Gaming W/Jemal: Planar Quest! (Closed)

Which Setting would you prefer Jemal to DM?

  • Meh, Neither grabs my attention.

    Votes: 0 0.0%

  • Poll closed .

Voda Vosa

First Post
Chieftain Tutek

ogre_angry_by_fafacu-d4nudhl.png


Story:

Tutek was born the smartest of his breed. Despite his intelligence not being more than an average human, among the common breed ogres, he was a genius. The Ogre magi breed of his tribe hold an iron fist over their less mentally gifted bredren, and a smart common ogre, even if he was not as smart as they were, was a threat. They simply tried to kill the young ogre, without mediating words, but the clever Tutek knew what was coming, and fled. The ogre magi thought the dwarf would soon take care of the fleeting young ogre, and didn't bother following him.
Tutek was no evil by nature, as most ogres are. He enjoyed a dwarf strew just as anyone does once in a while, but getting food when you are alone in the mountains is not easy. Specially armoured, trained, 'axe wielding' food; so he had to go hunting small game. The dwarf noticed the lone ogre, and carefully approached him. Tutek was afraid of the dwarf as they greatly advantaged him in numbers and gear. He had but an improvised spear, not good to skewer dwarven plate.
So Tutek did what few Ogres have done before him, talk himself out of trouble. Despite the initial reluctance of the dwarves, Tutek convinced the dwarves he was not evil, and that he wished only to be able to return to his tribe, and free the common ogres from the tyranic rule of the Ogre magi. The dwarves saw in Tutek the chance to get rid of the ogre problems once and for all, and supported Tutek, gave him gear and magical trinkets to be able to fight the ogre magi. They also lead him to the other side of the mountains, where there was some orc and goblin tribes. With the help of the dwarves, Tutek soon became the chieftain of the orcs and goblins, and lead them to war against his tribe.
The war was short lived though. While the ogres fought agianst Tutek's army, a dwarf party infiltrated the ogre caves, and fought they way to the Chieftain. Meanwhile, Tutek managed to convince his bredren of his intentions and slay any ogre mage in the field, before getting himself too, into the caves.
When Tutek reached the throne room, the dwarf were already fighting the chieftain and his guards.
Seizing the opportunity, Tutek advanced unmatched, and killed the ogre mage that years before tried to kill him. Tutek purged the tribe from mages, and was established as Chieftain of the Mountains. He signed a peace treaty with the dwarves, so that ogres, orcs and dwarves might live peacefully. The orcs were allowed to choose a chief for themselves (picked on a fight to the death of course) and peace ensured for years.

Then it came the Great Drought, out of nowhere. The game animals were scarce, and the few crops the ogres and orcs had, wither. The shamans and druids claimed the drought was not natural, that was caused by some external agent, although the exact nature of it remained a secret. Inside their caves, the dwarves didn't mind their newly formed allies pillaging the human city established near the edge of the mountains for resources. Despite everything, the orcs and ogres needed to eat too, so the human's cattle started disappearing, and one or two incidents involving ogres and humans let some bloody scores.
It was then that a group of famous adventurers was called upon, to deal with this new formed 'Horde'.
They travelled though the mountains, and were stopped both by orcs, ogres and dwarves alike. Shocked at this gathering of races that hold ancestral hatred to each other, the party asked to parley with the leader of the horde. "What horde be ye speakin' 'bout?" the dwarf captain rebuked, "Yer trespassing territory of the alliance, name yer business." The adventurers explained the situation, and the guards escorted the adventurers to the meeting hall. The meeting Hall was an improvised stone building on a valley between the mountains. A messager had been sent to spread the word and call for audience, so when the adventurers arrived to the hall, there was Tutek, Chieftain of the Ogres, his guards and his son Tatok, Mundim King of the dwarves, his royal escort and the princes Houdin and Mondin, and Harmat Chieftain of the orcs, surrounded by his offspring, four tall and muscle-bound orcs, Tramat, Armat, Ramat and Marmat
The adventurers explained the problem and discussion broke the silence of the hall. It was agreed that a solution to both part needed to be sought. Despite the humans having more resources, if the unnatural drought didn't end, they will soon starve too. Tutek, Houdin and Tramat would accompany the party to seek a solution for the drought. Tatok was an apprentice shaman, and remained as Chieftain of the Ogres, as he was not old enough to leave the tribe.
The new group travelled far and wide, for a whole year, consulting scholars and wizards of astronomic reputation, until they found the source of the draught: a magical ritual from a rival country, that would tear apart the alliance and starve the people, to ready the otherwise fertile and defensible territories for conquest.
Having discovered the source of the problem, the group returned to the mountains, and an army was raised and prepared.
The Chieftains and Kings marched in front of their armies, men, dwarf, orc and ogre side by side fighting for survival.
The battle was epic, many good souls were lost, among them the Mundim, king of the dwarfs and Harmat, the orc chieftain. But their sacrifice was not in vain, as the enemy capital was overrun, and the ritual stopped. The army returned victorious, if reduced.
Back in the mountains, Mondin was appointed King of the dwarves, and as a symbol of a new, more prosperous era, Tute stepped down and proclaimed his son Tatok as Chieftain, allegating that these new peaceful times required a wise leader, and not a warrior. Harmat's sons would surely fight to death over his father's throne. Orcs.
Tutek joined the party, having developed a lasting friendship with them. Their adventures had just began.

Disclaimer: If any of the PC's want to share backgrounds and be, for example, one of the dwarf king sons, we can change their names to fit yours and say they also joined the party. Same thing with orcs or humans from the town.


