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OpenRPG High-level 3.5, Monday Nights Pacific

Iscariot

First Post
I'm going to have to withdraw my inclusion in this game. The setting, the group, the DM, and everything looks great...but after so many years of playing, I can't wrap myself into core-only character. I like my warlocks, beguilers, scouts, etc..and feats! I've been trying, but nothing grabs my interest...especially considering the level.

Thanks though, sorry for wasting your time...and most of all, have a great game!
 

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StreamOfTheSky

Adventurer
Ok, here's what I have so far. Still have money to spend, may get more wands and scrolls. Depending on what the Archmage can do, might drop the Wand of Fly.

[sblock]Mukala
Male Medium Humanoid (Dwarf)
Deity: Alynhdro
CG Rogue 6 / Fighter 2 / Master Thrower 5 / Bloodstorm Blade 4
Initial: Str 16, Dex 14, Con 16, Int 14, Wis 10, Cha 8 (after racial)
Str 20 (26), Dex 14 (18), Con 16 (20), Int 14, Wis 10, Cha 8 (10)
HP: 197 (6d6 +2d10 +5d8 +4d12 +85)
AC: 37* (10 +3 dex +13 armor +5 shield +3 deflection +1 insight +2 natural)
Touch: 17*; FF: 34* (* -2 AC in stance)
Saves: Fortitude +21, Reflex +20, Will +10 (+2 vs. spells, Sp, and poison)
BAB +15/+10/+5; Grapple +23
Speed: 20 ft (30 ft)

Ranged Full Attack (includes Rapid Shot)*:
Silver Waraxe +17/+17/+12/+7 (d10 +7, 20/x3, S, 20 ft)
Silver Light Hammer +17/+17/+12/+7 (d4 +7, 20/x2, B, 20 ft)
Cold Iron Javelin +17/+17/+12/+7 (d6 +8, 20/x2, P, 60 ft)
Cold Iron Shortspear +17/+17/+12/+7 (d6 +8, 20/x2, P, 40 ft)
Club +17/+17/+12/+7 (d6 +8, 20/x2, B, 20 ft)
*Within 30 ft: +1 attack/damage; +3d6 Sneak Attack

Melee Full Attack* (Ranged w/ Thunderous Throw: -2 to hit, +1 attack):
Falchion +27/+22/+17 (2d4 +15, 15-20/x3, S, 20 ft)
Silver Waraxe +23/+18/+13 (d10 +11, 20/x3, S, 20 ft)
Cold Iron Shortspear +23/+18/+13 (d6 +12, 20/x2, P, 40 ft)
Club +23/+18/+13 (d6 +12, 20/x2, B, 20 ft)
*In stance: +1d6 damage, -2 AC

Feats:
1 Point Blank Shot
2 Weapon Focus (Falchion) [Fighter]
3 Precise Shot [Fighter]
3 Rapid Shot
6 Martial Study (Wall of Blades)
7 Quick Draw [Master Thrower]
9 Martial Stance (Punishing Stance)
10 Throw Anything [Bloodstorm Blade]
12 Power Attack
12 Far Shot [Bloodstorm Blade]
14 Snatch Arrows [Master Thrower]
15 Improved Precise Shot
15 Improved Critical (Falchion) [Master Thrower]

Class: Sneak Attack +3d6, Trapfinding, Improved Evasion, Uncanny Dodge, Trapsense +2, Defensive Throw, Deadeye Shot, Weak Spot, Weapon Aptitude (retrain weapon feats daily; effective Fighter level 4), Lightning Ricochet, Thunderous Throw, Returning Attacks, Martial Throw

Maneuvers (IL 8, all 1/encounter):
1 Moment of Perfect Mind (Immediate, Counter) [DM Ring]
2 Wall of Blades (Immediate, Counter)
3 Iron Heart Surge (Standard, Boost) [IH Vest]

Stance (Swift to (de)activate):
1 Punishing Stance (+1d6 melee damage, -2 AC)

