3.5e Eberron Against the Giants -- Recruiting closed.

Nac Mac Feegle said:
The rapier's a good idea for covering your bases, but I'm not sure how much play a social rogue will get in a module that starts when we're already hired and off to go fight the giants in their lair.

Her skills are social and acrobatic rogue skills; most of her levels are in swashbuckler (with one in artificer purely to meet Windwright Captain pre-reqs). She's a melee fighter in combat with small bits of augmentation magic (via her dragonmark and artificer infusions), and an airship captain by trade.

Maybe she'll get squished. Maybe she won't end up selected for the game. But I've never read or played the module before, and I've wanted to drop a Windwright Captain into an expedition to Xen'drik for a while.
 

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A bucketful of concepts

I'm kicking around a couple of ideas at this stage, and with more than a week to run I want to winnow the list a bit. I'm going to throw the best few out here for feedback, and I'll flesh out the best-sounding one or two. Here is what I've got so far(some of these may be a bit familiar as I have pitched a variant of them for other games):

1. Oscarl Oldknife: Dwarf fighter 8/barbarian 1; a straight-up heavy hitting melee combat type (greatsword and mobility). Might be able to go a few rounds up close with giants...

2. Ipshi the spider: Halfling female rogue 3/warlock 6; expert at recon and infiltration- primarily uses her warlock abilities to enhance her sneaking and senses (See the unseen, Spiderwalk, Walk unseen, etc.)- deliberately mysterious and odd, but more curious than evil.

3. Ironshod Vic: Warforged fighter 2/warlock 7; ranged combat specialist, powered by Khyber dragonshards- he would be along to explore the mysteries of Xen'drik in an attempt to understand what he has become.

4. Johannadalle Scrapescale: Human (Argonesson) barbarian 1/fighter 2/dragon shaman 6; a mercenary from a shattered clan, she would be seeking the kind of fame and treasure that might allow her to rebuild her tribe. Archer/second-rank melee/melee support- not a heavy enough tank to go toe-to-toe with giants, but a respectable threat against most other foes, and the draconic auras could be helpful in a large party.

5. Revenna: Human female Beguiler 4/warlock 4/eldritch theurge 1; an enchantress from the Eldeen reaches, she carries the blood (and the power) of the fey. Decent arcane caster, with a full load of fey heritage feats and further progression in eldritch theurge planned.

Another possibility, which I hadn't thought of until just now, is a shifter druid on the opposite end of the spectrum- druid 8/moonspeaker 1, focused on summoning/nature magic. With a larger party this _might_ work, but she would likely be well-acquainted with Isida's druid...

So, as I said, let me know if any of these sound particularly useful or interesting and I'll flesh them out- other players comments are also welcome.
 

Name: Olok ir'Vandeen
Gender: Male
Race: Human
Class: Dread Necromancer 9
Alignment: Lawful Neutral

Str: 10 (+0)
Con: 12 (+1)
Dex: 16 (+3) Gauntlets of Dexterity +2
Int: 14 (+2)
Wis: 12 (+1)
Chr: 20 (+5) Cloak of Charisma +2

Hit Points: 51 (9+11d8+48)
AC: 21 (+3 Dex +6 Armor +2 Deflection), Touch: 15, Flat: 18
DR: 4/ Bludgeoning and Magic
Init: +3
BAB: +4, Grap: +4
Speed: 30'
Fort +6, Ref +7, Will +8

+5 Melee, Masterwork Rapier, 1d6, 18-20/x2, Piercing
+4 Melee Touch, Charnel Touch, 1d8+2, 20/x2, Negative Energy

Trained Skills: (6)
Concentration¹ +13
Diplomacy¹ +11
Knowledge (arcana) +14
Knowledge (religion) +14
Spellcraft +16.

Languages: Common, Infernal, Draconic

Feats
Fearsome Necromancy (1st Level, CM 42)
Martial Weapon Proficiency: Rapier (1st Level, DN Bonus)
Spell Focus: Necromancy (1st Level, Human Bonus)
Greater Spell Focus: Necromancy (3rd Level)
Enlarge Spell (6th Level)
Sickening Grasp (9th Level, CM 47).

