Hey guys

Shayuri

First Post
Here's wut I got so far. Still working on equipment. Are we using Magic Compendium for this, or just going book by book?

Name: Mei-Ying
Race: Human
Class: Monk 1 / Sorc 4 / Divine Oracle 4
Align: Lawful Good
Exp:

Desc:

Str 10 +0 2
Dex 14 +2 6
Con 14 +2 6
Int 10 +0 2
Wis 12 +1 4
CHa 22 +6 16

HP 61
Init +2
Move: 30'
BAB +4
Melee +4
Ranged +6
Grapple +8
AC 23 (10 + 2 dex + 1 monk + 6 cha, +4 armor), 19 touch, 23 flatfooted

Will +13
Reflex +8
Fort +8

Race Abilities
Bonus Feat
Bonus skill points

Class Abilities
Monk
Improved Unarmed Attack
Improved Grapple
Flurry of Blows

Sorceror
Metamagic Specialist (PHB2 Variant Class Ability)

Divine Oracle
Oracle Domain Access
Scry Bonus (+1 DC)
Prescient Sense (Evasion)
Trap Sense +1
Uncanny Dodge

Feats
1 Education
1 Eschew Materials
3 Skill Focus: Knowledge Religion
6 Ascetic Mage
9 Extra Spell: Dragonskin

Skills
Bluff +8
Concentration +11
Knowledge: Arcana +7
Knowledge: Religion +12
Listen +5
Spellcraft +7
Spot +5
Tumble +6

Spell Slots (Caster level: 8, base DC = 16)
0 6/6, 1 - 8/8, 2 - 7/7, 3 - 6/6, 4 - 4/4

Known
0 Detect Magic, Mage Hand, Light, Mending, Message, Prestidigitation, Disrupt Undead, ?
1 Shield, Magic Missile, True Casting, Mage Armor, Fist of Stone
2 Seeking Ray, Glitterdust, Dimension Hop
3 Fireball, Dispel Magic, Dragonskin
4 Force Orb


Equipment

Money: 19,000

Weapon
Unarmed, +4 to hit, 1d6 dmg

Armor


Gear
Headband of Charisma +2, 4000
Vest of Resistance +2, 4000
 

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Zerith

First Post
hello again, think I could, try playing Zinerath again? :3
I think I would have to turn around and update him but this is what he was like last time :blush:

[sblock=Zinerath]Zinerath (Z-In-er-Wrath) Woesbane (Woe’s bane)

Chaotic Neutral, with good tendencies, Male Tiefling Rogue 2/ Barbarian 1/ bloodline(Demon, Major) 2/ Teifling Paragon 3

EXP: 33,000 [+1 LA payed off]

Str: 16 +3 (6p.) [+1 Bloodline, +1 level 4]
Dex: 20 +5 (10p.) [+2 Racal, +2 Tiefling Paragon]
Con: 15 +2 (6p.) [+1 level 8]
Int: 16 +3 (6p.) [+2 Racal]
Wis: 10 0 (2p.)
Cha: 12 +1 (6p.) [-2 Racal]


Size: Medium
Age: 17
Height: 5’3
Weight: 107lb
Eyes: Crimson: faint glow in dime light, highly noticeable glow with limited/no light.
Hair: Raven black with a red glint were it ketches light.
Skin: Tan
Appearance: http://i46.photobucket.com/albums/f135/Forest_Herder/Drawings/Zerith2010dec17.jpg

Total hit points: 54 ( 2d6 3d8 1d12, Con +2, Quick -1)

Speed: 60' (30’ bass, +10’ Quick, +10’ Barbarian, 10’ Boots of Striding and Springing)

Armor: 23 = 10 +5[armor] +5[Dex] +3[Nat.(Demonic skin)]
Touch: 15
Flatfooted: 18
Damage reduction: 5/lawful [Cloak of the Obyrith]
Initiative modifier: -1= + 5 [dexterity] -6 [Unreactive]

Fortitude save: +7 = 5 [base] + 2 [constitution]
Reflex save: +11 = 6 [base] + 5 [dexterity]
Will save: 0 = 3 [base] + 0 [wisdom] -3 [Weak Will]


Attack (handheld): +7 = 4 [base] + 3 [strength]
Attack (missile): +9 = 4 [base] + 5 [dexterity]
Grapple check: +7 = 4 [base] + 3 [strength]


Light Load: 76 lb. or less
Medium Load: 77–153 lb.
Heavy Load: 154–230 lb.
Lift over head: 230 lb. or less
Lift off ground: 460 lb. or less
Push or Drag: 1150 lb. or less



[sblock=Special]
Rage Variant: Whirling Frenzy, Once per day.
A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action.

Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways. At 11th level (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At 20th level (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.

A barbarian using this variant doesn't gain indomitable will at 14th level. Instead, he gains evasion, but only while in a whirling frenzy.

A character can't use whirling frenzy at the same time that he uses any other form of rage (or similar ability).

Darkness(Sp)
, Three times per day.
This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

Power Attack

Evasion

Smite Good(Su): Once per a day.
He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

Energy Resistance: Acid/5 (Bloodline) Cold/5 (racial) Electricity/10(Racal/Bloodline) Fire/10 (Racal/Tiefling Paragon)
[/sblock]



Weapon Attack Damage Critical
Adamantine Scythe +8 2d4 +3 20X4
Daggers(Melee) +7 1d4 +3 19-20x2
Daggers(Range) +9 1d4 +3 19-20x2
Throwing Axes(Melee) +7 1d6 +3 20x2
Throwing Axes(ranged) +9 1d6 +3 20x2
[+2d6 to Lawful and +1d6 sneak attack]


Languages: Abyssal*, Celestial*, Common, Draconic, Goblin, Infernal, and Orcish.
[*Acquired through skill point buy in]


[sblock=Feats]
Hordes of the Abyss
#Vestigial Wings
Benefit: Your wings aren't formed enough to allow true flight, but they do enhance your ability to jump. You gain a bonus on Jump checks equal to +3 per Abyssal heritor feat you possess. Your wings can also slow your fall. As long as you can take move actions, you can control a fall so that you land without taking damage. You cannot, however, alter the direction you fall.

Special: Because your wings create additional drag while you swim, you take a -2 penalty on Swim checks.
[Is an Abyssal heritor feat]

#Keeper of Forbidden Lore
Prerequisite: 13 intellect
Benefit: You gain a bonus on Knowledge (the planes), Spellcraft, and bardic knowledge checks. The magnitude of this bonus equals the number of Abyssal heritor feats you possess. In addition, Knowledge (the planes) and Spellcraft are always class skills for you, and you can use them untrained.

Special: You have trouble acquiring information in more conventional ways, which translates to a -2 penalty on Gather Information checks.
[Is an Abyssal heritor feat]

#Cloak of the Obyrith:
Prerequisite:
Chaotic alignment
Benefit: You gain damage reduction 1/lawful. The amount of damage reduction increases by 1 for each additional Abyssal heritor feat you possess.

Special: You are careless when it comes to your own fundamental well-being and take a -2 penalty on Survival checks.
[Is an Abyssal heritor feat]

#Demonic Skin:
Benefit:
Your natural armor bonus improves by 1. This improvement increases by 1 for every two Abyssal heritor feats you possess. If you do not have natural armor, assume your natural armor bonus is +0.

Special: Your thickened skin tends to catch on objects and makes you less flexible. Because of these effects, you take a -2 penalty on Escape Artist checks.
[Is an Abyssal heritor feat]

#Primordial Scion:
Prerequisite:
Chaotic alignment , any one Abyssal heritor feat.
Benefit: Your natural weapons, as well as any weapons you wield, are treated as chaotic-aligned for the purpose of overcoming damage reduction. In addition, attacks you make with such weapons deal an extra ld6 points of damage to lawful creatures. This bonus increases by an additional ld6 for every four Abyssal heritor feats you possess.

