Excellent. I decided to throw out the Half-Giant, and so will be going Human Totemist 4/Warblade 2/Bloodclaw Master 2 (level by level breakdown: Totemist 1/Warblade 1/Totemist +3/Warblade +1/Bloodclaw Master 2). And with that set-up, I wouldn't be using too many maneuvers, focusing more on the soulmelds (with extreme emphasis on the Girallon Arms meld).
I should have my character up sometime today.
EDIT: Actually, since that's only 8, I'll throw in another Bloodclaw Master level.
Last edited by Dragonwriter; 9th September 2009 at 06:29 PM..
Excellent. I decided to throw out the Half-Giant, and so will be going Human Totemist 4/Warblade 2/Bloodclaw Master 2 (level by level breakdown: Totemist 1/Warblade 1/Totemist +3/Warblade +1/Bloodclaw Master 2). And with that set-up, I wouldn't be using too many maneuvers, focusing more on the soulmelds (with extreme emphasis on the Girallon Arms meld).
I should have my character up sometime today.
EDIT: Actually, since that's only 8, I'll throw in another Bloodclaw Master level.
I hope someone can check that build for me cause to me it was all guibbirsh
Now looking at a Dwarven Rogue (I really want all nine levels of Rogue). I've got him mostly complete crunchwise, but can't post him from work so it'll be this evening sometime before I get him up.
Looking to pair with Rhun and Dragonwriter, especially if we can get a Cleric . . .
HM, how do you feel about player's taking on two characters? If we don't get another bite I might be able to handle two - especially since it doesn't look like my builds will end up being as complex as the other two . . .
Excellent. I decided to throw out the Half-Giant, and so will be going Human Totemist 4/Warblade 2/Bloodclaw Master 2 (level by level breakdown: Totemist 1/Warblade 1/Totemist +3/Warblade +1/Bloodclaw Master 2). And with that set-up, I wouldn't be using too many maneuvers, focusing more on the soulmelds (with extreme emphasis on the Girallon Arms meld).
Sweet! My JPM won't have all that many maneuvers to use either, I don't think.
Quote:
Originally Posted by HolyMan
I hope someone can check that build for me cause to me it was all guibbirsh
I will be able to check it for you, HM.
Quote:
Originally Posted by Mowgli
Now looking at a Dwarven Rogue (I really want all nine levels of Rogue). I've got him mostly complete crunchwise, but can't post him from work so it'll be this evening sometime before I get him up.
Dwarven rogues are the cool!
__________________ -Rhun
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
You'd be amazed at how many times my PBP characters get used over and over again. Some are in their third and fourth incarnations.
__________________ -Rhun
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
"Originally designed as a convention tournament module, this adventure sends the heroes into the underdark to do battle against the mysterious denizens of the deep! A drow housemistress commissions the characters to acquire a mysterious weapon known to be in the hands of her dark elf enemies. Locating, identifying, and acquiring the magical weapon leads the heroes on a great trek across the underdeep, where they must battle svirfneblin, a powerful lich, and enemy drow." -quoted front cover DCC#8
System: 3.5 Character Gene: Will post and before anyone asks all books are allowed but since I don't have all the books(wish I did) I will need each of you to check on the other guys work. Kind of like school will have some checking on someone else. # of Players: unlimited (will run groups as I have seen it done on here by others) Why?: Because this literaly did have dust on it. And I need to brush up on my higher levels of play.
Ok questions please.
Any books? I have a lot of d20 OGL stuff. Including a ton I want to use but have not yet.
Would an Everquest RPG dark elf necromancer be OK? The dark elves there have no SR and no LA, (-2 str, con, cha, +2 dex, +4 int). The everquest rpg caster classes use a spell point system with points = casting stat x level and various spells are various points.
I could resurrect a dwarf monk I played before but do him in Everquest rpg terms (their dwarf is size small but with +4 str, their monk has 1/1 BAB but weaker defenses and mystical special abilities)
so, do i make pc #4? If so, i guess that means we have 9 ecl's each -- and my drow cleric would be lvl 7.
Quote:
Originally Posted by mowgli
sounds like a right fine party to me!
sweet!
__________________ -Rhun
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
Any books? I have a lot of d20 OGL stuff. Including a ton I want to use but have not yet.
Would an Everquest RPG dark elf necromancer be OK? The dark elves there have no SR and no LA, (-2 str, con, cha, +2 dex, +4 int). The everquest rpg caster classes use a spell point system with points = casting stat x level and various spells are various points.
I could resurrect a dwarf monk I played before but do him in Everquest rpg terms (their dwarf is size small but with +4 str, their monk has 1/1 BAB but weaker defenses and mystical special abilities)
I answered this question you may have missed it but np:
*Books allowed any which means d20/OGL and any other like Sword and Sorcery.
