Well, like I said, the two concepts that jumped at me when reading this was a Lycanthropic Warshaper(not sure which Lycan type), or a Warlock/Sorcerer/Eldritch Theurge(Basically a Warlock who can place spells on his eldritch blast, or place special invocations on his spells), most likely a drow in the latter case.
Are either of them needed in a group atm?
Some arcane blasting power to lossen people up till melee starts would be useful in group two so if you could make him lvl 7 and post him in the RG that would be fine with me and if either WD or VV finish and I get Voadam's unholy warrior checked by someone that group would be ready
Some arcane blasting power to lossen people up till melee starts would be useful in group two so if you could make him lvl 7 and post him in the RG that would be fine with me and if either WD or VV finish and I get Voadam's unholy warrior checked by someone that group would be ready
HM
Alrighty, will work on the Eldritch dude in the next day or so hopefully.
Edit:
HM, how quickly will we be levelling up in this game? I ask because I need 4 levels of sorcerer and 3 levels of warlock to qualify for the Eldritch Theurge PrC, which obviously means I won't be able to take the PrC until 8th level.
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Last edited by Theroc; 29th September 2009 at 11:42 PM..
What do you mean you will be ready to take the thergic as soon as you lvl up meaning 4/3/1 ?? I know i will have lvl ups at mid point and you may lvl again before the "last fight" but i haven't done a broken down list of exp and when but i do have an encounter list so i could
Would u want to make him lvl9 and wait for a group another group to form you would only need three other players your call Theroc
What do you mean you will be ready to take the thergic as soon as you lvl up meaning 4/3/1 ?? I know i will have lvl ups at mid point and you may lvl again before the "last fight" but i haven't done a broken down list of exp and when but i do have an encounter list so i could
Would u want to make him lvl9 and wait for a group another group to form you would only need three other players your call Theroc
HM
Yes, it'd be 4/3/1 and in fact the major benefits wouldn't kick in until 4/3/3...
So for that particular character I'd definitely need the higher level-bracket.
I can always look at other concepts too. As both require a bit higher levels to hit the stuff that makes the build tick, as far as I can see.
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I could likely make a level 7-ish Totemist, if you are okay with that class, HM. For group two. My other concepts definitely need level 9, so I'll save those for if there's an opening in a group where I can do that.
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I could likely make a level 7-ish Totemist, if you are okay with that class, HM. For group two. My other concepts definitely need level 9, so I'll save those for if there's an opening in a group where I can do that.
you may get to play them instead
Good for me
have a lvl 9 in backup if a group "buckles" and need you to join that leaves
WALKING DAD OR VODA VOSA for the last spot (the other will start group three or be an alt)
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I added in equipment and derro skills, I still need to do the background, name, and look up unholy warrior skills. Sorry for the delay.
NP Voadam still a few others way behind you lol I may be able to borrow my friends unholy warrior book to check your crunch just post your character in the RG and I willhave him do it o do i me self lol
NP Voadam still a few others way behind you lol I may be able to borrow my friends unholy warrior book to check your crunch just post your character in the RG and I willhave him do it o do i me self lol
HM
I'm way behind because my concepts don't fit in level 7. lol
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I have both Unholy Warriors Handbook(3.0) and Book of Fiends (3.5) and have been working off the Book of Fiends. I'm not sure if there are any significant differences.
HM, I just came up with an ECL 7 build idea, but I need to run the template past you, because I know it's a somewhat controversial one.
Quote:
Originally Posted by Template
Half-Minotaur
(born to one Minotaur parent & a giant, humanoid, or monstrous humanoid)
(DR313 p94)
Upper body is covered with shaggy hair, while head has a snout & horns.
Inherited Template that can be added to any Small-sized to Huge-sized Giant, Humanoid, or Monstrous Humanoid.
Usually has a Chaotic alignment.
Gain Feat: Track.