Special: Because of the chaotic whispers in your head, you take a -2 penalty on Listen checks.
[Is an Abyssal heritor feat]

Flaws:
# Unreactive: - 6 on initiative checks
#Weak Will: -3 will saves


Traits:
#Quick: Pro, base land speed increases by 10 feet. Con, subtract 1 hit point gained at each level, including 1st (a result of 0 is possible).
#Abrasive: Pro, +1 on Intimidation Checks. Con, -1 on Diplomacy/Bluff checks

[/sblock]

[sblock=Skills]
Use Rope +9 = 4 [ranks] +5 [Dex]
Move Silently +16 = +10[ranks] +5 [Dex] +2 [Bloodline] -1 [Armor Check Penalty]
Hide +16 = 6 [ranks] +5 [Dex] +2 [Bloodline] +2 [Racal] +2 [Tiefling Paragon] -1 [Armor Check Penalty]
Balance +10 = 4 [ranks] +5 [Dex] +2 [Synergy, Tumble] -1 [Armor Check Penalty]
Tumble +11= 5[ranks] +5 [Dex] +2 [Synergy, Jump] -1 [Armor Check Penalty]
Jump +41 = 5 [ranks] +3 [Str] +15 [Vestigial Wings] +12 [speed, 30’ over 30’] +5 [Boots of Striding and Springing ] +2 [Synergy, Tumble] -1 [Armor Check Penalty]
Climb +10 = 7 [ranks] +3 [Str] -1 [Armor Check Penalty]
Swim +4 = 5 [ranks] +3 [Str] -2[Vestigial Wings] -2 [Armor Check Penalty]
Intimidate +14 = 8 [ranks] +1 [Cha] +1[Abrasive] +2 [Synergy, Bluff]
Disguise +8 = 5 [ranks] +1 [Cha] +2 [Synergy, Bluff]
Bluff +9 = 5 [ranks] +1 [Cha] +2 [Racal] +2 [Tiefling Paragon] -1[Abrasive]
Spot + 7 = 7 [ranks] +0 [Wis] -
Listen +4 = 6 [ranks] +0 [Wis] -2 [Primordial Scion]
Knowledge (The Planes) +10 = 2 [Rank] +3 [Int] +5 [Keeper of Forbidden Lore]
Abyssal: 1 (Cross Class)
Celestial: 1 (CrossC lass)


Usable untrained Skill
Spellcraft +8 =3 [Int] +5 [Keeper of Forbidden Lore]


Undeveloped Skills
Appraise +3 = 3 [Int]
Craft +3 = 3 [Int]
Decipher Script +3 = 3 [Int]
Diplomacy +2 = 1 [Cha] +2 [Synergy, Bluff] -1[Abrasive]
Escape Artist +2 = 5 [Dex] -2[Demonic Skin] -1 [Armor Check Penalty]
Forgery +3 = 3 [Int]
Heal +0 = 0 [Wis]
Concentration +2 = +2 [Con]
Knowledge (Arcana) +3 = 3 [Int]
Knowledge (Architecture) +3 = 3 [Int]
Knowledge (Dungeoneering) +3 = 3 [Int]
Knowledge (History) +3 = 3 [Int]
Knowledge (Religion) +3 = 3 [Int]
Knowledge (Local) +3 = 3 [Int]
Ride +5 = 5 [Dex]
Search +3 = +3 [Int]
Sense Motive +0 = 0 [Wis]
Gather Information -1 = +1 [Cha] -2 [Keeper of Forbidden Lore]
Survival -2 = 0 [Wis] -2 [Cloak of the Obyrith][/sblock]


[sblock=items]
Equipment: Cost Weight

Worn:
Mythical Breastplate 4,200gp 15 lb
Hat of Disguise 1,800gp
Ring of Sustenance 2,500gp
Boots of Striding and-
Springing 5,500gp 1 lb
Traveler’s outfit 1gp 5 lb
Silver Holy symbol 25gp 1 lb
Handy Haversack 2,000gp 5 lb
-Adamantine Scythe 3,018gp 10 lb
-Boat, Folding 7,200gp 4 lb
-Daggers(2) 4gp 2 lb
-Throwing axes(2) 16gp 4 lb
-Holy Water(2 flasks) 50gp 2 lb
-Flint and steel 1gp
-Traveler’s outfit 1gp 5 lb
-Bedroll 1sp 5 lb
-150 gold coins 3 lb



Total Weight:27 lb (33lb in Handy Haversack) Money: 150gp 39sp 205cp [150gp on hand]




Light Load: 76 lb. or less
Medium Load: 77–153 lb.
Heavy Load: 154–230 lb.
Lift over head: 230 lb. or less
Lift off ground: 460 lb. or less
Push or Drag: 1150 lb. or less


