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Old 20th October 2006, 05:08 PM   #101 (permalink)
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I'm all for it. Honestly I think we might be in trouble without this change (and maybe even with it). 1st-level clerics don't exactly have boatloads of spells.
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Old 20th October 2006, 05:11 PM   #102 (permalink)
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Quote:
Originally Posted by Ilium
I'm all for it. Honestly I think we might be in trouble without this change (and maybe even with it). 1st-level clerics don't exactly have boatloads of spells.
Of course your in trouble, your adventurers in a very dangerous magical world.

Added to house rules.
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Old 31st October 2006, 11:36 PM   #103 (permalink)
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I expect to have a few more sources added to the list tomorrow thanks to the dog soul publishing sale.
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Old 1st November 2006, 02:41 PM   #104 (permalink)
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Dog Soul has put out some great stuff.

<Shameless Plug from Editor>
Especially The Brotherhood of Mahlik
</Shamless Plug from Editor>

Seriously, those guys have gone a long way to make sure they're putting out quality stuff.
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Old 2nd November 2006, 01:35 AM   #105 (permalink)
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I'll check out the villain one then, a little fiend possession never hurts.
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Old 4th November 2006, 05:08 AM   #106 (permalink)
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Voadam - Would you consider an Elan Psion with Enhanced Elan Resilience? It's admittedly a bit over the top. But you did mention powerful 1st level characters right?
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Old 4th November 2006, 03:54 PM   #107 (permalink)
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I'm thinking about posting a concept for this game, but I have a few questions. First, I don't have AU/IH so I don't really know what a couple of your house rules mean, can we work around that? Second, you've listed the Modern SRD as a source, what exactly is allowed from that, or is stuff from Modern on case by case sort of basis? (Note, I probably won't use anything from Modern, but that has me curious.
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Old 4th November 2006, 06:33 PM   #108 (permalink)
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I've got tenative plans for a Aasimar Paladin/Ranger, should you still be looking for players. Let me know the next time you're on, and I'll start on it if need be.
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Old 6th November 2006, 03:57 PM   #109 (permalink)
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Quote:
Originally Posted by Voidrazor
Voadam - Would you consider an Elan Psion with Enhanced Elan Resilience? It's admittedly a bit over the top. But you did mention powerful 1st level characters right?
Neat website. Great resource for feats. I will consider it. Even though it is strong it is a defensive hp power which means a little more life buffer which I'm fine with. However two points on the concept.

1 I don't have the XPH, just the 3.0 Psionic handbook and the 3.5 psionics srd so I know elans mechanical stats and I'm fine with them but I don't really have a reference for their story and descriptive aspects. They are aberrations but I understand they look human and I'm vaguely aware there is some story about them being humans who are reborn as psionically enlightened beings. If that's right that's fine and works well for the setting, I just need a little description on them so I can work with the race concepts a little as DM and understand the character.

2 psions have a reputation for being able to blow their power quickly in very strong bursts then be tapped out for a day. The reserve hp rule generally allows adventurers to press on further for more encounters per day and I prefer a party pressing on rather than doing a few encounters then retreating. From a metagame perspective I would suggest trying to make a character who is capable of fun actions for multiple encounters in a day. A psion can be fine but just be aware of this meta-game dynamic in creating and running a psion.

So yes, if you want to then create an elan psion with that racial feat.
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Old 6th November 2006, 04:10 PM   #110 (permalink)
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Quote:
Originally Posted by Mithran
I'm thinking about posting a concept for this game, but I have a few questions. First, I don't have AU/IH so I don't really know what a couple of your house rules mean, can we work around that? Second, you've listed the Modern SRD as a source, what exactly is allowed from that, or is stuff from Modern on case by case sort of basis? (Note, I probably won't use anything from Modern, but that has me curious.
1 AU/IH rules.

The biggies are changes to death conditions and stacking magic multiclassing. Death is not automatic at -10, you get a fort save (DC = hp below 0) with failure = death and success = -1 hp and must make another save next round. Also disabled is not just at 0 hp but down to negative hp = to con bonus.

