3.5e Eberron Against the Giants -- Recruiting closed.

Thanks Drothgery. I think I'm going to be a human cleric, with the domains of Healing/Community. I'm new to this, but it seems that knowing the status of each person would help me heal the people that really need it.
 

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Here we go again.... I'll likely be grabbing some Spell Compendium spells, but most everything will be of a supportish nature. Probably a few direct damage spells, but not many.

Darvakarrian "Darv" Zelheinskorvan
Male Gnome Archivist 8
Alignment: Lawful Good

Str: 8 (-1)
Con: 14 (+2)
Dex: 12 (+1)
Int: 22 (+2) Spectacles of Intellect +2
Wis: 18 (+1) Periapt of Wisdom +2
Chr: 10 (+0)

Init +1;

Hit Points: 53 (6+7d6+16)
AC: 20 (+7 Armor, +1 Dex, +1 Size, +1 Deflection) Touch: 13, Flat: 19
Init: +1
Spd: 30 ft/x4;

Base Atk/Grapple: +4 / -1
Speed: 20' /x4
Fort +10, Ref +5, Will +12

+4 Melee, Masterwork Longspear, 1d6, 20/x3, Piercing (reach)
+7 Ranged, +1 Crossbow, 1d6 19-20/x2, Piercing

Skills:
Concentration¹ +13
Decipher Script +12
Knowledge (arcana) +17
Knowledge (dungeoneering) +19
Knowledge (history) +15
Knowledge (nature) +17
Knowledge (religion) +15
Knowledge (the planes) +7
Spellcraft +19.

Languages: Common, Gnome, Giant, Draconic

Feats
Archivist of Nature (1st Level, HH 119)
Scribe Scroll (1st Level Archivist Bonus)
Touch of Healing (3rd Level, CC 62)
Spontaneous Healer (6th Level, CD 84)

Gnome Abilities:
• -2 Strength, +2 Constitution
• Base land speed of 20 feet.
• Low-Light Vision
• Spell-like abilities: 1/day - speak with animals(burrowing), dancing lights, ghost sound, prestidigitation
• Weapon Familiarity: Gnomes treat gnome hooked hammers as martial weapons, rather than exotic weapons.
• +2 racial bonus on saving throws against illusions
• +1 modifier to the DC for all saving throws against illusion spells you cast.
• +1 racial bonus on attack rolls against kobolds and goblinoids
• +4 dodge bonus to AC against giants
• +2 racial bonus on Craft(alchemy) and Listen checks

Archivist Abilities:
• Dark Knowledge: 5/day, Darv can draw upon his knowledge of aberrations, elementals, fey, giants, magical beasts, outsiders, or undead. If he succeeds at the relevant knowledge check (DC:15), he grants his allies special abilities.
¤ Tactics: Grants a +1 (or more) bonus to attack rolls.
¤ Puissance: Grants a +1 (or more) bonus on saving throws to allies within 60 feet.
¤ Foe: Grants a 1d6 (or more) damage bonus on weapon damage.
• Lore Mastery: Darv gains a +2 bonus to all Decipher Script checks and to Knowledge (nature) and Knowledge (dungeoneering) checks.
• Still Mind (Ex): Darv gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Spells Per Day: 4/6/5/5/4

Spells Known:
- 0 Level: All Divine
- 1st Level: Cure Light Wounds, Lesser Vigor, Bless, +5 More
- 2nd Level: Hold Person, Barkskin, +2 More
- 3rd Level: Prayer, Blessed Aim, Mass Lesser Vigor, +1 More
- 4th Level: Restoration, +3 More

Magic Items:
Spectacles of Intellect +2 (4,000 GP)
Periapt of Wisdom +2 (4,000 GP)
Cloak of Resistance +2 (4,000 GP)
Ring of Protection +1 (4,000 GP)
Healing Belt (750 GP, MiC 110)
+1 Crossbow (2,000 GP)
+2 Chainmail of Easy Travel (5,650 GP, MiC 10)
Wand of Lesser Vigor (750 GP)
Wand of Cure Light Wounds (750 GP)
1,200 GP to spend.

