![]() ![]()
![]() Alright, if I still have the time, then I have mostly finished up the bare minimum for Ghan.
As for his final feat, I'm not sure yet what to make it, I am thinking of either Power Attack to enhance his image of being a strong striker, or Skill Focus: Survival to emphasize his wilderness nature. Or something else entirely. I have a few quick questions to help with further development;
Current progress:
Ghan the Fist: Ghan the Fist
Human Tetori Monk/Warden Ranger 4 TN Large Humanoid (Human) Initiative +2 Senses, Perception +0 -------------------- Defenses -------------------- AC 12 Touch 12, Flat Footed 12 (+0 Dex, +0 Armor, -1 size, +3 Wis) hp 54/54 (4d8+20) Fort 8 Ref 4 Will 6 (+2 vs enchantment spells and effects) Other Defenses Deflect Arrows, Endurance --------------------
----------------------
Current Magical Effects
----------------------
Feats Endurance (bonus), Imp Grapple (bonus), Imp Unarmed Strike (bonus), Stunning Fist (bonus), Stunning Pin (bonus), Deflect Arrows, Mantis Strike, +1
Skills (7 per level)
Languages Common, Giant
(Enarge Person: 450gp for hiring someone to cast a 5th lvl spell, 10gp for casting a 1st lvl spell, 2,500gp for material component) 2,960gp
----------------------
----------------------
----------------------
Ghan is a kindly soul. He always had a smile on his face and enjoyed playing with the other kids as he grew up. His family wasn't rich, in fact they were just a couple of farmers on the edge of one of the town in the Stolen Lands (Name pending) but, Ghan was big. Really big. He often towered over the other children and this, along with his asymmetrical and pudgy face made most of the adults suspect a bit of giants blood in him from somewhere, or a lot of giants blood, depending on who you asked.
Alone, Ghan wandered the badlands for a while until he stumbled on a small cave, in which he took shelter. This became his new home as he would roam out into the nearby prairies in search of food and furs. However there was something unnatural about this cave and in time Ghan grew larger and larger until he was over 10 feet tall. This increased height did nothing to diminish his dis-proportioned features and seemed to exaggerate his giant ancestry. Ghan is a very large and wild looking individual. His dark brown hair is often shaggy and untrimmed, his pale skin is almost as tough as leather from all his time under the hot sun and rain. he also wears furs of different animals to cover his frame. His dark brown eyes are a little dim, he is intelligent, but not overtly so. He is very large, strong and sturdy, but not particularly nimble. He always has a smile on his face and he seems genuinely pleased to see people, new and old. Ghan is a kind and gentle soul, he dislikes using his large frame to "bully" weaker people into doing things his way and he generally avoids using his strength in a confrontation. In a case where there is no choice (or he gets attacked for instance) then he will aim to subdue his foe, pinning him to the ground rather then outright killing him.
![]()
![]() Claptrap here.
However thats about as far as I got before I ran out of time, so if you have to move on ahead without me, go ahead :( [Rant=the Warden] I like the Favored Terrain ability of the Ranger. Its not the most powerful part of its kit but I love its flavor, and the Warden is the only archetype that focuses on it. But what does it give up? Everything else of value -__- Favored Enemy? Gone. Combat feats? Gone. Companion and capstone? Gone...
![]()
![]() Well, I for one would be thrilled to be intertwined in your backstories and apart of your adventurers :)
Speaking of which, I have 2 NPC ideas that I would be incorporating into my background and possibly yours if you are interested. The first is Archemagi Fezzwick, the mage responsible for creating the Giant Rod and all the specialized mundane gear that Ralph would need (a cup would need to be made of adamantine and have TWO castings of hardening from a 20th level caster just to have a chance of surviving and even then I think I could break it...). As such he would be a good friend of the two brothers to be willing to work so closely with them to create such specialized equipment. The second one is an adamantine golem (with lots of templates most likely) that has it out for Ralph. You dont go around breaking all the things that Ralph does and not attract the ire of somebody important! I figure that this golem would have been sent to destroy Ralph by the god of machines/items/artifacts or something. The thing about him is his indestructibility and the fact that it would probably be the only construct that could come back for round 2 with ralph :P I picture him as a reoccurring villain that we can beat into the ground numerous times and still have to deal with him later XD
![]()
![]() At last! The Artifact known as The Giant Rod is complete!