Code:
 [B]Name[/B]: Tutek
[B]Class[/B]: Ogre 4, Fighter 14
[B]Race[/B]: Ogre
[B]Size[/B]: Large
[B]Gender[/B]: Male
[B]Alignment[/B]: Chaotic Neutral 


Str: 30/36 +10/+13	Level: 20        XP: 0
Dex: 14/16 +2/+3		BAB: +17 (+3 Ogre, +14 fighter)    HP: 286 (3+9)x4+(8+9)x14
Con: 22/28 +6/+9	Grapple: +35     Dmg Red: 0
Int: 16 +3		Speed: 40'       Spell Res: 0
Wis: 10 +0		Init: +3     	 Spell Save: +0
Cha: 08 -1		ACP: -3          Spell Fail: 0%

               Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +9    +0    +3    -1    +10    +1    32
Touch: 13              Flatfooted: 28

                           Base   Mod  Misc    Total
Fort:                      13     +9     +6     +28
Ref:                       5      +3     +6     +14
Will:                      5      +0     +6     +11

[b]Weapon		Attack		Damage	Critical[/b]
Sendesemcal 	+37/32/27/22	2d6+29	19-20x2
Throwing axe	+32/27/22/17	1d8+15	x2
Gauntlet	+30/25/20/15	1d4+13	x2

Languages: Common, Giant

Abilities: 
Ogre:     
-Abilities: STR +10, CON +4, DEX-2, INT & CHA -4
-BAB: +3
-Natural armor +5
-Speed: 40
-Reach 10'
-Darkvision 60', Low light vision

Feats: 
Fighter feats ( Profs + (F))
Cleave (F)
Combat Expertise
Dodge (F)
Exotic weapon prof. Spiked Chain (F)
Great cleave
Greater wep. Spec (Spiked Chain) 
Greater wep. Focus(Spiked Chain) (F)
Improved critical (Spiked Chain) (F)
Mobility (F)
Power attack (F)
Quick draw
Shield Proficiency
Spring attack
Weapon focus (Spiked Chain)
Weapon speci. (Spiked Chain) (F)
Whirlwind attack


Skills               Ranks	Mod	Misc	Total
Climb			7	+13     -2     +18
Intimidate		11	-1      +1     +11
Jump			10	+13     +6     +29 
Listen			10	+0      +1     +11
Ride			4	+3      +1     +8
Spot			11	+0      +1     +12
Swim			10	+13     -5     +18
Spellcraft		*10	+3      +1     +14
Knowledge Arcana	*10	+3      +1     +14
 
*From Sendesemcal 

Equipment:            

Mithral fullplate of speed 				(50lb, 28000gp)
+5 Spiked Chain 					(20lb, 255550gp)
Spiked Chain 						(20lb, 25gp)
+2 Throwing Axe 					(Returning, Distance: 32316 gp)
Amulet of health +6 					(36000 gp)
Gloves of natural armor +5 				(50000 gp)
Manual of bodily health +4, read. 			(110000 gp)
Ioun stones:
Deep red 						(8000 gp) +2 DEX
Pale green 						(30000 gp) +1 competence to attacks, checks, skills and saves 
Dusty rose 						(5000 gp) +1 insight AC
Ring of evasion 					(25000 gp)
Boots of striding and springing 			(36000 gp)
Ring of Feather falling 				(2200 gp)
Potions:
Heroism x2						(1500 gp)
Reduce person x4					(1000 gp)
Enlarge Person x4					(1000 gp)
Invisibility x5						(1500 gp)
Belt of giant strength +6 				(36000 gp)
Cloack of resistance +5 				(25000 gp)
Everburning torch 					(110 gp)
Bed roll
Tent							(20lb, 10 gp)
Waterskin
             
Money: 15070 gp
                        

[B]Sendesemcal the Chained Sorceror[/b]
Adamantine Spiked chain +5

Intelligent Item
Int: 16, Wis: 14, Cha: 18 Languages: ?
Purpose: ?
Lesser powers: Detect magic at will, 10 ranks in spellcraft, 10 ranks in knowledge Arcana
Greater powers: ?
Abilities: 55200gp

Weapon properties:
Mighty Cleaving
Shock
Spell storing
Wounding
Properties: 200350gp
 
Last edited:

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Binder Fred

3 rings to bind them all!
Jemal: What are your thoughts on psions? After a quick look around, it seems most of the cool paths to power for the high-level monk pass through the valley of the Psionic Fist prestige class (and it seems like it can be a very cinematic voyage as well :D). Now I don't have the books myself (in career I've played one(1) psionic character way back when in a Darksun campaign) but a friend of mine does. I just thought I'd ask before I dive into the Expended Psionics Handbook (where the prestige class is): is there a chance you will you allow them?

VV: Don't know if you qualify for it, but Awesome Blow could be an -uhum- awesome addition to a Large character.
 
Last edited:

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
'the archeologist'

work in progress

Gerard Hampton Rog 1/ scor 6/ f 2/ e k 5/ a c 5
00FF70= jade
personal Information
Code:
[b]Str[/b]   22  +6   5 pt  [b]Hp:[/b] 19*5+12*5+7*8=211
[b]Dex[/b]   22  +6   6 pt  [b]Exp:[/b] 200,000
[b]Con[/b]   20  +5   4 pt  [b]BAB:[/b]+15/+10/+5
[b]Int[/b]   20  +5   4 pt  [b]Grapple:[/b]+21
[b]Wis[/b]   22  +6   6 pt  [b]Inititive:[/b] +10
[b]Chr[/b]   24  +7   5 pt  [b]move[/b] 30 feet

counter:
00000 00000 00000 00000 00000 00000 00000 00000 00000 00000
00000 00000 00000 00000 00000 00000 00000 00000 00000 00000
00000 00000 00000 00000 00000 00000 00000 00000 00000 00000
00000 00000 00000 00000 00000 00000 00000 00000 00000 00000
00000 00000 0[/s]

Levels 4, 8 and 12 ability increase: +1 to charisma at each.
Level 16: +1 to Str 
+6 to each stat from headband or belt

[b]Encumbrance:[/b]

Carrying: 43.5 lb

Lite: to 173 lb           Med: 174 to 346 LB          Hvy: 347 to 520 LB
Lift over head: 520 LB    Lift off ground: 1040 LB    Push/ drag: 2600 LB

COMBAT:
Code:
[b]SAVES:    [u]base  abil  misc   total[/u][/b]
[u]Fort[/u]       10   +5     +5     +20 *+5 vs undead effects
[u]Reflex[/u]     6    +6     +5     +17
[u]will[/u]       10   +6     +5     +21

