(3.X D&D/d20) Recruiting: The First (Now OOC)

Dragonwriter

First Post
Dragonwriter: I have a few basic details on some Invocations on my old character sheet, but not the full details for any Invocation, so I will need a few details from you on whichever Invocations you choose (and on how exactly any unusual Breath Effects work; I never recorded their details on my old character sheet). The rest of the Dragonfire Adept details are in the preview article that I have access to.

Sure thing. There's only 8 for me to choose over 20 levels anyway, and I'll be going with pretty simple ones. As for the Breath Effects, they're part of the excerpt I linked to earlier in the thread, but I can type up the info and send it to you also.
 

log in or register to remove this ad

Arkhandus

First Post
Raska review

Within the egg, Raska knew his name, who he would become, and his creator's desire for his life. He did not, however, know who this creator was, just that his creator was terrible and fearsome.

Raska is just a bit taller than 6 feet, and clearly a strong lizard-like creature. His head is covered in stout, pointed horns, his mouth lined with sharp teeth, and his hands end in claws. His tail is about 3 feet long, and remains totally still when he is not moving. Raska wears no clothing, but has his belongings in a bag that appears to be made out of a large creature's stomach. He carries a club nearly as large as he is, made out of one bone from a very large animal, with bits of sharp black crystals strapped to parts of it. His movements are sparse and quick, and he frequently stays motionless for long periods of time. When he moves, it's as though his will alone propels him, and he never shows fear.


The EQrpg was written with 3.0 rules. Where applicable, I upgraded some things to 3.5 when the upgrade didn't interfere with a EQrpg-specific rule. For instance, iksar get "Wilderness Lore" as a class skill. In 3.5 this was changed to Survival, so that's what I used. The "Hand-to-Hand" feat in EQrpg works mostly like Improved Unarmed Strike does in 3.5, so I'm assuming it works like that in all ways, but the improvement of unarmed strike damage is another issue. Likewise, were I to want to be a two-weapon fighter, it is assumed that I would take Two-Weapon Fighting, but not Ambidexterity since it isn't possible (or necessary) when using 3.5 rules.
However, the weapons and armor I listed below are from the EQrpg book, since it has special rules for weapon delay. As a monk, weapon delay is especially helpful, since they were designed to make tons of attacks at higher levels.
I didn't pay attention to starting money, as the character creation guidelines state that the character starts off with some items they need, and besides there's no real economy to speak of. I think I kept things reasonable.
As I said in one of the first few posts, material in the character's main book of origin takes precedence. So Raska will use EQRPG skills, feats, proficiencies, gear, etc. He can take feats from other sources, and multiclass into classes from other sources later, but he still uses the EQRPG rules as his baseline. If he later gains ranks in Survival from another class, they'll just count as ranks in Wilderness Lore. Etc. However, I will use the 3.5 change in Swim penalty to simply be double the character's armor check penalty, instead of the 3.0 and EQRPG rule of -1 per 5 lbs. carried.

Don't assume 3.5 changes to feats that are also found in the EQRPG for this game; so Hand to Hand is Hand to Hand, although it's equivalent to Improved Unarmed Strike so characters with one feat or the other don't ignore each others' "armed" unarmed status. Etc. And if you want to be a two-weapon fighter with Raska, he'll have to use the EQRPG versions of the appropriate feats (that includes Ambidexterity being the source of off-hand-penalty negation, except with Dual Wield; though he could take the 3.5 feats Two-Weapon Defense or Greater Two-Weapon Fighting, for example, since EQRPG has no equivalents to them).

By the same rules, you will use the EQRPG gear and Weapon Delay rules as normal for Raska. And you only get 20 GP for Raska's gear; his two-handed hammer costs that much just by itself, so it'll have to be removed, at least. The gods left the First Generation with some vital and useful supplies among their gear, so everyone should be spending at least a few GP on food and water and such, and of course there's the free starting clothes (or Winter Blanket in Raska's case).
Bihlbo said:
Raska
EQrpg Monk 1
LN Medium Humanoid
Init +5; Senses Listen +6, Spot +6
Languages Iksar, Common
Vision infravision
_____________________________________________

AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natrual)
hp 11 (1d8 + 3), fast recovery
Resist fire resistance 5, acid resistance 1
Weakness vulnerable to cold (+20% damage)
Fort +4, Ref +7, Will +5
_____________________________________________

Speed 30 ft. (6 squares); 30 ft. swim
Melee +7 greatclub (1d12+9, 20/x2); plus off-hand +2 unarmed strike (1d3+3S)
Melee +7 unarmed strike (1d3+6S, 20/x2); plus off-hand +2 unarmed strike (1d3+3S)
Ranged +6 javelin (1d6+6, 20/x2, range 30 ft.)
Base Atk +1; Grp +7
Atk Options Dual Wield (every attack gains an off-hand attack at -5)
Combat Gear Greatclub, nunchaku, club, 5 javelins

_____________________________________________

Strength 22 (+6)
Dexterity 20 (+5)
Constitution 16 (+3)
Intelligence 12 (+1)
Wisdom 19 (+4)
Charisma 10 (+0)

SQ fast recovery, mystic strike, infravision
Feats Dual Wield, Hand to Hand, proficiencies
Skills (ranks) Climb +8 (2), Listen +6 (2), Safe Fall +9 (4), Spot +6 (2), Survival +8 (4), Swim +16 (2, +8 racial)
Possessions Two-handed hammer, 10 javelins, nunchaku, club, sling (20 bullets), magic items 0, backpack, javelin quiver, winter blanket, fishing pole, flint and steel, 2 days' rations, 2 water skins
I really, really hate that late-3.5 NPC statblock format. Just for reference. :mad:

Anyway, iksar are Humanoids of the Reptilian subtype (for whatever reason EQRPG doesn't list a subtype). And you need an entry on your sheet for XP, with a notation for Raska's 15% XP penalty as an iksar. Misspelled 'natural' in your Armor Class entry, but that's just nit-picking. Likewise with leaving Mend out of the list of special qualities, but at least it's listed further down on the sheet.

You need to pick out a starting feat; Dual Wield and Hand to Hand are just monkish bonus feats in EQ. And list your specific proficiencies from the class; simple and martial one-hand blunt, two-hand blunt, hand-to-hand, and throwing weapon proficiencies.

You have 4 skill points left to spend, from your Intelligence bonus. And Survival should be switched back to Wilderness Lore for Raska. For reference, the EQ rules for languages would apply to Raska, so you have 4 ranks each in Common and Iksar (I know they're listed further up on the sheet, though); this isn't particularly relevant right now, but later on any further languages Raska learns will use the EQPRG Language skill rules, not the 3.5 Speak Language skill.

Your Possessions are listed incorrectly......you replaced the two-handed hammer with a greatclub, and removed 5 javelins, according to your Combat Gear line. And you've got a sling and 20 bullets listed in Possessions but not in Combat Gear. Also, why carry both a club and a nunchaku? The nunchaku is just dead weight and 2 GP that could be spent on other things (your unarmed strikes already use the Quick Delay, and will deal 1d4 damage at 2nd-level when you get Improved Hand to Hand as a bonus feat). No need to list a javelin quiver, BTW.

In any case, with the equipment changes, you have 1 GP and 4 SP left to spend (or 3 GP and 4 SP if you ditch the nunchaku, or 3 GP and 6 SP if you ditch both the nunchaku and the sling bullets). You'll probably want a bit more food and water from the extra coinage, and maybe a bedroll and/or some more sling bullets if you're keeping the sling for ranged combat (in which case, add it to your combat gear and attack rolls up above, as well). Note that each waterskin only holds half a day's worth of water.

Also, you need to include the weight of your carried gear, and your current, light, medium, and heavy load values. Though I'm sure mighty Raska can haul plenty more than he has on him right now, it'll be helpful for me to reference later when he might be hauling bulky supplies or whatnot around.
Bihlbo said:
Mend (Ex): Through meditation and inner strength he can heal up to 4 hp a day (Wis mod x monk level) of his own hit points. This requires a standard action which does not provoke attacks of opportunity, and can be split up into multiple uses.

Mystic Strike (Ex): His unarmed strikes are considered magical weapons for the purpose of overcoming DR.

Infravision (Ex): He can see twice as well in dim lighting as a human (the same as low-light vision). Additionally, living, warm-blooded creatures shed as much light as does a torch.