Languages: Tradespeak, Galvic, Thusesti, Caedmonish
Skills (152 points):
Balance +12 (8 ranks +4 Dex +2 synergy -3 acp +1 luck)
Bluff +9 (5 ranks +3 circlet +1 luck)
Concentration +24 (18 ranks +5 Con +1 luck)
Disable Device +25 (20 ranks +2 Int +2 tools +1 luck)
Disguise +16 (0 ranks +2 synergy +3 circlet +10 disguise self +1 luck)
Jump +18 (5 ranks +8 Str +2 synergy +5 competence -3 acp +1 luck)
Listen +11 (10 ranks +1 luck)
Open Lock +27 (20 ranks +4 Dex +2 tools +1 luck)
Search +28 (20 ranks +2 Int +5 competence +1 luck)
Sleight of Hand +9 (5 ranks +4 Dex +2 synergy -3 acp +1 luck)
Spot +11 (10 ranks +1 luck)
Tumble +15 (11 ranks +4 Dex +2 synergy -3 acp +1 luck)
Use Magic Device +24 (20 ranks +3 circlet +1 luck)

Gear:
+3 Ghost Touch Adamantine Falchion
Cold Iron Javelins (4)
Cold Iron Shortspears (4)
Silver Trident
Silver Light Hammer
Clubs (4)
Cloak of Charisma +2
Belt of Strength +6
Gloves of Dexterity +4
Amulet of Constitution +4
Glamered Mithral Fullplate +5
Animated Mithral Heavy Shield +3
Bracers of Natural Armor +2
Dusty Rose Iuon Stone (+1 insight AC)
Ring of Blinking and Diamond Mind (novice)
Ring of Protection +3
Iron Heart Vest (novice) of Resistance +5
Boots of Striding and Springing
Circlet of Persuasion and Disguise
Goggles of Minute Seeing
Stone of Good Luck (+1 luck to saves, ability/skill checks)
Efficient Quiver
Wand of Fly
Wand of Reduce Person
Wand of Grease (CL 3)
Wand of Ray of Frost
Wand of Acid Splash
Wand of Obscuring Mist
Scrolls of Command Undead (5)
Scrolls of Magic Weapon (4)
Masterwork Thief's Tools
Explorer's Outfit
Backpack
Waterskin
Bedroll
Whetstone
Trail Rations (4 days' supply)
Soap (1 lb)
Silk Rope (50 ft)
Grappling Hook
Flint and Steel
Torches (4)

Thrown Weapon Tricks
Defensive Throw: Make Concentration check (DC 10 +1/threatening foe) to make thrown attacks without provoking AoOs for 1 round.
Deadeye Shot: The critical multiplier of any thrown weapon you have the Weapon Focus feat for increases by 1.
Weak Spot: Against foes of equal/greater size, can make touch attacks. No strength to damage.
[/sblock]
 
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Dragonwriter

First Post
I'm going to have to withdraw my inclusion in this game. The setting, the group, the DM, and everything looks great...but after so many years of playing, I can't wrap myself into core-only character. I like my warlocks, beguilers, scouts, etc..and feats! I've been trying, but nothing grabs my interest...especially considering the level.

Thanks though, sorry for wasting your time...and most of all, have a great game!

Iscariot: No worries. I hope you find a game more suited to your taste in the future. :)

StreamOfTheSky: Sorry for the delayed response here. I was away from my books for the last several days, and I'm going to be busy again this evening. But I will get a closer look done on your PC soon. :)

Shayuri: You still around and joining in?
 

Shayuri

First Post
Yessir!

Almost done with the first draft. I'll post up here later tonight or possibly tomorrow, depending on what this storm has to say about me having power tonight.

In any event, you'll have some time to check it out before Monday evening.

THIS, I COMMAND.
 

