3.5e Eberron Against the Giants -- Recruiting closed.

I hope this is updated. If anyone is missing, let me know.

Divine:

Isida Kep'Tukari - shifter druid 8*
OnlytheStrong – human cleric 8
Rolzup – gnome archivist 8
DEFCON 1 - ??? Favored Soul of The Shadow 8

Arcane

EvolutionKB - warforged wizard 3/master transmorgifist 5
Voadam - Aasimar Wizard 7
Rolzup - Human Dread Necromancer 8
Pathfinderq1 – human beguiler 4/warlock 4

Meatshields/Tanks

Shayuri – warforged fighter 8
Nac Mac Feegle - Goliath Ranger 1/Fighter 2/Barbarian 4
Bootmobile - dwarf Ranger 3, Scout 3, Master Thrower 2
hero4hire - gnome Ranger 3/Fighter 2/Gnome Giant-Slayer 3*
Rhun - Wood Elf Ranger 2/Fighter 4/Order of Bow Initiate 2
Pathfinderq1 – dwarf fighter 7/barbarian 1
Dragoon – human knight 8

Skill monkeys/Blasters

drothgery - half-elf swashbuckler 6/artificer 1/windwright captain 1*
OnlytheStrong - human scout 8*
Strahd_Von_Zarovich - Githzerai (LA 3) Rogue 2 Monk 4
Pathfinderq1 – Halfling female rogue 3/warlock 5
Pathfinderq1 – warforged ?? 2/warlock 6
Zurai -- ??? warlock
Shayuri – warforged warlock 8
 
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That is an awesome list. I know it wasn't intended to help us out as much as it was for you, but looking at it I can't help but be impressed with the classes. Not to mention, it prolly took a long time to make.
 

Honestly, I think my archer belongs more in the Skill-Monkey/Blaster category than the Meatshield/Tank category. He is definitely not set up for melee combat, but for taking things (read giants) out from a distance. :D

Also, can I just say that I am amazed by the amount of interest you are getting in this one. Hell, it makes me want to start a new PBP game running one of the classics.
 



Aeranduil Warraven, update to 8th level

Aeranduil Warraven
Neutral Good Wood Elf Male
Ranger 2 / Fighter 4 / Order of Bow Initiate 2

[sblock=CRUNCH]

STR 16 (+3) (6 points, +2 race)
DEX 22 (+6) (10 points, +2 race, +2 level increase, +2 gloves)
CON 12 (+1) (6 points, -2 race)
INT 12 (+1) (6 points, -2 race)
WIS 12 (+1) (4 points)
CHA 08 (-1) (0 points)

Armor Class 23 (+5 armor, +6 dex, +1 shield, +1 deflection)
Hit Points 64 (14+7+8+7+8+6+6+8 CON)
Speed 40' (30 base + 10 boots)

Fort Save +9 (+7 base, +1 con, +1 resistance)
Refl Save +14 (+7 base, +6 dex, +1 resistance)
Will Save +6 (+4 base, +1 wis, +1 resistance)

BAB: +8
Melee: +11
-Greatsword +12/+17 (2d6+4)
Ranged: +14
-Comp. Longbow +16/+11 (1d8+6) OR +17/+12 (1d8+7) within 30'
-w/Rapid Shot +14/+9/+14 OR +15/+10/+15 within 30'
-vrs Giants +18/+13 (1d8+10+2d6 bane) OR +19/+14 withing 30'


FEATS
1st Level: Point Blank Shot
3rd Level: Precise Shot
Fighter 1: Weapon Focus (Composite Longbow)
Fighter 2: TBD
6th Level: Manyshot
Fighter 4: Weapon Specialization (Composite Longbow)
9th Level: Ranged Weapon Mastery

RACIAL TRAITS
- +2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence
- Medium Size
- Base land speed 30'
- Immunity to sleep spells and effects
- +2 racial saving throw bonus vrs. enchantment spells/effects
- Low light vision
- Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite

longbow, shortbow, and composite shortbow.
- +2 racial bonus on Listen, Search and Spot checks
- An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to

notice it as if she were actively looking for it.

