That's cool. I hope I didn't come across as too negative, I was just trying to share my reasoning.
I'm just throwing around ideas of things that "Seem totally rad awesome" to me. I've been working on a set of rules similar to these for my house game that's restarting soon.
Now, if you wanted to change the transmutation arcane domain and replace the polymorphs, that's also fine. Or editing one of the other domains. Or just keep things the way they are.
4th
Enlarge Person, Mass: Enlarges several creatures.
Mnemonic Enhancer F: Wizard only. Prepares extra spells or retains one just cast.
Reduce Person, Mass: Reduces several creatures.
Stone Shape: Sculpts stone into any shape.
5th
Transmutation Animal Growth: One animal/two levels doubles in size.
Fabricate: Transforms raw materials into finished items.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passwall: Creates passage through wood or stone wall.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Str 10 (+0) (4 pp, -2 racial mod.)
Dex 16 (+3) (6 pp +2 racial mod.)
Con 14 (+2) (6 pp)
Int 17 (+3) (10 pp +1 at 4th level)
Wis 10 (+0) (2 pp)
Cha 12 (+2) (4pp)
Should probably be:
Str 10 (+0) (4 pp, -2 racial mod.)
Dex 16 (+3) (6 pp +2 racial mod.)
Con 14 (+2) (10 pp -2 racial mod.)
Int 17 (+3) (6 pp +2 racial mod., +1 at 4th level)
Wis 10 (+0) (2 pp)
Cha 12 (+1) (4 pp)
Minor change but just clarifying. Perhaps I'm jumping the gun looking at it just yet.
Oops. I misunderstood the gray elf adjustments. Let me spend a bit more time with that new knowledge. I'm still game, of course, I just need to figure out how to best use those adjustments. They get +2 to both dex and int, and -2 to both str and con? Wow, they must have no fighters.
Well, got up late today and was kind of busy, so I didn't quite finish the background/personality/appearance/etc. descriptions yet, but here's the stats for each character. I'll finish the roleplaying descriptions tomorrow.
I may add or remove one or two pieces of equipment, but I dunno yet. For reference, I'm assuming that the Shadow Blade feat replaces Str to damage with Dex to damage, and that it does not use the 50/150% Str bonus multipliers for two-handed or off-hand weapons. So my human character with the spiked chain (a Shadow Hand weapon) is only adding 1x his Dex bonus to damage.
Since I'm not sure if the group is in particular need of a rogue or a meatshield, I dunno which PC I should use. Creamsteak, what do you think? Dwarven swordsage (beefy!), halfling rogue/swordsage (sneaky!), or human swordsage/fighter (in-between)?
Thaldor Stonegrinder
dwarf
Thaldor Stonegrinder............Male Dwarf
Strength............19 (+4)...........Character Level: 5, Swordsage 5, XP: 10,000
Dexterity...........14 (+2)...........Medium-Size, Speed 20 ft.
Constitution......16 (+3)............Initiative: +4, BAB: +3, Grapple: +7
Intelligence.......10 (+0)............Melee: +7, Ranged: +5
Wisdom...........14 (+2)............Total HP: 41, Current HP: 41, Nonlethal: 0
Charisma..........8 (-1)..............Fortitude: +4*, Reflex: +6*, Will: +6*
*Extra +2 bonus against spells or spell-like effects, and +2 against poison
AC: 19 (+2 Dex, +5 armor, +2 Wis), Touch AC: 14, Flat-Footed AC: 17
Alignment: Lawful Good, Age 63, Height 4'-5", Weight 181 lbs.
Light Brown Skin, Dark Green Eyes, Long Gray Hair & Beard
Languages (Literate): Common, Dwarven.
Proficiencies: All simple weapons, martial melee weapons, and light armors.
Level Progression Feats: Extra Readied Maneuver, Stone Power.
Racial Traits: Medium-size humanoid (dwarf), +2 Constitution, -2 Charisma, base Speed 20 feet, Speed is not reduced by medium or heavy armor nor by medium or heavy loads, Darkvision 60 feet, Stonecunning +2, weapon familiarity with dwarven waraxes and dwarven urgroshes, Stability grants +4 on ability checks to resist trip or bull rush attempts when standing on the ground, +2 on saves against poison, +2 on saves against spells and spell-like effects, +1 to attack rolls versus orcs or goblinoids, +4 dodge bonus to AC against Giants, +2 Appraise related to stone or metal items, +2 Craft related to stone or metal, fighter is favored class.
