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  1. #31
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    ø Ignore Voadam
    Quote Originally Posted by Graf

    Much better idea: Do you allow the Blood of Eberron Class feature from Keith Baker's Dragonmarked Article (Dragon 351)? Basically you give your familiar and get Blood of Eberron.
    The Blood of Eberron class feature grants an animal companion as if you were a druid of half your sorcerer level (this stacks with druid and ranger levels).
    Did you check out the sorcerer/wizard short variant from Unearthed Arcana? http://www.d20srd.org/srd/variant/cl...sorcererWizard
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  • #32
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    Quote Originally Posted by renau1g
    I don't have that issue, but what class feature do you give up? The Familiar?
    Yes. Sorry. Edited that into the original post too.
    Interested in playing 4th edition online? The Living 4th EnWorld Campaign is open! [character creation wiki forum]
    I am in an interesting period of my life; I will post in games that I run three times a week (M,W,F); and try to maintain obligations in existing games.
    ...disquieting...
    There was no end to his patience and endurance. He played day and night, his obsession was somewhat disquieting. It was less as if he were playing to dispel gloom or beguile tedium than as if he were giving himself up to the fangs of gaming devils."
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  • #33
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    ø Ignore Graf
    Quote Originally Posted by Voadam
    Did you check out the sorcerer/wizard short variant from Unearthed Arcana? http://www.d20srd.org/srd/variant/cl...sorcererWizard
    Cool. I hadn't been able to dig up an online version.

  • #34
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    So I could only get a Fastieth. (B/C Druid level = Sorc level /2 -> 3 and you need 4th for clawfoot from ECS 37). But I dropped 5k on a Healing Collar so I'll have something to take care of the mount.

    Decided against the dragonmark, it seemed like it was piling too much on. Instead I picked up a Healing Belt and some potions.

    Doing up the animal stats took hours, literally (admittedly my first animal companion in years). Still working on spells. But otherwise basically Done. There's a spreadsheet for the masochistic.

    Still struggling a bit with feats.

    Brodi Twiceborn (CL 6)

    Name: Brodi Halfhaft AKA Brodi Twice-born
    Gender: Male
    Race: Halfling
    Age: 29
    Class: Battle Sorcerer (UA) 6
    Alignment: LN
    Religion: Sovereign Host

    Appearance
    A lean fierce looking halfling; everything about him, from the spiderweb of scars on his face to this weathered clothing to the jury rigged military saddle he sits in looks battered and worn. From the chainmail he looks to be a warrior, the scroll and potion belts strapped to his chest mark him as a mage, and the wobbly way he looks past you rather than at you suggests that something is seriously wrong with him.
    His fastieth, covered with nasty purple scars is biggest, ugliest looking riding-saur you've seen.

    Personality
    Brodi's scary appearance is somewhat ameliorated by his quick, dry wit. His gallows humor is sometimes grating, but more often charming.

    Background
    Brodi was young, carefree, the seventh of seven boys of the local tribal chief. Blessed in both looks and magical ability he cut a swath through the ladies and was an active campaigner for tribal unification in the face of the various threats alloyed against the plains.
    He had periodic powerful dreams of destruction, but choose (he realizes now) to lose himself in fun and frolic instead of taking them seriously. Ignoring this gift would lead ultimately to the destruction of his family and his tribe.

    Around his 30th year a nearby militaristic kingdom established a base near his tribe's migrational route. They were excavating ruins from an older, darker era; spies the tribe set indicated they were seeking a weapon of dark power.

    A band of Elvin mercenaries approached Brodi's tribe to help guide them to the kingdom's dig without detection. The Elves were themselves in the employ of a rival kingdom, which Brodi never learned. The idealistic young halfling supported working for the elves. Driving foreigners from the plains was good, having others do the fighting for them and getting some pay for it was even better.

    The night that Brodi and his fellows guided the elves to the dig site he had his most powerful vision yet. Falling into a kind of trance in his saddle. He awoke to the sound of explosions and screams. His mount had been gutted from beneath him. He watched from a nearby hill in a stunned stupor as purple energy lanced through his tribe's huts; the energy seemed to warp the very space weft of reality itself, turning things inside out, taking half of a body and moving it hundreds of meters away.

    Brodi was the only one who survived that night. Not that he was untouched, his sorcerous talents, previously meager, blossomed. Unfortunately every spell he casts calls for the purple energy, like a hungry thing it rushes forth from his fingers, taking chunks of whatever it its elsewhere with sicking sucking sounds. Brodi was never comfortable with physical violence (Flaw: Noncombatant) but the purple energy has also warped his senses, particularly of space and time (Flaw: Inattentive). He often relies upon his mount, Short-toe, to help him notice things.
    He found Short-toe wandering the several kilometer wide area that the tribe members and their gear took up. They bonded burying the dead. Brodi is sure that Short-toe, massive and purple tinted, doesn't resemble any mount held by his tribe, or any other he's seen. The creature should be old for a fastieth already, judging by the scale growth, but every year it just gets bigger and meaner.

