[closed]Searching for players in a 3.5 houserules playtest[closed]

Bihlbo

Explorer
Walking Dad said:
Yes, you can play a cleric. Your domains sound like Pelor.

Character wealth by level DMG p.135

level 5 = 9000 gp

BTW: Known spells for spontanous divine casters are:
0=6
1=4
2=2
3=0

+ domain spells

You can still "convert to healing spells" (still working on this subject)

I like that clerics can convert to healing spells still, that makes a lot of sense. But, considering that they already spontaneously cast, why not just add the cure spells to the list of spells known? The end result is the same.

I edited by spells known to reflect the correct numbers, plus I also added knowledge of the cure line.
 

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Ilium

First Post
Jarek - Champion of Pelor

Here's my initial character write-up. Let me know if it looks right.
[SBLOCK=Jarek]
Jarek
Champion of Pelor

Male Human Paladin 5

Str 16 (+3)
Dex 10 (+0)
Con 12 (+1)
Int 10 (+0)
Wis 10 (+0)
Cha 16 (+3)
Note that 4th-level stat bump went to Charisma

Hit Dice: 5d10+5 (35 HP)
AC: 22 (+9 armor, +3 Shield) Flatfooted 22, touch 10
Armor check penalty -6 (-12 on Swim checks)

Melee: Longsword +10 (1d8+4/19-20x2)
Ranged: Javelin +5 (1d6+3/20x2) 30 ft. Range Increment

Saves
Fort: +8
Reflex: +4
Will: +4

Trained Skills
Diplomacy (+11)
Sense Motive (+8)
Knowledge - Nobility and Royalty (+8)

Feats
Human Bonus - Power Attack
1st Level - Weapon Focus (Longsword)
3rd Level - Cleave

Equipment
+1 Plate Armor 2650
+1 Heavy Steel Shield 1170
+1 Long Sword 2315
2 Daggers 4
5 Javelins 5

Vial of Silversheen 250
Potion of Shield of Faith 50
Potion of Bull's Strength 300
Potion of Bear's Endurance 300

Backpack 2
Bedroll (Luxury) 1
10 days' rations 5
5 Sunrods 10

Heavy Riding Horse (Onslow) 200
Saddle 10
Saddlebags 4
Special feed and treats for Onslow 10
Blankets 1
Tent (silk) 50

Courtier's clothing and accouterments 300

Holy Symbol 50
Scrolls, prayer beads and hymnal 100

Total spent: 7777
Cash Remaining: 1200 GP (balance spent on superior lodgings and food)

Class abilities
reproduced here mostly for my benefit, but I've calculated DCs and durations

Fighting Challenge (Su): As a swift action, Jarek can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to 3. If it does not meet these requirements, a use of this ability is expended without effect.

If the target does meet the conditions given above, Jarek gains a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. Jarek fights with renewed vigor and energy by placing his honor and reputation on the line. If his chosen foe reduces him to 0 or fewer hit points, he loses two uses of his knight's challenge ability for the day because of the blow to his ego and confidence from this defeat.

The effect of Jarek's fighting challenge lasts for 8 rounds.

Test of Mettle (Su): Jarek can shout a challenge to all enemies, calling out for the mightiest among them to face him in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. Jarek must have line of sight and line of effect to the targets of this ability.

As a swift action, Jarek can expend one use of his knight's challenge ability to cause all enemies within 100 feet with a CR greater than or equal to 3 to make Will saves (DC 15). Creatures that fail this save are forced to attack Jarek with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target Jarek with the attack or include you in the effect's area.

An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.

If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight's challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight's challenge ability in this manner per day.

The effect of a test of mettle lasts for 8 rounds. Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

Aura of Good (Ex):The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp):At will, a paladin can use detect evil, as the spell.

Smite Evil (Su):Once per encounter, Jarek may attempt to smite evil with one normal melee attack. He adds +3 to his attack rolland deals 5 extra points of damage. If he accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. Whenever Jarek successfully smites a creature, he makes a Smite attack vs. Fortitude (+8 modifier). If successful, the target is blinded for 1d4 rounds.

Lay on Hands (Su):Jarek can heal wounds by touch. Each day he can heal 15 hit points of damage.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su):Jarek is immune to fear (magical or otherwise). Each ally within 10 feet gains a +4 morale bonus on saving throws against fear effects.

This ability functions while Jarek is conscious, but not if he is unconscious or dead.

Divine Health (Ex):Jarek is immune to all diseases, including supernatural and magical diseases.

