[CLOSED] [Re-Recruiting] [D&D 3.5] Need more players for War of the Burning Sky

Thanee: Your build is fine. I'm away from books right now, but I think you can get more sneak-attack and still not lose any spellcaster progression by taking more Unseen Seer (or something like that).

Unseen Seer only advances Sneak Attack, but does not grant it. Therefore you need at least 1d6 from somewhere else and then one level of Unseen Seer is enough to get the second d6, which is required to become an Arcane Trickster.

But I'm generally open to choose a concept that would fit well into the party. :)

The Spellthief/Wizard would offer some roguish skills (sneaking and dealing with traps and such; not sure how useful that would be in the campaign, though) and utility magic (Wizard spells as character level - 1, so almost as much as a pure Wizard).

The Telepath would be quite capable in social situations and offer some mind-fiddling powers to turn around enemies in combat or question them. I would probably learn Astral Construct (via Expanded Knowledge), so getting some help in tight situations would also be an option.

The Wilder would be more of a blaster, I suppose.

Bye
Thanee
 

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I have an interest in either playing a Marshall or a Cleric .
let me know if there is still an opening

Right now some people have expressed interest but there's no complete character applications. If you're interested, stat up what you want to play, including background, and post it.

As far as classes go, as long as you don't play a melee fighter or a fire domain wizard you won't be stepping on anyone's niche. Clerics are always welcome, but I'm not looking to add specifically two clerics, or even one cleric.
 

I believe, the Telepath would probably offer the most new stuff to the party... so how does this look?

[SBLOCK=Gray Elf Telepath]Lytha
Female Gray Elf, 3rd-Level Telepath (XP 3,000)
Medium Humanoid (Elf)

Hit Dice: 3d4 (10 hp) HD/2+1
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 17 (+3 Dex, +4 armor), touch 13, flat-footed 14
Base Attack/Grapple: +1/-1
Attack: MW Light Crossbow +5 ranged (1d8/19-20)
Full Attack: MW Light Crossbow +5 ranged (1d8/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionic Powers
Special Qualities: Elf Traits, Discipline (Telepathy), Psicrystal (Hero)
Saves: Fort +3, Ref +4, Will +5 (+2 vs. enchantment)
Abilities: Str 6, Dex 16, Con 10, Int 18, Wis 14, Cha 10
Skills: Bluff +6(6), Concentration +6(6), Diplomacy +10(6), Knowledge (psionics) +10(6), Listen[psicrystal within arm's reach] +4[6](0), Psicraft +12(6), Sense Motive +8(6), Spot[psicrystal within arm's reach] +4[6](0)
Feats: Blade of the Resistance, Psion Weapon Proficiency, Psicrystal Affinity, Point Blank Shot, Expanded Knowledge (Astral Construct)
Alignment: Chaotic Good

Lytha is a frail elven woman. She stands 5 feet 5 inches tall and weighs 111 pounds. Her slim figure is slender and willowy. Lytha wears her shoulder-long, black hair open with a few strands framing a fine-featured face with emerald green eyes. She is dressed in comfortable travel clothes of gray and green color. Under her clothing, she wears a silvery chain shirt. A small crossbow seems to be her only weaponry.

Lytha speaks Common, Elven, Draconic, Giant, Orc and Sylvan.

Powers: As 3rd-level psion
Powers Known (17 PP/day; save DC 14 + power level):
1st - Energy Ray, Force Screen, Psionic Grease, Vigor, Psionic Charm, Astral Construct;
2nd - Mental Disruption, Psionic Suggestion.

Equipment:
Held: MW Light Crossbow
Head: --
Face: --
Throat: --
Shoulders: --
Torso: --
Body: Mithril Shirt with Least Iron Ward Diamond [MIC] (DR 1/-; #10/10)
Waist: Healing Belt [MIC] (#3/3)
Arms: --
Hands: --
Ring: --
Ring: --
Feet: --

Other Equipment: Traveler's Outfit, Backpack, Bedroll, Winter Blanket, Belt Pouch, Waterskin, 50 Crossbow Bolts; 5 gp, 4 sp, 0 cp.

Psicrystal: Diminutive construct; HD 3; hp 5; Init +2; Spd 30 ft., climb 20 ft.; AC 17, touch 16, flat-footed 15; Base Atk +1; Grp -17; Atk/full Atk -; Space/Reach 1 ft./0 ft.; SQ construct traits, hardness 8, improved evasion, personality (hero), self-propulsion, share powers, sighted, telepathic link, deliver touch powers; AL CG; SV Fort +3, Ref +4, Will +5; Str 1, Dex 15, Con -, Int 7, Wis 10, Cha 10.
Skills and Feats: Climb +14, Listen +6, Move Silently +6, Search +2, Spot +6; Alertness.

Background: Born and grown up in Calanis in the elvish nation of Shahalesti, Lytha had always been a bit different. Not only because she had developed some kind of strange mental powers, which noone else seemed to know much about, and which cleary weren't arcane in nature. She also despised the way outsiders were treated by her own people. Maybe it was just like this in the bigger cities, where the wealthier families lived, maybe it was even necessary in some way, but Lytha never felt it being right. Being gifted with a sharp mind, she knew it was best to hide her talent, and pretend she was normal, like everyone else. Otherwise she would probably have been forced into the Shahalesti military. Magicians of all kinds were always highly regarded for that purpose, and she was something like a magician, just not quite the same. Hiding her talent worked for a while, but it was always a burden, and eventually, Lytha set out to find a place, that was more to her liking. The free citystate of Gate Pass would be this place. While, naturally, the people here were wary of strangers, they treated them with respect still. Lytha was quite impressed how they had managed to stay independent between the two mighty empires for so long. And now, this freedom is in danger. It didn't take long for Lytha to join up with The Resistance and become a part of them. Her mental powers were useful to them and their cause felt right to her.[/SBLOCK]

Bye
Thanee
 
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Or you find it in the PHB or DMG (I think it's in the PHB, but not entirely sure without looking it up).