    Years he was a broken man, riding the plains with the elves (who saw meaning in the fact that he alone survived the destruction and allowed him to ride with them provided he "kept up"). Anything that lives heals, Brodi's regained his balance.

    He journied to the land of magic, seeking answers. He found nothing about the purple energy that infuses him now, but he did find an order, dedicated to defense and protection. A suicidal action on the part of the halfling in defense of a local noble was called bravery. He's received some training from them; they showed him how to call up his energy and use it to move people and things around without eating them. Brodi imagines he hears whispered complaints in his head when he denies the energy.

    And hopes to put into practice their teachings, once he's fully understood the books on their practices that they lent him. [I.e. become an abjurant champion.]

    His visions are gone, replaced by a crackling energy that lives under his skin. And he's vowed he won't ignore his "gifts" again, he rides the world seeking a worthy target for the malignant energy that he contains and to prove that he can protect things.

    Modus Operandi
    Brodi's spells are comprised of a malignant purple force that warps space and reeks of strangeness. The same power that destroyed his tribe had touched him, and left it's mark.
    Brodi can take hits if he has to, but he prefers not to, staying on the fringes of combat and using his spells to blast foes. He's a skirmisher, and, while he's got a decent sense of tactics and won't abandon his companions he doesn't stay still if he can help it.



    Stat Block
    Strongheart Halfling Battle Sorcerer 6 Moodily Good
    Init +4; Senses Spot +0, Listen +0, Search +0
    Languages Common , Halfling (if such a language exists)
    ************************************************** **********
    AC 22 (armor5/dex4/ring1/whenmounted1/size1); touch: 16 ; flat-footed: 17
    AC with Shield Spell
    AC 26 (armor5/dex4/ring1/shield4/whenmounted1/size1)

    hp 44 (6 HD)
    Fort +4 Ref +8 Will +6 [+8 vs fear]
    Save Breakdown
    Fort +4 (con1/class2/cloak1) Ref +8 (dex4/class2/feat1/cloak1) Will +6 (wis0/class5/cloak1)

    ************************************************** ****************
    Speed 50 (10 squares -- mounted) or 20 ft (4 squares -- on foot)
    Attack Melee punch -1 1d2-2
    Attack Ranged Invisible Needle +7 3d4
    Base Attack +3 Grapple +1
    Attack Options spells
    Spells

    3rd *** Manyjawsf (7d6 - DC 17)
    2nd ***** Baleful Transposition (DC 16), Mirror Image (1d4+2 images)
    1st ****** Expeditious Retreat, Magic Missilef (4d4+4), Slide (DC 15), Shieldf
    0th ***** Caltrops, Detect Magic, Detect Poison, Light, Mending, Message, Read Magic
    *=remaining slots
    f = +1 caster level from Invisible Needle
    Spells Detail

    0th 5/day | 1st 6/day | 2nd 5/day | 3rd 3/day


    Combat Gear Collar of Healing, Healing Belt, Third Eye (Freedom), 3 Potions of Cure Light Wounds, Scrolls
    Action Points ?
    ************************************************** ****************
    Attributes Str 6 Dex 18 Con 12 Int 10 Wis 10 Cha 19*
    * received both improvements for level
    SQ Halfling qualities, Cohort
    Feats Combat Casting, *Animal Affinityb, Invisible Needle, Talenta Dinosaur Bond, Skill Knowledge (Handle Animal), Skill Knowledge (Ride)
    *
    The free +2/+2 skill bonus we get. Animal Affinity.

    Flaws Noncombatant (-2 melee attacks)
    Skills Balance +4u Climb -2u Concentration +13 Diplomacy +4u Escape Artist +4u Handle Animal +12* Hide +6u Jump +0 Knowledge (Arcana) + 1 Listen +0 Ride +14 Search +0 Sense Motive +0 Spot +0 Swim -(a lot)
    *includes +4 to handle Short-toe
    Skills detail
    see sheet

    Possessions Combat Gear + Chainshirt +1 (+5 armor; max dex +4, check-2), Ring of Protection +1, Cloak of Resistance +1, Military Saddle, Daggers x2 (each boot), Travel Documents (Aundair, Talenta Plains), 2 Potions of Pass without a Trace, scrolls, books on how to become an Abjurant Champion once he fulfills the criteria and traveling gear in saddle bags.
    Scrolls