Rogue:     Fort: +0; Ref: +2; Will: +0
fighter:   fort: +3; ref: +0; Will: +0
Scor:      fort: +2; ref: +2; Will: +5
E. Knight: fort: +4; ref: +1; Will: +1 
abj champ: fort: +1; ref: +1; will: +4 

[B]special:[/B]
[U]Sepulchral vest[/U]: +5 Sacred bonus on save vs undead effects 


[B][U]ARMOR CLASS:[/u][/b] 30 [41w/ mage armor, gtr]
[B][U]TOUCH:[/B][/U]       30 [41w/ mage armor, gtr]
[b][U]FLATFOOTED:[/B][/U]  24 [35w/ mage armor, gtr]
[b][u]add +2 ac vs undead from Choker of Life Protection[/b][/u] [MIC]
[B][U]+1 shield bonus when fighting 2 weapon[/U][/B] Feat 2 wpn def
[B][U]+2 shield bonusWhen you are fighting defensively or using the 
  total defense action[/U][/B] Feat 2 wpn def
 
[Mage Armor, greater +6, prc: AC +5 dex +6, magic +5, 
ring of protection +3, natural + 6]


[B]WEAPONS: [U][I]**+2 att, +1d6 dam vs undead [gauntlets]**[/I][/U][/B]
Melee
[u][b]               att          dam     crit       type[/u][/b]
Rapier       +26/+21/+16   1d6+11  15-20/X2     P
S. Sword     +24/+19/+14   1d6+9   19-20/x2     P
Dagger       +24/+19/+14   1d4+9   19-20/x2     P/S
Club         +24/+19/+14   1d6+9      x2        b
  vs undead: +26/+21/+16   3d6+11               b
  Any undead creature struck in combat must succeed on a DC 14 
    Will save or be destroyed.

Melee, full round  [off hand att at -2/-7-12/]
[u][b]               att          dam     crit       type[/u][/b]
Rapier       +24/+19/+14   1d6+11  15-20/X2     P
S. Sword     +22/+17/+12   1d6+9   19-20/x2     P

          [B][U][I]OR[/I][/U][/B]

Melee, full round  [off hand att at -2/-7-12/]
[u][b]               att          dam     crit       type[/u][/b]
Rapier       +24/+19/+14   1d6+11  15-20/X2     P
Club         +22/+17/+12   1d6+9   19-20/x2     P 
  vs undead: +24/+19/+14   3d6+11               b
  Any undead creature struck in combat must succeed on a DC 14 
    Will save or be destroyed.

          [B][U][I]OR[/I][/U][/B]

Melee, full round  [off hand att at -2/-7-12/]
[u][b]               att          dam     crit       type[/u][/b]
Rapier       +24/+19/+14   1d6+11  15-20/X2     P
dagger       +22/+17/+12   1d6+9   19-20/x2     P/S

Ranged
[u][b]                att         dam    crit     rng    type[/u][/b]
Longbow      +24/+19/+14   1d8+9  19-20/x2  220'    P 
 arrow, mwk  +24/+19/+14   1d8+9  19-20/x2  220'    P 
 arrow,  +1  +24/+19/+14   1d8+10 19-20/x2  220'    P 
 arrow,  +2  +24/+19/+14   1d8+11 19-20/x2  220'    P 
 arrow,      +24/+19/+14   1d8+13 19-20/x2  220'    P  [U][B][I]undead bane[/I][/B][/U] +2   
Dagger       +20/+15/+10   1d4+9  19-20/x2   10'   P/S returning
Club         +20/+15/+10   1d6+9     x2      10'    B
  vs undead: +22/+17/+12   3d6+11                   B
  Any undead creature struck in combat must succeed on a DC 14 
    Will save or be destroyed.

Rapier: +5, Keen, Speed
l. bow, mighty +6 comp,  +3, distance
 arrows, mw *50 
 arrows,+1 *30 
 arrows,+2 *20 
 arrows, undead bane +2 * 50
 adamentine arrows +2 x 50 
Short sword: +3, spell storing [disrept undead, gtr; cl 18, 10d8 damage]
club: +3, undead bane, disruption
dagger, +3, returning

BAB Calculations
[str: +6, dex: +6, bab +15 [prc +5, ftr +2, rog +0, scor +3, a. champ +5]

SKILLS AND FEATS:
Code:
[b]FEATS/FEATURES:[/b]  
Rog 1
Sneak attack +1d6; [url=http://www.d20srd.org/srd/classes/rogue.htm#trapfinding]trapfinding[/url]

Scor 1
Class Skill:[B][U][I] perception; cantrips; eschew materials;
Bloodline power: Claws (Su)[/I][/U][/B] 
Starting at 1st level, you can grow claws as a free action. These claws are 
treated as natural weapons, allowing you to make two claw attacks as a 
full attack action using your full base attack bonus. Each of these attacks 
deals 1d4 points of damage plus your Strength modifier (1d3 if you are 
Small). At 5th level, these claws are considered magic weapons for the 
purpose of overcoming DR. At 7th level, the damage increases by one step 
to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws 
deal an additional 1d6 points of damage of your energy type on a 
successful hit. You can use your claws for a number of rounds per day 
equal to 3 + your Charisma modifier. These rounds do not need to be 
consecutive.

[B][U][I]Bloodline Arcana[/I][/U][/B]:
 Whenever you cast a spell with an energy descriptor that matches 
your draconic bloodline's energy type, that spell deals +1 point of 
damage per die rolled.