Dread Necromancer Abilities
• Turn Undead(Su): Olok may turn undead 7 times per day. A turning check is made on 1d20+7; turning damage is equal to 2d6+14 on a successful check.
• Charnel Touch (Su): 1/round at will, as a melee touch attack, Olok can attack a living foe, dealing 1d8+2 points of damage. This touch heals undead, and can be delivered through a spectral hand spell.
• Negative Energy Burst (Su): 2/day Olok can emit a 5 ft. burst of negative energy dealing 9d4 damage to living creatures or the same amount of healing to undead creatures. Will (DC 19) for half.
• Advanced Learning: Olok has added 2 new Necromancy spells to his list.
• Mental Bastion: Olok gains a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison or disease.
• Fear Aura (Su): As a free action, Olok may radiate a 5-foot-radius fear aura. Enemies must succeed on a Will save (DC 19) or become shaken.
• Scabrous Touch (Su): 1/day as a swift action, Olok can use his charnel touch to inflict disease. Fort (DC 19) to resist initial infection
• Summon Familiar: Olok has summoned a familiar: the Imp Orquiel .
• Undead Mastery: Undead created by Olok gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per hit die. He can create 72 HD worth of Undead creatures using animated dead, and control up to 54 HD of undead when casting control undead.
• Negative Energy Resistance: Olok gains a +4 bonus on saving throws made to resist negative energy effects.
• Lich Body: Olok has DR 4/Bludgeoning and Magic.

Magic Items:
Cloak of Charisma +2 and Resistance +2 (8,000 GP)
Gauntlets of Dexterity +2 (4,000 GP)
Masterwork Rapier (315 GP)
+2 Mithral Chain Shirt (5,100 GP)
Ring of Protection +2 (8,000 GP)
Healing Belt (750 GP, MiC 110)
Figurine of Wondrous Power: Ebony Fly (10,000 GP)
2,935 GP left.

Appearance: Olok's skin is pale, and seems all the more so contrasted against his vivid red hair and beard. He dresses richly and well, favoring deep green brocades and silks, and tends to be fastidious about the state of his clothing.

History: A Karrnathi war veteran, Olok has spent the last few years deeply immersed in his researches, surfacing only to explore some esoteric tome or another. He's beginning to chafe at this lack of activity, and he's haunted by the realization that he's not yet really made any difference in the world...despite his bluff protestations to the contrary. And it must be admitted that the undead, despite their many virtues, make terrible conversationalists....

*****

It's very easy for a Necromancer to become a tremendous pain in the butt for both DM and player, what with the ton of undead following him about. I don't want to put either of us through this, and Olok himself would find it terribly crass, so most of his undead would be pretty short-term. He'll have a single Ogre Skeleton following him about, dressed in servant's livery, as a sort of pack-mule...but he generally wouldn't send him into combat, for fear of getting his (rather expensive) clothing ripped. I have to confess to liking the idea of his riding around on an undead giant's shoulder, but we'd have to see how things go....
 

Well, I guess I will go with the Knight, as someone has posted a Dread Necro already. Stats coming soon.

Didn't have time for all of the crunch (will post later), but here is my fluff :cool:

Name: Sir Gynn ir’Liats of High Murshar
(His Most Excellent Lordship of High Murshar)
Gender: Male
Race: Human
Class: Knight 9
Alignment: Lawful Good
Age: 32

Appearance: Sir Gynn stands an impressive 6’3’ and is of an impressive athletic build. His skin is fair, easily sunburned in the hot summer weather. His blonde hair is kept short and well kept as is his beard. His piercing gray eyes are a family trait.

History: Sir Gynn was awarded an abandoned manor house and the village of High Murshar for his bravery serving Aundair during the last war. High Murshar is located in northern Aundair near the Starpeaks. After the war Gynn settled down to his picturesque manor and set about restoring the estate’s vineyards back to prominence. However his pastoral life was soon destroyed, when a group of bandits (in actuality a group of rogue mercenaries looking for spoils and plunder) put the most of the inhabitants of High Murshar to the sword in 998 YK. Gynn was driven from his lands and disgraced. Because of his failure to protect his people, he did not let any of Aundair authorities know of the disaster. Gynn quietly drifted to the south to Sharn, living with self loathing. For a time Gynn took up drink to suppress the pain of his failure and doing odd muscle jobs. During the last few months Gynn as begun to forgive him self and now he earns for justice. His current plans are to rebuild his fortunes, hire some sell swords and regain his lost honor by putting the bandits to the sword. If only he could find a high paying mercenary job to fund his private army…
 
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Okay, now submitting new concept!

