I'll have my character sheets ready soon; I'm submitting three since I'm not sure what would fit best in the party, since you don't want anyone stepping on each other's toes. I've basically just got to finish typing up the characters' skills and some background for each. Will probably be finished sometime Tuesday morning or afternoon (in Arizona time, i.e. Mountain Time basically).
A dwarven swordsage 5 with primarily Stone Dragon and Setting Sun maneuvers, focused on being tough and dealing fairly good, but not maximum, damage. So he'd probably be a bit tougher than the barbarian but less damaging and less speedy. Might be just as damaging though, for all I know. Focuses on the greatsword, but carries a warhammer and short sword as backup weapons so he can handle different threats (along with having the Mountain Hammer strike).
Preferred if the group's only other sturdy frontline combatant is the barbarian.
A human swordsage 4/fighter 1 focused on Shadow Hand maneuvers, sneaky and reasonably good in close combat but limited in strength; probably better at avoiding harm than dishing it out, and he loses some of his offensive power against unliving foes (using strikes like Drain Vitality, heading towards Strength Draining Strike and Assassin's Stance after another level or two). A fighter that works best alongside another fellow, like another sneaky type. Uses a spiked chain, but the only special tricks he does with it are the occasional Mighty Throw maneuver (using it to trip an enemy and toss them away) and the Wolf Fang Strike maneuver (using it as a double weapon then for two attacks).
Preferred if the group only has one scout/rogue type, to back them up or something.
And a halfling rogue 2/swordsage 3, similar to the human but focused more on filling a typical roguish role and being a tad less personally-effective in combat. A bit more focus on Setting Sun over time, almost certainly. More Sneak Attack focused in terms of offense, but only using a single short sword for that. And just a lot more sneaky than the human, thanks to being both a halfling and a rogue.
Preferred only if the group has no serious rogue for handling traps, locks, and scouting; which is unlikely since it seems at least one or two others are considering playing Rogues.
Okay, I added the skill rank distribution and prices of items at the bottom of the sheet.
Additional note, I do not like buying equipment for high-level characters, and much higher than 5th level and I might've skipped just for that. Feels too much like accounting, though the system at the back of Magic Item Compendium does help significantly.
Somewhat. It might slow down the start since I intend to start with a combat. I'll deal with it if asked, though I'd likely need to auto-pilot your character.
Also fine. I may be using an alternate rule for the druid that I'm not certain of yet. I'm considering taking away a druids nature sense at first level and instead giving them favored environments ala unearthed arcanna. Does that seem interesting at all?
How would the Favored Environment progress beyond the 1st level or would it remain at just the single +2 bonus? Favored Environment is a variant of the ranger's Favored Enemy, so it naturally improves as the ranger advances in level.
I'm happy either way - Nature Sense or just a single Favored Environment is fine with me.
Load: Light (Light Up to 58 lb, Medium 57-116 lb, Heavy 117-175 lb)
ACP: 0
Speed: 30 ft (30 ft) (Runx4)
Wealth:
0 pp, 788 gp, 9 sp, 0 cp
Weapons:
Mwk Shortspear
Mwk Sling
Sling Bullets (20)
Club
Shortspear (3)
Armor:
Darkwood Heavy Shield
Mwk Leather Armor
Equipment:
Backpack
Bedroll
Caltrops
Chalk (5)
Flint and Steel
Small Steel Mirror
Flask of Oil (4)
Belt Pouch
Trail Rations (5)
Silk Rope (100 ft.)
Signal Whistle
Torch (3)
Waterskin
Whetstone
Explorer's Outfit
Spell Component Pouch
Healer's Kit (10 Uses)
Tindertwig (5)
Alchemist's Fire (3)
Everburning Torch
Antitoxin (2)
Sunrod (5)
Tanglefoot Bag
Magic:
Vest of Resistance +1
Metamagic Rod of Lesser Extend (3/day)
Wand of Lesser Vigor (50 charges)
Wand of Enrage Animal (50 charges)
Wand of Snake's Swiftness (50 charges)
Animal Companion:
Riding Dog (Husky), Medium Animal, HD 4d8+12 (30 hp), Init +3, Spd 40 ft., AC 22 (+2 Dex, +6 Natural +4 Armor), Touch 12, Flat-footed 20, BAB +3, Grapple +6, Attack/Full Attack Bite +6 melee (1d6+4), SA Trip (Bite) +3, SQ Low-light Vision, Scent, Link, Share Spells, Evasion, Saves Fort +5, Ref +5, Will +5, Abilities Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6, Skills Jump +8, Listen +5, Spot +5, Swim +3, Survival +3 (+7 when Tracking by Scent), Feats Alertness, Track, Power Attack, Tricks Attack, Come, Defend, Down, Guard, Heel, Seek, Track, Equipment Mwk Chain Shirt Barding (ACP -1), Pack Saddle, Feed (5 days), Carrying (116 lbs., 117-233 lbs., 234-350 lbs., Drag 1750 lbs.)
