Death of the dragons (OOC) - Page 8
  1. #71
    Name: War
    Race: Warforged.
    Class: Artificer 5 //Paladin 5
    Variants: Racial Levels of Warforged Artificer and Paladin, No Spells Paladin



    CON:18 (16+2)
    CHA:16 (18-2)
    WIS:12 (14-2)

    Crew: Paladin Mount(Warhorse Effigy):Travel,

    Homunculus(Packmate)(Improved to 6 HD)(Feats: Point Blank Shot, Precise Shot)(special: Flyer and store infusion),

    Benihime(Weapon Familiar)(+1 alchemy blade [armblade])(1-handed and Piercing benefits)(Cha:14, Wis:14, Int:10)(Powers: Alertness, Deliver Touch infusions, Share Infusions, Improved Evasion, )

    Feats: Adamantine Body, Improved Homunculus, Scribe Scroll, Brew Potion, Craft Wondrous Item, Craft Magic Arms and Armor, Legendary Artisan,

    Special: Imbue self, Tools of War, Artificer Knowledge, Artisan Bonus, Disable trap, item creation, Craft Weapon Familiar( Benihime) CR:100, Aura of Good, Detect Evil, Smite Construct, Durable Will, Repair Damage, Aura of Courage, Immunity to Stunning, Smite Evil 2/day, Turn Undead 6/day, Special Mount, W.F. racial traits,

    Gear: 100 doses of alchemical items from Complete Scoundrel, Complete Adventurer, ECS, Player's Handbook, Magic of Eberron, Mwk Alchemy lab, Healer's Kit, W.F. repair kit, Holy symbol, Dagger, triple- weapon capsule retainer, Mwk. Artisan's tool kit, Adventure Gear, thieves' tools, all in packmate which has triple carrying capacity.

    Skills: Craft(Alchemy) +8, D.D. +8, Craft(Metalsmithing) +8, Heal +8, U.M.D. +8, Open Lock +8, Knowledge (Technology)+8,

  2. #72
    Quote Originally Posted by bedford View Post
    so hellrazor111 do you allow la on one side and racial hitdice on the other? so I can play an urskan?
    After a long thought, I'm gonna say no to that, sorry.

    Quote Originally Posted by SarahRequiem
    I've been thinking about it and I decided against joining. I dont want to commit to a game at the moment. sorry.
    Its cool, I understand.

    Quote Originally Posted by Neurotic
    Human (or silverbrow human) monk/fighter with major dragon blood line

    I already play gestalt character and that is no problem, this would be my first heavy power gaming experience, so something NEW . I see references to existing world. Is there a thread with world info?
    The classes are ok, where can i find the silverbrow human though? And how major of a dragon bloodline? theres no thread but check my first post, Wiki has some stuff on it, you might find some stuff on, its a BoF fansite.

    Quote Originally Posted by Ryfte
    Okay, totally differnt idea...


    Female, Human, Psion (nomad) 3 / Shadowmind 2 || Warblade 2 / Swordsage 3
    I have no problem with this.

    Quote Originally Posted by KerlanRayne
    You never answered my question. Would you accept a Petal from MM3
    Sorry about that, I didn't have access to any of my books or pdfs. Ya, you can play it if you want to.

  3. #73
    Waghalter (Lvl 7)

    Join Date
    Sep 2002
    Louisville, KY
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    Block KerlanRayne

    Here's the Petal from MM3.
    Tiny Fey
    Hit Dice: 1d6+2 (5 hp)
    Speed: 15 ft. (3 squares), fly 60 ft. (good)
    Special Qualities: Damage reduction 5/cold iron, low-light vision
    Abilities: -8 Str, +10 Dex, +4 Con, +4 Int, +8 Cha
    Feats: Weapon Finesse[B]
    Level Adjustment: +2 (cohort)
    I was thinking a Petal LA +2 / Swashbuckler 3 // Rogue 3 / Swordsage 2. Would you allow the Craven feat from Heroes of Horror? It requires that you not be immune to fear and have sneak attack, in return you get a -2 to fear saves and +1 to sneak attack damage per character level.

  4. #74
    Ok so how about my first sugestion. half ogre, mineral warrior, cleric 3 /barbarian of bear totem 5 ?