Fast Recovery (Ex): He heals back 1 hp per level for every hour of rest or light activity. Nonlethal damage heals at the same rate.
_____________________________________________

Training Breakdown
Level 1: 1 spent on acid resist, 4 points banked

Code:
[b]Training                    Training
Benefit                     point cost         Limitations[/b]
+1 to any ability score      12                 limited to 6 times each
+1 rank to any class skill   3                  limited to skill caps
+1 rank to other skill       5                  limited to skill caps
+1 to any resistance         1                  limit of +1 per level per type
Bonus trained feat           7                  1 per odd-numbered level
Starting gold 16
There was no need to list a starting gold link; as mentioned in the first post, you all have the maximum starting gold allowed for your classes at 1st-level, which is 20 GP for the monk.

Anyway, Mystic Strike only counts your unarmed strikes as magical at 1st-level if wearing magic gloves (or magic gauntlets, same thing). So there's a slight tweak needed to that entry on the sheet. And Infravision doesn't work like low-light vision; it's actual infrared-spectrum vision, seeing heat as light (generally from warm creatures and objects). For reference, iksar aren't warm-blooded, so Raska doesn't shed his own infrared light like a torch to Infravision; though I'd say it's equivalent to a candle in Infravision, at least, since he does have some body heat nonetheless. Iksar are either cold-blooded or at least lukewarm-blooded (a cross/middle-ground between warm and cold blooded, as dinosaurs are now theorized to have been).

That's all for Raska's review. Just some minor tweaks to be made.
 
Last edited:

Arkhandus

First Post
Minor notes that came to mind: Alignments will be used as per the standard D&D 3.5 rules, so Orderly alignments in EQ become Lawful ones, Discordant alignments in EQ become Chaotic ones, and AU/AE characters need an alignment like everyone else.

For AU/AE races, their highest-level class counts as the favored class, as with humans.

Starting wealth may be spent on pets, mounts, or familiars, where appropriate.

Voda Vosa, HolyMan, you'll have to decide which of you will be playing the female human of the First Generation, if either. Voda Vosa has first claim, if he wants it, since the PC he posted on page 1 was already a female human (though he may or may not have forgotten to fully change his character sheet from some other PC's details).

And RangerJohn, you'll probably have to change the NPC mentioned in your character's background, since Dragonwriter will be playing the male dwarf of the First Generation, so an NPC won't fill that slot.
 

Arkhandus

First Post
Falryn's review

Code:
Name: Falryn
Class: Duskblade
Race: Elf
Size: Medium
Gender: Male
Alignment: Chaotic good
 

Str: 18+4(XXp.)     Level: 1        XP: 0
Dex: 20 +5(XXp.)     BAB: +0         HP: 10
Con: 14 +2 (XXp.)     Grapple: +5    Dmg Red: 
Int: 18 +4(XXp.)     Speed: 30'      Spell Res: 0
Wis: 12 +1 (XXp.)     Init: +5       Spell Save: +
Cha: 13+1 (XXp.)     ACP:           Spell Fail: 0%
Falryn's Base Attack Bonus should be +1. Seems to be factored into other stats already, just not in the BAB line. And your ACP line is blank, when it should read -2, due to the chain shirt.

rangerjohn said:
Code:
               Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +4   +0    +5   +0    +0    +0    19
Touch: 15             Flatfooted: 14

                            Base   Mod  Misc  Total
Fort:                      2       +2               +4
Ref:                       0       +5               +5
Will:                      2        +1               +3

Weapon                Attack   Damage     Critical   Reach
Glaive                       +6     1d6+3      20x3        10
Glaive damage should be 1d10+6.

rangerjohn said:
Code:
Languages: Common, Elf

Abilities: Arcane Attunement: any combination of dancing lights, detect magic, flare, ghost sound, and read magic as spell like powers, 7/day.
Armored Mage: ability to cast in light armor and with light shields.
	