CLASS FEATURES
- Favored Enemy (Giants)
- Track
- Wild Empathy
- Combat Style (Rapid Shot)
- Fighter Bonus Feats
- Ranged Precision +1d8
- Close Combat Shot

SKILLS
- Climb +6 (3 ranks, +3 str)
- Craft (bowmaking) +8/+10 (5 ranks, +1 int, +2 circumstance)
- Hide +11 (5 ranks, +6 dex)
- Jump +12 (4 ranks, +3 str, +5 competence)
- Knowledge (religion) +3 (2 cc ranks, +1 int)
- Listen +8 (5 ranks, +1 wis, +2 race)
- Move Silently +11 (5 ranks, +6 dex)
- Search +8 (5 ranks, +1 int, +2 race)
- Spot +13 (10 ranks, +1 wis, +2 race)
- Survival +7/+9 (6 ranks, +1 wis, +2 circumstance)
- Swim +6 (3 ranks, +3 str)

LANGUAGES
- Elven
- Common
- Giant

EQUIPMENT
- Mithril Shirt +1 (2100gp, 10lb)
- Buckler, masterwork (165gp, 5lb)
- Gloves of Dexterity +2 (4000gp, 1lb)
- Ring of Protection +1 (2000gp, -)
- Boots of Striding & Springing (5500gp, 1lb)
- Cloak of Resistance +1 (1000gp, 1lb)
- Taurionamarth: Mighty (+3) Composite Longbow +1, giant's bane (8700gp, 3lb)
- Quiver of Endless Arrows (900gp, 3lb)
[sblock=Quiver of Endless Arrows]
http://www.andycollins.net/Features/stuff_that_holds_stuff.htm said:
Quiver of Endless Arrows: This quiver is a boon to the expert archer, for it magically creates an endless supply of masterwork arrows (of an appropriate size for the wearer). Each arrow exists for only a single round after it is drawn. The arrows don't exist until they are drawn, so they can't receive magical enhancements while still "in the quiver," even by such means as greater magic weapon (though such effects can be added after the arrow is drawn).
Caster Level: 7th; Prerequisites: Craft Wondrous Item, minor creation; Market Price: 900 gp; Weight: 3 lb.
[/sblock]
- Quiver, 20 adamantine arrows (61gp, 3lb)
- Greatsword, masterwork (350gp, 8lb)
- Handy Haversack (2000gp, 5lb)
--- Bedroll (1sp, 5lb)
--- Winter Blanket (5sp, 3lb)
--- Crowbar (2gp, 5lb)
--- Bowyer's Tools (masterwork tools: +2 craft bowmaking, 50gp, 1lb)
--- Survival Kit (masterwork tools: +2 survival, 50gp, 1lb)
--- Rope, silk 50' (10gp, 5lb)
--- 2 sacks (2sp, 1lb)
--- Waterskin (1gp, 4lb)
--- 12 sunrods (24gp, 12lb)
--- Cold Weather Outfit (8gp, 7lb)
--- Quiver, 20 adamantine arrows (61gp, 3lb)
- Beltpouch (1gp, 0.5lb)
--- Flint & Steel (1gp, -)
--- Signal Whistle (8sp, -)
- Explorer's Outfit (10gp, worn)

Carrying Capacity: 76lb/153lb/230lb
Encumbrance: Light (40.5 lb)
Cash: 2gp, 22sp, 20cp
[/sblock]

[sblock=FLUFF]
Aeranduil is tall, standing near six feet in height, his athletic frame extremely well muscled, especially for an elf. His lustrous copper-colored hair is long, and usually worn braided with feathers and beads of polished agate. Aeranduil has emerald green eyes, and dresses in the colors of the woodlands: shades of greens and browns. He wears clothing designed for both comfort and function: soft leathers and warm wools. He wears a few pieces of jewelry, but nothing fancy: most of it is crafted of beads of polished stones and carved wood.



An expert archer, Aeranduil is known for his prowess at hunting giants. His bow Taurionamarth (lit. Giant Doom) is his weapon of choice in this pursuit, and he uses it with incredible skill. Although quite capable of using a bow even in the midst of melee, he is also known for wielding a greatsword during those few times his bow is not enough.

The elf hails from the heavily forested Eldeen Reaches. The vast Towering Wood is the only home Aeranduil has ever known...his tribe lived peacefully within the ancient forest, hunting of the plentiful game, aiding the druids and rangers of the woods against the many dangers of the wilderness, and trading with the farmers along the wood's edge. Aeranduil grew up learning the ways of the woodlands, of the earth, and of the animals. He befriended nomadic centaurs and feral shifters, and life was good.