StreamOfTheSky

Adventurer
Ok, I have my backup character roughly laid out. No idea how much her gear is costing out of her total gp (just kinda threw stuff on that seemed reasonable), haven't picked deity or thought about backround. But gives the basic gist. She would be pretty weak at trapfinding and mediocre at ranged combat, but a much better sneak than the thrower, has some battlefield control ability w/ reach and tripping, and fills the skirmisher role if Shayuri changed his mind on the monk. She would be alternating between running around tripping everyone and running around whirlwind attacking everyone (with Dervish Dance) once per turn. Whatever she does, she's moving around constantly.

[sblock]
Kayura
Female Medium Humanoid (Human)
CG Rogue 4 / Fighter 2 / Dervish 9 / Shadowdancer 2
Initial: Str 16, Dex 14, Con 14, Int 14, Wis 12, Cha 8
Final: Str 20 (26), Dex 14 (20), Con 14 (18), Int 14, Wis 12, Cha 8
HP: 185 (3d6 +11d10 +2d8 +68)
AC: 39 (10 +10 armor +5 shield +5 dex +3 Dervish +1 insight +3 deflect +2 natural)
Touch: 24; FF: 34
Saves: Fortitude +17, Reflex +24, Will +14
BAB +15/+10/+5, Grapple +23, Trip +13
Speed 45 ft; Fly 75 ft (Good maneuverability; 3/day; CL 5)

Full Attack:
Guisarme +28/+23/+18 (2d4+16, 20/x3, S)
Longbow +21/+16/+11 (d8+9, 20/x3, P, 110 ft)

Feats:
1 Dodge
1 Mobility [Human]
2 Weapon Focus (Guisarme) [Fighter]
3 Combat Expertise [Fighter]
3 Improved Trip
6 Power Attack
9 Spring Attack [Dervish]
9 Whirlwind Attack
12 Elusive Target
15 Combat Reflexes

Skills (175 points)
Balance +12 (5 ranks +5 dex +2 synergy +1 luck -1 acp)
Craft (something) +6 (1 rank +2 int +1 luck +2 circumstance)
Disable Device +14 (9 ranks +2 int +1 luck +2 circumstance)
Disguise +13 (0 ranks -1 cha +1 luck +10 disguise self +3 competence)
Hide +20 (10 ranks +5 dex +5 competence +1 luck -1 acp)
Jump +32 (18 ranks +8 str +2 synergy +4 speed +1 luck -1 acp)
Listen +20 (18 ranks +1 wis +1 luck)
Move Silently +27 (17 ranks +5 dex +5 competence +1 luck -1 acp)
Open Lock +17 (9 ranks +5 dex +1 luck +2 circumstance)
Perform (Dance) +20 (20 ranks -1 cha +1 luck)
Search +17 (9 ranks +2 int +1 luck +5 competence)
Spot +23 (17 ranks +1 wis +5 competence +1 luck)
Tumble +25 (18 ranks +5 dex +2 synergy +1 luck -1 acp)
Use Magic Device +19 (16 ranks -1 cha +1 luck +3 competence)

Class: Dervish Dance 5/day, +3 AC bonus, Slashing Blades (Scimitar is light weapon), Movement Mastery (Can always Take 10 on Jump, Dance, and Tumble), Fast Movement +15 ft, Dance of Death (Cleave during Dervish Dance), Improved Reaction (+2 Init), Elaborate Parry (+4 AC when fighting defensive or total defense), Hide in Plain Sight (Su), Improved? Evasion, Darkvision 60 ft, Improved Uncanny Dodge, Sneak Attack +2d6

Dervish Dance: Lasts 10 rounds, +5 melee attack/damage, gain Cleave. Can full attack and move, but must move 5 ft or more between attacks and cannot return to a square she just exited. Cannot use skills that require concentration or staying still, must use slashing weapons only.