Scor 3
[B][U][I]Bloodline power: Dragon Resistances (Ex):[/I][/U][/B]
 At 3rd level, you gain resist 5 against your energy type and a +1 natural 
armor bonus. At 9th level, your energy resistance increases to 10 and 
natural armor bonus increases to +2. At 15th level, your natural armor 
bonus increases to +4.
bloodline spell MAGE ARMOR

Scor 5
bloodline spell Resist Energy


[B][I]2 Weapon fighting[/I][/B] (Human)
[B][I]2 Weapon Defense[/I][/B] (Char lev 1)
[B][I]Scribe scroll[/I][/B] (Char lev 3)
[B][I]somatic weaponry[/I][/B] (Fighter lv 1) -Comp mage pg 47
[B][I]Improved 2 wpn fighting[/I][/B] (Fighter lv 2)
[B][I]Practiced Spellcaster[/I][/B] (Char lv 6) Comp arcane pg 82
[B][I]Acidic splatter[/I][/B] (Char Lev 9) -Comp mage pg 37
[B][I]combat casting[/I][/B] (Eldrich Knight lev 1)
[B][I]brew potion[/I][/B](Char Level 12 ) 
[B][I]craft wand[/I][/B](Char Level 15 )
[I][B]craft arms and armor[/B][/I] (Char Level 18 )  

future:
sudden silent [meta]
sudden still [meta]
Energy Substitution [meta] pre req: any meta (comp arcane p 79)
Energy Admixture [meta] pre req: Energy Substitution (comp arcane p 79)


[u]Skill points[/u] 178
18*5 [int] + [[5+8]*4] [rog] + 2*2 [ftr] + 6*2 [scor] + 2*5
   [prc: EK] + 2*5 prc: AC]

[b]SKILLS:[/b]               Ranks Abil misc total
Appraise  int          +1   +5   --     +6
Balence  dex          +10   +6   --    +16
Bluff  cha             +1   +7   --     +8
Climb  str             +5   +6   --    +11
Conctr  con           +15   +5   +4    +24 feat
Disable Dev  int       +5   +5   +2    +12
Esc Art  dex           +5   +6   --    +11
Fly Dex                +5   +6   --    +11
Gath info  cha         +5   +7   --    +12
Jump  str             +10   +6   --    +16
Know: Arcana  int     +14   +5   --    +19
Know: local  int      +10   +5   --    +15
Open Locks  dex       +15   +6   +2    +23
Perception Wis        +15   +6   --    +21
profession:
  harbordasher         +6   +6   --    +12
Ride  dex             +10   +6   --    +16
Sense Motive  wis      +5   +6   --    +11
Spellcraft  int        +7   +5   +2    +14
stealth               +15   +6  +15    +36 [silk shirt]
Swim  str              +4   +6   --    +10
Tumble  dex            +5   +6   +2    +13
Use Mag Dev  cha       +5   +7   +2    +14
Use Rope  dex          +5   +6   --    +11

mwk picks : +2 to opn locks and dis dev

syn:
jump -->    tumble
Know arcana --> spellcraft
spellcraft -->  use mag dev

[b][u]LANGUAGES:[/b][/u]
Spell Casting
Code:
[B][U]SPELLS: spells / day or known = lv 18[/U]
base: Scor 6
 casts spells at: +3 levls from feat (praticed spell caster);  
 + 4 lv from eldrich knight 
 +5 levels from Abjurent Champion
 acid spells cast at lev 19 
 all others: Casts as 18th level[/B]

[b]spells per day:         spells kwn:[/b]
lv 0: unlimited  = u        9
lv 1: 6 + 2 (ch) = 8        5
lv 2: 6 + 2 (ch) = 8        5
lv 3: 6 + 2 (ch) = 8        4
lv 4: 6 + 1 (ch) = 7        4
lv 5: 6 + 1 (ch) = 7        4
lv 6: 6 + 1 (ch) = 7        3
lv 7: 6 + 1 (ch) = 7        3
lv 8: 5 + 0 (ch) = 5        3
lv 9: 3 + 0 (ch) = 3        2

[b]SPELL LIST:[/b]
[i]* denotes spell compendium[/i]
[I]& denotes bonus spells frm scor[/I]

[u][b]0 level: 
Acid Splash
Detect magic
Detect Poison
Disrupt Undead
Light
Mend
Prestidigitation
* Electric Jolt 
Ray of frost

[u][b]1st level:[/u] 00000 000[/b]
Expeditious retreat
Feather Fall
* low light vision 
magic missile
* Persistent Blade 
& Mage Armor

[u][b]2nd level:[/u] 00000 000[/b]
* Body of the Sun
dark vision
Melf's acid arrow 
* Orb of Acid, Lesser
& Resist energy
spider climb

[u][b]3rd level:[/u] 00000 000[/b]
* Acid breath
* Disrupt undead, Gtr
fireball
haste

[U][B]4 th level[/B][/U]: 00000 00
* force missiles
* Orb of Acid
shape stone
Stone skin

[B][U]5 th level[/U][/B]: 00000 00
Fabricate
Planar Tolerance
Reciprocal Gyre
Vitriolic Sphere

[B][U]6 th level[/U][/B]: 00000 00
Acid Storm 
Elemental Body III
Heroism, Greater
 
[B][U]7 th level:[/U][/B] 00000 00
Banishment
Limited Wish 
Mage’s Sword 

[B][U]8 th level: [/U][/B]00000 
* Form of the Dragon III
Polar Ray
Sunburst

[B][U]9 th level:[/U][/B] 000
Absorption
Shapechange

[b][u]Special:[/u][/b]
Acidic Splatter Feat (Comp mage pg 37):
 with a 2nd lev or higher acid spell you can summon a  glob 
of acid that has a range of 5 ft / lv of highest  spell available 
and does 1d6 per level of spell  available (at spell level 2 or 
higher)
EQUIPMENT: budget: 1,000,000
Code:
[u]                           [b]cost      weight[/b][/u]
Shirt of the Jade Dragon     97,500 gp    1.0 lb 
Rapier, +5, speed, keen     162,320 gp    2.0 lb 
club, +3, undead bane        32,300 gp    3.0 lb 
l. bow, mighty +2 comp,      18,600 gp    4.0 lb 
+3, distance
 Arrows, mw *50 (7 gp ea)       350 gp    5.0 lb 
 Arrows,+1 *30 (47 gp ea)     1,410 gp    3.0 lb 
 Arrows,+2 *20 (167gp ea)     3,340 gp    2.0 lb 
 Arrows, +2 *50 (367gp ea)    8,350 gp    2.0 lb
 Arrows, +2 arrows x 50       8,350 gp 5.0 lb
 Arrows, adamentine +2 x 50  11,000 gp 5.0 lb
dagger, +3, returning x2    100,604 gp    1.0 lb
[U]S. Sword +3, spell storing    32,310 gp    2.0 lb [/U]
total 1 : ..................452,984 GP

