Let's try out the power armor adept with what you have and consider it a +1 LA.
+4 str, +5 armor, 4 dr seems about right for a +1 LA consideration.
Its a tricky balance call.
Whether you go mechanoid or warforged we'll have the power armor integrated so you never need to take it off as the normal armor does. It seems to work as a unified armored power bot concept.
The more I look at what you're trying to do the more I have to nudge you towards Warforged again.
By taking the Adamantine Body (or, I suppose, Mithral Body) feat at 1st level you're a good part of the way there; with a great armor bonus and many of the immunities of the Construct type without any LA hit.
Pyrex and Dog45, both of your characters should be listed as alignment neutral. One of the house rules is that all characters are neutral unless something specifically grants them an alignment such as outsiders, paladins, some clerics, etc. Classes do not have alignment restrictions so no worries about losing barbarian rage.
Feel free to play them as wild and chaotic or as good as you want but these are characterizations and not game mechanics for normal characters in this game.
Kularian, as a tiefling I'd allow a feat to have the fiendish blood become more prominent and give you an evil descriptor, if you wanted.
__________________ In brightest day, in blackest night, no evil shall escape my sight.
Let those who worship evils might, beware my power, Green Lanterns Light!
Kularian, I have Aasimar and Tiefling and would allow a lot from there, but most of their feats are too harsh IMO with the ability damage restrictions and I'd modify them to make them more useable.
The more I look at what you're trying to do the more I have to nudge you towards Warforged again.
By taking the Adamantine Body (or, I suppose, Mithral Body) feat at 1st level you're a good part of the way there; with a great armor bonus and many of the immunities of the Construct type without any LA hit.
Yep, I'm definitely going with Warforged. Although the way I interpret Adamantine and Mithral Body the don't stack all that well with the powersuit abilities of Armor Adept. I'm sure I can find some other feat I like
Voadam - Is it OK to make the character large for and additional +1 LA? Either way I'll try to get NR4ZN done ASAP
Kularian, as a tiefling I'd allow a feat to have the fiendish blood become more prominent and give you an evil descriptor, if you wanted.
Kularian, I have Aasimar and Tiefling and would allow a lot from there, but most of their feats are too harsh IMO with the ability damage restrictions and I'd modify them to make them more useable.
Na, Victor's not evil in the least. Chaotic maybe, but definitely not evil. While his obliteration of demon-kind might drive him toward that route (doubtful) that's way off in the future, anyways.
For some reason, I'm not understanding what you mean. Ability damage restriction? *confusion* Are there outsider feats that you're talking of that I'm not aware of?
Na, Victor's not evil in the least. Chaotic maybe, but definitely not evil. While his obliteration of demon-kind might drive him toward that route (doubtful) that's way off in the future, anyways.
For some reason, I'm not understanding what you mean. Ability damage restriction? *confusion* Are there outsider feats that you're talking of that I'm not aware of?
1 I was thinking of the custom feat as representing his blood as supernatural [Evil] and not as representing special training or anything to do with his personal morality. Just putting it out as an option I always thought should be available to planetouched and fiendish/celestial types.
2 Aasimar and Tiefling is a sourcebook by Green Ronin providing a number of feats for those with planar bloodlines. My memory of them is that they had an intro weak base heritage feat and then follow up ones with neat powers but crippled by activation requirements that cause the planetouched ability damage when they are used. The feats were flavorful but the drawbacks seemed to outweigh any benefits they gave and I'd modify them on a case by case basis.
Yep, I'm definitely going with Warforged. Although the way I interpret Adamantine and Mithral Body the don't stack all that well with the powersuit abilities of Armor Adept. I'm sure I can find some other feat I like
Voadam - Is it OK to make the character large for and additional +1 LA? Either way I'll try to get NR4ZN done ASAP
My first reaction was to stick with normal warforged, but the concept of a big anime robot appeals to me so OK if we keep the medium suit stats instead of the DNW larger one.
However, I've decided I want to turn the DR into x/adamantine to simulate D&D constructs better. I don't really expect it to affect much mechanically as this is a low level, low metal campaign.
So use the warforged basic stats, make him size large, use 32 point buy for LA+2 and use the armor stats above with DR changed to construct adamantine type.
Yep, I'm definitely going with Warforged. Although the way I interpret Adamantine and Mithral Body the don't stack all that well with the powersuit abilities of Armor Adept. I'm sure I can find some other feat I like
With a d4 base HD toughness looks more attractive I'd think.
Outside of his armor an armor adept is very similar to a wizard without prepared spells or a spellbook. The armor is tough, the adept himself is not.
There are lots of defensive options for the armor to protect its pilot, DR, energy resistances, force fields, fortification, sealing against gases, etc.