It's actually two concepts for the price of one!

Scorpion - Warforged Warlock! A literal "gunship" ranged blaster. Borrowing a page from my old warmage idea from way back, I'd like to represent the invocations as being integrated into his body in a sort of magi-technical way... Feats would be largely ranged combat feats, including Ability Focus on his EB, and probably some Extra Invocations for blast shapes and essences.

Gladiator - Warforged Fighter! Possibly going into that warforged PrC from the main Eberron book as well. Adamantine chassis, two handed weapon specialist...he's designed to wade in swinging and dish out the punishment, with feats like Power Attack and Improved Critical. Simple, but effective!

The story is easy enough, and is basically the same regardless of which I end up with. This is a warforged in search of himself...his place. His history. While he relishes the idea of testing himself against creatures as formidable as giants, strictly as a personal growth thing...his real motivation is rumors that Cannith Creation Forges are based on ancient Xendrick artifacts and designs. He very much wishes to understand more of his origins, his creation, and hopes against hope that there might even have been warforged from that era...thus giving his people a sense of history and belonging. Secretly, he even hopes that there might even be a warforged from back then that can still be repaired and returned to activity...he longs to ask it his questions.

In terms of personality, they're both ex-military and recently so. Scorpion is a bit more of a "flyboy" in terms of outlook, more liable to take risks and more emotional in general. Gladiator is stoic...a rock. His mental outlook is similar to his physical in that he takes his time getting where he's going, but nothing stands in his way.

Easily tailored to suit one of two party roles! What group couldn't use more firepower/brickage? Buy a warforged today!
 

Hmm, okay, one thing I'd need to check about before I finalize my idea: I'd like to either get a permanent Enlarge Person (3,040gp by the player's handbook counting the XP cost) or a magic item that's use-activated, it'd be about 6,000 gp for it to be 3 minutes long and use-activated, so I could trigger it as a free action. Do either of those work for you?
 

Void - Githzerai Sleeping Tiger Monk 5 / Rogue 1

[sblock=character]
Male Githzerai Sleeping Tiger Monk 5 / Rogue 1
Lawful Neutral

Strength 14 (+2)
Dexterity 24 (+7) (+2 Gloves)
Constitution 12 (+0) (+2 Amulet)
Intelligence 8 (-1)
Wisdom 20 (+5) (+2 Periapt)
Charisma 12 (+1)

Total Hit Points: 37
Speed: 40 feet [monk]

Armor Class: 29 = 10 +7 [dexterity] +5 [wisdom] +1 [monk level] +4 [inertial armor] + 2 [Bracers of armor]
Touch AC: 30
Flat-footed: 22
Spell Resistance: 12

Initiative modifier: +11 = +7 [dexterity] +4 [improved initiative]
Fortitude save: +5 = 4 [base] +1 [Constitution]
Reflex save: +13 = 6 [base] +7 [dexterity]
Will save: +9/+11 = 4 [base] +5 [wisdom] +2 [vs. enchantment]
Attack (handheld): +5 = 3 [base] +2 [strength]
Weapon Finesse: +11 = 3 [base] +7 [dexterity]
Attack (unarmed): +5 = 3 [base] +2 [strength]
Flurry of Blows: +4/+4 [includes strength modifier]
Attack (missile): +10 = 3 [base] +7 [dexterity]
Grapple check: +4 = 3 [base] +2 [strength]


Languages: Common Gith
Unarmed Damage: 1d8 +2 [strength]

[sblock=Feats]
Weapon Finesse (Kama) [sleeping tiger]
Improved Initiative [sleeping tiger]
Improved Unarmed Strike [monk]
Power Attack
Flying Kick (+1d12 dmg when charging)
[/sblock]
[sblock=Skills] Name Key Ability Skill Modifier = Ability Modifier + Ranks + Misc Modifier .