  5. #75
    Guide (Lvl 11)

    Neurotic's Avatar

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    Sep 2004
    Zagreb, Croatia
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    Block Neurotic


    Here is dragon monk

    Marius Goldleaf
    Gestalt F4/M5 major gold dragon bloodline
    18, 17, 16, 15, 14, 14
    Stat Score Mod
    STR 16 (+3) (+1 from bloodline)
    DEX 18 (+4) (+1@4th)
    CON 16 (+3)
    INT 14 (+2)
    WIS 18 (+4)
    CHA 14 (+2)

    BAB 5
    Saves 4 + Attribute
    Fort: 4 +3 +1= 8
    Ref: 4 +4 +1= 9
    Will: 4 +4 +1= 9

    to hit: 5 +4 = 9
    Damage: 2d6+4

    Base AC: 10 + 4(DEX) +4 (WIS) +1 (monk) +1 (feat)
    AC: 20/flat 16/touch 16

    Skill           Skills                                
               Total    Rnk    Stat    Msc    Stat    
    Appraise                2    0    2    0    INT    
    Autohypnosis    4    0    4    0    WIS    
    Balance         9    3    4    2    DEX    
    Climb          2    0    2    0    STR    
    Concentration    3    0    3    0    CON    
    Craft                2    0    2    0    INT    
    Escape Artist    4    0    4    0    DEX    
    Forgery       2    0    2    0    INT    
    Heal            5    1    4    0    WIS    
    Hide            4    0    4    0    DEX    
    Jump           14    6    2    6    STR    
    Knowledge(arcana)    10    8    2    0    INT
    Knowledge(religion) 7    5    2    0    INT
    Knowledge(nature)     4    3    1    0    INT
    Listen         11    5    4    2    WIS
    Move Silently    7    3    4    0    DEX    
    Open Lock    4    0    4    0    DEX    
    Ride             5    1    4    0    DEX
    Search        5    3    2    0    INT
    Sense Motive    10    4    4    2    WIS
    Sleight of Hand    4    0    4    0    DEX
    Spot           11    5    4    2    WIS    
    Survival       4    0    4    0    WIS
    Swim          2    0    2    0    STR    
    Tumble        12    8    4    0    DEX    
    Use Rope                4    0    4    0    DEX
    Collector of stories              2                
    Total        56                
    Total available    56

    Flaw: Shaky (-2 to ranged attacks)
    Bonus: Luck of Heroes (+1 all saves) 1st level only

    Human: Improved Nat Attack
    1st: Improved Initiative
    F1 Intuitive Attack

    M2 Combat reflexes, Evasion
    BL1 +2 Sense Motive, Alertness

    3rd Knowledge Devotion, STR +1
    M3 Still Mind , Evasion
    F2 Combat Expertise

    4th Fire resistance 5
    M4 Ki Strike (magic), slow fall
    5th Gold dragon affinity +2
    M5 Purity of Body
    F4 Superior Unarmed Strike

    Magic Items

    Meteoric Dagger 500 (assuming +1 weapon for free (2302), this one costs 2802)
    Normal +1 dagger; 1 charge returning; 2 charges flaming and reurning; 3 charges flaming, returning and blast 3d6 fire; REF DC 14 halves

    Anklet of dislocation 1400
    Swift 2/day 10' teleport without error

    Boots of stomping 600
    std, 3/day, 15' cone, REF DC 13 or prone and take 1d4 nonlethat dmg

    Healing belt 750
    std; +2 competence Heal; 3 charges/day; healing 1 charge 2d8 + 1d8/extra charge (max 4d8)

    Spellsink scarab 2000
    Immediate; 3 charges/day; reduces spell damage 1 charge 2d6 +1d6/extra charge

    Brute gauntlets 500
    Swift 3 charges/day, morale bonus to STR, STR skills and damage; 1 charge +2; 2 charges +3; 3 charges +4

    Lenses of bright vision 600
    swift; 3/day; 1 min duration; 15' cone of light

    Vanisher cloak 2500
    std; 3 charges/day; 1 charge invisibility 4rnds; 2 charges user and 1 ally invisible for 3 rnds; 3 charges user and 3 allies invisible for 1 rnd
    Vest of resistance 1000
    +1 to all saves
    Potion of enlarge x2 100
    Potion of cure light wounds x2 100

    Cobra straps 1400
    Panther mask 2300
    Total: 8850


    Marius was taken as slave from small borderland village. His family got him late in life and they were killed. Unknown to him, they took an orphan as they couldn't have children. They would eventualy thell him, but right now, he believes his roots are in borderlands. After grueling travel and smuggling he ended up as cannon fodder for arena combat.