Giant Rod
212,245gp, 14 ego
Intelligent Item: 500
The Giant Rod is just that, an eight foot pole, seven inches in diameter and made of the hardest substance in the known world, Adamantine. Forged specifically for Ralph, for no other weapon would do. Created by the combined efforts of Jacob Radigan and the Archemagi Fezzwick, they forged the Giant Rod on an entirely different planet, one as close to the sun as possible, as that was the only way to get heat hot enough to work the Starmetal. First Fezzwick created 9 exact duplicates then he proceeded to teleport each one into the original, one after another. The result was quite possibly the hardest substance known to man as each one fused with the other on a molecular level. Lastly Jacob infused a bit of himself into the Rod, a simple whisper. Protect Ralph. Over time that whisper grew into a semblance of sentience and started developing powers of its own. First it became aware of its surroundings and capable of whispering to Ralph. Next came an addiction, it started craving the rush of power from the thunderstones and would seek to constantly keep itself powered by them, levitating and inserting the stones of its own accord, stealing them from the surroundings if it had to. Later it came to enjoy the resounding crash and the feeling of metal giving way to its superior construction and came to quite enjoy the destruction of other constructs, and indeed any objects around it, and dedicated itself to their destruction.
Quite literally a large metal bar, the Giant Rod has 2 compartments, 1 in each end, one is little more than a divot and holds a single thunderstone, powering the artifact with a concussive force and amplifying its damage. The second is a small chamber used to hold a reserve of 5 thunderstones. What do you guys think ^-^
![]()
![]() Intelligent Items wrote: Intelligent items can actually be considered creatures because they have Intelligence, Wisdom, and Charisma scores. Treat them as constructs. Intelligent items often have the ability to illuminate their surroundings at will (as magic weapons do); many cannot see otherwise. Ya, intelligent items become constructs so it would work with rapid repair, but not any other items like I had first hoped. Still, judicious use of the hardening spell should cover everything else! ![]()
![]() Thanks for the critique! I'll answer your questions :) The AC issue is one that I am seriously mulling over in my head :( Broken armor reduces its AC by half, so even real good armor provides significantly less benefit. Now I haven't included any armor boosting items yet but even after I include them my AC will be abysmal. I am thinking I will have to take a +8 bracers of armor and drop reckless abandon to make it viable... any ideas you could throw me? As for fluff wise, I haven't really figured that one out yet but I imagine it would include prostigious help from big bro ,') Reading tomes is an non-issue, I still have 10 int so can read common just fine (unless I need read magic to be able to read it? Then I can take it as an oracle orison) I have no idea how I am going to deal with hard to reach enemies, I don't have any ranged capabilities yet and the only thing I can think of is to build another +5 hardened impervious weapon that I can throw and take the two-handed hurler feat or add it to my existing weapon. The problem with that is that it is already brutally expensive and I am thinking that I really should add rapid repair at will to it (+90,000) because even with its 36 hardness I will still be doing damage to it when I pick it up :p I included the penalty for broken weapons/armor in the stats, right after power attack and armor respectively. Looks like I did miss the attack penalty :p Good catch! I'll add it in. Superstition gets +2 at the start and +1 every 4 levels, 7 total. Human favored class bonus gets +1 every 4 levels for another +5 and the couragious enchant adds 2 more, so it should be +14 :p
As for circumventing the oracles curse, it is no different then taking the lame curse an being a barbarian for the fast movement. As for my curse, I still take -2 to hit and reduce my armor by half so it is still affecting me negativly even at level 25. I am also making use of the broken condition to make battlefield scavenger effective but I still am affected by the curse. 2 things regarding items, I haven't priced any of them out except for my weapon, the Giant Rod, so all the pricing numbers are off as they were there from a previous character. I also have to factor in crafting prices from big bro still :)
Thanks for the input! ![]()
![]() So my character is A LOT more done so if you want to look him up you will get a better idea of what he can do :) Despite having mediocre int and wis AND looking like that, he has this simple and honest charm about him that makes people drop their guard around him. Kind of a really big, innocent and childish demeanor that let's him get away with a lot more then he otherwise would :) So here is a list of effects regarding my character.
How do those sound? Good so far? ![]()
![]() Well Ralph can only cast 2nd level spells, just enough to be able to use wands so I got no problems even playing as if I had none as its not a big loss for me.