    Comprehend Languages x 1
    Identify x 2
    Obscuring Mist x 1

    Traveling Gear
    dinosaur grooming kit, dinosaur sleeping blankets (they get cold too...), two sacks, 6 sunrods, bed roll, small tent, backpack, 2 weeks of trail rations, spare set of clothing, 50' of silken rope (knotted for easy climbing), chalk (red, white), 8 waterskins, several maps


    Build Details

    Hit points 8 (Battle Sorc 1) + 30 (Battle Sorc 2-6) + 6(con)

    Magic Item Math
    see sheet


    Mount
    Short-toe (Fastieth)
    Medium Animal
    Hit Dice: 4d8+1 (36 hp)
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 22 (+4 chain shirt, +2 Dex, +5 natural, +1 Feat:Talenta Dino Bond), touch 13, flatfooted 19
    AC with Shield Spell
    Armor Class: 26 (+4 chain shirt, +2 Dex, +5 natural, +1 Feat:Talenta Dino Bond, shield 4), touch 13, flatfooted 123

    Base Attack/Grapple: +4/+6
    Attack: Bite +2 melee (1d3+1)
    Full Attack: Bite +2 melee (1d3+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: —
    Special Qualities: Low-light vision, scent | Druid 3rd (+2 HD/+2 NA/+1str&dex/Link/Share Spell/Empathy/Evasion)
    Saves: Fort +6 (hd4/con2), Ref +7*(hd4/dex2) , Will +1 (hd1)
    *=Talenta Dino Bond
    Abilities: Str 16, Dex 14, Con 12, Int 2, Wis 11, Cha 4
    Skills: Jump +11, Listen +6, Spot +6, Survival (for track) +4
    Feats: Run +1 feat

    Tricks

    6 + 2 (druid level 3)
    • Come (DC 15): The animal comes to you, even if it normally would not do so.
    • Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
    • Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
    • Guard (DC 20): The animal stays in place and prevents others from approaching.
    • Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.
    • Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
    • Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)
    • one more -- is there a trick for (watch out and let me know if you notice anything?)





    Link (Ex):
    A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

    Share Spells (Ex):
    At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

    Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).


    Evasion (Ex):
    If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.



    Last edited by Graf; Thursday, 15th May, 2008 at 10:45 AM.

  • #35
    Should we start to post finished characters?
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    Hi I'm a comic and rpg nerd. Don't hurt me, please.

    PS: English is NOT my native language!

    May the 4th be with you!

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  • #36
    Your call, it would save time down the line, but it's not required as I know it takes a little bit to make one up. Not a factor in my decision making, I'll really only look over them once the finally group is selected.

  • #37
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    Lama (Lvl 13)

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    I may rework my character to combine some swordsage in the mix instead of fighter...I've just got to work through and figure out if I can still get the concept I want.
    - Rhun

    For every one hundred men you send us, Ten should not even be here. Eighty are nothing but targets. Nine of them are real fighters; We are lucky to have them, they the battle make. Ah, but the one. One of them is a warrior. And he will bring the others back. - Heraclitus of Ephesus, 500 BC

  • #38
    Quote Originally Posted by renau1g
    Your call, it would save time down the line, but it's not required as I know it takes a little bit to make one up. Not a factor in my decision making, I'll really only look over them once the finally group is selected.
    Thanks for the quick anwer. Than I will use my spare time to work on the background I think a warforged necromancer would have a greater fun-factor than the changeling wizard...
    Signature

    Hi I'm a comic and rpg nerd. Don't hurt me, please.

    PS: English is NOT my native language!

    May the 4th be with you!

    PbPs

    Invisible Castle

    http://www.d20srd.org/
    Pathfinder SRD (Pathfinder_OGC)


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  • #39
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    ø Ignore s@squ@tch
    I just want to clarify that this is going to be set in Faerun, correct?
    Characters I play


    Toman Kenthur Fighter 5/Sorcerer 1/Dragon Disciple 2 - in Strahd's Lost Caverns of Tsojacanth
    Virashil N'al Sil Sorcerer 5/Dragonheart Mage 2 - in renau1q's RHOD
    Delkat Kraylin Cleric 6 - in Rhun's Ravenloft
    Marot the Deadly Warlock 6/Enlightened Spirit 2 - in Stonegod's Expedition to Castle Ravenloft
    Derrenil Llirthyn Cleric 7 - HM's Mystery of the Drow
    Lenuran of Lortmills Bard 6 - in Strahd's RttTOEE
    S@squ@tch's PbP Character Thread


    Games I DM

    Against the Giants - Team Black: RG IC OOC
    Against the Giants - Team Gold: RG IC OOC
    Against the Giants - Alternate RG:RG

  • #40
    Actually it will be in "generic" fantasy world, I was debating putting it in Faerun (as that's the setting I'm most familiar with)but there are a lot of Eberron concepts I like, such as warforged, etc. So I decided to make it a generic place.

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