Appearance: Even in full armor, with a weapon in hand and gouts of fire thundering down from the heavens at his command, Darv looks like someone who belongs in a library, with books piled high around him. Short, skinny, and pale, with large brown eyes blinking behind his spectacles, Darv does not cut an impressive figure. Frankly, he's not even sure if he *could*.

Personality: Darv is eager to have adventures of his own, rather than reading about those of others. The chance to advance his own knowledge is, of course, nice...but by the heavens, he wants to know what danger feels like! That said, he takes his role as healer very seriously indeed, and strives to keep his companions' best interests in mind. It's just that sometimes, he gets a little...over-enthusiastic, shall we say?

History:
Not everyone in Zilargo is a spy, no matter what rumors say. Yes, Darv's father was...and his mother...and his favorite uncle, and quite possibly his cousin...but not Darv. He never had the knack. His honest face hid nothing more than an honest heart, and none could really fault him for that.

He drifted into a life of academia, which somehow managed to both bore him and satisfy him all at once. Yes, he was good at research...but wasn't there something more? Darv was, in truth, more than a little surprised by his own aptitude for magic. But once he discovered it, he threw himself into it whole-heartedly, realizing that *here* was his chance to do something meaningful. And exciting. Girls, they like exciting, don't they?

Character Role: Healing and support. He can give his allies a bunch of bonuses with Dark Knowledge and the proper spells, he's got the various Cure spells thanks to the Spontaneous Healing feat, and he's capable of making himself durable enough to move around the battlefield. Between battles, he can use the Wand of Vigor and his Healing Touch feat to heal his allies up to full without too much trouble. In theory, at least.
 

ethandrew said:
I might be up to that challenge. I played a gnome grappler in my f2f recently. With Close-Quartered Combat and Clever Wrestler, there are some unique possibilities available. I had my gnome successfully grapple a huge creature once, akin to hugging its ankle into a pin.

Granted, the shelf-life for such a character is limited, but it would be very interesting...

The grapple comment was somewhat tongue-in-cheek. :heh:
 

s@squ@tch - You asked if anyone was capable of building a giant grappler... A few years ago I had a hobby of writing prestige classes. There was a peculiar contest in which you had to write one based on your own screen name. My screen name is an old monk character of mine, so I wrote a monkish PrC that specilized in grappling. The Isida Kep'Tukari PrC - the giant wrestlers

Now, if anyone built up to take some levels in that, I bet we could get into wrestling contests with the giants... ;)
 


s@squ@tch said:
The grapple comment was somewhat tongue-in-cheek. :heh:

Oh you can't back down now, too late! I'm going to make the best grappling character ever. I'll even name him Kneebreaker McRocksalot, just for you.
 

Bootmobile said:
I think I would go with a dwarf Ranger 3, Scout 3, Master Thrower 3 using paired throwing axes (unless you aren't using xp penalties in which case he would probably be Ranger 2, Scout 4, and Master Thrower 3). I just love the thought of a dwarf in full plate running circles around giants, bringing them down with well placed axe throws.

Edit: Would we be able to use the Magic Item Compendium for gear? It is really the best place to find items for characters of this level. I know you didn't include it in the allowed source material, so sorry to be a pest, but I am just really hoping. There is at least one item that would really help this build.

Sorry Bootmobile -- didn't see your questions until now.

1) Yes, XP penalties are in.
2) I whole-heartedly suggest people use the Magic Item Compendium for gear. Lots of good stuff in there. I have it and like it.
 

s@squ@tch said:
@ everyone: most likely this will be an 7 member party, so level 8 will most likely be the starting level. I'm still surprised that there have been no clerics -- one Favored Soul (lvl 2 at most), and a few Druids. Giants pack a big punch.

And I was just ready to post my 9th level character too ... ah well, time to get rebuilding.
 

I'm currently in my computer class in college trying to use a SRD to build a cleric. How many spells would a 9th level cleric (with the Sovereign Host church, domains Communing and Healing) have? I will have the cleric posted.

Can I submit 2 characters? lol I love my scout, but I know the party needs some more healing. If you say no, then I will just submit the cleric.
 


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