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Phaeton's Falcon OOC

Craw Hammerfist

First Post
ethandrew said:
Are you a stickler for Material Components for spellcasting?

No. Only if the spell has a significantly expensive material component a la the 100gp pearl for Identify.

Also, due to my lack of familiarity, any background would be noticably vague. But what might lack in FR lore will be made up for in sheer ingenuity :D

Even moderately opaque ingenuity is better than any background slavishly devoted to someone else's published material. ;)

Would you allow the Luck feats and the Fortune's Friend prestige class from Complete Scoundrel? I feel they fit very well with a cleric of the Smiling Lady.
Certainly. I don't have the Complete Scoundrel yet, so you will have to fill me in on the details of the PrC and feat. I'd encourage the luck domain for that cleric as well.
 

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ethandrew

First Post
Out of curiosity, how many levels are you intending for progression in this campaign? Also, would you be wholly adverse to a Neutral Necromancer? Maybe a Dread Necromancer, or a Divine Magician (from Complete Mage) Cleric with the Death Domain. Possibly a warlock too, however, if we don't get any melee applicants in, I could still do my reached-disarm guy.
 

Blind Azathoth

Explorer
Oh, he'll definitely be taking the Luck domain. And as for the feats and the prestige class...

[sblock]The luck feats are a subset of feats with abilities very similar to the Luck domain's granted ability. Taking luck feats creates a small pool of "luck rerolls" that can be used every day like the Luck granted ability, but in specific ways depending on which feats you have. Each luck feat gives you one extra luck reroll per day (except in the case of Unbelievable Luck, which I will mention below).

A few early luck feats I am looking at possibly taking:
- Healer's Luck (can reroll damage healed by a conjuration (healing) spell)
- Unbelievable Luck (gives +2 luck bonus to my worst saving throw as long as I still have a luck reroll available for the day, and grants two rerolls instead of the usual one)
- Good Karma (lets me redirect an attack aimed at an adjacent ally to me, with a 50% increase in damage)
- Magical Fortune (spend one luck reroll to reroll a spell's damage, or two rerolls to reroll a caster level check)
- Third Time's the Charm (allows me to reroll the reroll granted by the Luck domain)

The Fortune's Friend is a five-level class based around good fortune and luck feats. Entry requirements are easy--8 ranks in any one skill, +3 BAB, and a single luck feat. d6 HD, 6+Int skills with a very rogue-like selection, bad BAB, good Ref save, +1 spellcasting on levels 2 and 4. Levels 1, 3, and 5 grant extra luck rerolls for the day, plus a little special ability; levels 2 and 4 give bonus feats (must be luck feats).

The 1st, 3rd, and 5th special abilities all let the character add (as a swift action) his class level as a luck bonus to a certain type of roll until the beginning of his next turn; respectively, to skill checks, to saving throws, and to attack rolls. At 1st level, the class also gets "easy luck," which means the swift or immediate action required to use most luck feats no longer counts against the one swift action per turn limit.[/sblock]

I think that covers everything. :D Should have a character sheet ready later today.
 

Craw Hammerfist

First Post
ethandrew said:
Out of curiosity, how many levels are you intending for progression in this campaign?
Until we get bored.

Also, would you be wholly adverse to a Neutral Necromancer?
Feel free. I encourage specialist wizards with the house rule noted in the sceond post.

Maybe a Dread Necromancer, or a Divine Magician (from Complete Mage) Cleric with the Death Domain. Possibly a warlock too, however, if we don't get any melee applicants in, I could still do my reached-disarm guy.

I'm too unfamiliar with those. I'm trying to hold down the amount of reference I have to make to sourcebooks I don't have. If there are just a few changes from a regular class, then OK. Those that are significantly different create too much hassel for me. :eek:
 

ethandrew

First Post
Craw Hammerfist said:
If there are just a few changes from a regular class, then OK.