Heward's magical mystycal equipment sack
[sblock=info]
Type B: Magical: This can take the form of a Hewards Handy Haversack or 
Bag of Holding. It's [B][U][I]carrying capacity is halved.[/I][/U][/B] It works 
like a nonmagical Bag of Random Stuff, but there is [U]no price limit to 
the gear that can be pulled out (Provided it is not magical)[/U]. Any 
'[B]special' gear (Special/Alchemical substances/items, Special materials, 
etc) costs twice as much.[/B] (IE an Adamantine Battleaxe would cost 6020 
to pull out of the bag, or alchemist's fire for 40gp. ) 
Cost: Base bag + amount inside. 
[/sblock]


[b]SPECIAL MAGICAL ITEMS:[/b] 
infinite scrollcase                      2800gp
% denotes  made by himself
[sblock]
1. - 5. % magic missile cl 5 X 5       62.5 gp 
6. - 10. % fireball cl 10 X 5        1875 gp 
11. - 15. lightning bolt cl 10 x 5   3750 gp
16. - 20. % acid arrow cl 9 x5       1125 gp 
21. - 25. clairvoy/clairaud cl 5 x 5 1875 gp
26. - 30. remove curse cl 7 x5       3500 gp
31. - 35. % stoneskin cl 7 x5        1750 gp 
36. - 40. Black Tentacles cl 7 x5    3500 gp
41. - 45. % Stone Shape cl 7 x5      1750 gp 
46. Break Enchantment cl 9           1125 gp
47. Dismissal cl 9                   1125 gp
48. % Fabricate cl 9                  562.5 gp 
49. 
[U]50. Tongues cl 5                      375 gp[/U]
total 2                            25,175 gp [285 xp]
[/sblock] 

Ring of Protection +3                 18,000 gp  Body slot: Ring 1    
Ring of Sustenance                     2,500 gp  Body slot: Ring 2
Sepulchral vest                        2,000 gp * Body slot: Torso; mic pg 133
Gauntlet's of Ghost touch              4,000 gp * Body slot: Hands; MIC PG
Choker of Life Protection             14,000 gp * Body slot: Throat; MIC PG
headband of  mental superiority      144,000 GP Body slot: head
+6 to int, wis, cha  
Belt of Belt of Physical Perfection  144,000 GP body slot: waist
+6 to str, dex, con                          
Heward's Handy Haversack               2,000 gp 
Quiver of "E"                          1,800 gp 
bag of holding type I                  2,500 gp 
Cloak of resistance +5                25,000 gp Body slot: shoulders
bracers natural armor +5              50,000 gp Body slot: arms
[U]Boots of striding & springing          5,500 gp  Body slot: feet[/U]
total 3                              392,800 gp

[b]Potions[/b]
% Haste cl 10 X 5                3750 gp
% Spider climb cl 10 X 5         2500 gp
% resist energy cl 10 X 5        2500 gp
% darkvision cl 10 X 5           2500 gp
% featherfall cl 5 X 5            625 gp
% expeditious retreat cl 5 X 5    625 gp
cure mod wounds X5               1500  
blur                              300 (B)
[U]Blessed Bandage X15               150 [/U]
total 4                        14,450 gp [500 xp]

[B]wands:[/B]
% body of the sun charges: 50/50   cl 3 2250 gp
% acid arrow charges: 50/50   cl 3      2250 gp
lightning bolt charges: 50/50   cl 5   11250 gp 
Fireball charges: 50/50   cl 10       22,500 gp
[U]% force missiles charges: 50/50   cl 7 10500 gp[/U]
total5:                               48,750 gp [600 xp]

total 1       452,984 gp
total 2        25,175 gp
total 3       392,800 gp
total 4        14,450 gp
[U]total 5        48,750 gp[/U]
spent so far: 934,159 gp

[u][i][b]Cash:[/b][/u][/i]   65,841 gp   

Master list of equipment special features:

-Bag of holding Type I wt:15lb cap:250lb 30 ft^3 
 carrieing: xxx gp (xx lb)

-Ring of Sustance no need for food or  water,
 need 2 hours of sleep for  8 hours of rest

-Quiver of Ellohanna Always weighs 2 lb
 [u]Area 51:[/u]holds 60 arrows, carries +1 arrows and +2 arrows
 [u]Area 2:[/u] holds 18 javelins, Holds Rapier 
 [u]Area 3:[/u] holds 6 bows, holds bow 

-Heward's Handy Haversack 2 X 20 lb cap, 1 X 80 lb cap
 weight: 5 lb, item you want is always on top,
 no AOA to retrieve items

-Short sword +1, spell storing  (disrupt undead, gtr)

-Club +1, undead bane: extra +2 and +2d6 dam vs undead 

-Rapier +1, Keen: Doubles critical threat range

-Shirt of protection +5 enchantment; shadow and silent gtr [+15 stealth]

-Sepulchral vest +5 Sacred bonus on saves
  vs undead effects for 1 round, 3 times  per day

-Gauntlets of Ghost Fighting: Ignore miss chance of 
 incorporeal undead, +1d6 dam vs  incorporeal undead
 Magic item comp pg.  216

-Choker of Life Protection: Negate 3 neg levls per day, 
 +2 Ac vs undead, detect undead at will (for possessing two pieces of 
 set) Magic item comp pg. 216
 
-Blessed bandage: immediately stabilize target

-Boots spring and stride: + 10' movement and 
 +5 competence bonus to jump


[sblock=history/background]
general gnotes phoar gnou:

The holy order of the Dragon Warriors
"We hunt the things that go bump in the night"

Born to a prostitute near the docks, he was mostly raised by the madam
of the house...she always taught him how to be shrewd, but still with a
kindness that she showed to her girls. When his mother was working the
streets on night, she ran afoul of some Dormithian slavers who were trying
to take her on a more permanent basis, killing her when she resisted
fiercely. The madam heard of the incursion and sent her own posse after
them with the words, "I'll teach them filthy slavers to keep their thievin'
hands off my girls!"

