[D&D 3.5] Paths of Legend: Paths of Madness (OOC)

Here is my full character sheet. Fleshed out the background a little bit.
Vulpine
Chaotic Good Shifer(Fox-based) Sorcerer 5/Dragon Disciple(Copper) 1
STR 8 INT 14 (including +1 at lvl 4)
CON 11 WIS 12
DEX 10 CHA 16
HP 21 AC 11 = 10+(natural armour) 1
Attacks
BAB +2
melee +1
ranged +2
Saving Throws
fort +3
reflex +1
will +7
Skills
concentration misc mod +1 ranks 2 total +3
listen ability mod +1 ranks 5 total +6
search ability mod +2 ranks 5 total +7
spot ability mod +1 ranks 5 total +6
cc alcemy ability mod +2 ranks 4 total +6
knowledge(arcana) ability mod +2 ranks 8 total +10
cc pick pocket ranks 4 total +4
Feats
eschew materials
maximize spell
energy substition(acid)
Spells per Day
0 lvl 6, 1 lvl 6, 2 lvl 5, 3 lvl 3
Spells Known
0 lvl
Detect Magic
Read Maic
Open/Close
Silent Portal
Launch Bolt
Ghost Sound
Electric Jolt
1 lvl
Magic Missle
Ice Dagger
Mage Armour
Identify
2 lvl
Melf's Acid Arrow
Spider Climb
3 lvl
Fireball
Appearance & Personality
height 5' 3" Wt. 135 lb. Age: 16 eyes: yellow hair: reddish brown
A man with a slight fox-like cast to his features. The vulpine aspects
become more pronounced when he is Vulpine is slightly suspisious of new
people and always a little paranoid. However, once he decides someone
is friend he is loyal to the core. The only problem with having Vulpine's
friendship is his love of practical jokes.
Backstory
Lived with his merchant parents in a Thayvian city until he was 7 years
old. Then it was discovered that his father and mother were actually
sorcerers, members of a forgien intel service they were arrested and exacuted.
Luckily Vulpine was out running an errand was warned by friend when the guards came for his parents.
Vulpine ducked into the sewers and made a new home for himself there.
After this he was surviving on the streets using his wit and magical skills
CAREFULLY. While living on the streets he realized there must be copper
dragon somewhere far back in his family line and started exploring that
heritage. The only this he had to remember his parents by was an old
purplish-black quarterstaff.<DM if you let me refind this feel free to make
it unique in someway that fits with the campaign.> After nine years on
the streets, he finally got a little careless with his magic
and was caught. Now all he wants is his freedom and maybe
a little revenge.

Languages
Starting
Common
Bonus
Elven
Sylvan
Learned
Draconic
-----------------------------------------------------------------------
CM,
I would be willing(and actually would like to) to trade out Sylvan for Thayvian if I can.
Everybody else,
When it comes to getting out of the cells, Vulpine should be able to help because any of his energy spells can be acid, and he LOVES using acid. Also Cerebus2099 is my roommate and should be submitting his character sheet this weekend. And, luckily for us he can be our medic. The character is a human fighter 2/cleric of Thor 4.
 

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Hmm. Vertexx, I hate to sound like I'm pickin on you or something, but I was bored and looking over the character sheets and noticed several issues.

A) How do you get 6 claw attacks? Insectile specifies that you don't gain additional attacks for the extra arms, and Feral specifies it grants you TWO claw attacks.
B) Multiweapon fighting doesn't increase the number of natural attacks you gain, it reduces the penalties for wielding multiple weapons.
C) I couldn't figure out how you get your 15' reach, or why your reach increases when raging (I figured originally that it was a factor of the equipment which grants you rage, but I just checked your equipment and it doens't say anything about reach.) I also checked the Bloodwind spell, but it only lasts for one round and doesn't actually give you REACH, it allows you to make natural attacks as a ranged attack with a 20' range increment (As a thrown weapon.
D) It seems from your attack listing that you have the +1d4 from dirty fighting factored into all of your attacks, when in fact a multi-attacking character would be hampered by the feat, since it takes a full-round action to make a SINGLE dirty fighting attack (with the +1d4 dmg).
E) Your skill points and languages didn't seem to add up(you were 4 skill points short of your 32, and had 2 extra languages) until I realized you probably spent those 4 skill points on 'speak language' twice, and just didn't write it down. (this isn't so much a mistake I noticed as much as something that I found mildly confusing)