The Divine Magician is really quite simple, it's no too much a departure at all:

Deities influence the world through the divine spells they grant their worshipers. Some clerics, however, choose to explore magical powers beyond those commonly provided by the gods. By giving up some of their divine power, these clerics gain access to spells normally beyond their abilities.
This class feature can only be chosen once.
Class: Cleric.
Level: 1st.
Special Requirement: Knowledge (arcana) 1 rank.
Replaces: You gain only one domain (including spells and granted powers) at 1st level, rather than two.
Benefit: You can add one 1st-level abjuration, divination, or necromancy wizard spell to your list. Each time you gain the ability to cast a new level of cleric spells, you can add a single wizard spell of the same level from one of those schools to your cleric spell list.


So it's not a huge change from the normal PHB cleric. If I were to do this, all I'd need is an appropriate FR god that would allow me to be Neutral and have the Death domain.
 


ethandrew

First Post
Livingston 'Half-Priest'
Male Halfling
Cleric 2; Divine Magician
Neutral
Kelemvor: Death Domain

Str 12 – (6 pts) -2 Racial
Dex 14 – (4 pts) +2 Racial
Con 9 -- (1 pts)
Int 10 -- (2 pts)
Wis 14 -- (6 pts)
Cha 16 -- (10 pts)

Hit Points 12 (8 + 6 – 2)
AC 19, Touch 13, Flat 17
Init +2
BAB +1, Grap -3
Speed 15 (base 20, Light Load, Medium Armor)
Fort +3, Ref +3, Will +6

+3 Melee, Morningstar, 1d6+1, 20/x2, Bludgeoning
+5 Ranged, Sling, 1d3, 20/x2, 50'r , Bludgeoning

Small 3'3" tall, 37 lbs, 40 yrs old
Black Hair, Brown Almond-shaped Eyes, Pale Complexion

Speaks Common, Halfling

+1 Concentration (2 Ranks - 1 CON)
+2 Spellcraft (2 Ranks + 0 INT)
+5 Knowledge Religion (5 Ranks + 0 INT)
+1 Knowledge Arcane (1 Rank + 0 INT)
+4 Listen (2 WIS + 2 Racial)
+2 Spot (2 WIS)

Feats
-Corpsecrafter: All created or raised undead get +4 STR enhancement and +2 hp per HD

Racename Traits
-Small Size
-+2 Climb, Jump, Move Silently
-+1 Saving Throws
-+2 Saving Throws versus Fear
-+1 Attack Rolls with thrown weapons and slings
-+2 Listen

Classname Abilities
-Rebuke Undead: 6 times/day, Turning check = 1d20+5, Turning damage = 2d6+4

Spells Prepared
0th- Light, Detect Magic, Resistance, Read Magic
1st- Summon Undead I, Chill Touch (from Divine Magician), Bless, Cause Fear (D)
Save DC: Base = 12

Warpony:
Medium Animal
HP: 18 (8+6+4), Init: +1, Speed: 30ft, AC: 19 (+5 Chain Mail Barding, +1 DEX, +2 Natural), Riding Saddle
Everything else as per MM.

Background
[sblock]This section is incomplete. The FR pantheon is unknown to me, and without a suitable deity, I am not ready to fabricate a story that could be completely countered by FR lore. Potential backstory would be that Livingston was an acolyte for his God but was so focused on only the death aspect of his church that he alienated himself, and due to his stubborn nature, continually butted-heads with his superiors, which garnered him the unfortunate nickname of Half-Priest (a mockery of not only his death-centered devotion, but his diminuative stature as well). When their church received the initial summons from Phaeton Obarskyr, it was decided that Livingston was ready to leave and serve his God outside of the walls, although they were very wary of the perception nonbelievers would receive upon this unorthodox representative of their faith. Upon his return after completing his first assignment, Livingston, full-knowing of the illwill on his departure, was quite surprised at the cordial, if not warm, welcoming he received. After the second letter arrived, there was no hesitation about his involvement in this secretive matter.[/sblock]