Two Mules 16 GP
Wagon 35gp 400lb
Barrels(5) 10gp 150 lb
Baskets(10) 4gp 10 lb
Bucket 5sp 2 lb
Chests(2) 4gp 50 lb
Chest with good lock 82gp 26 lb
-244 coins 5 lb
Sacks(30) 3gp 15 lb
Pack saddles(2) 10gp 30 lb
Tents(2) 20gp 40 lb
Iron pot 5sp 10 lb
Crow bar 2gp 4 lb
Hammer 5sp 2 lb
Shovels(2) 4gp 16 lb
Winter blankets(4) 2gp 12 lb
Soap (34 ¼ lb. bars) 4gp 8 lb
Candles(20) 2Sp
Chalk(10 pieces) 1sp
Inkpen 1sp
Ink(1 oz. Vial) 1gp
10 sheets of paper 4gp
10 sheets of parchment 2gp
10’ latter 5cp 20 lb
Silk Rope (300 ft.) 60gp 30 lb
Grappling hooks(4) 4gp 16 lb
Hooded Lantern 7gp 2 lb
Bullseye Lantern 12gp 3 lb
1-pint Oil flasks(10) 1gp 10 lb
Traveler’s outfits(2) 2gp 10 lb
Cold Weather Outfit 8gp 7 lb
Trail Rations(20) 10gp 20 lb
Winter blankets(2) 2gp 5 lb
feed* 3gp 600 lb
3 Pounds of Pepper 6gp 3 lb
Pound of Salt 5gp 1 lb
10 Pounds of Tobacco 5gp 10 lb
[*Enough for both mules for 30 days]
[/sblock]

[sblock=Tiefling]
+2 Dexterity, +2 Intelligence, -2 Charisma.
*Medium size.
*A tiefling’s base land speed is 30 feet.
*Darkvision out to 60 feet.
*Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
*Special Attacks (see above): Darkness.
*Special Qualities: Resistance to cold 5, electricity 5, and fire 5.
*Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
*Favored Class: Rogue.
*Level adjustment +1. [paid off]
[/sblock]

[sblock=Tiefling Paragon, 3 levels]
*Hit dice: 3d8
*Skill points: 21
*BAB: +2
*Saves(all): +3
*Improved Resistance(Ex): Fire 5
*Darkness(Sp): Uses from one to three
*Skill Bonus(Ex): +2 to Bluff and Hide
*Ability Boost(ex): +2 Dexterity
[/sblock]

[sblock=Bloodline, 2 levels]
*+2 on Move silently/hide checks
*Demon affinity +2
*Strength +1
*Resistance to Electricity 5 (Ex)
*Resistance to Acid 5 (Ex)
*Power Attack.
*Smite Good.
[/sblock]

[sblock=Rogue]
*Hit dice: 2d6
*Skill points: 55 (11x4[first level] +11)
*BAB: +1
*Reflex saves: +3
*Sneak attack: +1d6
*Evasion
*Trapfinding
[/sblock]

[sblock=Barbarian]
*Hit dice: 1d12
*Skill points: 7
*BAB: +1
*Fortitude saves: +2
*Fast Movement,
*Illiteracy
*Rage Variant: Whirling Frenzy 1/day
[/sblock]

[sblock=Background:] Zinerath Woesbane, a Youth infused with nefarious might, plagued by hellish nightmares and murderous impulses, and gifted by an unexpected blessing; A warped and yet crystalline conscience of remarkable might.

While he can readily be described as vengeful with a deep rooted fondness of battle, Zinerath can also readily be described as good-natured with a deep rooted wont of affection; however, do to his obviously nefarious heritage, his compactly for good is commonly ignored outright while every one of his abyssal and fiendish ticks are emphasized beyond all reason.

Much of Zinerath’s past has been a great blur to him; foster homes, good meaning families that just could not suffer his abnormalities any longer; Orphanages, collections of pure souls with one who was either trying to prove itself by besting the “monster” that came and ate their food or one who was trying to protecting their family, that excluded Zinerath, by “letting him know his place before anything bad happened” Zinerath temper, when he can justify his actions by calling them retaliation, has never suffered a fuse to be lit or burnt through; and even a nunnery.