Although young, Aeranduil's skill was enough that he was able to join the patrols of those rangers that guard the woods. A short time after this, his patrol was ambushed by Byeshk trolls and was decimated. Aeranduil was the lone survivor, and even he did not escape without wounds. Aeranduil's hate of giants began that day. After his wounds healed, the elf proceeded to learn all he could about giants and how to hunt them.

Eventually, the elf's efforts led him away from his home in the Towering Wood. He travelled Khorvaire, gaining in experience and knowledge as he did. He visisted Aundair, and the lands of Thrane. The prevalence of the Church of the Silver Flame was not to his liking, though, and he left Thrane after only a short time. He visited the edges of the Mournlands simply to see the remains of Cyre with his own eyes. Aeranduil spent some time among the gnomes of Zilargo, and eventually found himself in the City of Sharn in Breland. It is here that Aeranduil hears the stories of the giant attacks on Xendrik, and knowing that he had a duty to put an end to his hated foes, the elf does not hesitate to answer the call for hale adventurers.
[/sblock]

I still need to choose 1 more feat that I can't make up my mind on. Also, I know his background may be a bit soft, but it is the best I can do with my limited knowledge of Eberron. :D
 
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I am actually pretty pleased with how my cleric turned out. His max heal is huge, if he uses his equipment as well as his spells. Yay for new experiances lol
 


Okiday, here's the updated version of Morika, gorebrute shifter druid. [sblock]Morika Kevsecks
Shifter Druid 8 (shifter druid substitution at levels 1 and 5)

Medium Humanoid (Shapeshifter)
Alignment: Chaotic Neutral
Druidic Sect: Greensingers
Region: Eldeen Reaches
Height: 4' 11''
Weight: 115lbs
Hair: Dark Brown
Eyes: Brown
Age: 42
XP: 28,000
Action Points: 9

Str: 20 (+5) [10 points, +2 levels, +2 beast spirit] (while shifting is 22 (+6))
Dex: 14 (+2) [4 points, +2 racial]
Con: 14 (+2) [4 points, +2 amulet]
Int: 10 (+0) [4 points, -2 racial]
Wis: 16 (+3) [10 points]
Cha: 6 (-2) [0 points, -2 racial]

Racial Abilities: +2 Dex, -2 Int, -2 Cha, shifting (6/day, for 8 rounds each, gorebrute and beasthide traits, gain +2 to Str while shifting, +2 to natural AC, can make charge attack for 2d8+8 damage with horns [additional +2 is +1 for every four character levels]), low light vision, +2 racial bonus on Balance, Climb, and Jump checks.

Class Abilities: Beast spirit (Alertness, extended shifting [+2 rounds], feral empathy [+4 to wild empathy and Handle Animal checks, can use Wis mod to determine shifting duration], will of the spirit [if fail normal saving throw against enchantment, can attempt again at same DC 1 round later], ability bonus [+2 to Str, Dex, or Con each day, can change with one minute’s concentration], transfer spirit [can move abilities granted by beast spirit to summoned animal]), nature sense, wild empathy (+10), woodland stride, trackless step, resist nature’s lure, wild shifting (extra 3/day shifting, does damage with horns as if one size larger). Proficient with club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and sling. Proficient with light and medium armor, but only if non-metallic. Divine spells.

Hit Dice: 8d8+16
HP: 66
AC: 21 (+2 Dex, +5 armor +4 shield) Touch – 13, Flat-footed – 19 (while shifted AC is 23, flat footed AC is 21)
ACP: -1
Init: +4 (+2 Dex, +2 Shifter Instincts)
Speed: 30ft

Saves:
Fortitude +8 [6 base, +2 Con]
Reflex +4 [+2 base, +2 Dex]
Will +9 [+6 base, +3 Wis]

BAB/Grapple: +6/+11
Melee Atk: +13 (2d8+8/x2/B, gore charge)
Melee Atk: +12 (1d6+6/18-20/x2/S, +1 scimitar)
Ranged Atk: +8 (1d4+5/x2/50 ft./B, sling)