Feats: Weapon focus (Glaive)

Skill Points: 24         Max Ranks: 8/4
Skills               Ranks  Mod  Misc  Total
Climb                    4   +4              +8
Craft Weapon         1   +4             +5
Craft Armor            1   +4             +5
Craft Blacksmith      1   +4             +5
Jump                     4   +4             +8       
Listen                    0   +1    +2     +3
Search                   0   +4    +2     +6   
Spellcraft               4   +4             +8
Spot                     1    +1    +2     +4
Knowledge(arcana)  3    +4            +7
Falryn should know 4 other languages from his high Intelligence, chosen from the standard elven options for bonus languages. Max skill ranks should be listed as 4/2. Spot's rank should be noted as cross-class (just put cc at the end of Spot's line). Falryn has 4 skill points left to spend. Might want to consider Concentration or Swim for those. And remember to apply your -2 Armor Check Penalty from the Chain Shirt to your Climb and Jump skills, and doubled to -4 on Swim if you take the Swim skill.

rangerjohn said:
Code:
Equipment:                                        
Chain Shirt                    
Clothing                  
Adventurer's Kit
Rope hemp
Glaive
      Money:

Spell DC: 4 (Int) + Spell Level
Your spell DC should be 14 + spell level. The base DC is 10, then +4 for Intelligence, then + spell level.

As noted in an earlier post today, please replace Adventurer's Kit with actual, specific gear. And that should probably include more waterskins than the single one included in the Adventurer's Kit. Each waterskin holds only a half-day's water.

You have 240 GP in total to spend at char-gen. The chain shirt is 100, the glaive is 8, the hempen rope is 1, and the stuff from the adventurer's kit is 15 GP plus 1 SP. The first set of clothing is free. So that leaves 115 GP and 9 SP to spend (before any adjustments, like extra waterskins as I suggested). And I would suggest removing the sunrods from your kit since you'll already be able to use Dancing Lights often, though there's nothing wrong with keeping them if you prefer. You might want to have a grappling hook to go with all of that rope, though, for reference.

You need a spell component pouch, by the way. Maybe two. And one or more sets of artisan's tools would be handy if you're going to do any forgework outside of your NPC friend's forge (improvised tools, a.k.a. free/scrounged tools, incur a -2 penalty to Craft checks).

You should definitely pick up a ranged weapon of some sort, some ammo, and a light or one-handed backup melee weapon (it is possible to get disarmed, after all, or grappled or swallowed whole, either of which would necessitate a light weapon to fight back; and cutting your way out of a big monster's gullet requires a light slashing weapon, though you're not likely to come across such big monsters much early on). Consider other basic items as well, such as a tent or mirror or soap or climbing gear, maybe even an alchemical item if you have any coinage left over after the spare weapons, waterskins, grappling hook, or whatever.

Anyway, you'll need to note your current, light, medium, and heavy load capacities on the sheet. And it would be preferable, but not necessary, to have each item's weight listed next to it for later reference.
rangerjohn said:
Code:
Spells: 0 acid splash, disrupt undead, ray of frost, ray of fatigue
1 blade of blood, Kelgore’s fire bolt
Spells per day: 3/3

Age: 145
Height: 5-4"
Weight: 115 lbs
Eyes: Violet
Hair: Black
Skin: Tanned
As long as Falryn can remember, whenever brute strength was needed around the village, he would be called upon. This lead to a close relationship with the dwarven smith Thorin Black Hammer and he became his apprentice.

Although Falryn is an apprentice smith, he did not make his arms and armor, these were gifts from Thorin.
As noted in the previous post, Thorin will have to be changed since Dragonwriter will be playing the male dwarf of the First Generation. Thorin's name/gender might be changed to a female dwarf, or he/she might be changed to a different race altogether.

EDIT: Also, Falryn should be 110 years old (physically and mentally, anyway). The minimum age for a young adult Elf.
 
Last edited:

Arkhandus

First Post
You're right, I got mesed up. In the PHB2 there's only some details and builds. I'll make something else.
As for:

I must say that warlocks can have either fiendish source of power, or fey source of power. This character was an example of the second.
But the default flavor and powers of warlocks is all fiendish. And most of their depictions. Only some optional material that isn't in the main text of the warlock or its powers describes a fey source for warlock powers; the terminology and themes of their powers are all fiendish (stuff like dark invocations, utterdark blast, miasmic cloud, fell flight, fell sight (? think that was the name of one invocation), and such, plus I think their DR is called fiendish resilience or something like that?; and their prestige classes being things like hellfire channeler).