It was a remarkably tolerant place, and the only one of his “homes” that he cares to reflect on, not that he does so often or hard, and mainly because he was the odd one out twice over, first, and foremost, he was a boy and the secondwas that his appearance, and some of his mannerisms, were blatantly of demonic origin. This had left him awe struck, he had been called a monster before, a devil, a demon, and he had also been called “it”, numerous times, but to be called “he” regularly by a whole community? That blew him away.

For all its awe, Zinerath quickly became stumped and frustrated by the whole “he” thing. He had not quite gotten to the point he saw girls as girls yet and loathed staying in one spot; he took to wandering out of his space at random hours, regardless of what measures were taken to hold him in his room after his bedtime.
During the day he cased no real grievances, he even got along with most of the other very well, much better than most of his other homes in fact, but during the night grievances with his character mounted, particaly early one. During the night and day, at no predictable interval, he would wonder without any kind of foreseeable aim. Most of the time he would find something mundane in a random hallway or room of no concern to play with, read, or just intensely look at for a time unknown, but sometimes he would wander into a room with a door cracked open, someone else room, and linger in the room before going elsewhere. Wost of the time he did so he would leave without incident, but on more than a few occasions he room’s occupant would awaken to him facing a window and reading a book that happened to be in the room. A duo of shrikes would occur after both Zinerath and the room’s occupant looked at each others face for a moment; Zinerath yelling in reply to the sudden, and remarkably unexpected, yelp of panic coming from the woman who’s room he had entered un announced.

One of these encounters, the last of the encounters, involved a young woman who had gotten to the nunnery so late at night that no interdictions were given and she sent of striate to bed, she was unaware of Zinerath entirely. She awoke late in the pree light hours of the morning and found a “Devil spawn” standing by her bedside and reading her bible with a content grin on his face, then he felt her gaze on his face and set his crimson eyes onto her terrorized face. He tilted his head in inquiry, and she did not react well at all: Zinerath felt her foot slammed into his gut as she kicked him into a bookshelf whiel screaming her frightened head off. This cased him a great deal of pain, his first pair of wings were just starting to develop, and the crash broke one of them, and anyone who knew anything about Zinerath knew, he returns anything he gets with interest. At that point in time She had attacked him, he had a debt to replay, with interest; he was to repay her by hitting her in the guy, hard, and then braking one of her wings, that was his plan at least.

The first part was easy, while he was still several years younger than her youthful age, she was no more a fighter then he was normal, still knocked against the bookshelf he shoved himself off of it and delivered a swift knee to her stomach with a devilish grin and thus one part of the dept was replayed; he then darted around her and found; she had no wings to break.
Zinerath’s reaction to her unfair lake of wings? His grin turned sour as he feverously groped her back looking for them before she darted out of the room traumatized and into the crowed that was still converging onto the scene. None were happy with what they saw; the bizarre, demon like, child they had been tolerating and giving a chance, had assaulted their newest member.

Explanations were made and understood; Zinerath pointed out it was unfair that she broke his wing while she had no wings to brake in return. Most that had known him for a month or more knew that, in his logic, if someone brakes something of yours, you brake theirs; If your book had a page ripped out of it, in return you should rip out a page from one of their books while doing as much, or more, damage to both the page and the book itself, as your book received; but if they broke your toy, you did not rip a page out of their book, or brake the book in any other fashion. Eye for eye, tooth for tooth, blood for blood, arm for arm, wing for wing, toy for toy, book for book, page for page; what is taken is what is given. It is a mentality that has stayed with Zinerath, but it has since evolved, in part due to this indecent of someone without wings breaking one of his, and he now makes ‘accommodations’ to those who don’t have what was given.

In the aftermath of what happened it was clear that he did not mean any harm, but at the same time past experience tolled that there would be repeat incidents, and sooner or later they would end tragically; Zinerath would have to leave. He was allowed to stay no longer then it took Geryk to return.
Zinerath again returned to bouncing from hose to hose, villages to village, really in one place for any prolonged length of time.

During the turbulence of shifting from home to home, both before and after the nunnery, Zinerath found only a few stable figures in his life, Geryk was first foremost of them, he could not recall when he first meant the Cleric, but the man was akin to a father to him. Not that Zinerath would ever admit as much, he was also very fond of “Auntie Lisella” a free spirited woman who’s company Zinerath much enjoyed on the few occasions they got to be with one another. Then there was Paternak, Zinerath got along with him pretty well, the sorcerer was fairly entertaining, or so Zinerath thought. Then there was Ambrose.

