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Thursday, 1st November, 2007, 06:01 PM #1
Scout (Lvl 6)
S@squ@tch's Against the Giants - Team Gold
Strahd_Von_Zarovich - Githzerai (LA 2) Rogue 1 Monk 5
Vertexx69 - dwarf fighter 2/rogue 2/dragonmarked heir 4 (formerly played by graf)
ScottDewar - dwarf cleric 8 (formerly played by renau1q)
Tailspinner – gnome archivist 8 (formerly played by rolzup)
Rathan - human warlock 8
Herobizkit - half-orc duskblade 8
DM Controlled PC:
Virashil - Sorcerer 5/Dragonheart Mage 3
EvolutionKB - warforged transmuter 3/master specialist 4/master transmorgifist 1
stonegod - shifter druid 6/warshaper 2
Zurai -- Human warlock 8 - rended in twain by pseudonatural apes in the jungle
Nac Mac Feegle - Goliath Ranger 1/Fighter 2/Barbarian 4 - plane shifted by mind flayer
OnlytheStrong – human cleric 8 - brain consumed by a mind flayer in the jungle
Shayuri – warforged fighter 2/warblade 6
3.5 Edition rules
# of characters: 7 or 8
Starting Equipment: 27K (8th) -- no item more than 1/2
Alignment: No requirement, but if you plan an evil character, a good reason, plus a good cover, would be required.
Ability Generation: 32 point buy
Hit Points: Max HP at 1st level, leveling up, take 3/4 of the maximum possible roll for your hit points. For classes using a d6 or d10, round down, but make it up at the next level.
Source Material: Core + Complete Series, Magic Item Compendium, Eberron Campaign Setting, Races of Eberron, subject to approval by me. No: Incarnum, Tome of Battle, Psionics
Setting: Eberron -- so only races present on Eberron would qualify.
Speed: Very important: I try to post once a day, I am looking for a fast paced game, but allowing time for character development and interaction with the world. This is a long series of modules, so I am looking for people into it for the long haul. Your posting record will be looked into and used with your character concept submission.
Last edited by s@squ@tch; Tuesday, 23rd March, 2010 at 06:55 PM.Characters I play
Games I DM
- EN World
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Thursday, 1st November, 2007, 06:02 PM #2
Scout (Lvl 6)
1) Dalwir d'Lyrander: Captain of the Airship Precarious Retreat
2) Barrak: House Tharashk finder/first contact - deceased
3) Nardon: House Tharashk Contact
4) Ganyon: House Tharashk Guide
Last edited by s@squ@tch; Thursday, 20th March, 2008 at 08:38 PM.
Characters I play
Games I DM
Thursday, 1st November, 2007, 06:11 PM #3
Scout (Lvl 6)
Encounters and Treasure
1) Defeating the Air Elementals: 686 xp (All but Lo-Kag)
2) Defeating the advanced Tendriculos: 343 xp
3) Defeating the Pseudonatural Dire Apes: 400 xp (All original members) Domoris/Hudder added to group
4) Defeating the Aquatic Gelatinous Cubes in the Canals of Titan's Teeth: 200 xp (Hudder/Domoris/Void/Darv/Dreadnought/Morph)
5) Defeating Hill Giant in Titan's Teeth: 267 xp (Hudder/Domoris/Void/Darv/Dreadnought/Morph)
6) Defeating Harpy in Titan's Teeth tower: 1200 xp (Hudder/Domoris/Void/Darv/Dreadnought/Morph)
- Ring of Protection +1
- Studded leather armor +3
- Cloak of Protection +2
- 16 magic arrows
- 15 silver arrows
- 5 adamantine arrows
- Efficient Quiver
- 2 magic potions
- Garjon's Amulet
- Large Mighty (+2) Flame Longbow +1
- 1251 gp, 49 pp, 483 silver
Last edited by s@squ@tch; Wednesday, 17th June, 2009 at 07:24 AM.
Characters I play
Games I DM
Friday, 2nd November, 2007, 12:47 AM #4
Waghalter (Lvl 7)
Void - Githzerai (2) Sleeping Tiger Monk 5 / Rogue 1
level advancement stat
Background and Appearance
Last edited by Strahd_Von_Zarovich; Tuesday, 12th May, 2009 at 08:02 AM.
Friday, 2nd November, 2007, 06:13 PM #5
Acolyte (Lvl 2)
Lo-Kag, meatshield, high-damage melee fighter and tracker.
Races of Stone Stuff
Last edited by Nac Mac Feegle; Saturday, 8th December, 2007 at 02:34 AM.