Turn Undead (Su):Jarek turns undead once per encounter as a 2nd-level cleric.
[/SBLOCK]
 
Last edited:

Walking Dad

First Post
Ilium said:
Here's my initial character write-up. Let me know if it looks right.
[SBLOCK=Jarek]
Jarek
Champion of Pelor

Male Human Paladin 5

Str 16 (+3)
Dex 10 (+0)
Con 12 (+1)
Int 10 (+0)
Wis 10 (+0)
Cha 16 (+3)
Note that 4th-level stat bump went to Charisma

Hit Dice: 5d10+5 (35 HP)
AC: 22 (+9 armor, +3 Shield) Flatfooted 22, touch 10
Armor check penalty -6 (-12 on Swim checks)

Melee: Longsword +10 (1d8+6/19-20x2)
Ranged: Javelin +5 (1d6+3/20x2) 30 ft. Range Increment

Saves
Fort: +8
Reflex: +4
Will: +4

Trained Skills
Diplomacy (+11)
Sense Motive (+8)

Feats
Human Bonus - Power Attack
1st Level - Weapon Focus (Longsword)
3rd Level - Weapon Specialization (Longsword)

Equipment
+1 Plate Armor 2650
+1 Heavy Steel Shield 1170
+1 Long Sword 2315
2 Daggers 4
5 Javelins 5

Vial of Silversheen 250
Potion of Shield of Faith 50
Potion of Bull's Strength 300
Potion of Bear's Endurance 300

Backpack 2
Bedroll (Luxury) 1
10 days' rations 5
5 Sunrods 10

Heavy Riding Horse (Onslow) 200
Saddle 10
Saddlebags 4
Special feed and treats for Onslow 10
Blankets 1
Tent (silk) 50

Courtier's clothing and accouterments 300

Holy Symbol 50
Scrolls, prayer beads and hymnal 100

Total spent: 7777
Cash Remaining: 1200 GP (balance spent on superior lodgings and food)

Class abilities
reproduced here mostly for my benefit, but I've calculated DCs and durations

Fighting Challenge (Su): As a swift action, Jarek can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to 3. If it does not meet these requirements, a use of this ability is expended without effect.

If the target does meet the conditions given above, Jarek gains a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. Jarek fights with renewed vigor and energy by placing his honor and reputation on the line. If his chosen foe reduces him to 0 or fewer hit points, he loses two uses of his knight's challenge ability for the day because of the blow to his ego and confidence from this defeat.

The effect of Jarek's fighting challenge lasts for 8 rounds.

Test of Mettle (Su): Jarek can shout a challenge to all enemies, calling out for the mightiest among them to face him in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. Jarek must have line of sight and line of effect to the targets of this ability.

As a swift action, Jarek can expend one use of his knight's challenge ability to cause all enemies within 100 feet with a CR greater than or equal to 3 to make Will saves (DC 15). Creatures that fail this save are forced to attack Jarek with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target Jarek with the attack or include you in the effect's area.

An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.

If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight's challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight's challenge ability in this manner per day.

The effect of a test of mettle lasts for 8 rounds. Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

Aura of Good (Ex):The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp):At will, a paladin can use detect evil, as the spell.

Smite Evil (Su):Once per encounter, Jarek may attempt to smite evil with one normal melee attack. He adds +3 to his attack rolland deals 5 extra points of damage. If he accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. Whenever Jarek successfully smites a creature, he makes a Smite attack vs. Fortitude (+8 modifier). If successful, the target is blinded for 1d4 rounds.

Lay on Hands (Su):Jarek can heal wounds by touch. Each day he can heal 15 hit points of damage.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su):Jarek is immune to fear (magical or otherwise). Each ally within 10 feet gains a +4 morale bonus on saving throws against fear effects.

This ability functions while Jarek is conscious, but not if he is unconscious or dead.

Divine Health (Ex):Jarek is immune to all diseases, including supernatural and magical diseases.

Turn Undead (Su):Jarek turns undead once per encounter as a 2nd-level cleric.
[/SBLOCK]

You got another trained skill for being human.
Weapon Specialization is still a "fighter only" feat
 

Walking Dad

First Post
Voda Vosa said:
[sblock]Here is the barbarian, check it out please, Im sure it has some errors.
Code:
Race: Half-Orc
Size: Medium
Gender: Male
Alignment: Chaotic neutral 


Str: [COLOR=Red]21 +5 [/COLOR](10p.)     Level: 5        XP: -
Dex: 16 +3 (8p.)     BAB: +5         HP:[COLOR=Red] 51 (5d12+15)[/COLOR]
Con: 16 +3 (10p.)     Grapple: [COLOR=Red]+10[/COLOR]     Dmg Red: 0
Int: 08 -1 (0p.)     Speed: 40'      Spell Res: 0
Wis: 08 -1 (0p.)     Init: +2      Spell Save: -1
Cha: 06 -2 (0p.)     ACP: -2         Spell Fail: 0%

               Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +4    +0    +3    +0    +0    +0    17
Touch: 13              Flatfooted: 14

                           Base   Mod  Misc                       Total
Fort Score:               4     +3             [COLOR=Red] +11            +18[/COLOR]
Reflex Score:           1     +3              [COLOR=Red]+11            +15[/COLOR]
Will Score:                1     -1               [COLOR=Red]+11           +11[/COLOR]

Weapon                Attack   Damage     Critical
Greatsword              +12      2d6+7       19-20x2
Composite Longbow       +8       1d8+4           x3

Languages: [COLOR=Red]Common, Orc.[/COLOR]

Abilities: 
Half orc: Darkvision, orc blood
Barbarian: Fast movement, iliteracy, improved uncanny dodge, 

trap sense +1, [COLOR=Red]berserker rage[/COLOR]
Feats: Weapon focus (Greatsword), power attack


[COLOR=Red]Skills       Easy Skill mechanic!!
[/COLOR]

Equipment:  
Dexterity gloves +1         2000  gp
Belt of Ogre strengh (+2)   5000 gp         
MW greatsword               350 gp     
Composite long bow (+4str)  500gp 
Chain shirt                 100 gp  
Arrows
[/sblock]

Look for the red!
 


Ilium

First Post
D'oh! Thanks.

Need to boost my damage output somehow...

Edit: Ok, I've taken Cleave instead of Weapon Specialization (adjusted damage accordingly) and added Knowledge - Nobility and Royalty as a trained skill.

Obviously I'm picturing Jarek as someone with a noble background. Probably a second or third son of a baron, who joined the church of Pelor as a way to get ahead, but then "saw the light" and is now a True Believer. He's looking to smite some evil for the greater glory of Pelor, and if that brings a little reflected glory to him, all the better. :)
 
Last edited:

Walking Dad

First Post
Bihlbo said:
I whipped up some crunchy bits in case the answer is yes.
I'm not sure I understand the gold alloted. What's the standard gold for level 5?

[sblock=Stats]
Code:
STR	10	
DEX	14	
CON	10	
INT	10	
WIS	17	
CHA	12
Fort	15
Ref	14
Will	18
AC	12 unarmored
hp	24
Init	+2
Speed	30

[B]Skills[/B] Concentration 5, Knowledge (religion) 5
[B]Deity[/B] ?unknown?
[B]Domains[/B] Nobility, Sun
[B]Feats[/B] Extend Spell, Turn Undead, Weapon Finesse

[B]Spells Known[/B]
0	Create Water		Creates 10 gallons of pure water.
0	Cure Minor Wounds	Cures 1 point of damage.
0	Detect Magic		Detects spells and magic items within 60 ft.
0	Light			Performs minor tricks. (10 ft. 1 hour)
0	Mending			Makes minor repairs on an object.
0	Virtue			Subject gains 1 temporary hp.
1	Bless			Allies within 50 ft. gain +1 on attack rolls and saves against fear for 5 minutes.
1	Cure Light Wounds	Cures 1d8+5 damage 
1	Divine Favor		You gain +1 on attack and damage rolls for 1 minute.
1	Doom			One subject takes –2 on attack rolls, damage rolls, saves, and checks (shaken) for 5 minutes. (150 ft., Will)
1	Endure Elements		Exist comfortably in hot or cold environments for 24 hours.
1	Protection from Evil	+2 to AC and saves, counter mind control, hedge out elementals and outsiders for 5 minutes.
1	Sanctuary		Touched subject can't attack, Will save for others to attack subject, for 5 rounds.
2	Cure Moderate Wounds	Cures 2d8+5 damage.
2	Enthrall		Captivates all within 150 feet for 1 hour or less.
2	Heat Metal		125 lbs. of metal or metal on 2 creatures becomes hot for 7 rounds, doing 0/1d4/2d4/2d4/1d4/0 damage.
2	Hold Person		Paralyzes one humanoid for 5 rounds. (Medium range, Will)
2	Spiritual Weapon	Force weapon deals 1d8+1 damage, +6 to hit, for 5 rounds.
3	Cure Serious Wounds	Cures 3d8+5 damage.
3	Magic Vestment		Armor or shield gains +1 enhancement for 5 hours.
3	Searing Light		Ray deals 5d6 damage to most undead, or 2d8 damage (Medium range)

[B]Spells per Day[/B]
0	o o o o o o
1	o o o o o
2	o o o o
3	o o o
[/sblock]

The character looks good. Add +1 to one ability for 4th level and equipment and you are golden :)
 




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