Natural Armor +2
Str +4
Con +2
Int –2
Wis +2
Lvl +1
if size increases, CR +1
If the Base Creature was of Small or Medium size, its size is
increased by one category, with all the appropriate changes to its
ability scores, etc., plus a +10’ improvement to base movement.
These changes are in addition to the bonuses and penalties listed.
Darkvision 60’.
Gain the Scent ability.
+2 Racial bonus on Search, Spot, & Listen checks.
Gain a 1d6 Gore attack (if Medium).
+4 bonus on checks to escape a Maze spell & always know which
direction is North.
It's a bit powerful for +1 LA, though my concept does explain the weirdness of half-minotaur. The main reasons for looking at this template were the horns, size increase, and the stat changes that benefitted the class I was going to use(totemist). If it's not acceptable as is, maybe we could work something out to accomplish the things I really wanted out of the template without making the LA bigger than 1?
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Half Minotaur looks like he gets the benefits of a full blooded minotaur with just half the ability scores
concept wise I'm sure you can find plenty of half/minotaurs in the underdark (what if one parent was drow???) or you could be a slave wanting your freedom from the drow, a hundred things come to mind but those abilities and stat increases are insane using human as a base the LA for those benefits are easily higher than +1 but I said you could play anything from a d20 source and why not paly test this and see if the +1 is warranted or if we should make note that someone dropped the pickle on this race
have at it Theroc give me a kool background to draw my eyes away from those numbers please lol
Half Minotaur looks like he gets the benefits of a full blooded minotaur with just half the ability scores
concept wise I'm sure you can find plenty of half/minotaurs in the underdark (what if one parent was drow???) or you could be a slave wanting your freedom from the drow, a hundred things come to mind but those abilities and stat increases are insane using human as a base the LA for those benefits are easily higher than +1 but I said you could play anything from a d20 source and why not paly test this and see if the +1 is warranted or if we should make note that someone dropped the pickle on this race
have at it Theroc give me a kool background to draw my eyes away from those numbers please lol
HM
Well, the half-drow thing would be cool, except I need to avoid con penalties. Totemist's primary stat is constitution(the DC's on different abilities rely on it.) If I could swing a Non-LA variant of Drow without a con penalty, I'd go for it. As it is, I was thinking the Half-Minotaur was the result of a Drow Wizard's attempts to make his slaves more capable of doing his 'grunt work', so he didn't need to keep replacing them.
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Kool I'll have a drow wizards name for you tonight(at libraray only have a couple books right now) he is a wizard in the adventure and maybe antagonist or ally so that would be fun.
And I wasn't saying play a half drow I was saying that the other half of your minotaur could have been drow with the minotaur blood taking over at a young age. But that is all your call can't wait to see what you have.
Kool I'll have a drow wizards name for you tonight(at libraray only have a couple books right now) he is a wizard in the adventure and maybe antagonist or ally so that would be fun.
And I wasn't saying play a half drow I was saying that the other half of your minotaur could have been drow with the minotaur blood taking over at a young age. But that is all your call can't wait to see what you have.
HM
Well, If the other half was drow, I'd have the Drow race... with it's associated pros and cons. Half minotaur is added TO a base race. It's a template, not a race. I was planning on just going human/Half Minotaur for this. Or MAYBE Duskling or Dwarf. But I can only afford +1 LA on this concept, or I'd need to go to level 8(I need six totemist levels). That's why I was mentioning about an LAless Drow variant. Was just pointing it out. Will work on the concept shortly.
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Crunch is mostly done, history and appearance not yet completed.