Ambrose was, as far as Zinerath cared to see, boring. Initially Zinerath had some fun finding out how he would react to any given situation, but it soon became boring, Ambrose wasn’t two dimensional, he was no cardboard cutout, but, he was also goody two shoes to a fault, and while Zinerath could be one, his morals simply vanished in regards to some things, like life. This cased the two a good deal of tension; in more than one case the moment there was a moral line in the sand, Zinerath has acted without any apparent deliberation or conversation on what to do. For example, at one time a brigand, and his three friends, attacked the three, Ambrose, Geryk, and Zinerath, the brigand was doomed the instant it was clear “or your life” was an option; The man made the unfortunate action of wounding the “little Monster” to make Ambrose and Geryk fearful enough to drop their valuables without further questions, and did not even consider that the wound given to Zinerath accomplished one very simple thing; gave him provocation to butcher the human without any kind of restraint; the manner in which Zinerath brutalized the brigand inspired said human’s friends to flee in terror before Zinerath had finished. As was, and is, Zinerath’s custom, the moment Geryk attempted to speak to the young Tiefling, he swiftly killed the brigand and acted cheerfully, as if they were celebrating something.


[FONT=&quot]If these incidents were only Zinerath killing a man who had wounded him in self-defense, Ambrose may have over looked or even forgiven them, given that Zinerath’s demons and devils are more potent than those of common men, however, Zinerath always showed bliss while dismembering livings things that gave him justification to kill them. Ambrose knew, from personal experience, that Zinerath respected the property of others and would never just brake something; Zinerath always maybe sure that he reimbursed the object’s owner in some way, but this told Ambrose one thing: Zinerath took as much consideration before simply destroying a mere chair then he took before brutally killing sentient creatures. This has caused Ambrose and Zinerath a great amount of tension; Ambrose demanded to know how and why Zinerath could act with such cruelty and madness while not being evil, Zinerath’s reply was “I Retern things with intrest, and Murderous intent and action is already pricy, Brutality is the only thing I will add. Also, I enjoy giving pricy things back; I can think of only a few things more costly, and I can’t rise the dead, I can shatter souls, and I won’t do things I consider evil. Besides, paying your debts, with interest, is a good thing, right?”
[OoC: Yesh, Zinerath is a motor mouth OoC]

Finally, there was Gunadar, the half orc. Of all the others Greyk took in, Zinerath related to Gunadar the most; they both had a similar curse, being distrusted because of their blood. Further, both Gunadar and Zinerath enjoyed a good brawl, and despite being at a disadvantage in age, experience, stature, and strength, Zinerath was able to keep up with Gunadar due to unnatural agility and staying power; whenever the two were together, the odds were they would spar with one another at least once or twice.

Regrettably a defining indecent started when Zinerath encounter Greyk once again; previously, the cleric had left him in yet another quite village, and he had been dealing with the usual routine of observing his newest adoptive parents being, as he puts it, “Lovingly concerned that their new son is literally a demon.” and they were relived, as were most if not all of his past perents, when he left them, they were not what could be called bad people, but he was not someone who could be long suffered by common people.[/FONT][/sblock]

Extra sources: Unearthed Arcana, Hordes of the Abyss[/sblock]
 

Myth and Legend

First Post
Very good guys, very good. FYI all sources are allowed (bar Dragon Magazine, I think it goes overboard). Just state them next to the thing you are getting (feat, item, spell etc.)

Malachei: I've had about three or four attempts at people breaking an Incantatrix (Cindy style if you know the build) not just usiong the PrC for the peristent buffs but abusing Metamagic to an extend they would solo all level appropriate encounters in one round. The guy for whom I allowed Epic ToB maneuvers was actually on the low end of the power scale.

In contrast, for the same Deicide game I've had one guy here wanting to play some Dwarven Fighter PrC out of some 3rd pary book that dual wielded shields...

So yes I do think and I have factual evidence to prove, that the majority of the players over at GITP are much better and more focused on optimizing, which is not necessarily a bad thing but it does require much more work for me to define a line where things must stop.