"Paranoia is a lot like life insurance. Annoying, expensive, and rarely needed. And like life insurance, if you need it and you don't have it, it's too late already."
"This makes no sense at all. Your DM needs to be shot. With a hammer."
-quote from the Wizards web board
Friday, 2nd November, 2007, 07:46 PM #6
Last edited by Zurai; Thursday, 6th December, 2007 at 05:31 PM.
Friday, 2nd November, 2007, 07:46 PM #7
Acolyte (Lvl 2)
Last edited by Rolzup; Friday, 11th April, 2008 at 03:51 PM.
The Chronicle of Burne, and Some Others of Lesser Importance An epic, of sorts, if your standards are low.
Saturday, 3rd November, 2007, 03:17 AM #8
Minor Trickster (Lvl 4)
Code:Class and level: Cleric 8 Church: Sovereign Host Domains: Strength and Healing ( You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to strength equal to your cleric level. Activating the power is a free action, lasts 1 round and is usable once per day. You cast healing spells at +1 caster level) Alignment: Neutral Good Age: 21 Gender: Male Height: 5'10'' Weight: 170lbs Languages: Common, Giant Str: 14 (6pts) +2 Dex: 12 (4pts) +1 Con: 14 (6pts) +2 Int: 12 (4pts) +1 Wis: 18 (10pts) +4 (16 + 2 skill increase) Cha: 10 (2pts) +0 HP: 66 (8 + (6x7) + 16 con mod) AC: 25 (10 + 9 armor + 2 shield + 1 dex mod + 2 nat. armor + 1 misc) Saving Throws: Fortitude: 8 (6 base + 2 con mod) Reflex: 3 (2 base + 1 dex mod) Will: 10 (6 base + 4 wis mod) Speed: 20ft Base Attack Bonus: +6/1 Attacks: Grapple: +8/3 (6/1 base + 2 str mod) Light Mace: +8/3 dmg:1d6+2 crit: x2 Light Crossbow: +7 dmg:1d8 crit: 19-20x2 Turn Undead: 3 times a day Daily Spells: Level 0: 6 Level 1: 4+1 domain + 1 bonus Save DC: Level 2: 3+1 domain + 1 bonus Level 3: 3+1 domain + 1 bonus 10+wis mod+ spell level Level 4: 2+1 domain + 1 bonus Skills: Concentration: 14 (12 ranks + 2 con mod) Heal: 18 (12 ranks + 4 wis mod+2 misc mod Knowledge (history): 7 (6 ranks + 1 int mod) Knowledge (religion): 7 (6 ranks + 1 int mod) cc Listen: 6 (2 ranks + 4 wis mod) cc Spot: 6 (2 ranks + 4 wis mod) Feats: Healing Devotion (from Complete Champion) Sacred Boost (from Complete Divine) Glorious Weapons (from Complete Divine) Augment Healing (from Complete Divine) Equipment: Healing Belt, Ring of Mystic Healing, Amulet of Natural Armor +2, Ring of Protection +1, Full Plate Armor of Easy Travel +1, Light Mace, Heavy Steel Shield +1, Light Crossbow, Bolts (20), Waterskin, Wand of Light, Wand of Cure Light Wounds, Scroll of Cure Critical Wounds (4), Pouch, Scroll of Divination (2), Healing Salve (1st application heals 1d8+1 of dmg, 2nd application heals 2d8+3, triple application heals 3d8+5, can only be used 10 times) Money: 27000gp - 26689gp = 311gp Healing Belt= 750gp Ring of Mystic Healing = 3,500gp Full Plate of Easy Travel = 4,150 Carrying Capacity: Weight Carried: 81lbs Light Load: 58lbs (116lbs while wearing armor) Med Load: 116lbs Heavy Load: 175 lbs (items from Magic Item Compendium) Healing Belt---gain +2 to heal checks, has 3 charges (renewed at dawn): 1st charge: heals 2d8 of dmg 2nd charge: heals 3d8 of dmg 3rd charge: heals 4d8 of dmg Ring of Mystic Healing---provides +1 bonus to competence to your caster level. These bonuses add on to your next cure spell. Has 3 charges. (renewed each day at dawn): 1st charge: heals +2d6 of dmg 2nd charge: heals +3d6 of dmg 3rd charge: heals +4d6 of dmg Feat Descriptions: Augment Healing = Add +2 points per spell level to the amount of damage healed by any healing spell. Healing Devotion = Once per day, you gain fast healing 1, +1 for every five character levels you possess. This effect lasts for 1 minute. You can activate this feat as an immediate action, or if you have a daily available, it activates automatically if you are reduced to 0 hit points (but not killed.) Special: As a full round action, you can transfer this ability to a will recipient as a touch spell. Doing so counts as one daily use of this ability. If you have the ability to turn or rebuke undead, you gain one additional use of this feat for each turn or rebuke you expend. Sacred Boost = You spend a turn attempt as a standard action to place an aura of positive energy upon every creature within a 60ft radius. Any cure spell placed on one of these creatures before the end of your next turn is automatically maximized, with no adjustment to spell level or casting time. Glorious Weapons = It allows me to use a standard action to align melee weapons (including natural weapons) of all allies within a 60ft burst as good. Such weapons can overcome damage reduction as if they had the appropriate alignment. The effect lasts until the end of your next turn.Equipment cost and weight
Last edited by OnlytheStrong; Tuesday, 6th November, 2007 at 07:31 PM.