Now, I know monkey redid some of the templates, but I didn't see one for either insectile or feral, so unless I've missed something this character concept just doesn't seem to function without heavy GM house ruling..
 

SiliconDragon said:
Also Cerebus2099 is my roommate and should be submitting his character sheet this weekend. And, luckily for us he can be our medic. The character is a human fighter 2/cleric of Thor 4.

Not to sound like the doom gloom guy.. (yea.. you know the type heh) but uhhhh ONE medic for 10 frickin people.... he's gonna have bodies stacked and waitin to be healed higher than the Spartans did at Thermopoli... LOL

Hey Jemal.... if you're still bored and got time...... pick over my chara sheet too and see if I lay-ith down the wrong-ith info too please? :) :P
 

Jemal, thanks for the preliminary nitpicking. ;)

All, just FYI, I do intend this campaign to be quite a bit more dangerous and potentially deadly than my usual games. :devil:
 



Thank you Jemal sorry about that I did not realize I had used to many skill points & the spontaneous healing was reealy to make sure and cover my own butt.

Name:Cerebus
Species:human
Level:fighter 2/cleric(Thor) 4
Size:medium
Age:20
Gender:male
Alignment:Chaotic Nuetral
Diety:Thor
Height:6 foot
Weight:200 pounds
Appearance:Long blond hair,bright blue eyes, Pale caucasion skin color, Thor's holy symbol tattooed on his left forearm
Str:14 Str mod:+2
Dex:13 Dex mod:+1
Con:12 Con mod:+1
Int:10 Int mod:+0
Wis:18 Wis mod:+4
Cha:10 Cha mod:+0
Speed:30 feet
Base attack bonus:+6
Initiative mod:+1
Hit points:49
Grapple Modifier:+7
Fortitude save:+8
Reflex save:+2
Will save:+8
Armour class:11(10+1dex)
Touch AC:11
Flat-Footed Ac:10
Turn Undead:7 times a day, +2(synergy bonus), 2d6+4
Light Load:0-50
Medium Load:51-100
Heavy Load:101-150
Lift over Head:150
Lift off Ground:300
Xp:15,000
Push or Drag:750
Class Skills Fighter:climb,craft,handle animal,intimidate,jump,ride,swim
Class Skills Cleric:concentration,craft,diplomacy,heal,knowledge(arcana,history,religion),profession,spellcraft.
climb:+4(1str+3ranks)
Concentration:+4(1con+3ranks)
Heal:+8(4wis+4ranks)
Knowledge(religion):+5(5ranks)
Ride:+4(1dex+3ranks)
Spellcraft:+4(4ranks)
Swim:+4(1str+3ranks)
Tumble:+2(1dex+1rank)
Class Feats:Light, Medium, & heavy armor, all sheilds(including tower),
simple, & martial weapons.
Bonus feats cleric:weapon focus(warhammer)
Bonus feats fighter:toughness, improved toughnes
Feats:Combat casting, Augment healing, Power Critical
Languages:Common, (CM please put which ever of your languages is appropiate for a viking type char here)
Spells
0-level spells:Create water, Detect magic, Light, Read magic, Purify Food & Drink.
1-level spells:Bless water, Comprehend Languages, Deathwatch, Sheild of Faith.
2-level spells:Find Traps, Silence, Status
Domains:War(martial weapon prof & weapon focus in the dieties favored weapon), Protection(Generate a protective ward as supernatural ability. Gives a resistance bonus to a person I touch equal to cleric level on his or her next saving throw its a standard action lasts for 1 hour usable 1/day)
Domain spells
1-level:Magic Weapon
2-level:Sheild Other
Background
At the age of 16 Cerebus joined the clergy. For four years he was trained and learned the ways of Thor. After those four years were up he was sent on a pilgrimage(this was his pass or fail test) to the lands of the red wizards. On his entry into the town he was looking for a bar to get a mug of ale. As he was gettting a drink in town he got started a "friendly" bar fight so when the city gaurd came in to break it up he ended up getting arrested
 
