So we're only waiting for Shayuri to post our second tank before we're good to go character-wise?
Ask, and ye shall receive!
After much piffling about on classes and so on, here's what I got. I think he's pretty good. I compare him to our goliath, and note that he should have marginally more staying power (DR and more HP) at the cost of being harder to heal. One thing is that he's immune to crits, which means that he involves some attrition. No lucky 20 will take him out of the game right off the bat, which is nice.
Note that I'm using racial substitution levels for fighters, for warforged, as presented in Races of Eberron. If that's a problem, I can change it.
Dreadnought
Name: Dreadnought
Race: Warforged
Class/Level: Fighter 8
Gender: NA
Exp
Race Abilities
Construct type, living subtype
immune to poison, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
Cannot heal damage naturally.
Healing spells/abilities only heal half damage.
Stasis at 0 through -10 HP.
Does not eat, sleep, or breathe.
Composite plating: +2 armor bonus, as light armor.
Light Fortification, 25% chance to avoid critical hits/sneak attacks.
Natural weapon, one slam attack for 1d4+Str
Class Abilities:
Battle Hardened (warforged substitution, +3 init and saves vs fear)
Bonus feats:
- Improved Damage Reduction (gained via warforged substitution level)
- Power Attack
- Improved Buckler Defense (from Complete Warrior)
- Shield Specialization: Buckler (from PHB2)
Special Combat Qualities
DR 4/adamantine
Immune to Critical Hits/Sneak Attacks
Gear -
Cloak of Resistance +2, 4000
Gauntlets of Ogre Power +2, 4000
Amulet of Health +2, 4000
Armband of Elusive Action, 800
Pearl of Speech: Giant, 600
Background:
Last edited by Shayuri; 4th November 2007 at 06:31 PM..
So it looks like Shayuri will be better at living through damage (the crit negation is sweet, I was so sad I couldn't afford moderate fortification), and I'll be heading up melee damage and disrupting enemy lines. I can knock people around and hit giants prone with pretty good regularity, so I'm going to be primarily offensive and try to keep any opponents off-balance.
__________________ "Paranoia is a lot like life insurance. Annoying, expensive, and rarely needed. And like life insurance, if you need it and you don't have it, it's too late already."
"This makes no sense at all. Your DM needs to be shot. With a hammer."
-quote from the Wizards web board
You have a couple of days until the story begins, so please think about character backstories and personalities. Add them to your PC sheets if you haven't already.
s@squ@tch~posted what you asked for. I posted 2 more specific gods that Davan favors among the others of the pantheon. I didn't intend it to mean that he only worships those two, but those are where is two domains come from, so I figured I should mention those two gods specifically. If it throws things off, or just doesn't make sense, tell me and I will take it out.
I've updated Asenfel's RG entry with an image for his combat map token. I would have posted the image directly but it would have stretched the page margins, I think. Should be plenty large enough for you to work with anyway!
I'll get a personality and backstory up tonight or tomorrow during the day.
Appearance/Personality/Background edited in. Blaming any incoherency on the late hour.
__________________ "Paranoia is a lot like life insurance. Annoying, expensive, and rarely needed. And like life insurance, if you need it and you don't have it, it's too late already."
"This makes no sense at all. Your DM needs to be shot. With a hammer."
-quote from the Wizards web board
@ Strahd -- I calculate Void's Hp to be 41 -- (8+6+6+6+6+3, plus 6 for CON)
Please note on your sheet the level advancement stat increases. It took me a while to figure out that you increased WIS and DEX each by one. I am assuming Monk 1 was your first character level? Also, weapon finesse would apply to your unarmed strikes as well, as they are considered natural/light weapons. Please list out your skill point totals from each class. Please list out the weight of your equipment -- break it down by item. Add in your action points. Other than that, Void is ready to go!
@ Nac Mac Feegle -- please list your level progression (especially with your feat selections)-- I am assuming you were a barbarian at 1st level? I calculate Lo-Kag's HP to be 88 (12+9+9+9+6+7+8 plus 28 for CON) Please list out your skill point totals from each class.