Players and DMs both disappear in PbP yes. Yes I did make the same mess myself I admitted it and I get it from your comments you are not happy at all with what I did. But such is life, and this after all, is only a forum. :)

Zerith: Welcome! Glad you had the patience to wait this out :D
 

Zerith

First Post
Ja, I think I'm just going to leave his stats as is, but I think I will redo his story, or at least revamp it if Scotley comes back in, it needs some attention ^_^;

Also, a good shield can brake someone's neck if you swing it (as opposed to bash it) across their face. that said, two shields is not something that fits wit the general dwarf motif, they are the very idea of heavy, close range, infantry, they have that shield so they can just walk up to you, at their own pace, and then pummel and sunder their foes with hammers and axes.
don't get me wrong, their beat you senseless with the blunt of the shield also, but duel wielding shields is just stupid. You're better off to just have one big shield, wild it in both hands, and then give your barbarian buddy something big and heavy, you do all the defending and blocking, and they just mince EVERYTHING. this actually works, it's easy to focus on just defense or just offense, balancing both in your mind is hard. this said, this set up requires that you work very closely with your counter part and are in sync with them, this is not just a fighting style that you can just start using with Jo Smo, the barbarian.
 
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Myth and Legend

First Post
Zerith while IRL some fighting manuals show shield basing as a viable combat move, the mechanics in 3.5 are very different. This example I gave because:

1. Fighters are very low-powered PCs, the worst choice in Core you can have after Monk.
2. Shields simply suck in 3.5, as AC is a "take it or leave it" kind of deal, where "taking it" would require one to be a spellcaster, not a guy in plate and with a shield.
3. Shileds directly cut into your damage. It's always better to use a two-handed weapon because of the Power Attack and Str bonuses to damage they get.
4. For an Epic game all of these are multiplied by a factor of 100. In a game where you'd be slaying (or attempting to slay) a god, a figher, who is not only a sub-par class, but who is also "gimped' much further by being not only "sword&board" but actually "two boards" is just absurd.

One guy focusing on defense while the other one minces the enemy to bits works great if you're fighting zombies. If you're fighting intelligent enemies such as higher tier demons, enemies with character levels or monsters with genereally high Wis and Int that will work about as well as it would IRL.

In fact, without any way to actually compell the enemy notice your BSF with the shield, they will just go for the actual threat on the battlefield (the guy with the sword or better yet - the one with the spellbook)
 

Malachei

First Post
So yes I do think and I have factual evidence to prove, that the majority of the players over at GITP are much better and more focused on optimizing, which is not necessarily a bad thing but it does require much more work for me to define a line where things must stop.

prove --> assume

Players and DMs both disappear in PbP yes. Yes I did make the same mess myself I admitted it and I get it from your comments you are not happy at all with what I did. But such is life, and this after all, is only a forum.

Yes, I was not happy about it. Indeed, we're only talking about a forum, but we're also not in a computer game. These are real people interacting, and real people investing their time, creating characters and stories. I think it is perfectly ok to leave a game (I've done so myself). But I find it rude to vanish without saying anything / telling anyone. Recruiting for, as well as running or playing a game is a commitment. If you have to withdraw your commitment, you should at least say so.

No drama here, but it is not only about etiquette. It is also about caring and wondering what may have happened. If a person who has just started several games suddenly vanishes, I always think, probably the person has a busy schedule... but could have at least told us..., but then there's also the thought, ...Myth seemed so reliable, I hope nothing bad has happened to her.
 


Myth and Legend

First Post
I understand and agree with you Malachei. I've actually had some guilt over this. I cannot argue as I'd have said the same thing.

Scott: what would that be? I hope it's not Pathfinder because I don't want to go near it at all.
 
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Myth and Legend

First Post
My annoyance with PF comes from it being a 3rd party thing. Essentially I have to take someone's homebrewing for canon. What makes the guys oer at Paizo better at deciding what's what than, say, some internet board somewhere?

I'd say mostly nothing as even in PF Wizards and Clerics still reign supreme, even with the reducitons to their spells.

I like some Monk fixes I've seen mentioned in GITP however, though the easiest is just taking Unarmed Swordsage.

How has Pathfinder done justice to the Figher? Does the class actually get some class features there?
 

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