This pretty much started an overnight war between Domithian and this one
house...he escaped when the fight was brought to his 'home' and as the
building burned, he was slipped out the window to the streets to escape
...as far as he knows, he alone survived....

living off the streets as a youngster means only one occupation: thievery.
Food snatching that led to pickpocketing and cutpurses which led to plain
street thuggery. he found a gang that dealt in those things, but once again
there was competition for territory and before he knew it there was a war
going on, where all of his gang were killed or assimilated save him...once again
he alone escaped...

Still needing to eat, so he started honing his skills in a more refined form of
thievery: cat burgler...case a joint, raid it, sell the stuff and then eat for the
first time in a week! that is untill he cased the wrong joint...that of the home
and temple of Ge' Chen, sorcerer of the dragon blood (read: dragon heratage
feats)

This kind old man actually caught the young lad sneaking in his home while he
had just sat down to a quiet evening of rice and vedgies...he followed him
about his house watching how he showed the greatest respect for every thing
there, with the exception of the occasionallly snached easy to sell trinket. as the
young Gerard was redeaying his exit, the ancient master spoke up, asking him
what he wanted with the items he had taken. He answered with the only thing
that came to mind: the truth. With an audible gulp, he spoke of eating, bathing
and maybe some new clothing. The kind old master was wise so he invited him
to join him for food at his table. While Gerard ate and talked, the wise old master
listened and watched...the boy was showing strange, yet familiar actions...while
only a lit candle was all that illuminated the room Gerard was able to see even
in the dimmist of light available (low light vision)

this was only possible by the talent of a sorcerer like himself. He explaind many
things to gerard about what he might have experienced and invited him to stay
the night...with the promise that he will let him keep the trinkets taken if he would
listen to master Chen in the morning with the audince of one other. the next
morning found gerard hampton under warm blankes and a roof over his head. a
cup of hot tea, warm bath water, soap and clean clothing were in the room as
well....the smell of breakfast was just starting to reach his nostrols and that is
all it took for him to get moving.

tea drank, body washed and clean clothing donned, he walks to the commen room
to find master chen and one other (none other then Wyace himself). the old master
spoke of in born energies that can be shaped and called forth, that he wanted to
help him under stand them and to hone his abilities and at the cost of just learning.
Gerard was hooked...friendships were made over time, and he actually saw the old
master as his father...over the past year Gerard has now learned how to use those
energies, but the old hatred was always just under the surface...the Dormithian
slavers would pay someday...

Through time Gerard had been doing work for master Chen, every thing from
cleaning to running errands. Master Chen has been teaching Gerard the virtues
of objectivity and patience. Finally the day came when Master Chen thought
the young lad good enough to let in on the secrets of the monastery. He was
told of secrets of activity that former students have been doing: hunting down
and destroying undead through out the land, using the skills of scorcerous
arcane and being able to handle weapons. As they are not part of any temple,
they do not draw attention to themselves from the more nasty undead, but still
none the less powerful in their own right.

Many training missions and actual missions later, Gerard has become a trust
worthy opponent to the undead, having gifts bestowed upon him and rescuing
may artifacts from the depths of tombs controlled by the undead that he has
hunted and destroyed.

Keeping his actual work a secret had to have a cover, so he chose the
profession of a mild mannered Haberdasher in the employ of a clothier who was
in the know of his actual connections. As part of his discipleship int the secret
order of dragon warriors was to design a mundane item of great skill. His shirt is
his masterpiece. It is silk, hangs loosely almost to his knees. within the weave are
what looks to be draconic scales and on each scale are a myriad of complex
arcane symbols. The silk shirt is that of a dark jade color, much like that of the
patina of an ancient copper vessel with embroidered symbols of flat black.

When in public he always has his rapier and his dagger on hand, and a black silk turbin.

General information:

escaped the fires of his past and the cold of the lonley nights by the spell Endure elements

[/sblock]

spell descriptions:

Material components and arcane foci:

special items in haver sack:
1 [20 lb]:
+2 arrows x 50
adamentine arrows +2 x 50

2 [80 lb]:



3 [20 lb]:
large chunk of phosphorescent moss
50 small candels
2 silvered daggers
Powdered rhubarb leaf
adder’s stomach
Focus: A dart.
a dried carrot
glass sculpture of a humanoid (worth 50 gp).
bat guano
sulfur
licorice root
soft clay
granite and diamond dust worth 5000 gp
tiny closed loop of copper wire
A tiny glass vial filled with aqua regia (Nitric Acid)
A flask of acid (10 gp) 00000 00000 00000
sealed vial of tindertwigs 00000 00000
sealed vial of water 00000 00000
sealed vial of earth 00000 00000
sealed vial of air 00000 00000
pouch of 1500 gp diamonds 00000 00000
miniature platinum sword with a grip and pommel of copper and zinc x 2 [500 gp]
a pouch of dragon scales (copper 00000 00000 00000)
white ceramic cone x 2
sunstone, powdered 10 gp 00000 00000 00000
tinder twigs 00000 00000 00000
jade circlet worth 1,500 gp X 2
 
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Jemal

Adventurer
FIRST, Questions:
Thank you Kinem, I forgot that. I'll add it to the creation post, but
HP will be as follows: d4=3, d6=5, d8=6, d10=8, d12=10. (80% rounded closest)

[MENTION=63746]Binder Fred[/MENTION]: it pains me to hear someone say that's the only good monk path, Most of my characters are fairly ass-kicking monks, and I haven't played a psion since 2e.
BUT if you would like to try Psion, I'll likely allow it. I don't have access to complete psionics, so I'll have to find the class and look it over.

