very bad. when she touched it she it stuck to her. and she started getting a taint score, after she got so sick from the taint that she was held i a monestary for treatment she finaly read the book. next thing she had smeared all the walls in her room with her own blood, in order to summon an Demon Prince, she was successfull. The demon saved her by turning her into a tainted sorceress which also made her CE, but in return she had to bring him 5 artifacts from a nearby city. She was such fun after she turned into a sociopathic sadist. oh the glee of useing her ability to use blood in place of material components to reanimate a megaraptor and have it rampage through the streets. ahhh good times.