Vest of Resistance +1 1000 gp
Mwk Chain Shirt Barding 500 gp
Darkwood Heavy Shield 257 gp
Mwk Leather Armor 160 gp
Mwk Shortspear 301 gp
Mwk Sling 300 gp
Metamagic Rod of Lesser Extend 3000 gp
Wand of Lesser Vigor (50 charges) 750 gp
Wand of Enrage Animal (50 charges) 750 gp
Wand of Snake's Swiftness (50 charges) 750 gp
Pack Saddle 5 gp
Feed (5 days) 5 gp
Sling Bullets 0.2 gp
Club 0 gp
Shortspear (3) 3 gp
Explorer's Outfit 0 gp
Spell Component Pouch 5 gp
Healer's Kit (10 Uses) 50 gp
Tindertwig (5) 5 gp
Alchemist's Fire (3) 60 gp
Everburning Torch 110 gp
Antitoxin (2) 100 gp
Sunrod (5) 10 gp
Tanglefoot Bag 50 gp
Backpack 2 gp
Bedroll 0.1 gp
Caltrops 1 gp
Chalk (5) 0.05 gp
Flint and Steel 1 gp
Small Steel Mirror 10 gp
Flask of Oil (4) 0.4 gp
Belt Pouch 1 gp
Trail Rations (5) 2.5 gp
Silk Rope (100 ft.) 20 gp
Signal Whistle 0.8 gp
Torch (3) 0.03 gp
Waterskin 1 gp
Whetstone 0.02 gp
Last edited by Pinotage; 5th September 2007 at 06:11 PM..
Reason: Sheet Update
Creamstreak, I'll get my human druid done later today.
Pinotage
What did you call me?
Quote:
How would the Favored Environment progress beyond the 1st level or would it remain at just the single +2 bonus? Favored Environment is a variant of the ranger's Favored Enemy, so it naturally improves as the ranger advances in level.
I'm happy either way - Nature Sense or just a single Favored Environment is fine with me.
Pinotage
I would allow it to progress as per the ranger progression I think. It'd be somewhat of a buff but it really is just to skill checks.
Quote:
DM, can you confirm if the character can take the feat Companion Spellbond from PHBII.
Pinotage, if you're looking for cool equipment, check out the summoner's totem in the MIC. It lets you cast an extra spell on a summoned animal as a swift action when you complete your summoning spell.
Pinotage, if you're looking for cool equipment, check out the summoner's totem in the MIC. It lets you cast an extra spell on a summoned animal as a swift action when you complete your summoning spell.
Thanks! I hadn't spotted that. Now I'll have to decide whether this is better than the Metamagic Rod of Lesser Extend.
My first concept is completed (Tiefling warlock, post 29), and my second concept is about 80% done (Halfling wilderness expert; still needs final touches on skill and mundane gear, post 34).
Ack, been too busy today to do much on the computer game-material-wise. I'll post my completed character(s) on Wednesday afternoon. I think I'll go with the halfling, unless the other rogue-player is going to be in the starting line-up.
Pathfinder, Larian is very much not a damage-oriented wizard. He knows a few spells that deal damage, but will rely mostly on his buffs and boosts, and then use his bow as necessary. I think there will be more overlap with your ranger than with your warlock, at least as far as the wizard goes.
+1 greataxe 2320 gp
+2 breastplate 4350 gp
Longbow str +3 400 gp
Pony carries everything.
More about Gurguannin:
Gurguannin is the younger son of a clan chieftain. The clan was an outpost of the great dwarven empire, who stubbornly refused to give way after the empire collapsed. They live deep within the mountains at the edge of the underdark. Their live is hard and filled with danger, and slowly the clan is diminishing. Gurguannin was sent out to seek help or allies.
__________________ *Doghead* "You're an idiot, Dr Z."
Since nobody has used them yet, I'm taking bards and Wood Elves off the lists. I'm replacing them with spellthief and Goliath respectively. Goliath are obviously altered (simplified and toned down).
I'm giving the barbarian class [Diehard] as a bonus feat at first level.
I'm altering fighter weapon focus stuff and ranger combat styles. It's a major change but I think it sounds fun. It's in the RG.
Now here's some questions:
Would the druid in the party find this idea interesting? You can find any non-core domains and such in the srd (I use this.)
Druids
Druids will use the Wild Shape Variant: Aspect of Nature from Unearthed Arcanna.
Druids lose their ability to spontaneously cast summoning spells. Instead, each druid may choose a single domain from the following list: Air, Animal, Earth, Fire, Healing, Plant, Sun, Water, and Weather. Druids can spontaneously cast spells from their chosen domain. The druid also gains the domain's granted power, except as noted below.
* Druids who select the Animal domain or the Plant domain gain Skill Focus (Knowledge [nature]).
* A druid who chooses the Sun domain gains the ability to turn undead 1/day as a cleric of her druid level.
* Druids who select the Weather domain gain Skill Focus (Survival).
And a question for our high-elf wizard:
Would you prefer to be a gray elf at all? The only difference mechanically is -2 Str, +2 Int. I was considering using them instead, and since they are slightly better for wizards I thought they might better fit the game.
Second, would you be interested in using this variant:
Wizard
Wizards cannot specialize (become evokers/enchanters/necromancers/etc.) However, all wizards get to pick one domain from the list below. Wizards can spontaneously cast spells from their domain in place of other prepared spells. The wizard automatically adds each new domain spell to his list of known spells as soon as he becomes able to cast it. These spells do not count against his two new spells known per wizard level.
I'm absolutely fine with switching to gray elf (it would net me 5 bonus hp at the cost of my diplomacy check dropping from +6 to +5). I'd have to do a bit of reading up on gray elves for my character concept, but I don't think there would be any real issue.
As for the variant wizard class, if that's where you want to go, I'll adapt, but I don't see it as being a great fit for Larian as I've drawn him up. If I switched him to artillery rather than support/buffing it would be a fine fit, but none of the domains that fit his current concept have appealing spells at all (or even most) levels.
Transmutation, for instance, would be fine at 3rd (Haste rocks), but I have no real interest in the polymorph spells (too much errata for me). The two that give Dispell Magic (abjuration and antimagic) then give remove curse (highly situational) and lesser globe of invuln. (nice when facing spellcasters, but less so at other times). I would probably be tempted to evocation or fire, and that changes my contribution to the party, putting me in potential overlap with the warlock. Plus, I like the extra spells. I hate running out too early in the day.