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[sblock=@ Jemal & Monkey]A) Like most of the other instances, the writers were most likely only taking into account standard two-armed humanoids when describing it, and I think by TWO they meant more than one natural attack, to differentiate from other templates. Like how when a critter becomes undead and it loses all regular natural attacks and gains a single slam instead. Only adding claws to 2 of a beings upper appendages doesn't make any sense logistically.

B) As claws are considered a light weapon, I chose to go with the N-weaponfighting feat tree as opposed to the multiattack feat tree. The multiattack tree doesn't go anywhere like the N-weaponfighting tree does.

C) The reach was just an oversight, leftover from the sheet that I pulled up and altered. Its edited now, but he always just had 5ft reach in my mind.

D) The way I'm reading "Dirty Fighting" is that it can only be used when making a full attack, and not when only making a single standard attack.

E)Yup writing out "Read Language" seems really redundant to me.

...I've PMed CM about the templates and he says hes working on them. But if it ends up not working I'll just have to change my concept back to Thri-kreen from feral/insectile.[/sblock]
 

RE: Healing - Don't worry too much about lack of healing. Assuming Vertexx's char gets adjusted (or explained if I was wrong about things), he has fast heal so won't need any of our medics usage, and my character has fair DR, so that's 2 of us that won't be needing too much medical attention. Add to that any ranged characters (who SHOULD be staying out of harms way), and our medic should be able to keep us going.

Also, Ethandrew's bard DOES know cure light and cure mod, giving us a backup healer.

I would still suggest raiding an infirmary for a wand of cure asap.. just in case.

Rathan
Only problems I note with your character sheet are more of a personal nitpick with layout. The most confusing one is your skills. The way you have them listed is confusing. I know it says 'total/ability/ranks/other', but it requires a lot of double checking to figure out which (if any) of the numbers are your ranks. I'd suggest filling in the blanks with zeroes so people looking at the sheet always know which number is which.

Cerberus
A) You've spent 2 too many skill points (You have 27 to spend and have 29 spent). You also have 3 skills that are cross-class skills for both fighters AND clerics, meaning you'd have to pay 2 skill points for a rank in each of them. (Tumble, Search, Spot)

B) You don't have your domains listed. I presume from your 'bonus cleric feat: Weapon focus' that one of them is war, but it's usually a good idea to list somewhere in your sheet what the domains are, so your GM knows what domain spells you have access to other than the ones you've selected, AND what granted powers you have.

C) Spontaneous Healer is NOT needed for a cleric, as you can allready spontaneously swap out for cure spells if you channel positive energy (And judging from your chosen diety, the fact that you 'turn' undead, and your good alignment, I believe that is a safe bet). note that the feat description itself says "just as a cleric can".
(ALSO, a side note: even if you did need it, you don't qualify for the feet, as it requires 4 ranks of the heal skill, and you only have 3)


Now, for some suggestions (If you don't mind..):

STATS: From checking your stats, it appears that you put your +1 for level into one of your lower stats. It'd give you slightly better stats if you only 'bought' a 17 wisdom and then added your bonus at lvl 4 to wisdom, making it an 18.
That'd give you enough points for a 14 strength, and then an 'extra' stat point left over for somewhere. or you could leave your str at 13 and up one of the other stats by 2 points.