Magic Multiclassing in AU: caster levels, spell slots, and spells known stack instead of being separate so a sorcerer 5/spontaneous cleric 5 has caster level 10, and can use his spell slots from both classes for spells from either class (all cures or all magic missiles or any combination between the two). This makes multiclassing casters more viable, but they still lose out on higher level spells.

2 It is case by case for d20 modern as with everything not core (which I've already considered and modified). I remember thinking the strong hero talent tree for melee combat bonuses was too strong (compared to say a fighter) but it has been a while since I've read any of the class stuff and I'd have to look it over again. I don't use action points so anything based on them would require some thought about possible use. I like the concepts of the ability based heroe classes though and the way they get something at every level even if it is minor. If there is something specific you are interested in then ask about it.
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Old 6th November 2006, 04:10 PM   #111 (permalink)
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Quote:
Originally Posted by Kularian
I've got tenative plans for a Aasimar Paladin/Ranger, should you still be looking for players. Let me know the next time you're on, and I'll start on it if need be.
Go for it.
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Old 6th November 2006, 05:10 PM   #112 (permalink)
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I made a character using the 32pt buy Gestalt option. Everything is from the PHB, except for 2 flaws from Unearthed Arcana.



Spoiler:


Firblain the headsplitter

Dwarf Barbarian//Ranger
Chaotic Neutral

STR 16 +3
DEX 12 +1
CON 18 +4
INT 10
WIS 12 +1
CHA 08 -1

BAB +1
F/R/W (base) 2/2/0

HP 19 (d12 + con + feat)

Skills

Climb +6 (4 ranks + 3 str - 1 armor)
Heal +5 (4 ranks +1 wis)
Knowledge Nature +4 (4 ranks)
Jump +6 (4 ranks + 3 str -1 armor)
Listen +3 (2 ranks + 1 wis)
Survival +5 (4 ranks + 1 wis)
Speak Language (Dover, Common)

Languages
Common
Dwarven
Dover


Feats

1 Toughness

Class Abilities

Fast Movement +10ft
Rage 1/day
Track
Favored Enemy: Goblins

Gear

Greataxe +4 atk / 1d12 +4 dmg (2 handed)
Dwarven Waraxe +4 atk / 1d10 +3 dmg (1 handed w/ Shield)

Studded Leather Armor (AC 16)
Heavy Wooden Shield (AC 18)

Rations
Flint/Steel
50ft Rope



Character Background

Spoiler:


Firblain was never looking for a fight, but fights always seem to find him. Even when he was
just a grau hiding under his mothers apron, the family dogs would nip and bite at him.
When the clan bully had a bad day, it was always Firblain that he ran into. He didn't fight
back though. Not in the beginning. When he'd come home and his father'd ask him where the
bruises came from, he lied and said he tripped. He could tell that his father didn't believe
him, but he allowed his son to keep his story. What good is a boy that you have to force to
fight for himself?

Growing up with the resentment of his father, and the attentions of the bullies, his one
refuge was his mother. Without questioning him, she cared for and patched him up when he came home bruised and bleeding. Without a word, she showed him her love for him.

When the news came, he was in the mines. The workers grabbed picks and axes and ran back towards the settled caverns. It had not been a battle; it was a slaughter. Bodies of women and children lay hacked apart, viciously torn asunder by small hands with small weapons. The cavern was filled with the shouts of pain and the cries of anguish as families were reunited.

Firblain found her by the children. She had tried to protect them. Sinking down to the ground, he cradled his mother in his arms. Silent tears flowed down his cheeks. Placing her down, he gently laid her cloak over her. Turning aside, he went into his house. Grabbing his fathers waraxe from above the mantle, he left the empty house and ran to join his fellow workers.

At the first sight of the goblins, the years of repressed anger was released into the
creatures skull, shattering it. A righteous fury overtook him, and he slew all that he could
find.


Years pass.