Appraise Int -1 = -1
Balance Dex* 10 = +7 +1 +2 [tumble]
Bluff Cha 1 = +1
Climb Str* 2 = +2
Concentration Con 1 = +1
Diplomacy Cha 1 = +1
Disable Device Int 0 = -1 +1
Disguise Cha 1 = +1
Escape Artist Dex* 8 = +7 +1
Forgery Int -1 = -1
Gather Information Cha 1 = +1
Heal Wis 5 = +5
Hide Dex* 19 = +7 +2 +2 [sleeping tiger] +5 [Cloak]
Intimidate Cha 1 = +1
Jump Str* 12 = +2 +4 +2 [tumble] +4 [speed 40]
Knowledge (religion) Int 1 = -1 +2
Listen Wis 5 = +5
Move Silently Dex* 18 = +7 +6 +5 [Boots]
Ride Dex 7 = +7
Search Int 2 = -1 +3
Sense Motive Wis 5 = +5
Spot Wis 6 = +5 +1
Survival Wis 5 = +5
Swim Str** 2 = +2
Tumble Dex* 13 = +7 +6
Use Rope Dex 8 = +7
* = check penalty for wearing armor
[/sblock]
[sblock=Githzerai Traits]
• +6 dexterity, -2 intelligence, +2 wisdom
• Darkvision to 60 feet
• Spell resistance 5+class level
• Daze DC 9, shatter DC 11, feather fall 3/day each
• Inertial armor +4 to AC
• Character level +2
[/sblock]
[sblock=Sleeping Tiger Monk Traits]
• Need Hide, Power Attack
• AC Bonus for Wisdom
• AC Bonus for level (begins level 5)
• Flurry of Blows
• Unarmed Strike
• +2 on Hide
• Fast Movement (already included)
• Weapon Finesse (bonus feat level 1)
• Evasion (level 2)
• Improved Initiative (bonus feat level 2)
• Fast Movement (level 3)
• Still Mind level 3)
• Ki Strike (level 4) unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction
• Slow Fall (level 4)
• Purity of Body (level 5) immunity to all diseases except for supernatural and magical diseases
[/sblock]
[sblock=Rogue Traits]
• Sneak Attack +1d6
• Trapfinding
[/sblock]
[sblock=Void's Equipment]
Light load: 58 lb. or less.
Medium load: 59-116 lb
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875 lb.


Kama +1 (2302)
10 Shurikans
10 Shurikans +1 (2301gp)
Bracers of Armor +2 (4000gp)
Gloves of Dex +2 (4000gp)
Boots of elven kind (2500gp)
Cloak of elven kind (2500gp)
Periapt of Wisdom +2 (4000gp)
Amulet of Health +2 (4000gp)
Hand of the mage (900gp)
Monk’s outfit.
Thieves’ tools.
Backpack.
Winter Blanket
Caltrops

Wealth - 442 gp 5 sp
[/sblock]
[/sblock]
[sblock=Background and Appearance]
Size: Medium
Height: 6' 0"
Weight: 145 lb
Skin: Gray
Eyes: Amber
Hair: None

Second generation to the ones who fought the Illithids, Void grew up on stories of exalted and heroic deeds and legends of glorified battles and bravery.
In recent years, the great Sensai of his temple suspected an activity of Illithids in the Giant infested land of Xendrik.
Void is asked by his sensei to track any activity that might occur in the ruined land, using his stealth abilities, Void can invade deep into the Giant's land and gather information of probability cooperation between Giants and Illithids.
[/sblock]
 
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Are we going to spend alot of time indoors or outdoors? The scout I built should be dynamic enough to handle both situations, I was just curious. I almost feel like I need to justify why I picked a 9th level scout instead of a multiclassed character.
 

I don't want to sound like I'm raining on the parade, but I think you might want to rethink the build of Void.

The weakest of the giants, the Hill Giant, attacks at +16/+11 for 2d8+10 damage per hit, and that's not even getting into frost and fire giants. I think combining LA, Con 10, and an unarmored class might be a little suicidal against giants.
 


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