Tyler Durden said:
Hmm...well if you've already played with an anthro elephant, then maybe I would be better off trying something else. Maybe I'll try a Marrulurk Assassin or a Gloura (if we could make an appropriate advancement since they are ECL 9).
Either would be fine. You can advance or unadvance monsters if you need to, I have no problem with that.
Voadam said:
Do you want work in progress characters there or just finished ones?
I'm working on a grippli (ToH frogman) erudite (dragon 319 psion variant) and considering hyperconsciousness stuff. I got the 319 pdf recently and like the erudite mechanics a lot.
Concept 2 is a leprechaun (ToH) whatever 5. Just because a leprechaun would be fun.
I don't
need a finished character sheet, unless you want to. Just a well-fleshed concept and background would be dandy if you don't have the time right now.
Grippli are fun, mostly because they're little frog people. And little frog people are cool.
The leprechaun worries me slightly, because it doesn't have an LA listed, and while its physically weak, it's magical powers are... prodigious to say the least. If you can find a fair level adjustment from an official source for it, I will allow it.
Polymorph any object at will scares the DM. I agree with the concept whole-heartedly, but the mechanics are troublesome.
Bront said:
Ugh, why do I feel so... normal now? (I don't have many of these odd supplements either).
Hope my idea is ok so far. How's my character sheet format? It's not quite yours, but it's fairly close (It's a converted Ferrix sheet). I can fix it if it's not acceptable.
I had a slightly different concept for the spirit after thinking about it today. Perhaps the spirit guide is a spirit of the storm instead? So while the character himself is fairly stable and clear thinking, the spirit is vengeful, wrathful, and powerful. I'd make him Neutral, with drawings to LG and CE depending on if he's listening to himself or his spirit guide.
That's fine Bront. The role-playing idea is pretty interesting, which is the important part. I would like a good story to go with these odd concepts, so your "normal" character is doing fine so far.
sans said:
Shayuri, the cohort is a good idea, but unfortunately, Pfft's charisma penalty disqualifies a medium water elemental... However, I think I remember reading about a feat that boosts one's leadership score. I can't seem to find it. Anyone know which book it's in (if it exists)?
Isida, lol, I can picture it too. Say the elemental gets evaporated by a fireball and the Dori-like familiar and octopus are flopping around on the ground, the fish is yelling, "Just keep swimming! Just keep swimming!"
Oo, oo, I gots it!
Planar binding! 
Just might work... Depends on what you offer.
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For everyone: I have a special prize for each character chosen. If you describe a part of the Endless Falls, a place where you lived, visited, fought, or what have you, or perhaps a person, a mentor, guardian, friend with some detail, I shall craft an item specifically for your character, something you received from your Prince as payment or gift for your duties.
I also have some additional information about the backstory and campaign type. Your omnielemental prince was named Taala. He had four brides of the four greater (read classic) elementals, and children of all conceivable elemental, para-elemental, and quasi-elemental type. Taala oversaw the Kingdom of Knowledge, a small but powerful country no more than a few hundred square miles. It contains the massive Iceangel Lake and the twin mountains Ironguard and Stonemaw. There are environments here to satisfy nearly elemental.
There are two main exports of Kingdom of Knowledge: pure elements and prophecy. The great elemental weirds, keepers of knowledge and oracles without peer, reside in unusually high numbers in the kingdom, and Taala controls access to all of them. Those seeking their counsel pay homage and tribute to Taala or fumble through on their own wits.
The coup against Taala happened when he presented you with the isle-ship, though it was only an excuse to ignite resentment that had been brewing for years. By Taala's own laws, only greater elementals, omnielementals (MMIII), or tempests (MMII) could assume positions of power in his kingdom. He feels only a quartet of greater elementals or a single omnielemental or tempest can have a fair and balance viewpoint to rule the Kingdom of Knowledge.
This caused great resentment from the other elementals. The paraelmentals often had minor positions, as their duel-elemental nature gave them some insight, but could not ascend higher. But the quasi-elementals, with their smaller spheres, could not possibly be fair, and are barred from any kind of powerful position. Acid (ToHII), lightning (ToH), obsidian (ToHII), and storm (MMIII) elementals, along with other elemental creatures like the immoth (MMII), living holocaust (FF), and chraal (MMIII), grew terribly resentful and angry at their powerlessness. However, their resentment may have simmered forever, had it not been for the time and psionic elementals (both ToH).
Powerful beyond measure, but forbidden power over others as well as personal power, the royal time elementals, the leaders of the rebellion in progress, bided their time, waiting for the correct moment, for they knew the value of patience. When one of the rare, powerful, newly-complete isle-ships was given to fleshy mortal servants instead of any of Taala's deserving elemental brethren, that was the single spark that was needed to begin the coup.
The reason the royal time elementals are now on your tail is because you carry Taala's regalia with you. The crown, scepter, and orb of the Kingdom of Knowledge are bound to the soul of the land, and without them, no one can command the loyalty of the land's fey and weirds. Without this, the Kingdom of Knowledge cannot keep the lock on their goods, and the small but powerful kingdom with dissolve.
Your characters can try to find allies to do one or more of several things:
1. Hide the regalia and let the kingdom dissolve. The weirds will go their own way and be much harder to find as a result. You will still be hunted by the time elementals though.
2. Get someone to help retake the kingdom by force. If that's accomplished you can either:
2a - Install a quartet of Taala's children, or another related omnielemental or tempest on the throne.
2b - Install yourselves on the throne, changing the rules to suit.
2c - Put a third party on the throne, perhaps a pair of paraelementals to represent all four elements, or even some other entirely different elemental.
3. Get someone to help take the kingdom by trickery or deceit. This will have a longer time-span, and once accomplished, you could achieve a result similar to those above.
4. Some other wacky scheme that I can't even think of, but you might be able to.
As for some mechanics on the adventure itself... Your DM is inordinately fond of oozes, fey, elementals, aberrations, golems and other constructs, along with some vermin, odd giants, odd dragons, and magical beasts. I swear there is an ooze, dragon, and golem or construct for every occasion!
You will be less likely to see outsiders of any stripe, hordes of monstrous humanoids, or undead. I favor deceptive creatures, things that aren't always what they seem, things connected to nature, quirky things, and things that are very, very hungry. The ability to swiftly assess what you see would be an asset. Barring that, a way to cover all contingencies would be nice. Both a quick tongue and a quick blade will be useful.