After that battle, he could never let a challenge go unanswered. The bullies learned quick,
and the news spread faster of this dwarve that could survive any fight. The day he quit the
mines to go out on his own, his father presented him the same waraxe. Without a word, he took it and left.

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Old 6th November 2006, 07:48 PM   #113 (permalink)
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Eh, well, after seeing that there was a knight/cleric gestalt, the idea of a paladin kinda turned me off, so I changed my concept somewhat. Lemme know what you think:

Code:
Victor von Blacke
Tiefling - Medium Humanoid
Ranger 1

Str 16 (+3)
Dex 20 (+5)
Con 14 (+2)
Int 12 (+1)
Wis 10 (0)
Cha 10 (0)

Mov: 30'
Init: +5
BaB: +1
HP: 12
AC: 22 (+2 armor, +2 shield, +5 dex, +2 ref, +1 dodge)
Fort: +4
Ref: +7
Will: +0

Attack: Longsword +4 melee (1d8+3), Shortbow +6 ranged (1d6, 60ft), 
Spiked Large Wooden Shield +4 melee (1d6+1)
Grapple: +4
Feats: Dodge, Track
Special Abilities: Favored Enemy: Outsider [evil], Wild Empathy, 
Darkvision 60ft, Darkness 1/day
Special Qualities: Resistance to cold 5, electricity 5, and fire 5

Skills:
Appraise (0) +1
Balance (0) +5
Bluff (0) +2 (+2 racial)
Climb (2) +5
Concentration (0) +2
Craft (Bowyer) (3) +4
Diplomacy (0) +0
Disguise (2) +2
Escape Artist (2) +7
Forgery (0) +1
Gather Information (0) +0
Handle Animal (0) +0
Heal (0) +0
Hide (2) +9 (+2 racial)
Intimidate (0) +0
Jump (0) +3
Knowledge (Planes) (4) +5
Listen (0) +0
Move Silently (2) +7
Open Lock (1) +6
Perform (0) +0
Ride (0) +5
Search (0) +0
Sense Motive (0) +0
Sleight of Hand (1) +6
Spot (0) +0
Survival (3) +3
Swim (0) +3
Tumble (1) +6
Use Rope (1) +6

Languages: Common, Infernal, Dover
Equipment:
Longsword (15gp)
Shortbow (30gp)
Quiver of 20 Arrows (1gp)
Dagger (2gp)
Leather Armor (10gp)
Spiked Heavy Wooden Shield (17gp)
Artisan’s Tools (2gp)
Belt Pouch (1gp)

Extra:  22gp
Background:
Victor has led a life full of unfortunate occurrences. It all began when he was born, which he believes to be unfortunate enough on its own. The Infernal heritage, which had remained hidden for a great deal of time, decided to show itself with his birth. The midwife nearly dropped the child when a pair of red eyes stared out at her. From that point onward, Victor and his family were shunned by the rest of the village. They tried to make do the best they could, but eventually, the pressure grew too great for Victor’s mother and she fled town, leaving him alone with his father.

At this point, the Infernal blood asserted a bit more presence in his form, and two horns protruded from his scalp. Desperately, he and his father tried to destroy them, but to no avail. Soon after, his father fell ill, and the young boy desperately tried to plead with the others in the village to help him, but none would risk helping the devil-child. Because of this, his father passed away, leaving the young boy all alone at the age of thirteen.

But despite all of the anger and resentment shown to him by the townspeople, he himself bore no disrespect toward them. It was the demons of his ancestry that had cursed him with this fate. Vowing to destroy them all, the young boy left his village, armed only with a stolen shortsword that he had ‘borrowed’ from the town blacksmith.

For years he wandered the countryside alone, defending himself against fierce beasts with nothing more than the determination to move forward. As he grew, he developed a talent for fighting, born from necessity. Also, when he needed food or other provisions, he learned what people did and did not believe, and grew accustomed to disguising himself in the cursed world, so as to not attract attention.