Code:
Name: Hargluk Fuer'yon
Class: Totemist
Race: Dwarven Half Minotaur
Size: Large
Gender: Male
Alignment: Neutral
Deity: None
Str: 28 +9 (08p.) Level: 6 XP: 19,000
Dex: 12 +1 (06p.) BAB: +4 HP: 90 (6d8+42)
Con: 24 +7 (10p.) Grapple: +13 Dmg Red: XX/XXXX
Int: 10 +0 (02p.) Speed: 30' Spell Res: None
Wis: 10 +0 (00p.) Init: +1 Spell Save: +2
Cha: 08 -1 (00p.) ACP: -3 Spell Fail:Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +10 +0 +1 -1 +4 +1 25
Touch: 11 Flatfooted: 24
Base Mod Misc TotalFort: 5 +7 +12
Ref: 5 +1 +6
Will: 2 +0 +2
Weapon Attack Damage Critical
Gore +12 2d6+9 20-20x2
GClaw* +12 1d6+9 20-20x2
GClaws**(x4) +10 1d6+4 20-20x2
Armor Spikes +11 1d6+4 20-20x2
*From Girallon Arms meld(Gains +1 attack and damage per essentia invested in it)as a primary attack
** As above, except as a secondary attack.
Grapple Info: While maintaining a grapple, can deal 1d4+9 nonlethal damage plus 1d6+9 lethal piercing damage on a successful grapple check.
Languages: Common, Dwarven
Abilities:Dwarf
+2 Constitution, -2 Charisma.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this
speed even when wearing medium or heavy armor or when carrying a
medium or heavy load (unlike other creatures, whose speed is reduced in
such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black
and white only, but it is otherwise like normal sight, and dwarves can
function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search
checks to notice unusual stonework, such as sliding walls, stonework
traps, new construction (even when built to match the old), unsafe stone
surfaces, shaky stone ceilings, and the like. Something that isn’t stone but
that is disguised as stone also counts as unusual stonework. A dwarf who
merely comes within 10 feet of unusual stonework can make a Search
check as if he were actively searching, and a dwarf can use the Search
skill to find stonework traps as a rogue can. A dwarf can also intuit depth,
sensing his approximate depth underground as naturally as a human can
sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven
urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being
bull rushed or tripped when standing on the ground (but not when
climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any
time a creature loses its Dexterity bonus (if any) to Armor Class, such as
when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant,
Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter. A multiclass dwarf’s fighter class does not count
when determining whether he takes an experience point penalty for multiclassing
Half-Minotaur
Gain Feat: Track.
Natural Armor +2
Str +4
Con +2
Int –2
Wis +2
If the Base Creature was of Small or Medium size, its size is
increased by one category, with all the appropriate changes to its
ability scores, etc., plus a +10’ improvement to base movement.
These changes are in addition to the bonuses and penalties listed.
Darkvision 60’.
Gain the Scent ability.
+2 Racial bonus on Search, Spot, & Listen checks.
Gain a 1d6 Gore attack (if Medium).
+4 bonus on checks to escape a Maze spell & always know which
direction is North.
Totemist
Meldshaping: A totemist's primary ability is shaping incarnum soulmelds,
which are drawn from the Totemist soulmeld list (page 58). You know and
can shape any soulmeld from this list. Unlike the aligned forces of an
incarnate's melds, your soulmelds channel the bestial spirits of nature.
The Difficulty Class for a saving throw against a Totemist soulmeld is 10 +
number of points of essentia invested in the soulmeld + your Constitution
modifier. Your meldshaper level is equal to your totemist level. A totemist
can shape only a certain number of soulmelds per day.
Chakra Binds: Beginning at 2nd level, you can bind your soulmelds to your
chakras, granting you new powers based on the soulmeld and the chakra
chosen. Binding a soulmeld to a chakra closes the body slot associated
with that chakra (see Chakras, page 50), so that you cannot also benefit
from a magic item worn on the body slot associated with that chakra.
The number of chakra binds that you can have active at any one time
depends on your level (see the Chakra Binds column on Table 2-4: The
Totemist). At 2nd level, you can bind a soulmeld to your totem chakra
(see below). Beginning at 5th level, you can bind soulmelds to your crown,
feet, or hands chakras.