It's fairly simple, though.

You start at 8. Buy up to 14 for 1:1, then up to 16 for 2:1, then up to 18 for 3:1; i.e. raising a 10 to 11 costs 1 point, raising a 16 to a 17 costs 3 points.

Bye
Thanee
 

James Dodd- NG Human Cleric of Pelor 3

Strength: 14 +2
Dexterity: 10 +0
Constitution: 14 +2
Intelligence: 10 +0
Wisdom: 14 +2
Charisma: 14 +2

AC: 21 (10 +0 Dex +9 armor +2 shield)

HP: 10 + 2d8+4 (24 HP)

BAB: +2
Melee: +4
Ranged: +2

Fort defense: 16 (11 +3 base, +2 Con)
Ref defense: 12 (11 +1 base, +0 Dex)
Will defense: 16 (11 +3 base, +2 Wis)

Attacks:
Heavy mace +4 melee, 1d8+2 bludgeoning (20/x2 crit)
Javelin +2 30' ranged, 1d6+2 piercing (20/x2 crit)

Skills:
Heal 6 ranks, +2 Wis, +2 equipment, +10 total (Healing Hands skill trick)
Concentration 6 ranks, +2 Con, +8 total
Spellcraft 2 ranks, +0 Int, +2 total
Knowledge (religion) 2 ranks, +0 Int, +2 total

Feats:
Blessed By Dreams
Simple Weapons Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Heavy Armor Proficiency
Shield Proficiency
Augment Healing
Imbued Healing
Sacred Healing [PHB II version]

Class features:
Turn undead 5/day
Spontaneous Casting (Healing)
Healing domain (+1 CL to Healing spells) (CLW, CMW)
Sun domain (Greater Turning 1/day) (Endure Elements, Heat Metal)
Aura of good

Spells:
4 0th-level (Create Water, Detect Magic, Light, Virtue)
3+1 1st-level (Bless, Divine Favor, Shield of Faith) (Endure Elements)
2+1 2nd-level (Shield Other, Aid) (Heat Metal)

Equipment:
Explorer's outfit
Backpack
Bedroll w/winter blanket
Crowbar
Flint and steel
50 ft elven rope w/ collapsible grappling hook
Hooded lantern
14 pints oil
Ten days' trail rations
Signal whistle
Tent
Waterskin
Healer's kit
Mess kit
Deck of cards
Bottle of hard liquor
Full plate +1
Heavy steel shield emblazoned with holy symbol
Heavy mace
Dagger
10x javelin

Appearence: James is the very image of a cleric of Pelor; clad in armor, wielding a mace, with blond hair, blue eyes and an attractive face. His shield has an elaborately inset Pelorian design on it.

Background: Born of a high church official and an aasimar, it was always assumed that James would become a cleric. His education had a religious bent from the first, and he entered and graduated a great academy of Pelorian clerics two years early, with honors. As a result of his focused upbringing, he excelled in the areas traditional for Pelorian clerics, becoming impressively adept at healing and turning the undead; also perhaps because of his focused upbringing, he acquired few aptitudes outside that of the clergy, as well as few interests and friends. As his training neared completion, he began to feel discontented with the narrow path his life was on. Doing something altogether different was difficult to even conceive of-but there were smaller ways of rebellion. He joined a small charitable group called the Dreamers: mostly young and low-level clerics of various denominations, the Dreamers work to advance the hopeful, optimistic spirit of the Festival of Dreams, taking hundreds of urns with the wishes of the people from the square and working year-round to fulfill them. Many- including James' father- view them as quixotic, starry-eyed dilettantes who take other peoples' ideas for improving the world because they don't have any themselves- but there are those who appreciate their work, and there's many a citizen of Gate Pass who's been pleasantly surprised by having their wish from the Festival fulfilled long after they'd given up and forgotten about it. The work went pleasently enough for the first few months: each new wish was a surprise. Many were simple and easily fulfilled: James painted houses, healed the sick, and found a job or two for those down on their luck. A few were challenging and interesting: the one that requested the founding of an amateur theater group was a blast, and the night when he picked up the tab for the whole bar at the One-to-Go was...educational... but also a thoroughly and unexpectedly positive experience. The latest wish comes from a military veteran: to serve and protect Gate Pass by serving a tour of duty in its military. It couldn't have come at a more dangerous time- but James throws himself headlong into it...


Note: Healing spells are at +1 caster level and heal +2 points of damage per level of the spell; a turn undead attempt can be expended to heal a further +2 points of damage per die, and recipients of any healing spell gain one temporary hit point per level or Hit Die, lasting for one hour
CLW 1d8+6/1d8+8 plus temp
CMW 2d8+8/2d8+12 plus temp
 
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You should have more skill points...

8 for 1st level + 4 bonus skill points (human) and then 2+1 = 3 each for 2nd and 3rd level.

18 total.

Bye
Thanee
 

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