Please list out the weight of your equipment -- break it down by item. How did you arrive at your cost for the +2 Full plate? What are the +1 Deflection and +1 Natural Armor items? Your longspear should cost 8305 gp. Add in your Action Points.
@ Zurai -- I calculate Asenfel's Hp to be 50. (6+4+4+4+4+4+4+4, plus 16 for CON), please list out the weight of your equipment -- break it down by item. Other than that, Asenfel looks good to go!
@ Rolzup -- I calculate Darv's Hp to be 50 as well -- see breakdown of Asenfel's above. Please list out your point buy info, along with your Stat increases from lvl 4 and 8. Please mention that your crossbow is small, light (and that it costs 2335 gp). Please list out your total skill points and ranks bought in each class, along with the bonuses (due to synergies and ability bonuses) Also, you don't have any ammunition listed in your inventory - might be a good thing. Can you list the source of the spells Panacea, Fell the Greatest Foe, Close Wounds, and Moonbolt. Your chainmail +2 of easy travel should cost 4300 + easy travel cost (which I think is 1500 gp, will double check with the MIC when I get home)
@ Onlythestrong -- Please list out your point buy info, along with your Stat increases from lvl 4 and 8. What is the enchantment of your Full Plate of Easy Travel? +1? It should cost 2650 gp (for the +1 enchantment) + the Easy Travel modifier. Please list on the sheet the +1. Also, I will need you to pick what spells you prepare each day. You can either do it in the RG (and cross out the ones you've already used, or keep track of it in the IG thread -- and cross out the ones you've already used. Remember -- your quicken spell has to be prepared ahead of time, since you do not have divine metamagic) For all of your equipment, list the cost and weight.
@ EvolutionKB -- Please note which skills are cross class and which are class skills. Where is Fiery burst from? (And what does it do?) I want to doublecheck the twilight application to composite plating when I get home -- other than that, looks good!
@ Zurai -- I calculate Asenfel's Hp to be 50. (6+4+4+4+4+4+4+4, plus 16 for CON), please list out the weight of your equipment -- break it down by item. Other than that, Asenfel looks good to go!
I thought you'd said to use the average of the die roll, alternating rounding down then up? Note that I'm not complaining - I'll take the extra 7 hp!
@ Rolzup -- I calculate Darv's Hp to be 50 as well -- see breakdown of Asenfel's above. Please list out your point buy info, along with your Stat increases from lvl 4 and 8. Please mention that your crossbow is small, light (and that it costs 2335 gp). Please list out your total skill points and ranks bought in each class, along with the bonuses (due to synergies and ability bonuses) Also, you don't have any ammunition listed in your inventory - might be a good thing. Can you list the source of the spells Panacea, Fell the Greatest Foe, Close Wounds, and Moonbolt. Your chainmail +2 of easy travel should cost 4300 + easy travel cost (which I think is 1500 gp, will double check with the MIC when I get home)
All four are from the Spell Compendium. Panacea cures most conditions -- sickened, stunned, and the like -- and heals 1d8+level damage. Fell the Greatest Foe gives the subject a damage bonus vs. targets larger than himself -- +1d6 per size category. Close Wounds is an Immediate spell that cures 1d4+level damage at close range. And Moonbolt does 1d4 Str damage/3 levels, fort save for 1/2, with additional effects on the undead.
I'll fix the equipment and add the various clarications this evening -- I'd only listed the magical stuff, and forgotten about ordinary adventuring equipment. Wonder if I can switch things around to afford a Survival Pouch? Love those things...being able to pull a mule out of your pocket is worth the price all by itself.
The spells I prepare will be kept in a sblock in the IG thread. The equipment weight and costs should already be in an sblock on my character sheet. I will show where I increased my stats at (sorry for not doing it already) and yes the full plate is +1
Oh, a note about the warlock's scepter - it got changed between Complete Arcane and the Magic Item Compendium. In CA, it was a 50-charge item with differing effects based on how many charges were consumed at once. In the MIC, it's a 5-charges-per-day item with the same effects per charge used. The charges refresh at dawn and once I use up the charges for the day I don't get the benefit of the +1 to hit with eldritch blasts until the charges replenish.