Now for those who've posted characters :
I don't have time to go over every last number fully right now (Especially since much is liable to change), but a few things that stood out at quick glance:

[MENTION=51271]Voda Vosa[/MENTION]
Ogres are actually 6 levels - 4 Giant HD, +2 lvl adjust, so you'd be Ogre 4(+2la) Fighter 14.
If you need Fighter 16 to qualify for a feat, I'll allow the ogre levels to stack for that, so you'd be effective fgtr 18 to qualify for fgtr feats.
Also, re: Sendesemcal - Yay an intelligent item already! However, as I noted in creation rules, you do not get to pick the items purpose unless you crafted it yourself - which, as a straight fighter, seems implausible. ;)
me said:
DM picks the personality, Languages, and special purpose/power UNLESS the character made the item with the appropriate Item Creation Feat. (Don't worry I wont screw you over.).

Enhancement bonuses don't stack.
You have Belt of str +6, Ioun stone of str +2, and scrolls of bull's strength. None of those stack with each other, so you'd still only have a total +6 enhancement to str if you use all of them combined. (6 from belt which is your highest) Not sure if you're buying backups, or just overlooked that.
Same with the amulet of health +6 and Ioun stone of con +2.

Gloves do not match a defensive body slot, so putting Natural Armour on them would cost more. I'd suggest a vest or robe slot for the natural armour.


Next
[MENTION=49929]Scott DeWar[/MENTION]
First thing to say is that if you're playing a fighter-mage, I would highly recommend the Complete Mage PRC : Abjurant Champion
can't repeat it fully here, but its a 5 lvl class with full bab, full casting, AND special powers each level. It's E.Knight's big brother.
The only requirement you don't already make is Combat Casting feat.

Also if you're going for a finesse fighter, I would suggest using the Swashbuckler from complete.. warrior? Adventurer? One of those..
Instead of fgt 2/rogue 2, Swashbuckler 3/fighter 1? You loose evasion, trapfinding, 1d6 sneak, and a few skill points, but gain 1 bab, some hp, and add your int to dmg... with both weapons if dual wielding.
You loose one fighter bonus feat but gain w.finesse for free, so that's an even trade off, and the evasion can be regained via the ring for 20K (Or 30 if you add it onto something existing). The trapfinding is useful if you really want to be the party rogue, but is more suited to someone who's centered more around scouting.

Personally, I'd suggest: Swash3/Sorc6/Fighter1/E.Knight4/Abj Champ5
This would up your bab by 1, won't change your Casting ability, and what i noted above under swashbuckler.

I notice you don't have more than about 9 ranks in any of yours skills.. why?

Equipment:
Where are the Choker of Life Protection, Gloves of Ghost Touch, and Sepulchral vest from?
Potions of Healthful rest and blessed bandage - I assume these spells are also from spell compendium?

The belt and headband of stat boosting that you're using would actually be priced at 144,000 GP each. I would suggest splitting them apart instead of stacking them all up like that (That's only required in pathfinder, in D&D You can have separate stats on separate items, like gloves of dex, Belt of str, Amulet of con, etc.)

On that note, I notice that like VV you have bulls strength AND a +6 str item.. they do not stack, so unless you're planning on using bull strength on someone else, I'd suggest replacing it. (And everybody who could benefit from bull strength will more than likely have a str boost item already at this level, so..)

SPELLCASTING:
I'll have to get hold of a spell compendium to check those spells before allowing them, it's not on the 'pre-approved list'.

Not sure what you mean by *Add 8 to caster level effects*
Your CL should be 18 : 6 sorc, 8 from e.knight, 4 practiced spellcaster
and you should have the same spellcasting (spells known/spells per day) as a 14th lvl sorc (6 sorc 8 E.Knight), having access to up to 7th lvl spells.
 

Voda Vosa

First Post
Jemal said:
Ogres are actually 6 levels - 4 Giant HD, +2 lvl adjust, so you'd be Ogre 4(+2la) Fighter 14.
If you need Fighter 16 to qualify for a feat, I'll allow the ogre levels to stack for that, so you'd be effective fgtr 18 to qualify for fgtr feats.

I think I don't need the levels. I also think I overlooked just the number, the stats I think are for a 14 fighter.

Jemal said:
Also, re: Sendesemcal - Yay an intelligent item already! However, as I noted in creation rules, you do not get to pick the items purpose unless you crafted it yourself - which, as a straight fighter, seems implausible.
Yes, I chose that already cuz I was going to make a background and work it around that way. I envision it being a cranky old sorceror whispering things like. "I think an axe in the forehead would be an exquisite accessory for that fine wizard, won't you agree?" I based the powers mainly reflecting his sorcerous quality and desire to kill other arcane practitioners, who chained his soul in the central ring of the spiked chain.


Jemal said:
Enhancement bonuses don't stack.
You have Belt of str +6, Ioun stone of str +2, and scrolls of bull's strength. None of those stack with each other, so you'd still only have a total +6 enhancement to str if you use all of them combined. (6 from belt which is your highest) Not sure if you're buying backups, or just overlooked that.
Same with the amulet of health +6 and Ioun stone of con +2.
That's me being rusty on 3.5- Disregard me. I'll pick something else.

Jemal said:
Gloves do not match a defensive body slot, so putting Natural Armour on them would cost more. I'd suggest a vest or robe slot for the natural armour.
And that way it won't cost extra?
 

Binder Fred

3 rings to bind them all!
It pains me to hear someone say that's the only good monk path, Most of my characters are fairly ass-kicking monks, and I haven't played a psion since 2e.
:) That's not quite what I said there (there was a "most", and a "cool" (which is different, but not unrelated to "kick-ass" :D). I'm definitively going to do a side-by-side 20th level monk vs, say, 10/10 Monk/Psionic Fist (which is from the Expanded Psionics Handbook, by the way, where it's called "Fist of Zuoken" ("Psionic Fists" is its SRD name)) before I decide..

But I'm looking at it now, and there *are* a number of cool things the class allows you to do (I like Empathic Transfer, which allows you to take the hurt of another, fits nicely with the type of personnality I'm building up for my monk, and Expansion/size growth has possibilities (though maybe it steps too close to VV's concept? (But then again, think of it: a *Colossal* dwarven monk!))). I think I'm most ennamored with the Elocator's Scorn the Earth power though. With a little re-skinning, that would make for very cinematic "Light Body" tricks (walk on water, branch/bambo running, etc). Definitivey going to be incorporating that one...
 