Personality
[sblock]Very forthcoming, Livingston is not shy about his hobby. While understanding how others might view his dealings with death as unnatural and evil, Livingston feels quite the opposite. He views the art of manipulating the dead as part of the natural order of the world; everybody wants to be useful in life, why should that change in death? Coming off as a little crazed and obsessed at times, Livingston defends his actions as not truly dealing with death, but dealing with life. Despite all of the negative connotations following him around, Livingston is actually very kind-natured, if not a little self-serving at times, as well as being a bit stubborn. He is a very devoted follower of life and death, appeasing whichever god will grant him his abilities with great zeal, truly feeling blessed at being offered such a boon. Known only to him, Livingston’s ultimate goal is to harness the ability to manifest the memory of a person’s death into their rebirth. Oddly enough, amongst friends, Livingston goes by the name "Life."[/sblock]

Appearance
[sblock]Livingston is quite attractive. His features compliment each other very well: a chiseled jawline; high cheekbones; big, vibrant brown eyes. He keeps his hair well groomed into a loose dangle of black, pulled behind his ears, punctuated by an exaggerated widow’s peak.[/sblock]

Items Worn
-Blood Red Breastplate, doesn’t shine, seems to absorb light instead of reflect, no helmet
-Heavy Black cloak, frayed, hood generally pulled over the head
-Backpack underneath cloak, gives off the appearance of a hunched back
-Buckler, attached to the outside of his left forearm.

Items in Belt
-Gold Pouch: 26gp
-Component Pouch
-Scroll Case: 7 Scrolls of Cure Light Wounds
-Unholy Symbol
-Morningstar
-Sling

Items in Backpack/Sack
-Necessities (Bedroll, Blanket, etc)
-Lantern, Bullseye
-Shovel

Cost:
-Breastplate: 200gp; 15lbs
-Buckler: 15gp; 2.5lbs
-Component Pouch: 5gp; 2lbs
-Scroll Case: 1gp; 1lbs
-7 Scrolls of CLW: 175gp; included above
-Unholy Symbol: 1gp; n/a
-Morningstar: 8gp; 3lbs
-Sling, 10 bullets: <1gp; 2.5lbs
-Bullseye Lantern: 12gp; 3lbs
-Shovel: 2gp; 8lbs
-Upgrade from Pony to Warpony: 70gp
-Chainmail Barding: 300gp
-Riding Saddle: 10gp
Total Weight: 37lbs; Light Load Capacity: 43lbs
Total Gold Consumption: 799gp; Gold Left: 201gp


Alternate Character 1: Human Fighter 2; Feats in Quick Draw, Combat Expertise, Improved Disarm; MW Guisarme +6 2d4+4; MW Heavy Flail +6 1d10+4; STR 16 DEX 10 CON 13 INT 14 WIS 10 CHA 12
 
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Craw Hammerfist

First Post
The FR pantheon is unknown to me...

For Livingston, the diety would be Kelemvor. He fits so perfectly with the rest of the Livingston's outlook that you might have to change the part of him being considered odd. ;) Kelemvor is LN, so Livingston is free to choose turn undead rather than rebuke, if he wishes. There is a Wiki entry on him is you are interested.
 

ethandrew

First Post
Craw Hammerfist said:
For Livingston, the diety would be Kelemvor. He fits so perfectly with the rest of the Livingston's outlook that you might have to change the part of him being considered odd. ;) Kelemvor is LN, so Livingston is free to choose turn undead rather than rebuke, if he wishes. There is a Wiki entry on him is you are interested.

This is rather an interesting coincidence. However, I don't see Death in his domains, is this a 3.0 thing that has travelled over to 3.5? Despite that everything else I saw (from Wiki) seems perfect! Did you see any glaring errors or problems with Livingston?
 

Lot

First Post
Would you consider the Thug variant of the fighter or the Urban Ranger as possibilities? I was hoping to make an urban operative type character. Fulfilling the role of streetsmart bodyguard or hired muscle. A tough melee character who, while lacking the craftiness of a rogue, has more to offer than just a guy with a sword and heavy armor.
 

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