1 I was thinking of the custom feat as representing his blood as supernatural [Evil] and not as representing special training or anything to do with his personal morality. Just putting it out as an option I always thought should be available to planetouched and fiendish/celestial types.
Ahhhh, I see. That's something to think about, then. I'll think about picking that up, *nod* If I did so, would it be a required Level 1 feat? Or could his fiendish bloodline continue to manifest as he lives? I would prefer the second, as that's sort of the idea I was going toward. But you're the DM,
Quote:
Originally Posted by Voadam
2 Aasimar and Tiefling is a sourcebook by Green Ronin providing a number of feats for those with planar bloodlines. My memory of them is that they had an intro weak base heritage feat and then follow up ones with neat powers but crippled by activation requirements that cause the planetouched ability damage when they are used. The feats were flavorful but the drawbacks seemed to outweigh any benefits they gave and I'd modify them on a case by case basis.
Really? I'll have to pick up that book, then. I don't think I"ve ever heard of it. I'll have to get back to you on that one.
Your Planar Adventure Begins Now!
This exciting entry in the critically acclaimed Races of Renown series fully details aasimar and tieflings, as well as half-fiends, half-celestials, and many of their cousin races. If you've been looking for an easy way to integrate planar elements into your campaign, look no further. Aasimar & Tiefling is your one stop shop for planar adventuring, and includes:
Seven new planetouched races, including the jinx, nergaz, and silvan.
A complete rules system for creating your own planetouched races.
Full PC write-ups for cambions and nephilim.
Dozens of ancestry feats, which allow planetouched characters to gain some of the spell-like, supernatural, and extraordinary abilities of full-blooded outsiders.
A bevy of planar prestige classes (such as the Astral Reaver, Planomancer, Warrior Maiden of the Valkyrie, and Xen Chi Mystic) that includes Epic-level progressions.
Dozens of new spells, including adaptation, magma burst, and Shara??s scornful subjugation.
New magic items, like the staff of chaos, planar chronometer, and chime of dismissal.
Planar perils, a collection of new monsters like the chaos horror, fundamental gel, and organ thief.
Bursting with new rules and options, Aasimar & Tiefling gives you all the tools needed to build and play planetouched characters and to take your campaign to the planes.
Requires the use of the Dungeons & Dragons Player?s Handbook, published by Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
The LA calculator and race creation and LA system is decent, but fairly limited to variant planetouched. (It can't handle full elementals, constructs, or most full outsiders). It's feats are neat but crippled IMO by the drawbacks. The flavor stuff is nice though such as the sample new planetouched (demonic infused orcs, magical elves, etc.) and the handful of new monsters.
I will allow the high powered ambient magic of the Oathbound world of the Forge (on which the Wildwood continent domain resides) to allow lots of blood type feats to emerge at higher levels that on other worlds would need to be inborn from level 1.
If you wanted an involuntary emergence type storyline I can accomodate that.
Name: NR4ZN (Ennar Forzian)
Class: Armor Adept
Race: Warforged
Size: large
Gender: none
Str: 22 +6 [18 base +4 Armor]
Dex: 14 +2 [14 base]
Con: 16 +3 [14 base +2 Racial]
Int: 12 +1 [12 base]
Wis: 06 -2 [08 base -2 Racial]
Cha: 06 -2 [08 base -2 Racial]
Level: 1 XP: XXXX
BAB: +1 HP: 7
Grapple: +11 Dmg Red: 4/Adamantine (2 vs. fire,cold&acid)
Speed: 30' Spell Res: None
Init: +2 ACP: -4* not vs Balance, Climb, Jump, Ride
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +4 -1 +0 18
Touch: 13 Flatfooted: 14
Base Mod Misc TotalFort: 0 +3 +3
Ref: 2 +2 +4
Will: 0 -2 -2
Notes:Weapon Attack Damage Critical
Tree Trunk (L Warclub) +6 2d8+9 x2
LArge Javelin +3 1d8+9 x2
Large Spiked Chain +2 2d6+9 x2
Notes:NR4ZN doesn’t remember that it has a spiked chain. Its in a storage compartment somewhere
Languages: Enochian, (reserved Dover)
Abilities:
Warforged
- Immune to poison, paralysis, sleep effects, disease, nausea, exhaustion, effects that caused the sickened condition, and energy drain
- Cannot heal naturally
- Half normal effect from healing effects
- Vulnerable to Heat metal, Chill Metal, Repel Metal or Stone, and Rusting Grasp
- Does not risk further injury by acting while disabled
- Does not eat sleep or breathe, but can benefit from consumable magic items
Feats: Large and in ChargeSkill Points: 20 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Jump 4 +6 10*
Know:Geography 1 +1 2
Know:Technology 2 +1 3
Listen 4 -2 2
Repair:robotics 4 +1 5
Spot 4 -2 2
Notes:Knowledge: Trivia represents detailed fragments of information not relevant to Wildwood
Equipment: Cost Weight
Large Greatclub 10gp 16lb
Large Spiked Chain 50gp 20lb
18 Large Javelins 36gp 72lb
Dagger 4gp 2lbs
Total Weight: 278lb Money: 0gp Xsp Xcp
Lgt Med Hvy Lift PushMax Weight: 346 692 1040 1040 5200
Age: 3yrs
Height: 9'7"
Weight: 820lbs
Eyes: Dark Sensor Mesh
Hair: None
Skin: Painted White and Blue, scraped to bare metal in places
Appearance:
Personality: NR4ZN is is obsequiously polite and chipper almost to the point of causing annoyance. Due to its damaged memory files, it is sometimes repetitive and gives the impression of being dull.