Ability Score Development: 32 point buy, for base scores of 16 (10 pts), 14 (6 pts), 14 (6 pts), 10 (2 pts), 14 (6 pts), and 10 (2 pts). Racial adjustments as a dwarf result in total base scores of 16, 14, 16, 10, 14, and 8. Ability increase for 4th-level made Strength 17. Gauntlets of Ogre Power raise Strength to 19.
AC Bonus: Adds Wisdom bonus to Armor Class except when immobilized.
Discipline Focus: Weapon Focus in all Stone Dragon weapons, insightful strikes with Stone Dragon (add Wisdom bonus to damage with Stone Dragon strikes), +2 on Martial Lore checks related to the Stone Dragon discipline.
Quick to Act: Gets +2 Initiative.
Swordsage Maneuvers: Initiator level 5, knows 3 stances and 10 other maneuvers, can ready 7 maneuvers.
Stances: Flame's Blessing (desert wind 1), Roots of the Mountain (stone dragon 3), Stance of Clarity (diamond mind 1).
1st-Level Maneuvers: Burning Blade (boost, desert wind), Charging Minotaur (strike, stone dragon), Counter Charge (counter, setting sun), Mighty Throw (strike, setting sun), Sapphire Nightmare Blade (strike, diamond mind), Stone Bones (strike, stone dragon).
2nd-Level Maneuvers: Baffling Defense (counter, setting sun), Flashing Sun (strike, desert wind), Mountain Hammer (strike, stone dragon).
3rd-Level Maneuvers: Bonecrusher (strike, stone dragon, DC 17).
Active Stance: Flame's Blessing.
Readied Maneuvers: Baffling Defense, Bonecrusher, Burning Blade, Flashing Sun, Mountain Hammer, Sapphire Nightmare Blade, Stone Bones.
Possessions: Greatsword +1 (2,350 gp, 8 lbs., 2d6 slashing, 19-20/x2 critical, +1 magical enhancement), Masterwork Cold Iron Warhammer (324 gp, 5 lbs., 1d8 bludgeoning, 20/x3 critical, +1 on attack rolls), Masterwork Short Sword (310 gp, 2 lbs., 1d6 piercing, 19-20/x2 critical, +1 on attack rolls), 8 Javelins (8 gp, 16 lbs., 1d6 piercing, 20/x2 critical, 30 ft. increment), Acid Flask (10 gp, 1 lb., 1d6 acid on a ranged touch attack, 1 acid splash within 5 feet, 10 ft. increment), Alchemist's Fire Flask (20 gp, 1 lb., 1d6 fire on a ranged touch attack, 1 fire splash within 5 feet, 10 ft. increment), Chain Shirt Armor +1 (1,250 gp, 25 lbs., +5 AC, +4 maximum Dexterity bonus to AC, -1 armor check penalty, 20% arcane spell failure), Gauntlets of Ogre Power (4,000 gp, 4 lbs., +2 Strength enhancement), Potion of Cure Serious Wounds (750 gp), Traveler's Outfit (1 gp, 5 lbs., worn outfit doesn't count towards his encumbrance), Spare Traveler's Outfit (1 gp, 5 lbs.), Backpack (2 gp, 2 lbs., holds acid flask, alchemist's fire flask, spare traveler's outfit, bedroll, tindertwig, and trail rations), Belt Pouch (1 gp, 1/2 lb., holds coins, potion, chalk, flint, steel, and soap), Bedroll (1 sp, 5 lbs.), Soap (5 sp, 1 lb.), Chalk (1 cp), Flint & Steel (1 gp), Tindertwig (1 gp), 4 Trail Rations (2 gp, 4 lbs.), 4 Waterskins (4 gp, 16 lbs.).
Racial Traits: Small humanoid (halfling), -2 Strength, +2 Dexterity, base Speed 20 feet, +2 Climb, +2 Jump, +2 Listen, +2 Move Silently, +1 on all saving throws, +2 morale on saves against fear, +1 on attack rolls with slings and thrown weapons, rogue is favored class.