Totem Chakra Bind: At 2nd level, you gain access to a unique chakra: the
totem chakra. This chakra is not associated with any location on the
body, but rather represents your connection to the wild soul energy of
nature, embodied in the magical beasts of the world. When you bind a
soulmeld to your totem chakra, you take on characteristics of the creature
represented by the meld -- usually involving a limited physical
transformation. Since the totem chakra doesn't match a body location,
binding a soulmeld to this chakra doesn't restrict your use of magic items
that take up a body location.
Any soulmeld bound to your totem chakra has an essentia capacity 1
higher than the normal capacity for your soulmelds. For example, a
2nd-level totemist can invest up to 2 points of essentia in any soulmeld
bound to his totem chakra bind (rather than the normal limit of 1 point of
essentia).
At 6th level, the effective meldshaper level of a soulmeld you have bound
to your totem chakra is equal to your actual meldshaper level +1. The
primary effect of this benefit is to make that soulmeld harder to unshape.
Wild Empathy (Ex): As the druid class ability; see page 35 of the Player's
Handbook. You gain a +4 bonus on wild empathy checks made to influence
the reactions of magical beasts of the same kind as the beast associated
with the soulmeld bound to your totem chakra. Thus, if you have a basilisk
mask bound to your totem chakra, you gain the bonus on checks made to
influence basilisks.
Illiteracy
Totem's Protection (Ex): At 3rd level, you gain a +4 bonus on saving
throws against the supernatural abilities of magical beasts.
Feats:
Multi-attack[Level 1]
Improved Natural Attack: Gore[Level 6]
Medium Armor Proficiency[Shaky Flaw]
Track[Half-Minotaur Bonus feat]
Martial Weapon Proficiency: Spiked Armor
Number of Shapable Melds Per Day: 4
Essentia Capacity: 4
Typically Chosen Soulmelds:
Girallon Arms
Wormtail Belt
Sphinx Claws
Lammasu Mantle
Typically bound melds:
Girallon Arms(Totem)
Sphinx Claws(Hands)
Skill Points: 54 Max Ranks: 9/4.5
Skills Ranks Mod Misc Total
Craft:Armor 8 +0 +2 +10
Listen 9 +0 +2 +11
Spot 9 +0 +2 +11
Knowledge: Arcana 5 +0 +4
Knowledge: Nature 4 +0 +4
Survival 8 +0 +4
Spellcraft 5 +0 +4
Swim 6 +5 +11
Equipment: Cost Weight
+2 Mithril Full Plate* 8,017gp 35lb
+2 Ring of Deflection 8,000gp 00lb
+1 Amulet of Mty Fists 6,000gp 00lb
Ring of Sustenance 2,500gp 00lb
*Base armor self-crafted, later enchanted (Also spiked)
Total Weight:35lb Money: 2,483gp XXsp XXcp
Light Medium Heavy Lift PushMax Weight: 266 267-532 533-800 1,600 4,000
Age: 27
Height: 8'10"
Weight: 573lb
Eyes: Brown
Hair: Shaggy brown
Skin: Pale(lack of sunlight)
Appearance: Hargluk is a hulking brute, his size drastically altered due to the experimentation upon his person, the Dwarf now dwarfing his kindred. His muscles rippled beneath his armor, a shaggy beard/mane around his neck draping onto his enchanted plate armor. His eyes scan slowly, looking for the proper outlet for his full fury, his stance not entirely clumsy, but not elegant either. Shaggy brown fur covered the majority of his frame.
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Expanded Psionics Handbook
Spell Compendium
Tome of Magic
These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.
I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
Last edited by Theroc; 8th October 2009 at 10:59 PM..
Reason: Edit: Made an error regarding size, tweaking things based on this.
Hey HolyMan, I hate to say it, but I think I'm going to have to drop this game. I'm finding my time pretty limited lately, and I don't want to overtax myself any further! Sorry!
__________________ -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
Hey HolyMan, I hate to say it, but I think I'm going to have to drop this game. I'm finding my time pretty limited lately, and I don't want to overtax myself any further! Sorry!
That is sad.
__________________
Spoiler:
Zirat Igruf, Gladiator (Rhun's ToEE): OOC ; IC ; RG