I forget exactly, since it's been a year or two, but warlocks are definitely fiendishly flavored in the first place, with "feylocks" a minor option added later or elsewhere in the book, not part of the main warlock material as far as I can recall.
 

Arkhandus

First Post
Metliz's review

Metliz reshaped as a shugenja. Have some questions regarding the school of Isawa, it says that you can choose all elements, but says nothing about what element you have assigned by elemental focus. If you prefer I can make him of another school, but I prefer not to.
Code:
 Name: Metliz
Class: Shugenja o the Isawa order(Void) 
Race: Human
Size: Medium
Gender: Male
Alignment: Caotic good
Some spelling errors, but no problem (Shugenja of , Chaotic). Did you mean for Metliz to be male? Your original version was female.

As a shugenja, your divine patrons would be the spirits of nature, so no patron deity to list. Though it would certainly have been a nature deity who created Metliz in the new world and made certain the spirits of nature treat her Metliz well and respond to her prayers.

As noted a few posts up, you must choose a different element/school; Isawa is just a family in Rokugan that can choose any one of the other schools because of their mastery of shugenja lore.

HOWEVER, if you have the Rokugan book (not just Oriental Adventures), a human shugenja can start play with Void Use and Ishiken-Do as his or her two starting feats. Void Use is the prerequisite for Ishiken-Do, and grants a few void points to spend on small bonuses or activating other void-powered feats each day. Ishiken-Do grants the Void School as an extra school (you still need to select one of the other, regular elemental schools for your Element Focus, but could learn Void School spells in place of some other school spells or in place of other, regular shugenja spells). There is no 1st-level or 0-level void spell, though (so it's an unusual school; your 1st/0-level school spells must belong to the regular school chosen for Element Focus). Ishiken-Do also helps qualify for the Void Disciple prestige class in Oriental Adventures. Ishiken-Do is only available to the Isawa family in Rokugan, but in this game there's no such requirement (since there's no Isawa family in the new world).

If you do have the Rokugan book and take Ishiken-Do, I will require you to start out Neutral in alignment to reflect your character's close attunement to the balancing element of Void.

Voda Vosa said:
Str: 14 +2 Level: 1 XP: 0
Dex: 18 +4 BAB: +0 HP: 10 (1d6+4)
Con: 18 +4 Grapple: +20 Dmg Red: 0
Int: 13 +1 Speed: 30' Spell Res: 0
Wis: 14 +2 Init: +4 Spell Save: +3
Cha: 18 +4 ACP: 0 Spell Fail: 0%

Base Armor Shld Dex Size Nat Misc
Total
Armor: 10 +0 +0 +4 +0 +0 +0 14
Touch: 14 Flatfooted: 10[/Code]
Your ability scores are a bit messed up. Either Strength or Wisdom should be a 15. The other should be a 13, unless you want Intelligence to be 12.

Your grapple bonus should be +2, not +20. Or it should be +1 if you reduce Strength to 13. Spell save should be +4.

Voda Vosa said:
Code:
                          Base   Mod  Misc  Total
Fort:                      0     +4          +4
Ref:                       0     +4          +4
Will:                      2     +2          +4

Weapon                Attack   Damage     Critical
Quartefstaff           +2     1d6+3        20x2
Light crosbow(50f)     +4     1d6          20x2
Sling (50f)            +4     1d4+2        20x2

Languages: Comon, Elven

Class:
Sense Elements
Elemental Focus Void? 

Feats:
Need to pick out your 2 feats as a human. Fix your Element Focus to one of the four common elements. Note your number of Sense Element uses per day (3). Common is misspelled (I know it's not your first language, but I nitpick). Quarterstaff as well.

Slings don't add a Strength bonus to damage. It sucks, but that's they way they are in 3.x D&D. Crossbows have a 19-20 threat range, by the way, and light crossbows deal 1d8 damage, with an 80-foot range increment.

If your Wisdom goes down to 13 from fixing, reduce your Will bonus by 1. If your Strength bonus goes down to 13 from fixing, reduce your quarterstaff attack bonus by 1 and its damage by 2.