Skills:
Balance +3 [0 ranks, +2 Dex, +2 racial, -1 ACP]
Climb +8 [0 ranks, +5 Str, +2 racial, +2 climber’s kit, -1 ACP]
Concentration +9 [8 ranks, +1 Con]
Handle Animal +7 [5 ranks, -2 Cha, +4 feral empathy]
Jump +6 [0 ranks, +5 Str, +2 racial, -1 ACP]
Knowledge (nature) +10 [6 ranks, +0 Int, +2 nature sense, +2 synergy]
Listen +13 [7 ranks, +3 Wis, +2 Alertness, +1 Shifter Instincts]
Ride +4 [0 ranks, +2 Dex, +2 synergy]
Sense Motive +4 [0 ranks, +3 Wis, +1 Shifter Insticts]
Speak Language (Sylvan) [2cc ranks]
Spot +13 [7 ranks, +3 Wis, +2 Alertness, +1 Shifter Instincts]
Survival +12 [7 ranks, +3 Wis, +2 nature sense]
Swim +5 [2 ranks, +5 Swim, -2 ACP]

Spot and Listen are both at +15 while wild instincts is prepared.

Skill explanations: [sblock]Alertness feat (gained from beast spirit class feature) grants +2 to Listen and Spot. Shifter Instincts grants +1 to Listen, Spot, and Sense Motive, as well as +2 to initiative. Nature Sense (druid class feature) grants +2 to Knowledge (nature) and Survival. Feral Empathy (gained from beast spirit class feature) grants a +4 bonus to wild empathy checks and Handle Animal checks. Five ranks of Handle Animal grant a +2 synergy bonus to Ride checks and wild empathy checks. Five ranks of Knowledge (nature) grants +2 synergy bonus to Survival checks in aboveground natural environment. Five ranks of Survival grants a +2 synergy bonus to Knowledge (nature checks). +2 racial bonus to Balance, Jump, and Climb checks.[/sblock]

Feats:
Gorebrute Elite (1st) - Any creature that takes damage from my horned charge must make an opposed Strength check or fall prone.
Shifter Instincts (3rd) - Gains +1 on Listen, Sense Motive, and Spot, and +2 on initiative checks.
Shifter Ferocity (6th) - While shifting, I can continue to fight when disabled or dying.
Extra Shifter Trait [Beasthide] (9th)

Languages: Common, Druidic, Sylvan

Spells Prepared
DC +2
0th – cure minor wounds x3, detect magic, detect poison
1st – cure light wounds x2, longstrider, shifter prowess (RoE), speak with animals
2nd – body of the sun (SC), bull’s strength, master air (SC), wild instincts (RoE)
3rd – call lightning, giant’s wrath (SC), greater magic fang, mass lesser vigor (SC)
4th – arc of lightning (SC), last breath (SC)

Equipment
+3 leather armor – 9,170gp
+2 heavy darkwood shield – 4,257gp
+1 scimitar – 2,315gp
3 doses of rare oils and unguents for last breath spell – 1,500gp
2 wands of cure light wounds – 1,500gp
Amulet of health – 4,000gp
Pearl of Power 1st level – 1,000gp
Sling and 30 bullets – 3sp
2 potions of cure light wounds – 100gp
Identification papers – 2gp
Traveling papers, Eldeen Reaches to Breland – 2sp
Club
Heward’s Handy Haversack – 2,000gp
Boots of Comfort – 1,000gp (continuous endure elements while worn)
Bedroll – 1sp
Belt pouch – 1gp
Flint and Steel – 1gp
Fishhook – 1sp
Silk rope 50’ – 10gp
Climber’s kit – 80gp
Waterskin – 1gp
10 days’ worth of trail rations – 5gp
Explorer’s outfit – 10gp
Dagger – 2gp
Holly and mistletoe
Traveler’s outfit