The Deadly flaw is homebrew 3.5 material but it fits my idea for my character real well (hense why I am askng about it) I am thinking that a section of the demiplane would be great for Ralph, a slice of his own, full of bunnies and squirrels :D ![]()
![]() I would be up for being your brother or something AceDiamond :) I think it could even make a great fit, we both have some inate spellcasting (you have a lot), nether of us is eceptonally bright (you have 14 base, I have 10), I could see you wanting to look after your big younger brother, especially one so accident prone as me (your family ties, my wrecker curse/deadly strength), in all probability I would need help from you in some areas and would probably look up to you, besides, we both got that Radigan Charisma! Think it could work/like the idea? Ah yes, this is the new alias, I ended up going with the Ralph Wreaker idea, as I liked that a lot ^-^
![]()
![]() Honestly I am having a real hard time working on my character. There seems to be very little time restraint/crunch creating a lack of modivation/urgency to finish the guy and there are some questions that need to be answered for him to progress to a finished stage (big one, can I play my asterion at all or not :P).
BTW this is Crash's alternate ego, the Asterion :)
About Remulus St. ClayrRemulus "The Nightmare" St. Clayr
Ability Scores:
Str: 10(+0) Dex: 26(+8) Con: 10(+0) Int: 10(+0) Wis: 24(+7) Cha: 10(+0) [SPOILER="Saves"]
HP: 160
AC: 35 (10 + 4(Armor) + 8(Dex) + 4(Shield) + 7(Wis) + 2(monk)
CMB: +16
Description:
Backstory:
Combat:
+2 Agile Unarmed Strike +16/+11 or +17/+17/+12/+12 Flurry, 2d6 + 8 Dex + 2 + 10d6 nonlethal sneak + 10 nonlethal sneak + 10 nonlethal sneak x2 Feats:
Weapon Finesse Sap Adept Sap Master Combat reflexes Touch of Serenity Greater Trip Knockout artist Extra Rogue Talent Improved Trip* Agile maneuvers* Traits:
Reactionary: +2 Init Special Abilities:
Ninja Tricks: Pressure Points - Strength or Dex damage on sneak attack, healable with heal check. Combat Feat x2 Vanishing Trick - Swift action invisibility Crippling Strike - +2 Str Damage on sneak attack Ghost Step - Swift action walk through at least 50 feet of wall until end of turn Invisible Blade - Vanishing Trick is Greater Invis See the Unseen - See invis Class Features
Touch of Serenity 9/day - DC 21 Will save or subject cannot attack or cast spells for 2 rounds, Cannot use more than once per round Redirection 9/day - Immediate action make a trip and reposition maneuver against a target you threaten that attacks you or an ally. Target is sickened for 3 rounds if successful, DC 21 will save to halve duration. The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply. Unbalancing Counter - At 2nd level, a flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 10 + 1/2 the monk’s level + Wisdom modifier negates). Flowing Dodge - At 3rd level, a flowing monk gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1). Elusive Target - At 5th level, as an immediate action, a flowing monk may spend 2 points from his ki pool to attempt a Reflex save opposed by an attacker’s attack roll to halve damage from that attack. If the attacker is flanking the monk, the flanking opponent who is not attacking becomes the target of the attack. Use the same attack roll, and if the attack hits the new target, that creatures takes half damage (or full damage if the attack is completely avoided). Any associated effects from the attack (such as bleed, poison, or spell effects) apply fully even if the attack deals only half damage. Evasion - No effect on successful reflex save. Flurry of Blows Still mind - +2 vs. enchantment Ki Pool (16) - By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Slow fall - falls treated as 40 ft. shorter than they are High Jump - At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round. Restoration Ki Power - 2 ki points Ninja
No Trace (+3) - At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1. Light Steps - As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger. Race
Equipment:
Greater Magic Fang Permanent - 7500 Agile Amulet of Mighty Fists - 2500 Belt of Incredible Dexterity - 18000 Headband of mental blah - 20000 Shadow Bracers - 16,000 Boots of striding and springing - 2700 Skills:
Trained: Stealth - 43 Acrobatics - 26 Bluff - 20 Diplomacy - 20 Perception - 20 Sense Motive - 20 Disable Device - 21 Sleight of hand - 21 Escape Artist - 21 |