    Instead of dying however, he showed instinctive feel for combat and avoiding clumsy attacks of his more powerful opponents, he became known as lethal combatant with his cestus (battle glove). After several years of such life he was first defeated and then bought by an old man possibly <enter name of oriental empire> in origin who brought him to border keep at some baronet's manor where he was trained in more advanced techniques and learned in the ways of the dragon. There was a chapel devoted to learning (Deneir?). It is rumored that deep under the temple sleeps enormous gold wyrm that gave monks their knowledge. Also, legend has it that the empire will fall if baronet's keep is ever overrun (which it never was).
    Last edited by Neurotic; Tuesday, 7th October, 2008 at 03:24 PM. Reason: Monk AC bonus, wanted items

  6. #76
    Aside from history, description, and perhaps a few minor tweaks, my character is done.

    Haereka, Minion of Sebek
    Female NE Bladeling Divine Minion of Sebek Psion (Telepath) 5 // Master of Many Forms 1/ Survivor 1 / Fiend of Possession 1 (+2 LA)
    Strength 14  +2
    Dexterity 16 +3 (+2 Race)
    Constitution 15 +2
    Intelligence 18  +4 
    Wisdom 14 +2
    Charisma 18  +4 (+1 Levels)
    Initiative +3
    AC 17 (+3 Dex +4 Natural)
    Fort +8 (6 base +2 Con)
    Ref +9 (6 base +3 Dex)
    Will +9 (7 base +2 Wis) 
    Attack (melee) +2 (2 BAB +2 Str -2 Flaw)
    Attack (ranged) +3 (2 BAB +3 Dex)
    Talented (Bonus)
    Psionic Meditation
    Extend Power
    Flaw: Noncombatant
    Flaw: Wild
    Bluff +11 (5 ranks +4 Cha +2 Circumstance)
    Concentration +15 (8 ranks +2 Con +5 Competence)
    Diplomacy +16 (8 ranks +4 Cha +4 Synergy) 
    Disguise +13 (5 ranks +4 Cha +2 Synergy +2 Circumstance)
    Hide 18 (8 ranks +3 Dex +5 Competence +2 Circumstance) or 19 (8 ranks +4 Int +5 Competence +2 Circumstance)
    Know: Arcana +10 (6 ranks +4 Int)
    Sense Motive 7 (5 ranks +2 Wis)
    Spot 9 (5 ranks +2 Wis +2 Circumstance)
    Razor Storm (Ex): Once per day, a bladeling can expel shrapnel-like bits of its skin in a 15' cone, dealing 2d6 points of piercing damageto any creature in the area. A Reflex save (DC 10) halves the damage. After this attack, the bladeling's natural armor bonus drops to +2 for 24 hours.
    Immunities (Ex): A bladeling takes no damage form acid, and is immune to rust despite its metallic hide.
    Resistances (Ex): Cold resistance 5, fire resistance 5, DR 5/magic bludgeoning.
    Outsider Traits: A bladeling has darkvision (60' range). It cannot be raised or resurrected.

    Psion (Telepath)
    Telepathic Communication (Su): You gain the supernatural ability telepathy from page 316 of the Monster Manual. You can communicate telepathically with any other creature that has a language within 5 feet per manifester level. You can address multiple creatures at once telepathically, although maintaining telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. This replaces the Psion bonus feat at 5th level.

    Divine Minion
    Fast Wild Shape (Su): A divine minion can wild shape as an 11th-level druid into one or more animal forms that depend on the deity it serves (crocodile). The divine minion can use this ability at will, can change form as a free action, and can spend time in animal form indefinitely. They prefer to keep their shapechanging abilities secret so that they can use them to surprise their enemies in combat. Unlike a druid, minions can use this ability even if they're wearing metal armor.
    Fear Immunity (Su): Divine minions are immune to fear effects.

    Master of Many Forms
    Shifter's Speech (Ex): Haereka maintains her ability to speak normally regardless of the form she takes. Furthermore, she can communicate with other creatures of the same kind while in wild shape , as long as such creatures are normally capable of communicating with each other using natural methods.
    Improved Wild Shape (Su): Haereka can assume humanoid forms when she uses wild shape.