Money
40gp, 3sp


~~~~~

I am not a kind person. More than most of my people, I am feral, dangerous, rude, and eager to spill blood. Yet I am not an evil person. The blood that I spill is that of the cruel and decadent, those that I am rude to deserve it, and the danger I represent is not to those on the side of good. My animal ferocity is brought against those who defile the world, not those who revere it.

This does not make me good in the eyes of many, yet I speak only the bluntest of truths in this matter. The beast spirit within my breast has no need for false words and sweet lies. I am a fighter of the wood, a seeker of truth, and a destroyer of darkness. Because I do not wear shining armor, I am discounted as a barbarian. Because I make no speeches to rouse the hearts of the weak and helpless, I am seen as cruel and rude. Because I gore my enemies to death with my own horns, I am feared. Because I demand gold for my strength, they whisper curses behind my back. Yet the danger passes after I have, and things are better when I leave.

My name is Morika. I am a gorebrute shifter, a druid whose animal spirit lies within rather than without, a hunter of evil and a speaker of uncomfortable truths. I will answer your call, for you seek those who act without though, who commits completely to a course of another's choosing. I am such a woman.

Appearance: Morika is a small woman, heavily muscled, with a heavy forehead that gives her face a brutish cast. Her eyes are dark gray, and her long dark brown hair is worn in a multitude of braids. Tattoos cross her neck and back, as well as down her arms and legs in intricate, stylizes shapes of animals. Her expression is often dour, and when she smiles, her teeth are very sharp. She wears worn leather armor and sturdy clothing, and keeps a sickle at her belt and a shield on her arm. Her other weapons and various sundries are kept in her well-made backpack, so it seems she is traveling exceptionally light.

Background: Morika was born at the border of the Eldeen Reaches, Breland, and what would become Droaam, and became thrown into the war at a young age. Her strength, even when young, was prodigious, and her senses were keen. Her shifting manifested early, in her growing the horns of the great mountain rams of the Byeshk Mountains. She was an only child in a small extended family of shifters, the Kevsecks, all of who fought fiercely to protect their tiny corner of the world from the armies of Breland and the monsters of Droaam.

The humans that lived near them welcomed her family's strength, but not them. Healing and other aid was given fearfully and reluctantly, and despite the fact that the villages needed the protection of her clan, they considered them little more than half-tamed beasts. Despite their reluctant care, they did have a deeply-buried kernel of pride, which is what kept the Kevsecks at their deadly work. Two uncles and five cousins died under the swords of ogres or the arrows of human archers, and Morika, too young to avenge them, had to find a new way to channel the anger of their senseless deaths.

It was her mother who led her deep into the unspoiled wilds to attempt to bring her child's anger and pain under control. Shifters often had uncontrollable tempers and bouts of violence that brought them such trouble, yet made them such powerful protectors. "It is called 'The Beast Within,' the blood of our lycanthrope ancestors that bound the spirit of the animals within us. In you it burns so brightly, my daughter. If you learn to bond and merge with your beast spirit, you can channel your anger, your pain, and be stronger than anyone could imagine."

Morika spent the last five years of the Last War at a curious peace with herself. She was still given to violence and rage, but now she raged with reason, with purpose. The establishment of the Treaty of Thronehold forced her to find a new reason. The simplest was to wander, something she had been wanting to do for many years. Freed from the responsibility of protecting the villages from marauding armies, she struck out across the Eldeen Reaches and beyond. Gold bought her strength, rage, and purpose now, her protection against the evils of bandits and monsters. Going as the wind took her, Morika has been searching for a new purpose with each new place and contract.

While Morika's mother, S'veka, followed no formal druidic tradition, Morika has found a niche in one of the lesser-known sects, the Greensingers. During the lulls in the Last War, Morika made friends with an oread named Stonefell in the Byshek mountains. Her own nature of the stubborn goat fitted with Stonefell's, and Morika began to learn more about the wider nature of fey from her. Though not a scholar, Morika made an effort to learn Stonefell's native language of Sylvan, so she could converse with other fey.

She fell naturally into the Greensinger sect when they found the angry young shifter talking earnestly with dryads and sprites in their territory. Most people have been very surprised when they learn what path Morika follows. She has the voice of a crow, the face of an irritable goat, and the rhythm of a rock, which puts her in the extreme minority with the beautiful and talented elves, half-elves, and humans that comprise most of the sect. Instead of representing the endless revel of nature, as most of them do, she represents its fury. She has been known to take up quests of vengeance on behalf of fey otherwise bound to once area of the land.

Despite this, she has an almost childlike awe of natural beauty, and her rudeness disappears entirely from her when she is in the deep woods or conversing with friendly fey.[/sblock]
 
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