Ability Score Development: 32 point buy, for base scores of 12 (4 pts), 14 (6 pts), 14 (6 pts), 14 (6 pts), 16 (10 pts), and 8 (0 pts). Racial adjustments as a halfling result in total base scores of 10, 16, 14, 14, 16, and 8. Ability increase for 4th-level made Dexterity 17. Gloves of Dexterity raise Dexterity to 19.
Sneak Attack: Deals +1d6 damage against targets that he flanks or who are denied a Dexterity bonus to AC against his attack, but it does not apply against some targets.
Trapfinding: Can use Search and Disable Device to find and disarm traps of any DC with a successful check, including magical traps.
AC Bonus: Adds Wisdom bonus to Armor Class except when immobilized.
Discipline Focus: Weapon Focus in all Shadow Hand weapons, +2 on Martial Lore checks related to the Shadow Hand discipline.
Quick to Act: Gets +1 Initiative.
Evasion: No damage on a successful Reflex save against any effect that normally allows a Reflex save for half damage.
Swordsage Maneuvers: Initiator level 4, knows 2 stances and 8 other maneuvers, can ready 5 maneuvers.
Stances: Child of Shadow (shadow hand 1), Island of Blades (shadow hand 1).
1st-Level Maneuvers: Burning Blade (boost, desert wind), Clinging Shadow Strike (strike, shadow hand, DC 14), Counter Charge (counter, setting sun), Distracting Ember (boost, desert wind), Mighty Throw (strike, setting sun), Sapphire Nightmare Blade (strike, diamond mind), Shadow Blade Technique (strike, shadow hand), Stone Bones (strike, stone dragon).
2nd-Level Maneuvers: Cloak of Deception (boost, shadow hand).
Active Stance: Child of Shadow.
Readied Maneuvers: Burning Blade, Clinging Shadow Strike, Cloak of Deception, Sapphire Nightmare Blade, Shadow Blade Technique.
Possessions: Short Sword +1 (2,310 gp, 1 lb., 1d4 piercing, 19-20/x2 critical, magical +1 enhancement), Club (0 gp, 1-1/2 lbs., 1d4 bludgeoning, 20/x2 critical, 10 ft. increment), Dagger (2 gp, 1/2 lb., 1d3 piercing or slashing, 19-20/x2 critical, 10 ft. increment), Shortbow (30 gp, 1 lb., 1d4 piercing, 20/x3 critical, 60 ft. increment), 20 Arrows (1 gp, 1-1/2 lbs.), Mithral Shirt Armor +1 (2,250 gp, 6-1/4 lbs., +5 AC, +6 maximum Dexterity bonus to AC, -0 armor check penalty, 15% arcane spell failure), Gloves of Dexterity +2 (4,000 gp, 0 lbs., +2 Dexterity enhancement), Potion of Cure Light Wounds (50 gp, 0 lbs., heals 1d8+1 hit points), Antitoxin Vial (50 gp, +5 Fortitude against poison for 1 hour), Traveler's Outfit (1 gp, 1-1/4 lbs., worn outfit doesn't count towards his encumbrance), Backpack (2 gp, 1/2 lb., holds bedroll, sunrod, tindertwig, and trail rations), Belt Pouch (1 gp, 1/8 lb., holds coins, potion, antitoxin, chalk, flint, and steel), Bedroll (1 sp, 1-1/4 lbs.), Wooden Holy Symbol of Olidammara (1 gp), Masterwork Thieves' Tools (100 gp, 2 lbs.), 10 Fishing Hooks (1 gp), Twine (5 cp, 25 ft. worth of cord), Chalk (1 cp), Flint & Steel (1 gp), Sunrod (2 gp, 1 lb.), Tindertwig (1 gp), 4 Trail Rations (2 gp, 1 lb.), 4 Waterskins (4 gp, 4 lbs.).
Racial Traits: Medium-size humanoid (human), bonus feat, extra skill points, base Speed 30 feet, highest-level class is favored class.