Voda Vosa said:
Code:
Skill Points: 20      Max Ranks:
Skills                   Ranks  Mod  Misc  Total
Concentration                4    +4          +8
Diplomacy                    4    +4          +8
Craft(alchemy)               4    +1          +5  
Heal                         4    +2          +6
Knowledge (Religion)         4    +1          +5

Equipment:               Cost  Weight
Light Crosbow                    3lb
Quarterstaff                     1lb
Sling                      -     -
Flint and steel           1gp    -
Backpack                  2gp   2lb         
Bedroll                   1sp   5lb 
Fishook                   1sp    -
Rope, Hemp                1gp  10lb  
Sling bullets (30)        3sp  15lb
Ration, Trail(1 day)      5sp    1lb

                   Money:

                         Weith: 37lb
As a human shugenja with 12 or 13 Intelligence, you should have 24 skill points at 1st-level. That means you've got 4 skill points left to spend. Spellcraft might be worthwhile, or another Knowledge skill.

If your Wisdom gets reduced to 13, then reduce your Heal modifier by 1.

Remove the Money line from your sheet; it's irrelevant in this campaign. Also Weight is misspelled (nitpicking....I know....). Recalculate your carried weight after you finish buying your starting gear. Also, list your light, medium, and heavy load limits on the sheet.

Add the free set of clothes to your character sheet. You have 120 GP total to spend at character creation.....
Light crossbows cost 35 GP. So you've spent a total of 39 GP. That leaves 81 GP to spend. You need a sacred ofuda as the divine focus for your spells; this is the same as a spellbook in price and weight, so 15 gold pieces and 3 pounds in weight.

You'll also need a spell component pouch or two. And a few waterskins at least. Another trail ration or two probably. A scroll case maybe. You will need an inkpen and a vial of ink, to write your prayers in the ofuda as you advance in level. Some papers or parchments for other writings, maps, or later scroll-making might also be useful. That's probably all the important things for your shugenja, but if they still have money left over, you could spend the last of it on a mirror, soap, a tent, or alchemical items.

Voda Vosa said:
Code:
Spell DC: 4 (Cha) + Spell Level

Shugenjas Spells:

Level 0: (5/day)
Cure Minor Wounds
Flare
Resistance
Detect magic
Mage Hand

Level 1: (4/day)
Cure light wounds
Manos Ardientes
Sleep

Age: 19
Height: 1.8 meters
Weight: 60 kg
Eyes: Green
Hair: Blond
Skin: Taned
Misspelled tanned and blonde. I know, nitpicking..... Also, Metliz should be 15 years old (physically and mentally anyway, though actually just 7 days old).

Spell save DC should be 14 + spell level. It's 10 base, +4 Charisma, + spell level. Also, it should note a conditional +1 bonus to the DC for spells related to your Element Focus.

I don't know much Spanish, so I don't know what "Manos Ardientes" means, though my best guess is that it's the Shield of Faith spell....or something completely different.....

Your selection of spells known will have to be changed slightly once you pick your Element Focus and Shugenja School. You have spells picked out from all four elements, when you should only have spells from 3 elements at most (you cannot learn shugenja spells of the element opposed to your Element Focus). 2 of your spells known from 0-level must belong to the same element as your Element Focus (or the All elements category). 1 of your 1st-level spells must also belong to that element (or the All elements category).

Then another 1 of your 0-level spells must be from your Shugenja School's list, and 1 of your 1st-level spells must be from that Shugenja School list.
 

Arkhandus

First Post
Bihlbo ..........Iksar monk
Glasseye......Giant witch
Rangerjohn...Elf duskblade
VodaVosa.....Human Shugenga
Willette........Forest gnome Technologist???
DragonWriter...Human or Dwarf Dragonfire Adept
HolyMan.......Human or Dwarf Paladin

This is what's been mentioned so far. But remember there can be two of each race; one male and one female. I think it would be kinda cool if there were at least one linked pair of pc's.