Skill tricks are in Complete Scoundrel. Here is the description of fiery burst from my now updated sheet:
As a standard action as long as Morph has a fire spell of 2nd level or higher prepared he can create a 5' radius burst of fire at a range of 30'. This burst does 1d6 per spell level of the highest level fire spell Morph has prepared. DC is 10+Int mod+level of the highest fire spell prepared. Also, Morph gains a +1 CL when casting fire spells.
This gives Morph an at will burst of fire that does 4d6 damage with a reflex save of 19 to beat.
It allows me to use a standard action to align melee weapons (including natural weapons) of all allies within a 60ft burst as good. Such weapons can overcome damage reduction as if they had the appropriate alignment. The effect lasts until the end of your next turn.
Skill tricks are in Complete Scoundrel. Here is the description of fiery burst from my now updated sheet:
As a standard action as long as Morph has a fire spell of 2nd level or higher prepared he can create a 5' radius burst of fire at a range of 30'. This burst does 1d6 per spell level of the highest level fire spell Morph has prepared. DC is 10+Int mod+level of the highest fire spell prepared. Also, Morph gains a +1 CL when casting fire spells.
This gives Morph an at will burst of fire that does 4d6 damage with a reflex save of 19 to beat.
A-HA! I knew that thing sounded familiar -- I've seen it in the Complete Mage. Unfortunately, I am away from my books and crystalkeep doesn't have it listed.
So, don't cast your Flame Whips spell, else you loose your reserve feat for the day.
Quote:
Originally Posted by OnlytheStrong
I changed quicken spell to glorious weapons.
It allows me to use a standard action to align melee weapons (including natural weapons) of all allies within a 60ft burst as good. Such weapons can overcome damage reduction as if they had the appropriate alignment. The effect lasts until the end of your next turn.
Yes, it is powered by a turn undead attempt.
Quote:
Originally Posted by Zurai
Oh, a note about the warlock's scepter - it got changed between Complete Arcane and the Magic Item Compendium. In CA, it was a 50-charge item with differing effects based on how many charges were consumed at once. In the MIC, it's a 5-charges-per-day item with the same effects per charge used. The charges refresh at dawn and once I use up the charges for the day I don't get the benefit of the +1 to hit with eldritch blasts until the charges replenish.
No problem, I go by the MIC.
Quote:
Originally Posted by rolzup
All four are from the Spell Compendium. Panacea cures most conditions -- sickened, stunned, and the like -- and heals 1d8+level damage. Fell the Greatest Foe gives the subject a damage bonus vs. targets larger than himself -- +1d6 per size category. Close Wounds is an Immediate spell that cures 1d4+level damage at close range. And Moonbolt does 1d4 Str damage/3 levels, fort save for 1/2, with additional effects on the undead.
If you can put the key info on these spells on your character sheet, that would be great. (So I don't have to ask you the next time -- I don't have the Spell Compendium.)
Also, once everyones sheet is ready to go, we'll kick off the campaign! (consider this the carrot on a stick )
So, don't cast your Flame Whips spell, else you loose your reserve feat for the day.
Actually, I have fireball prepared, so if I cast flame whips, I can still use the feat. The damage for the burst will drop to 3d6 and the save will drop to 18 should that happen. Can't wait to to be a hydra with flaming whips as forelimbs. Do you want the desciptions of the spells from the SC for me as well? Otherwise I am all set.
Actually, I have fireball prepared, so if I cast flame whips, I can still use the feat. The damage for the burst will drop to 3d6 and the save will drop to 18 should that happen. Can't wait to to be a hydra with flaming whips as forelimbs. Do you want the desciptions of the spells from the SC for me as well? Otherwise I am all set.
Yes -- for the flaming whips and other spells that are not in the Complete Arcane/Mage