Ability Score Development: 32 point buy, for base scores of 12 (4 pts), 16 (10 pts), 14 (6 pts), 12 (4 pts), 15 (8 pts), and 8 (0 pts). Ability increase for 4th-level made Wisdom 16. Periapt of Wisdom raises Wisdom to 18.
AC Bonus: Adds Wisdom bonus to Armor Class except when immobilized.
Discipline Focus: Weapon Focus in all Shadow Hand weapons, insightful strikes with Shadow Hand (add Wisdom bonus to damage with Shadow Hand strikes), +2 on Martial Lore checks related to the Shadow Hand discipline.
Quick to Act: Gets +1 Initiative.
Swordsage Maneuvers: Initiator level 4, knows 2 stances and 9 other maneuvers, can ready 6 maneuvers.
Stances: Child of Shadow (shadow hand 1), Flame's Blessing (desert wind 1).
1st-Level Maneuvers: Burning Blade (boost, desert wind), Clinging Shadow Strike (strike, shadow hand, DC 15), Mighty Throw (strike, setting sun), Sapphire Nightmare Blade (strike, diamond mind), Shadow Blade Technique (strike, shadow hand), Wolf Fang Strike (strike, tiger claw).
2nd-Level Maneuvers: Baffling Defense (counter, setting sun), Cloak of Deception (boost, shadow hand), Drain Vitality (strike, shadow hand, DC 16).
Active Stance: Child of Shadow.
Readied Maneuvers: Baffling Defense, Clinging Shadow Strike, Drain Vitality, Sapphire Nightmare Blade, Shadow Blade Technique, Wolf Fang Strike.
Would the druid in the party find this idea interesting?
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).
If it's fine with you, I'd prefer to stick with the build as it stands at the moment. The druid is geared towards summoning and supporting her animal companions/summoned animals, so removing the spontaneous casting changes what I've got there. Conceptually, hence, it's easier to visualize the duid actually turning into an animal to fight/support her animal allies in battle. Hence I'd rather keep the wild shape instead of the Aspect of Nature. Thanks, in any case, for offering these suggestions. I had considered them when looking at the character creation.
I'll move my character sheet to the RG, although it still needs one or two equipment changes. The spell list will likely be last, since there are a number of interesting spells I still wanted to run by you.
Siobhan Lilend: Aasimar Cleric of Kord, Medium-size humanoid; HD 5d8+10; HP: 26; Init +1; Speed 20ft; AC 24(touch 12, flat-footed 23); Attack melee + 8 warhammer(1d8+3/x3 +1d6 electricity), ranged +4 longbow(1d8/x3); AL NG; SV Fort +7, Ref +3, Will +8; Str 16, Dex 12, Con 14, Int 13, Wis 16, Cha 12
Skills and Feats: Knowledge(religion) +9, Diplomacy +9, Concentration +10, Spot +9, Sense Motive +7; Spontaneous Healer, Weapon Focus(warhammer).
Domains: Luck, Strength; 1/day reroll before being aware of the results; 1/day as free action, gain an enhancement bonus to strength equal to CL.
Possessions: +1 Full plate(2.5), +1 Shield(1), Shocking Warhammer(2.3), Cloak of Resistance +1(1), Ring of Deflection +1, Scroll of Daylight, 50 gp.
----
Tall and muscular, Siobhan(pronounced Shivon) is a cleric to be reckoned with. She is normally good-natured, but has a love of fighting and drinking that originally drove her from the more staid order she grew up in. Nothing is too minor a challenge that she cannot find someway to make it into a test, and nothing is to difficult or dangerous to be attempted. Her long brown hair and bright blue eyes often make suitors flock to her, but these dalliances never last long. Her passionate nature wears thin after a while.
Siobhan was raised in a monastary dedicated to Kord, and she has spent most of her life either there or in the surrounding woods. She eventually left upon the quest of the head monk, who believed that she would improve only with the outside world as a molder.
Well, I'm going with the halfling rogue/swordsage I guess since it seems the party will need a rogue. I'll post Warren's completed sheet in the Rogues Gallery thread right after this post. Sorry it took a while to get around to finishing it, but I've been busier than usual in the past few weeks and it's just plain noisy around the house.
Edit: Also, I forgot about the extra skill points earlier when working on my character ideas. So I've factored the extra skill points into Warren's sheet in the RG.