Sunday, 4th November, 2007, 06:52 AM #9
Cutpurse (Lvl 5)
A red bandanna covers the head of this warforged. It's naturally occuring armor sparkles with some sort of magical enhancement. A pair of wands are tucked into his belt, and a crimson cloak covers his shoulders, hanging nearly to the ground. A buckler of mithral hangs on his arm.A monocle covering one eye is chained to where his ear would be. His fist is constantly clenching and unclenching as he looks upon non-warforged in anger, fear, and loathing. Other warforged are looked at with pity. He grits his teeth,flexes his joints, and shifts his weight from foot to foot as if he is uncomfortable in his own skin.Code:Name: Morph Race: Warforged Class/Level: Transmuter3/MasterSpecialist4/MasterTransmorgifist1 Gender: Male Exp: 31279 Action Points: 7 Strength (STR) 10 +0 (2pts) Dexterity (DEX) 14 +2 (6pts) Constitution (CON) 16 +3 (6pts) Intelligence (INT) 20 +5 (10pts+lv4,8 increase+2 enchancement) Wisdom (WIS) 12 +1 (6pts) Charisma (CHA) 8 -1 (2pts) Alignment: CN AC: 18 (+4 armor + 2 dex +2 shield) Hit Points: 49 Movement: 30' Init: +2 Base Attack Bonus: +3 Melee Attack: +3 Slam 1d4 Fort: +7 (2 base +3 con +2 resistance) Reflex: +6 (2 base +2 dex +2 resistance) Will: +12 (9 base +1 wis +2 resistance) Race Abilities - +2 Con, -2 Wis, -2 Chr - Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. - Can’t heal damage naturally - Conjuration(healing)spells only heal half their normal effect. - Affected by heat/chill metal, repel metal or wood, and rusting grasp. - Can take a movement or standard action at 0 hp without losing hp. - No need to eat, sleep, or breathe. - Composite Plating - Light Fortification - Natural attack, Slam does 1d4 damage. Class Abilities: Spells - Extend shape: Morph gains the benefit of the extend spell feat when casting a polymorph type spell to transform into his favored shapes. - Favored Shapes: Phase Spider, Wyrmling Silver Dragon, Seven Headed Pyrohydra - Bonus feats: Scribe Scroll(from wizard level), Skill focus(spellcraft) and greater spell focus(transmutation)(from Master Specialist). - Expanded Spellbook - Minor school esoterica: If a transmutation spell cast by Morph is dispelled in persists for one more round. - Sudden shift(5/day): As an immediate action Morph can gain a fly, swim, or climb speed equal to his land speed. If activated during his turn it lasts until the end of that turn, otherwise it lasts until the end of his next turn. Skills: 56 Bluff +1 (2 ranks -1 chr)--Crossclass Concentration +14 (11 ranks + 3 con) Craft(armorsmithing) +10(5 ranks + 5 int) +12 when repairing warforged Decipher Script +9 (4 ranks +5 int) +13 when identifying cyclopean glyphs. Disguise +4 (5 ranks - 1 chr)--Crossclass Knowledge arcana +16 (11 ranks +5 int) Spellcraft +21 (11 ranks +5 int +2 synergy +3 skill focus) Feats Scribe Scroll(bonus feat from wizard1) Eschew Materials Spell Focus(transmutation) Skill focus spellcraft(from master specialist1) Greater spell focus(transmutation)(from master specialist3) Fiery Burst(CM pg 43)As a standard action as long as Morph has a fire spell of 2nd level or higher prepared to create a 5' radius burst of fire at a range of 30'. This burst does 1d6 per spell level of the highest level fire spell Morph has prepared. DC is 10+Int mod+level of the highest fire spell prepared. Also, Morph gains a +1 CL when casting fire spells. Languages - Common, Dwarven, Giant, Goblin Equipment +2 Twilight enhancement applied to Composite Plating (9000gp) Crystal of Adaption, Least (MIC pg 24, 500gp) Protects wearer as endure elements, attached to composite plating. +1 Mithral Buckler (2015gp)(2lb) +2 Cloak of resistance(4000gp)(1lb) Burning Veil(MIC, pg211, 5000gp): 3/day as a swift action, Morph can activate the veil doing 1d6 fire damage to an opponent already injured by a fire spell this round. Also augmented with a +2 enhancement bonus to Intelligence. (-lb) Artificers Monocle(MIC, pg 72, 1500gp): After casting detect magic, Morph can concentrate for 1 minute to Identify the item.