Equipment:
+4 Adamantine Guisarme
+1 Composite Longbow (+8 Str)
20 Cold Iron Arrows
+5 Mithral Breastplate
+3 Mithral Animated Heavy Shield
Ring of Freedom of Movement and Feather Falling
Ring of Protection +3
Stone of Good Luck
Winged Boots of Elvenkind
Gloves of Dexterity +6
Belt of Strength +6
Amulet of Constitution +4
Vest of Resistance +5
Minor Cloak of Displacement and Elvenkind
Dusty Rose Iuon Stone
Bracers of Natural Armor +2
Eyes of the Eagle and Minute Seeing
Circlet of Persuasion and Disguise
Wand of Enlarge Person
Masterwork Thief’s Tools
Masterwork Artisan’s Tools
[/sblock]

I'd be equally fine playing the thrower or this. This character uses no Tome of Battle at all, if that's important for you.
 
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Shayuri

First Post
Taka
Human Monk 17
Lawful Good of Aohalim

Str 16 (4) +4 magic
Dex 24 (10) +2 levelup +6 magic
Con 14 (6)
Int 10 (2)
Wis 24 (10) +2 levelup +6 magic
Cha 8

AC 40 (10 + 7 dex + 3 monk + 7 wis + 8 armor + 5 deflection), Touch AC 32
Hit Points: 140/140
BAB +12 (+24/+24/+24/+19/+14 unarmed strike, 2d8+7)
Fort: +17 Ref: +22 Will: +22 (+2 vs Enchantment)
Speed 80'

Flurry of Blows (3 atks at +12, then +7, +2)
Unarmed Strike 2d8
AC bonus +3
Speed +50
Bonus Feat 1: Stunning Fist (17xday, DC25)
Bonus Feat 2: Deflect Arrows
Improved Evasion
Still Mind
Ki Strike (magic/law/adamantine)
Slow Fall 80'
Purity of Body (immune to disease)
Bonus Feat 3: Improved Disarm (Disarm check +24, including unarmed penalty)
Wholeness of Body (self heal 34pts/day)
Diamond Body (immune to poison)
Abundant Step (dim door 1/day)
Diamond Soul (SR 27)
Quivering Palm (DC 25)
Timeless Body
Tongue of Sun and Moon

Feats
b Dodge
1 Mobility
3 Weapon Finesse
6 Improved Grapple (Grapple check +19)
9 Weapon Focus: Unarmed
12 Spring Attack
15 Blindfight

Skills 100
Concentration (Con) +10 (7 ranks + 3 Con)
Hide (Dex) +22 (15 ranks + 7 Dex)
Listen (Wis) +25 (18 ranks + 7 Wis)
Move Silently (Dex) +22 (15 ranks + 7 Dex)
Sense Motive (Wis) +15 (8 ranks + 7 Wis)
Spot (Wis) +25 (18 ranks + 7 Wis)
Survival +10 (3ccranks + 7 Wis)
Tumble (Dex) +20 (13 ranks + 7 Dex)

Equipment
Cash: 1000gp

Belt of Str +4, 16k
Gloves of Dex +6, 36k
Headband of Wis +6, 36k
Amulet of Mighty Fists +4, 96k
Cloak of Resistance +5, 25k
Bracers of Armor +8, 64k
Ring of Protection +5, 50k
Winged Boots, 16k

--
Land of origin: Suryanasta
Kshatriya caste, Shalpinda clan
 
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Dragonwriter

First Post
Stream: On both characters, will you please list your level advancement in the order you took them? It makes it much easier for me to see when you qualified for feats, got skill points, HP amount, etc.
Also on both, I need to see languages known and Kingdom.
We also need to write up a setting-specific background for the PrCs.

On Mukala: I’m not going to allow Bracers of Natural Armor, but you can combine the effect onto your Amulet slot. Vest of Resistance is also not allowed (though you can combine the Cloaks).
I take it the Circlet is the Circlet of Persuasion + Hat of Disguise?

And before it comes up in play, Weak Spot does not allow Power Attack damage bonuses. My reasoning being, rules-wise, if you don’t apply STR, you don’t apply Power Attack. Your build is still quite potent without it. And if that ruins Weak Spot for you, you can still change your Thrown Weapon Trick.