FEATS: Extra Turning is a rather useless feat for a multiclassed cleric with low charisma, unless you plan on taking a divine feat that uses turn attempts. The problem is that any undead you would be able to turn will be easy pickings for even an average party anyways, so it's a waste of a feat (Especially considering the size of this party). You also gain a feat from dropping spontaneous healer (Which as noted above is un-needed).
My suggestions would be combat caster(PHB) and Augment Healing(Complete divine) in place of extra turning and spontaneous healer.
I'm also not that fond of Improved Initiative, it's most usable by characters who NEED to go first (sneak attack types/mages), but that's more of a personal choice.

SKILLS: I say drop the ranks in spot (You can make spot checks untrained anyways, and the 1 rank doesn't give you a bonus worth the skill cost) and search (Again, 1 rank and a total of a +1 check is kinda pointless expenditure of skills. besides, we should have a rogue-type anyways). This gains you 2 points (you were 2 over, you gain 4, leaving you 2 points to spend).
keep the tumble rank (since it's trained only and ALWAYS useful), and use your extra 2 points 1 in heal (bringing you up to 4 ranks) and 1 in concentration (always useful for a spellcaster)

I also looked over the others again.

SiliconDragon:
You've spent too many skill points. By my calculations you should have 30 points. (for the first three levels you were a sorc with 13 int, meaning 18 skill points. the next three were 2 sorc/1 disciple with 14 int, for a total of 12 more skill points.) You have 37 spent. Keep in mind that bonuses to intelligence do not retroactively affect skill points.

Suggestions: Change your stat point buy so that you had a 15 charisma and the +1 lvl is added to charisma. this saves you 2 points, allowing you to change your 13 int to a 14 at level 1, and your 11 con to a 12, granting +1 fort save and +6 hp. you'd still be 1 skill point over, however, as this would give you 36 skill points, and you have 37 spent.

ALSO, just in case you didn't know - Identify requires a 100gp pearl to cast, each time, and Eschew Materials does NOT cover it.

Shayuri - The first problem is that your character is a psion. I hate psions. :P. The second is that as usual I can find nothing wrong with your math. *grumble* always makin me look bad. ;)
Only thing I noted was that you don't specify where your +1 stat point for lvl is.. it's pretty obvious that its gone to your 19 intelligence, but I had to point SOMETHING out. ;)

Myth and Legend
Your Touch AC should be 11 (+2 dex - 1 size)
I'm not sure if it's a unique feature of the minotaur progression, but a normal character or creature with 6 HD would have a 5 base save for his 'good' saves, and a 2 base for his 'poor' saves, whereas you have written 4 and 1. that usually only happens with lvl adjustment or multiclassing. As stated though, I haven't really looked through Monkey's specific minotaur progression.

Ethandrew
You should have 10 uses of bardic music per day, not 6. (one/bard lvl + 4 for extra music). Other than that, there's nothing mechanically wrong with the character. I disagree with some of your feat choices, but as I've said to others thats more personal twinking preference. Feel free to ignore my opinions.
The only thing I'd like to suggest is replacing Weapon Finesse with something else, such as augment healing(for better backup healing) or another extra music.
Weapon Finesse is a nice feat, but how often are you actually going to be getting into melee with your bard to justify it, with your spellcasting, bardic music, and chord of distraction?

Voda Vosa - at the moment the first thing is your gender, it should be N/A not '?' the concept of gender does not even exist for them. Other than that, I haven't seen enough of Monkey's mind flayer progression to say anything.

Ambrus - See comments to voda and Myth re: not knowing monkey's monster progressions. We'll have to leave the nitpicking up to you and monkey. :)
 

RE: Healing - Don't worry too much about lack of healing.
My undead character will, naturally, not require traditional healing in the form of curing magic. Actually, I'm curious to know whether CM will be adopting the rules clarifications from Libris Mortis regarding undead healing, as well as the variant rule for handling undead hunger (both on page 10).
Ambrus - See comments to voda and Myth re: not knowing monkey's monster progressions. We'll have to leave the nitpicking up to you and monkey. :)
CM posted his Shadow progression in post #172. My character's revised build is detailed in post #174. By all means look them over if you're interested.:)
 

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