As he grew in bravery, he began asking for any rumors of any devilish creatures. What rumors he found were normally just Lemures, devil servants, but once in awhile did he manage to find an Imp. Thus was his way of life, traveling about, hunting whatever devils he could find.

Money was scarce, and his travels were often filled with long periods of boredom. Normally, he practiced with his weapon, but he knew that only true combat could further temper his ability. So he set about picking up a trade of sorts. By appearing interested, he gained a bit of information about the process of making a bow, and decided to try it for himself. While his first few attempts were nothing short of embarrassing, he started to understand how it went, and eventually crafted the shortbow which he now uses.

One day, a rumor came to him about a powerful devil who resided in a long-forgotten keep. Not one to delay, the young Tiefling left as soon as he was able. The keep turned out to be nothing more than a ruined tower, but such a thing he could not pass up. Inside, he found a creature wreathed in chains, and immediately recognized it as a fairly powerful devil. Before he even had the chance to attack, though, a chain wrapped around his leg, hauling him up into the air. With the barest of efforts, it tossed him out of the tower, sending him sprawling upon the ground.

Getting to his feet, he was about to try again, when the cawing of a bird caught his ear. Confused, he turned to look as a black cloud of avian creatures descended upon him, the world becoming nothing besides loud cawing. Then there was silence. As Victor opened his eyes, he was slightly astounded to find himself in a forest of sorts. A large forest, for that matter. But where was he?

After stumbling around for what seemed like days, he happened upon a small village of dog-like humanoids. They helped him to recover, and Victor found himself slightly amused to find that he rather liked this place. He would not end his hunting of devils, but in this world, no one knew him, and seemed to accept him for what he was, not what his ancestry held. Perhaps he would like it here…



I'm playing him more like a fighter-who-hunts-demons than the quintessential ranger. I'm getting quite a few of the books for my B-day (woot!) so I may or may not change the class, or possibly multi-class into something else in the next few levels. As of now though, treat this as done. If I change it before you make a reply, I'll let you know in an edit or something.

Thanks,
Kular
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Old 6th November 2006, 07:56 PM   #114 (permalink)
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Thanks to everybody who expressed an interest. I look forward to seeing your proposed characters. I have enough interested applicants to fill a party now so I will work with those who stated an interest before this post to make characters and end recruitment of more players for now.
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Old 6th November 2006, 08:06 PM   #115 (permalink)
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I will retract my application, since you have more than enough interest, really.

Bye
Thanee
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Old 6th November 2006, 08:14 PM   #116 (permalink)
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Dog45,

The dwarven Gestalt Barbarian Ranger works well. I'm not using the optional flaw rules from UA so you will have to choose which feat to stick with. You can use these character traits as characterization if you want but they will not provide mechanical differences. I'm also going to pass on allowing the mineral creature template. I will consider material from books I own or that are freely posted online with enough details for me to use them fully. The mineral one on its mechanics alone also seems strong in comparison with the core +2 LA templates of fiendish/celestial and lycanthrope from my quick review.
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Old 6th November 2006, 08:15 PM   #117 (permalink)
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I'm still digesting the House Rules.

My current incliniation is to try out the psionic rules with a gestalt [psion, psy warrior]/Soulknife
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Old 6th November 2006, 08:26 PM   #118 (permalink)
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Quote:
Originally Posted by Thanee
I will retract my application, since you have more than enough interest, really.

Bye
Thanee
I do have enough interest but I still regret that you won't be in the game Thanee.
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Old 6th November 2006, 08:29 PM   #119 (permalink)
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Quote:
Originally Posted by Pyrex
I'm still digesting the House Rules.

My current incliniation is to try out the psionic rules with a gestalt [psion, psy warrior]/Soulknife
It's a lot to digest I know I really like soulknives as a class btw. Always useable powers, easy to use mechanics, minimal resource management/tracking, and they are pretty cool as a class concept.
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Old 6th November 2006, 09:31 PM   #120 (permalink)
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And it looks like Soulknife will gestalt quite well with PsyWar; the only way it'd be better was if PsyWar had full BAB...
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