(-lb) Eternal wand of repair light damage(820gp)(-lb) Wand of repair light damage 45 charges(750gp)(-lb) Two dragon’s tears(CM pg 135, 200gp each): Optional material component, gains +1 spell level to an fire spell or mind affecting spell as if it were heightened. Two applications of fairy dust(CM pg 235, 100gp each): Optional material component, transmutation spell is doubled in duration, as extend spell feat. Potion of invisibility(300gp) Scroll of See Invisibility(150gp) Skill shard, greater(Decipher Script)(MIC, pg 185, 200gp)gain a +5 competence bonus on Decipher Script check that begins before the end of your next turn and lasts up to 10 minutes. Backpack (2gp, 2lb) 2 potions of Shield of Faith (100gp total) Warforged Repair Kit (ECS, pg121)(50gp, 1lb) Traveling Papers(ECS, pg121)(2sp) Identification Papers w/ portrait(ECS, pg 121) (5gp) Glyphbook(ECS, pg121)(20gp)(2lb) Spellshard, blank, wizards(ECS, pg121)(3gp)(.5lb) Spellbook 2 Belt Pouches(1gp each, 1lb total) 1 Sunrods(1gp each, 3lbs total) 1 Tanglefoot bags (30gp each, 8lbs total) Smokestick 5' of hemp rope(1sp, 1lb) 7sp Scrolls added to spellbook(including spellbook costs): Repair critical damage(1100gp) Rope trick(350gp) Glitterdust (350gp) Spellbook: 64 of 100 pages used 0: All spells except of the necromancy and enchantment schools (17pgs) 1: enlarge person, feather fall, lesser orb of fire, magic missile, fist of stone, ray of clumsiness, grease, repair light damage (8pgs) 2: alter self, fire burst, invisibility, glitterdust, incendiary slime, rope trick (12pgs) 3: fireball, haste, slow, repair serious damage, animate weapon(chosen with expanded spellbook)(15pgs) 4: polymorph, flame whips, repair critical damage(12pgs)flame whipsSpell Prepared(including bonus spells for high Int and for being a specialist wizard) (4/7/5/4/3) CL: 7 or 8 for fire spells; DC 15+spell level or 17+spell level for transmutations 0: Detect Magicx2, Read magic, ray of frost 1: Feather fallx2, lesser orb of firex2, magic missle, ray of clumsiness, grease 2: invisibility, glitterdust, rope trick, incendiary slime 3: haste, slow, fireball, animate weapon 4: flame whips, polymorphx2Ray of Clumsiness
Background: Morph, hated his kind, mostly because everybody did. As a warforged he was faced with daily discrimination, called "soulless" and "golem". He knew these terms weren't true, but they still made him mad. Tired of the discrimination and hate that he faced, he fled to the Mournland, for he had heard of a refuge for warforged. Upon arriving he discovered that the hate that these warforged had for the softer races was much more than the soft races felt for him and his kind. He left the Mournland and did the only thing he knew he could do. He returned to House Cannith in Sharn. There they heard of his troubles, and thinking to take advantage of a ripe opportunity, spoke of ancient creation forges in Xen'drik and the giant population there that threatened to invade. They planted in his head the idea, that these forges could possibly keep him in another form...permanantly. He could go about his life once changed, and be free of stigma and hate. Morph agreed to go, and the Cannith artificers outifitted greatly with magical equipment. Getting directions to House Medani, Morph walks into the front door, with what one would consider to be a smile.
Last edited by EvolutionKB; Wednesday, 17th June, 2009 at 07:37 AM. Reason: harpy exp
Monday, 5th November, 2007, 02:36 PM #10
Minor Trickster (Lvl 4)
Looking at the cover of the book, does the guy on the ground in front of the first giant have pants on? Or did the giants take advantage of him before they killed him? This game may be more dangerous than I thought................