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Binder Fred

3 rings to bind them all!
Just brainstorming a little on our shared background tonight, let me know what you think.

So from VV's background we have his goblinoids and dwarf alliance (does it have a name VV?).

There is also the "cattle kingdom", let's call it Rauland, which means The Green Place. It's your classical multi-species PC country (Human, elves, halflings, etc) -- not coincidentally since this is where most of the PC's come from and where Gerard's home city, the country's capital, is set (though probably on the other side of the country from the cattles of VV's description). Name for the city Scott? Rauland is protected on two sides by the previosuly mentionned dwarven mountain ranges, and faces the gulf of Ploohy on the other.

We also have an evil/adversarial "Draught casting" country which I'm suggesting we call Kadrath. Kadrath borders Rauland to the west and is/was in fact a relatively recently (less than a 100 years) acquired principality of the greater Queendom of Dormith - source of the "Dormithian slavers" of Scott's background, don't you know - whose capital and main holdings reside on the other side of the ocean from Rauland.

I had this prepared from another game, so we might as well use it for Dormith if you guys want (?).

[sblock= Greater queendom of Dormith]The greater queendom of Dormith is a multicultural/multi-ethnic grouping of principalities set on the western shores of the home continent. Long ago, mighty dragonborn warriors set out from their cliff-side forts and conquered fearsome tribes of halfing, orcs, elves, goblins, dwarves, trolls, isolated kalashtar enclaves and tribes of smaller giants, unifying them, stiring them throughout the young empire as needed, giving them "civilization". Those were the Conquering Ages of Dormith, which were followed by the Age of Consolidation (also known as the Flowering Age), the Age of Internal Strife and, finally, the current Emerging Age of local, and then worldwide expantion.

Dragonborn rule Dormith to this day. During the ages they have grown in absolute number but diminshed in overall percentage, so that while they *are* the only nobility, the sum-total of actual land owners (as opposed to tenants or long term leasers) AND the highest ranked military officiers, the entirety of lower ranks in their armies is in fact composed of other races, as are the increasingly wealthy merchant and crafter classes. In terms of organization, each significant agglomaration is ruled/administered by a dragonborn Mayor and his clutch, who answers to one of the thirteen regional Duke (usually also the Mayor of the regional capital) who in term answers to the Queen (also the Mayor of the capital city). Queendom rulers, mostly female with rare exceptions, are usually combat arcanists, able to wield the Orb of Chaos, the queendom's iconic and most devastating artifact.

And, yes, *of course* they use dragons and earth drakes as war mounts. ;)[/sblock]
Dorith has taken over Kadrath completely, putting in place their own dragonborn leadership-based system and begining massive public works programs to bring the "backwards" country up to the Queendom's standards: aqueducs, public offices, barracks, stadiums, roads, lots and lots of roads. This has of course driven the demand for cheap labor (read slaves) through the roof! Hence the now prevalent "Dorithian" slavers.

This is where my character comes in: Ur of Greenhill, adept of the closed fist, master of the empty hand. I'm seeing his as a hill dwarf masson/stonecutter (Rocky hills. He can see them in his dreams, covered in abundant grass, sharp peaks of snow and mist looming in the background. Next to him is his family's house, low to the ground as befit a dwarven dwelling, its sloped timber roof rising to a far-away point. He can almost touch the gritty texture of the field stones piled halfway up the ground-floor and smell the smell of the sheep, already in their wooden enclosure for the night...).

Then comes the raid (while travelling to a nearby town?) and then semingly endless slavery on the work crews of Kardrath (Slavery's manacled jaws slavering in endless hunger. Pitiless blades shaving at his soul, unrelanting weights ground round and round till somehow the grinding became polish, the blades stopped cutting and began to carve. Ur is now a believer, as was his father before him and his mother's grandfather. But those believers frown on his faith for in this he did not follow the path of his ancestors. Prompted by his teachers in faith, slaves like him, he choose the teachings of Brohym over more ancient wisdom. Choose personal perfection over the gift of oneself, the shaping of chaos instead of its eradication.)

Then, and I haven't had time to write this bit in any details yet, but then Ur was freed by the adventuring party. He was a little nuts at this point, frankly, having integrated the basic tenets of slavery into a near insane drive to give of himself until there was nothing left. He therefore latched onto the main protagonist of his rescue and proceeded to *serve* him or her with a vengeance (I would *love* for one of the other PC to volonteer for this role <pretty please?>; strong and instant connections, always good storytelling tools... If not, it can always be an ex-member, either deceased or retired <sigh>). He's loosened up a lot since then, thanks in no small part to the friendships he's formed in the company and the guidance/patience/kicks in the butt of him or her that freed him ("Twice now," as he's won't to say).

Then Ur adventures with the party until the "Draught" adventure rolls along, at which point Tutek joins up as well. The en- I mean <drum roll, please>: THE BEGINING.

Note: Just sugestions, all. The geography of the continent and the nature of the "Queendom" in perticular can be entirely changed to suit without affecting the three character-stories we have so far (Tutek, Gerard and half of Ur's).

Random thought: Necromantic powers/phenomena are much more common in Rauland and Kadrath (on this entire continent?) then elsewhere (justifying Gerard's carreer choice in spades). Why? Built on the ruins/graveyards of a much older (non-human?) civilization? What killed them? Was it the first time this armaggedon happened (multiple, recuring, intelligently guided(??%) mass extinctions? Leading to layered, interdigitated mausoleum-ruins of various civilizations)?

Random thought 2: How about a flying wagon pulled by magical rams as our groups prefered mode of transport? Re-skinned magic carpet or the like. Not married to the rams either. :)
 
Last edited:

Voda Vosa

First Post
I like what mister [MENTION=63746]Binder Fred[/MENTION] suggests. I left most names blank for other players to be able to fit within the general scenario if they wanted to.
Yay for shared backgrounds!
 

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