Jungle Deeps and Ocean Depths - Calling Erekose 13

dave_o said:
And could I possibly trade in the Summon Familiar ability for a feat, or some such?

I'd sort of like to do this as well....I have two familiar abilities, one equivalent to the Improved Familiar feat, but don't particularly plan on summoning a familiar.

Velenne, are the saurials the noble speak-only-through-pheromones and like-shiny-objects lizardmen? I'm having a hard time picturing your character.
 
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You got it! There's a pterodactyl (flyer) variety, stegosaurus (bladeback), triceratops (hornhead), and my guy (finhead, not sure what the corresponding dinosaur would be). I'll try a pic...

Let's see how well this works...
 

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I was inspired by this picture in the Races of Faerun for my character. Some of his description is different like his hair and his eyes. But something like that was what I was picturing. Velenne I like the picture you have there.

let me get this straight tho we have
Morrin Estilan, aasimar cleric of Kelemvor
Halark Greywave, half-aquatic elf wizard/devotee of Kelemvor
Taesshan, human wizard/nar demonbinder
Winter, human rogue/sorceror
Whisper, finhead saurial rogue/fighter
Undinar Deptholas, water genasi fighter/living spell

Wow we sure are heaped in magic! This is going to be an interesting party. That makes Whisper and my character the only melee characters and he is more of an archer. We will have to develop some encounter tactics for this group. I know I wont be charging in right away to have the myriad incendiaries fallin around my ears.
 


dave_o, double-check the first post and all. I'm giving everyone a free regional feat. Also, check on page 2, I've decided to ban Spellcasting Prodigy, so you're free to pick a different feat. Also I think I'd prefer charcter sheet format a little more like WizWrm or Velenne, rather than in stat block format, if you wouldn't mind.

Remember to put your home region and patron deity somewhere that's easy to find. Also, everyone remember to put one line in your background somewhere as to why you've chosen your patron deity.

As for those that want to exchange your familiar abilities for something else, would you want anything other than a feat? Would you like the DM to make up some special ability to replace your familiar? This also applies to anyone that wants to swap in certain class features for something else that fits your character more.
 

I was actually already thinking of Reactive Counterspell, since that's what I'm aimed at for my 12th level feat right now, but I'd certainly be open to suggestions. I'd be 'giving up' two class abilities, one being basically a free feat (fiendish familiar=Improved Familiar) and the other being the basic Summon Familiar - I'll let you decide whether they're separate abilities for purposes of trading in, though.
 

Looks like we are all from vary different parts of the continent. So how do we all know each other? WizWrm's character and mine met up on my character's quest. Any one else want to join us somewhere along there?
 

WizWrm - How about you swap your regular summon familiar ability for a feat, and your fiendish familiar ability for the following:

Sense Demonic Taint - You have the ability to sense the presence of demons and demonic magic. You can sense when outsiders are within 60ft, or can sense the lingering presence of magic used by outsiders within the same range (can be used no more than 1 day/level ago). You may do this 3/day.

How's that?
 
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You mean WizWrm. :)

I like the idea, but it seems that either I'd be expecting to be fighting outsiders or be caught totally by surprise, as they aren't particularly common. The ability would only confirm that I'd gotten within bow range of what I was looking for. If I wasn't specifically hunting one, it probably wouldn't occur to me to check for auras, as a paladin with detect evil might think to check each new area they enter, just on general principle, especially with unlimited usage.

How about:

Sense Demonic Taint - Long exposure to the peculiar magic of outsiders has left you sensitive to their unearthly presence. You can always sense the existence of outsiders within 60', but will know no details; only the number of auras in very general terms. Three times per day, as a full-round action, you may attempt a Spellcraft check (Will save? Charisma check?) with a DC equal to 10 + HD of each outsider to determine the strength, direction, and specific number of auras. In addition, you may do this to sense lingering auras, as defined in detect magic, with the caster level equal to the hit dice of the outsider for the purpose of determining aura strength. This ability will not detect outsiders native to your plane.

Example: Kaelthrong the Nar Demonbinder is walking through the Underdark, when suddenly he sniffs something foul on the subterranean wind. He focuses his mind and reaches out, rolling a 23 for his Spellcraft check. This is enough to tell him that a moderate aura is northeast of his position; indeed, it is a glabrezu, a 10-HD demon. However, it is not enough to tell him that it is accompanied by a marilith, which is a 14-HD creature, requiring a DC of 24 to sense.

It's no worse than the Sensitive feat from AU, at least, and definitely less than a paladin's detect evil radar.
 
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