* But if a race is already in 3.5 then it should stay that way will not do variants of established races (specially drow) sorry will it be to much to switch the necromancer over He would do great going up against the lich
HM
Last edited by HolyMan; 9th September 2009 at 09:38 PM..
Dragonwriter- Human Something/something/something Master (ECL9)
LOL. You're a funny guy, HM.
__________________ -Rhun
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
"I believe that imagination is stronger than knowledge - myth is more potent than history - dreams are more powerful than facts - hope always triumphs over experience - laughter is the cure for grief - love is stronger than death." -Robert Fulghum
Class: Totemist: Meldshaping, Wild Empathy +3 (with extra +4 versus Magical Beasts), illiteracy (negated by Warblade levels), Totem Chakra Bind (+1 essentia capacity), Totem’s Protection (+4 bonus on saves against Su abilities of Magical Beasts)
Warblade: Maneuvers, Battle Clarity (Int to Refl when not flat-footed), Weapon Aptitude, Uncanny Dodge
Bloodclaw Master: Maneuvers, Shifting 2/day, Claws of the Beast (full STR bonus when TWF with specific weapons), Superior TWF (no -2 when TWF with specific weapons), Tiger Claw Synergy (Stance), Pouncing Strike, low-light vision
Other: Low-Light Vision (2*Human, Bloodclaw Master 3), Flaw: Shaky (-2 to ranged attacks) for bonus feat
===================================
Skills (28 for Totemist 1, 6+1 per Totemist levels after, 6+1 per Warblade level, 4+1 per Bloodclaw Master level. This is including the +2 points per level HR.)
Trained or Untrained: +X (=Rank + Stat Mod + Other)
Balance +3 (=4+2-3)
Jump +28 (=12+4+5+10-3) (Jump ranks are 2 cc at 1, +3 class at 2, +1 cc at 5, +3 class at 6, +1 class at 7,8 and 9)
Listen +14 (=12+0+2)
Spot +14 (=12+0+2)
Survival +7 (=7+0+0)
Swim +4 (=7+3-6)
Trained Only: +X (=Rank + Stat Mod + Other)
Handle Animal +6 (=7-1+0)
Knowledge (arcana) +8 (=7+1+0)
Tumble +6 (=7+2-3)
===================================
Magic Items (location, weight): +1 Mithral Full Plate (Chest, 25 lbs), Gauntlets of Ogre Power (Hands, 4 lbs), Amulet of Health +2 (Neck, - lbs), Boots of Striding and Springing (Feet, 1 lb), Handy Haversack (Back, 5 lbs), Bottle of Air (belt pouch, 2 lbs), Wand of Cure Light Wounds (50 charges, belt pouch, - lbs.)
===================================
Other Equipment:
Weapons: 4 claws +11 melee (up to +15 w/essentia) (1d4+4 (up to 8 w/essentia) damage each, piercing and slashing, natural); or unarmed strike +11 melee (1d3+4 bludgeoning damage, natural)
Armor, Clothes: +1 Mithral Full Plate (11,650 GP, +9 AC, +3 max DEX, -3 ACP, 25 lbs.), Traveler’s outfit
-----------------------------------
Container: Handy Haversack (main) (carrying 76 lbs, max 80)
Contents: bedroll, 2 bags of caltrops, crowbar, grappling hook, hammer, miner’s pick, 10 ft. pole, 12 days of trail rations, silk rope (50 ft.), shovel, 2 waterskins, everburning torch
Container: Haversack Pocket 1 (carrying 3 lbs, max 20)
Contents: 3 flasks of acid
Container: Haversack Pocket 2 (carrying 4 lbs, max 20)
Contents: coins
Container: Belt Pouch
Contents: flint and steel, 1 waterskin, Bottle of Air, Wand of CLW (50 charges)
-----------------------------------
Money
PP: 63 (1 bar)
GP: 44
SP: 22
CP: 0
Gems/Other: 0
-----------------------------------
Load
Light: 0-100 lbs.
Medium: 101-200 lbs.
Heavy: 201-300 lbs.
Current: ~46 lbs.
