Red Hand of Doom - OOC

Walking Dad

First Post
renau1g said:
I'd think undead (augmented construct), as for the optimized I must agree with you, especially because the warforged takes a hit to Cha and the resulting Con benefit won't help now. I guess the only thing you still have from the race is the composite plating & slam attack... hmmmm I'll need to consider further.
While I wait for your crunch ruling, can you give me your thoughts about warforged in your campaign world?
 

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renau1g

First Post
Currently being built by the an evil group of wizards (loosely based of Red Wizards of Thay), who intend to use them as slaves, thus bypassing the "no slavery" laws (which don't cover constructs). Eventually, some will get stolen/lost in transport/rebel against masters/sold off to highest bidders, explaining a Warforged PC (s). Warforged are inhabited by a stolen soul. When someone dies, the soul instead of going to outer planes, is stolen and put into a warforged to animate it, and make it more useful than a simple zombie-like automaton. In a sense the soul begins a new life, but as a slave. A powerful wizard would require a wish spell in order for this to happen (therefore low number of warforged) and part of the process wipes the soul's slate clean. No memories, experiences, etc. from its past life, it doesn't matter the soul, it just provides the 'spark'.

That, or the could be a creation of a group of Gondites also, less dramatic I guess.

The first option might help with the necromancer background.
 

Walking Dad

First Post
What about combining your ideas?
Combination said:
Warforged are a kind of advanced "Gondsmen", that were forged for war purpose.
They use a divine positive energy source to power them.

Scavenger is the product of the experiment of the Red Wizard Zulcir of necromancy to corrupt the energy matrix to use negative energy.
 


Walking Dad

First Post
Warforged Dread Necromancer (work in progress)
[sblock=format]
Name: Scavenger
Gender: male personality
Race: Warforged ("Deathforged")
Age:
Class: Dread Necromancer
Alignment: LN

Appearance
wfnecro5.jpg


Personality
Cold and methodically. Feels superior for his unaging qualities.

Background
Warforged are a kind of advanced "Gondsmen", that were forged for war purpose.
They use a divine positive energy source to power them.

Scavenger is the product of the experiment of the Red Wizard Zulcir of necromancy to corrupt the energy matrix to use negative energy.

Modus Operandi
Fear, Debuffs, ... ?

Code:
[B]Name:[/B] Scavenger

[B]Deity:[/B] Velsharoon

[B]Feats: [/B] 
1st: Mithral Body
3rd: Turn Resistance

[B]Spells Per Day[/B] (Save DC ? + spell level): 

0th - 
1st - 
2nd - 
3rd -
[/sblock]
I think about turning him into a "normal" necromancer. I need your ruling about "LA" before I can really start, too.
 
Last edited:

renau1g

First Post
I think if you were to go wizard (i.e. necromancer) I'll allow the necropolitan with an xp penalty of 1,000 , but if you with DN I'll need to impose a 2,000xp cost to the process. Reason is, DN get the ability to heal themselves at will if they get this template (or Tomb-tainted soul feat), wizards don't. There are enough new benefits that are given (immunity to crits, immunity to Fort saving effects, ability score damage, darkvision, etc.), reflecting the cost.

I hope this doesn't affect your character creation, especially as this adventure offers tons of xp and you'll be to level 6 within a few battles (I'd expect).
 

s@squ@tch

First Post
I ran across a PrC in Races of the Dragon last night that I may alter my sorcerer submission into -- Dragonheart Mage, as it fits with the draconic background/story.

Would be Sorc 5/ Dragonheart Mage 1

The details of the PrC are:

d4 HD, poor BAB, Good Fort and Will saves.
Gain +1 level for arcane class every level except 1st and 6th.
1st level gains feat Draconic Breath, then gains an additional Draconic feat at 2nd, 4th, and 8th. Draconic breath increases in strength from 2d6 (1st level) to 2d8 (5th level) to 3d6 (10th level)

This fits more with the flavor I had in mind for Virashil. Can post more details if picked.
 


Walking Dad

First Post
renau1g said:
I think if you were to go wizard (i.e. necromancer) I'll allow the necropolitan with an xp penalty of 1,000 , but if you with DN I'll need to impose a 2,000xp cost to the process. Reason is, DN get the ability to heal themselves at will if they get this template (or Tomb-tainted soul feat), wizards don't. There are enough new benefits that are given (immunity to crits, immunity to Fort saving effects, ability score damage, darkvision, etc.), reflecting the cost.

I hope this doesn't affect your character creation, especially as this adventure offers tons of xp and you'll be to level 6 within a few battles (I'd expect).
Is the xp penality in addition to the loss of one level?
 

renau1g

First Post
No. You'll start at that point behind the group. i.e. 13k xp for the DN or 14k xp for the specialist wizard.

That's instead of the level loss
 

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