Kayura looks fine.

Shayuri: Taka looks fine.

Now, how experienced are both of you with OpenRPG? Will you be able to have a character node and macros set up by game-time and send them to me in the lobby?
 

StreamOfTheSky

Adventurer
Note: Needed to change Mukala's feat order and class progression slightly, I think I had it messed up. In general, his build is a little needlessly complex because I was building off of the original dagger throwing idea, sorry for that.

Mukala: Rogue 1, Fighter 1-2, Rogue 2-4, Master Thrower 1-3, Bloodstorm Blade 1-4, Master Thrower 4-5, Rogue 5-6. In other words, enter Master Thrower at character level 7, entered Bloodstorm Blade at character level 10, finished the last 2 levels of MT at levels 14-15, then finished out with two more in Rogue.

Kayura: Rogue 1, Fighter 2, Rogue 2-4, Dervish 1-9, Shadowdancer 1-2. In other words, entered Dervish at character level 7, entered Shadowdancer at character level 16.

Both Mukala and Kayura would basically be advancing as Rogue for any future levels, Kayura might go back to finish up Dervish, but I don't really like the Thousand Cuts ability that much.

I included languages known for Mukala, it's above skills. Kayura's not finished, I can figure out the languages, deity, etc... today. Neither has kingdom because I'm still not that familiar with the various kingdoms so far, and I'm not sure which ones would fit best.

Bracers of Nat armor: That's fine, I'll merge it if I can afford it, drop it if not. Can I pay +50% (for wrong body slot) to just add it to bracers instead of merging to amulet slot, though? Costs the same either way, basically.

Vest of Resistance: This is actually listed in c.Arcane, I thought it'd be alright. I'll merge if not.

Circlet: Yes, it's the two combined, paying +50% for the hat of disguise.

Weak Spot: Yeah, his whole primary method of doing damage was going to be Weak Spot (which would cost him a bunch of str to damage to use) + Power Attack, and w/o Weak Spot, I don't think his attack bonus is high enough to be able to effectively use Power Attack. I'd have to rethink what he does, without Weak Spot, 5 more Rogue levels, or at least a few more, might be better than Master Thrower for him and the party.

Open RPG: Never used it before, know nothing about it. Just used Maptools in the past, and never figured out how to make macros in that, either. Is there a specific version of OpenRPG you use that we need to download? In Maptools, there's tons of different versions, and if the DM's using say...version 70 and the player has version 75, the two aren't compatible.


With the monk joining, would you want me to use Mukala over Kayura? I might actually prefer Kayura, she's got more combat options and feels like less of a one-trick pony, she just can't trapfind or ranged attack that well...
 
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Dragonwriter

First Post
Note: Needed to change Mukala's feat order and class progression slightly, I think I had it messed up. In general, his build is a little needlessly complex because I was building off of the original dagger throwing idea, sorry for that.

Mukala: Rogue 1, Fighter 1-2, Rogue 2-4, Master Thrower 1-3, Bloodstorm Blade 1-4, Master Thrower 4-5, Rogue 5-6. In other words, enter Master Thrower at character level 7, entered Bloodstorm Blade at character level 10, finished the last 2 levels of MT at levels 14-15, then finished out with two more in Rogue.

Kayura: Rogue 1, Fighter 2, Rogue 2-4, Dervish 1-9, Shadowdancer 1-2. In other words, entered Dervish at character level 7, entered Shadowdancer at character level 16.

I'm coming out a little different on HP for Mukala. I'm getting 193, while you've got 197 listed.

I included languages known for Mukala, it's above skills. Kayura's not finished, I can figure out the languages, deity, etc... today. Neither has kingdom because I'm still not that familiar with the various kingdoms so far, and I'm not sure which ones would fit best.