Background: The NR series autonomous warzoders were originally designed by a vaguely humanoid but slow and feeble star-spanning race known as the Ottotowans. Although the AI programming for the series was considered promising, the design was abandoned in favor of more intuitive biological guardians. It was not until many years later that NR4ZN was fabricated as a science project of an Ottotowan teen. The project ran into a number of difficulties, and its creator, Bhveres Axiom Esarxix, used a bit of relatively simple magic as a stopgap. Soon after creation, the robot was left in a spare room, virtually forgotten. But when Bhveres took a position about a survey shiftship, the youth brought NR4ZN along as an extra scout. In time the survey ship came upon Wildwood, but the world's overlord did not take kindly to intruders. Great beasts met the scouts in the air as they descended. NR4ZN was badly damaged in the strange dogfight and crash-landed not far from the Dover village. After an unmeasured period half buried and deactivated,the ill-fated bot awoke and wandered confusedly into the village, many systems offline and a great deal of memory inaccessible.
Last edited by Voidrazor; 18th November 2006 at 01:15 AM..
Voadam: I hate to do this, but I think I'll have to bow out of the game. I have a lot going on again all of a sudden. My wife's brother just had a stroke. They think he'll make a full recovery, but it's certainly messing with our scheduling right now. There's other stuff, too, and I just can't promise to post regularly.
My apologies, and I hope the new group has a good time.
__________________ "GRAAA!! TASTE MY TOOL OF MERCY!"
-Nifft in this post
The LA calculator and race creation and LA system is decent, but fairly limited to variant planetouched. (It can't handle full elementals, constructs, or most full outsiders). It's feats are neat but crippled IMO by the drawbacks. The flavor stuff is nice though such as the sample new planetouched (demonic infused orcs, magical elves, etc.) and the handful of new monsters.
I will allow the high powered ambient magic of the Oathbound world of the Forge (on which the Wildwood continent domain resides) to allow lots of blood type feats to emerge at higher levels that on other worlds would need to be inborn from level 1.
If you wanted an involuntary emergence type storyline I can accomodate that.
Very cool sounding. I've always liked both the Aasimar and Tiefling, so I'll definitely have to pick up that book. Cash is a little tight right now, (even $10 is a bit much, lol), so I'll have to wait on picking that up until my financial situation improves a bit.
As for the involuntary emergence, I was actually thinking of something like that, hehehe. We can discuss it in detail more later, though. Thanks for the ideas, heh.
Voadam: I hate to do this, but I think I'll have to bow out of the game. I have a lot going on again all of a sudden. My wife's brother just had a stroke. They think he'll make a full recovery, but it's certainly messing with our scheduling right now. There's other stuff, too, and I just can't promise to post regularly.
My apologies, and I hope the new group has a good time.
Sorry to hear that Illium, take care of yourself and your family. Best wishes.
1 It looks like you originally took a 16 dex but changed it to 14 to fit the 32 point buy. If so this fits the point buy but you forgot to change the score and your reflex save adjustment.
2 AC should be 18 not 10 for 5 armor, 4 dex, -1 size.
3 grapple should be +11 for 1 BAB, 6 str, and 4 size.
4 With a 6 wis and weak will class save you should have a -2 will save.
5 I will think about the large and in charge feat.
6 You don't need to spend skill points to spout wierd but appropriate background trivia in my game. That's a characterization thing IMO. Alternatively if you want knowledge: technology from d20 Modern as a knowledge arcane/psionics type analogue skill I'm fine with that.
7 Where do you get a damage stat for thrown rock? I would think it is less than a sling stone.
8 melee attacks should be +1 base attack, +6 str, -1 size so +6 for club. Spiked chain would be non proficient for another -4 so +2. Thrown rock would be +1 BAB, +2 dex, -1 size for +2.