The tentative roster now is:
Bihlbo...............Raska, Male Iksar Monk (EverQuest Player's Handbook)
Glasseye..........(Name), Male or Female Giant witch (Arcana Unearthed/Evolved)
rangerjohn........Falryn, Male Elf duskblade (Player's Handbook 2)
Voda Vosa........Metliz, Male or Female Human shugenja (Oriental Adventures)
Willette............(Name), Male or Female Forest Gnome Artificer (???)
Dragonwriter.....(Name), Male Human or Dwarf Dragonfire Adept (Dragon Magic)
HolyMan...........(Name), Male or Female Human or Dwarf Paladin (Player's Handbook)

So, still room for 1-2 more people before I decide to end recruitment. Assuming nobody drops out. Also, to be added soon, after I get some sleep, one of the first NPCs you'll interact with at game-start:

NPC........Seshani, Female Bamboo Spirit Folk Sha'ir (Oriental Adventures, Dragon Magazine)
 

Willette

First Post
Coooool

Right on! I read through that class and seems fine to me. Only thing i'm wondering is as far as feats would i receive none other than skill focus and master crafter or can i have a starting feat and then progress along the class lines from there? Like i said i'm new so i'm not sure but this is my only real concern as i'm wondering with this being a prestige class some character development is already assumed so would i end up underpowered. There are feats and spell lists in that eberron campaign setting guide i have so if we were to go beyond 10th level i could get you the necessary pages from that for further feat/spell ideas. And along the lines of my feats question are any of the craft item feats necessary with this guy or does the "devices" field pretty much cover anything from enhancing a weapon to rings, etc.? Also wondering about constructs but that can be discussed as it becomes necessary.
 


Voda Vosa

First Post
Well, here's Metliz again. Hope this time she's fine!
Code:
 Name: Metliz
Class: Shugenja
Race: Human
Size: Medium
Gender: Female
Alignment: Chaotic good
Spirits of nature: Air

Str: 14 +2     Level: 1      XP: 0
Dex: 18 +4     BAB: +0       HP: 10 (1d6+4)
Con: 18 +4     Grapple: +2  Dmg Red: 0
Int: 12 +1     Speed: 30'    Spell Res: 0
Wis: 14 +2     Init: +4      Spell Save: +4
Cha: 18 +4     ACP: 0        Spell Fail: 0%

              Base  Armor Shld   Dex  Size   Nat  Misc 
Total
Armor:          10    +0    +0    +4    +0    +0    +0    14
Touch: 14              Flatfooted: 10

                          Base   Mod  Misc  Total
Fort:                      0     +4          +4
Ref:                       0     +4          +4
Will:                      2     +2          +4

Weapon                Attack   Damage     Critical
Quartefstaff           +2     1d6+3        20x2
Light crosbow(50f)     +4     1d8       19-20x2
Sling (50f)            +4     1d4          20x2

Languages: Comon, Elven

Class:
Sense Elements 3
Elemental Focus: Air 

Feats:  Point blank shot, Combat casting.



Skill Points: 24      Max Ranks:
Skills                   Ranks  Mod  Misc  Total
Concentration                4    +4          +8
Diplomacy                    4    +4          +8
Craft(alchemy)               4    +1          +5  
Heal                         4    +2          +6
Knowledge (Religion)         4    +1          +5
Spellcraft                   4    +1          +5



Equipment:               Cost  Weight
Sacred ofuda              15gp   3lb
Spell component pouch      5gp   2lb
Light Crosbow             35gp   3lb
Quarterstaff                     1lb
Sling                      -     -
Flint and steel           1gp    -
Backpack                  2gp   2lb         
Bedroll                   1sp   5lb 
Fishook                   1sp    -
Rope, Hemp                1gp  10lb  
Sling bullets (30)        3sp  15lb
Ration, Trail(3 day)     15sp    3lb               
Scroll case               1gp    -          
inkpen and a vial of ink  8gp
Scroll paper x10          2gp
               
                    

                         Weight 44lb

light: 58, medium: 59-116, heavy: 117-175

Spell DC: 4 (Cha) + Spell Level +10 base +1(conditional; Air)

Shugenjas Spells:

Level 0: (5/day)
Cure Minor  Wounds
Stun
Resistance
Detect magic
Ghostly sounds 

Level 1: (4/day)
Disguise self
Burning hands
Sleep

Age: 19
Height: 1.8 meters
Weight: 60 kg
Eyes: Green
Hair: Blond
Skin: Tanned

Metliz is a cheerful person, she loves walking under the sunlight

and running in the forests, he uses her hair wild, no quite clean,

but any defect she have, vanish when her shiny smile apears in her

face.
 

Remove ads

Top