Okay, missed Mukala's languages. Kingdoms... Mukala would probably come from Thoradur (Middle Lands, hill dwarf kingdom). Kayura, I'm not sure... Dervish's original style fits with Suryanasta (Southern Lands, human desert kingdom). And that would make it really easy to have a connection (however slight) between Taka and Kayura, if you two don't mind.

Bracers of Nat armor: That's fine, I'll merge it if I can afford it, drop it if not. Can I pay +50% (for wrong body slot) to just add it to bracers instead of merging to amulet slot, though? Costs the same either way, basically.

Vest of Resistance: This is actually listed in c.Arcane, I thought it'd be alright. I'll merge if not.

Circlet: Yes, it's the two combined, paying +50% for the hat of disguise.

Thanks for the clarifications. Bracers, I suppose... I'd prefer it to be merged in the amulet slot (just easier for me to track in my head), but like you said, cost is the same. The Vest of Resistance is nixed, though. Please merge it onto the Cloak. The circlet/hat combo is fine.

Weak Spot: Yeah, his whole primary method of doing damage was going to be Weak Spot (which would cost him a bunch of str to damage to use) + Power Attack, and w/o Weak Spot, I don't think his attack bonus is high enough to be able to effectively use Power Attack. I'd have to rethink what he does, without Weak Spot, 5 more Rogue levels, or at least a few more, might be better than Master Thrower for him and the party.

If you change things around, please put up the new character details in a new post.

Open RPG: Never used it before, know nothing about it. Just used Maptools in the past, and never figured out how to make macros in that, either. Is there a specific version of OpenRPG you use that we need to download? In Maptools, there's tons of different versions, and if the DM's using say...version 70 and the player has version 75, the two aren't compatible.

OpenRPG doesn't change so much between releases. I run 1.7.1 and have no trouble working with folks using newer versions (and the newest version is only in the 1.8s). Once your character is finalized, I'll put together a node for you.

With the monk joining, would you want me to use Mukala over Kayura? I might actually prefer Kayura, she's got more combat options and feels like less of a one-trick pony, she just can't trapfind or ranged attack that well...

Whichever you prefer. :)
 

StreamOfTheSky

Adventurer
I forgot to re-check Mukala's hp when I consolidated his levels, it probably is 193. I don't mind a connection between Kayura and Taka. That's actually part of the reason I'm leaning towards playing her now. They're both similar in fighting style, so it makes more sense for them to know each other and coming into the group as a pair rather than as two individuals is probably better.

Instead of changing Mukala, I'm going to finish up Kayura, I think. Just so you know some things about how I plan to have her fight, though:

Elusive Target has a "Cause Overreach" tactic so that if an enemy takes an Attack of Opportunity on you for moving out of threatened space and misses, you get an immediate free trip attempt on him. I would be using this to trip up potentially hordes of enemies, opting to not simply Tumble and avoid the AoOs Of course, after using it on them the first time, most enemies would probably be smart enough to not try AoOing her in the future. All 3 of the Elusive Target tactics are kind of a "Fool me once..." vibe, I think...

If tripped during my own trip attempt, I would use the epic tumble usage to stand as a free action and continue on with my dancing. If you don't allow the Free Stand option, I guess I can just wait till after finishing my attacks off to use any remaining movement on risky tripping fun.

Dervish Dance lets you move and full attack. You can take movement between each attack, in fact, you're required to. Whirlwind Attack is a full attack action to hit each enemy you can reach once at highest BAB. Combined, I interpret that as being able to move about, hitting each enemy I can get within reach of once, limited by my movement speed and the need to move at least 5 ft between each attack. Doing WWA with Dervish Dance means I can't (due to WWA's restriction on gaining any extra attacks) use Cause Overreach, Cleave (bonus feat gained while dancing), or the bonus attacks from Improved Trip, nor focus fire on one enemy, so it's far from the ideal combat option to use all the time. If you disagree with how I interpret it to work, please let me know how you would have the feat and class feature interact.

Just enumerating that now so you understand how I plan to fight with her and aren't surprised by anything.
 

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