===================================
Blade Magic
Initiator Level: 7 (2 Totemist, 2 Warblade, 3 Bloodclaw Master)
Active Stance: Leaping Dragon Stance
Readied Maneuvers: 4 (3+1) Death from Above, Soaring Raptor Strike, Rabid Wolf Strike, Wolf Fang Strike
Lvl 1 Maneuvers/Stances: Sudden Leap, Wolf Fang Strike, Leading the Attack, Blood in the Water (stance)
Lvl 2 Maneuvers/Stances: Rabid Wolf Strike,
Lvl 3 Maneuvers/Stances: Soaring Raptor Strike, Leaping Dragon Stance (stance)
Lvl 4 Maneuvers/Stances: Death from Above,
===================================
Meldshaping
Meldshaper Level: 4
Essentia Pool: 5 (3 class +2 feat)
Essentia Capacity: 2 (Totem Chakra Bind +1, Girallon Arms +1)
Soulmelds Currently Bound: Girallon Arms (bound to Totem Chakra, arms), Rageclaws (hands), Lammasu Mantle (shoulders), Blink Shirt (heart)
Open Chakras and Number of Chakra Binds: Totem Chakra, 1 available bind
===================================
Description (include Age, gender, height, weight, physical description):
24 year old, Male, 6’5”, 160 lbs.
Gar looks like a hulking, savage brute of fair skin. His massive frame is intimidating even without the extra pair of arms growing out his sides. Normally, his dark brown hair simply hangs about his head, adding to his wild appearance. A light stubble is ever-present on his face. Speaking of his face, it is just as tough-looking as the rest of him… As long, thin scar runs from above his left eye down to the center of his left cheek and a nasty jagged claw mark runs just below his jaw on the right side. And his neck looks like it was bitten by a wolf at some point long ago. His brutish features are generally set in some kind of scowl, and when he snarls or grimaces (as he is wont to do), sharpened (though very clean) teeth are easily visible.
Nowadays, he often wears a suit of finely crafted silvery platemail, which also seems to accommodate his extra limbs. A well-worn pack is slung over his (upper) left shoulder, while heavy gauntlets and thick leather boots adorn his hands and feet. Normally, he would look impressive enough, though not particularly extraordinary. However, Gar happens to have two massive, blue-white glowing arms and vicious looking claws end their hands and his natural hands, which wear smaller, furred gloves of their own. He also sports what looks like a fur shirt over his armor, though it seems to shift and patches appear and disappear. On top of all this, a golden brown cloak of feathers and fur wraps itself around his shoulders and back.
===================================
History:
Gar was always big for his age, and he always disliked book-learning. He much preferred to be outside trying to topple something, or maybe catch a glimpse of some wild beast. Over time, he grew more adventurous and roamed further away from his family’s cabin. On one of his little (or not-so-little) treks, he saw a girallon fighting with a displacer beast. Watching the two creatures tear at each other awoke something in him… A desire to be like them, particularly the girallon, as it began to tear the displacer beast apart. After that, he was at home for only short periods. His parents tried to stop him, locking the doors and windows and such measures, but the young man was determined. As he studied the beasts, he also speculated on them and dreamed…
Eventually, his parents were sick of his appearing and disappearing, so he had to leave the area, being still unskilled in finding his own food in the forests. As he journeyed, he thought more on the beasts, and found he had begun to emulate them, discovering his talent with meldshaping. After that happy revelation (especially when he found he could form arms like the girallon he had watched years ago), he practiced more. Over time, he got better at it, but by then he had also made his way, unintentionally, to a rough-looking camp. The camp turned out to be a mobile school, teaching a particular, unusual fighting style, one which made the user more like a beast. Naturally, Gar took to this style with relish and displayed considerable talent in it. He paid his way through labor, as he was rather strong and hardy. When he felt he had learned enough, he left and went back to hunting and watching the supernatural beasts. He had to fend off many of them that tried to eat him, and as he did, he learned more of how they fought, and also what his own talents were good for. He took to the road again, becoming a hired fist/claw, always sharpening his talents…
The only really tricky spot was the ranks in Jump... It is not a class skill for Totemist, but it is for Warblade and Bloodclaw Master. I tried to explain the level-by-level additions, but if anyone has any questions, I can try to go a little more in-depth on it. Everything else should be fine as far as class or cross-class goes (Jump was the only one I think I invested CC in)...
EDIT: And I have absolutely no idea what the group name should be... Not that Gar would care too much...
__________________
The 13 Kingdoms games
Player as:
Slassz Verazzyn, Sauran Blue Dragon Shaman 4 and Tetsu, Human Crusader 1/Cleric 2 of Naeron in "Fall of the 14th Kingdom"
Fahlias Dragonson, Half-Silver Dragon, Half-Human Ranger 6/Ceomyrian Pathfinder (Horizon Walker) 6 in "For More Than Glory"
DM:
Perils of Thunder Island
Last edited by Dragonwriter; 10th September 2009 at 06:51 PM..
I would like to play a feral minotaur. would that be ok? seems to me it would fit adventure just fine. An escaped underdark minotaur slave who has been living in the wilds on the surface, gets a chance to pay the drow back..
Or a were dire wolverine cleric or fighter
Last edited by bedford; 10th September 2009 at 03:00 PM..