    Uncanny Dodge (Ex): Haerka retains her Dexterity bonus to AC even if she is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized.

    Fiend of Possession
    Ethereal Form(Su): Become Ethereal at will as if casting Etherealness
    (6th caster level). Possessing an object or creature effectively ends a use
    of this ability, so time spent in another body or object doesn't count
    against the duration of this ability.
    Hide Presence(Ex): When possessing an object or creature a FoP can
    hide it's presence by making a special hide check, DC equals DC of spell[+4
    bonus if FoP isn't controlling the object or creature. A successful check
    allows the FoP to avoid virtually anything that would betray it's presence
    in the possessed creature or object. Thus it can pass through a magic circle
    against evil, enter a temple warded by a forbiddance, or escape detect via
    detect evil. When possessing a creature a FoP can make this hide check to
    protect the possessed creature from the full effects of alignment based
    spells such as holy smite. If the fiend makes a successful hide check, then
    the possessed creatures takes damage appropriate to it's actual alignment,
    but if the check fails the creature is affected as if it were the fiend.
    * Possess Object(Su): Possess item from Tiny to Huge size,
    unattended nonmagical items are automatically possessed, magic items and
    attended items receive a save [DC15]. A FoP becomes part of the object it
    possesses, so it is no longer ethereal. The FoP is aware of what is going on
    around the object, it can see and hear up to 60 feet away. In any round in
    which it takes no other action [such as using a spell-like ability], it
    extends it's senses to twice it's normal range [120]. The fiend is
    vulnerable to spells that specifically affect outsiders or creatures or the
    fiends alignment such as holy word, holy smite etc, and is affected by
    mind-affecting spells but not physical attacks. Harming the object does not
    harm the fiend, although if the object is destroyed, the FoP is forced back
    into it's ethereal form. When possessing an object a FoP can use any ability
    it has that requires no physical action, such as using a spell-like ability
    or telepathy. It can't cast spells, attack physically, or perform any other
    physical action, until it reaches a high enough level to make the possessed
    object perform these tasks.


    PP: 35
    1st Vigor, Psionic Charm, Mindlink, Psionic Grease
    2nd Read Thoughts, Psionic Suggestion, Skill Knowledge, Crystal Storm
    3rd Energy Wall, Time Hop


    Tunic of Steady Spellcasting (CAdv) 2,500
    Cloak of Elvenkind 2,500
    Light Crossbow +1
    Masterwork Quarterstaff 300
    Masterwork Courtier's outfit 130 (+2 Bluff)
    Masterwork Lenses 50 (+2 Spot)
    Masterwork Hide Kit 50
    10 Disguise Kits 500
    5 days rations
    100' silk rope 20
    Last edited by Voidrazor; Sunday, 28th September, 2008 at 11:16 AM. Reason: Final Tweaks

  7. #77
    Petals... lol... they're sooo broken for +2LA, heh. The stat mods are nuts.

    Hmmm... Kerlan is going the general route I was...

    Pondering playing one of my older characters... trying it out in gestalt...

  8. #78
    Okay my current plan is a venerable Grey Elf Psion/Ghost. Since ghost is a level adjustment of 5 with no racial hit die it should be doable.

    I wanted to check this was okay before posting as I'd hate to sick him on a DM who is not prepared to deal with him!

  9. #79
    What is our actual starting XP?

  10. #80
    Waghalter (Lvl 7)

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    Reno, NV
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    Block Vertexx69

    Quote Originally Posted by KerlanRayne View Post
    Here's the Petal from MM3.
    Tiny Fey
    Hit Dice: 1d6+2 (5 hp)
    Speed: 15 ft. (3 squares), fly 60 ft. (good)
    Special Qualities: Damage reduction 5/cold iron, low-light vision
    Abilities: -8 Str, +10 Dex, +4 Con, +4 Int, +8 Cha
    Feats: Weapon Finesse[b]
    Level Adjustment: +2 (cohort)
    pft...and people say thri kreen is broken.

    On another note, are people going to start submitting actual characters to create a party, or is this just an exercise in statistical mathturbation? Can we stop posting endless concepts and start getting toons together that can function as a survivable party? I don't think this is going to be an arena type campaign so 4 swordsages aren't really needed.

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