[Closed] The Standing Stone

I think that could fill the Arcane Role and the always interesting but sometimes forgotten role of the social character.

Code:
Name: Donnor Bluefeather
Class: Warmage 6 // Bard 3 / Human Paragon 3
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: None

Str: 10     +0 (2p.)    		Level: 6	XP: 21 000
Dex: 14     +2 (6p.)			BAB: +4		HP: 38 (6d6+12)
Con: 14     +2 (6p.)			Grapple: +4	Dmg Red: 0/-
Int: 14     +2 (6p.)    		Speed: 30'	Spell Res: 0
Wis: 10     +0 (2p.)    		Init: +2	Spell Save: +0
Cha: 21/19  +5 (10p. +2 Par. +1 Lvl.)  	ACP: 0		Spell Fail: 0%

	Base Armor Shld Dex Size Nat Misc Total
Armor: 	 10    +6   +2   +2  +0   +0  +0   20
Touch: 	 12 		Flatfooted: 18

	Base Mod Misc Total
Fort:     2   +1  +1    +4
Ref:      4   +3  +1    +8
Will:     6   +0  +1    +7

Weapon 			Attack Damage Critical Range
Composite Longbow, mw 	  +7     1d8     20x3   110
Short Sword, mw 	  +5     1d6  19-20x2   N/A  

Languages: Common, Elven, Draconic

Abilities:
Light Armor Proficiency
Shield Proficiency
Warmage Weapon Proficiencies: Simple Weapons
Paragon Weapon Proficiencies: Longbow
Bard  Weapon Proficiencies: Longsword, Rapier, Sap, Short Sword, Shortbow, and Whip
 
Bardic Music [3/day] 
- Countersong 
- Fascinate 
- Inspire Courage +1
- Inspire Competence
Bardic Knowledge [+7]
Adaptive Knowledge [Use Magic Device]
Warmage Edge [+2 damage]

Feats: 
1st: Point Blank Shot
HuB: Skill Focus (Use Magic Device)
3rd: Precise Shot
PaB: Empower Spell
6th: Energy Substitution (Electricity)

Spells:
Level:		0 / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9
Bard:		3 / 5 / 2 / - / - / - / - / - / - / -
Warmage:	6 / 8 / 6 / 4 / - / - / - / - / - / -
DC: 15 + Spell Level

Spell Known:
Bard:
0: Detect Magic, Light, Mage Hand, Mending, Predistigitation, Read Magic
1: Charm Person, Healthful Rest, Hideous Laugther, Inspirational Boost
2: Alter Self, Invisibility, Mirror Image

Warmage:
0: Acid Splash, Disrupt Undead, *Flare, Light, Ray of Frost
1: Accuracy, Burning Hand, Chill Touch, Fist of Stone, Hail of Stone, Magic Missile, Orbs[Lesser], Shocking Grasp, True Strike
2: Blade of Fire, Continual Flame, Fire Trap, Fireburst, Flaming Sphere, Ice Knife, Melf's Acid Arrow, Pyrotechnics, Scorching Ray, Shatter, Whirling Blade
3: Fire Shield, Fireball, Flame Arrow, Gust of Wind, Ice Storm, Ligthning Bolt, Poison, Ring of Blades, Sleet Strom, Stinking Cloud, *Tiny Hut
*Advanced Learning

Skill Points: 75 Max Ranks: 9/4.5
Skills 			Ranks  Mod Misc Total
Bluff		 	5 	5   	  +10
Concentrate 		9 	2   	  +11
Diplomacy	 	5 	5    4	  +14
Gather Information 	5 	5    2	  +12
Knowledge (Arcana)	8 	2   	  +10
Knowledge (History)	5 	2   	  +7
Knowledge (Local)	5 	2   	  +7
Knowledge (Planes)	5 	2   	  +7
Perform (Oratory)	9 	5   	  +14
Sense Motive	 	5 	0   	  +5
Spellcraft 		5 	2    2	  +9
Use Magic Device	9 	5    3	  +17


Equipment: 			Quantity Cost Weight
Traveler's Outfit 		 1 	    -	  -
Spell component pouch		 1 	    5	 2.0
Pouch				 1	    2	 0.5
Case, scroll			 1	    1	 0.5
Backpack				 1	    2	 2.0
Efficient Quiver		 1	 1800	 2.0

Short Sword, Masterwork		 1	  310	 2.0
Dagger				 1	    2	 1.0
Composite Longbow, Masterwork	 1	  400	 3.0
Arrow				60	    3	  -

Mithral Chain Shirt +1		 1	 2250	12.5
Mithral Buckler	+1		 1	 2185	 2.5
Cloak of Charisma +2		 1 	 4000	  -
Vest of Resistance +1		 1	 1000	  -
Ring of Protection +1		 1	 2000	  -

Wand of Cure Light Wounds (50)	 1	  750	  -
Scroll of Cat Grace		 1	  150	  -
Scroll of Comprehend Language	 1	   25	  -
Scroll of Endure Element*		 1	   25	  -
Scroll of Faerie Fire*		 1	   25	  -
Scroll of Longstrider*		 1	   25	  -
Scroll of Magic Weapon*		 1	   25	  -
*Need a use of Use Magic Device (DC: 21)

Total Weight: 23lb Money: 15gp 0sp 0cp

		Lgt Med Hvy Lift Push
Max Weight: 	 33  66 100  200  500

Age: 28
Height: 5'8"
Weight: 157lb
Eyes: Deep Blue
Hair: Blond
Skin: White/pink

Appearance
Donnor have the typical look of an adevnturer with his chain shirt armor, a bow on his back, a sword at his hilt and many pouch around his waist. But one thing distinguish him from many other, it is his cleanyness. He have a tendency to take good care of his equipement and try to look at his best at any moment to take advantage of his charm. In social situation, he always seems to smile and be happy.

Background:
Donnor is born in the castle. His mother, a war wizard who worked for the king, gaves birth to him in the servant quater, as she had refused to leave her post and take a break during her pregnancy. Donnor's father was there, one of the archer that defend the wall of the castle. This world where is born Donnoer will become his second family. Already from that moment, his mother being too tired, it is the servant who took care to bath him and protect him from the cold of the basement. He already had gained the love of everyone.

Donnor grew in the castle. With both his parents working in the castle, his own mother having much work with her arts, she could not take care all the time she would like of her child, and when she had the boy near her, she was generally also studying her books. From his childhood, magic have been a part of his life like working at the field is part of the life of the child of a peasant. He was only four years old that he was already asking questions to her mother about the spells she cast, a loved to see her mother doing magical trick in front of him. The time he spent with his father was pretty much the same, but the differnece was the interest wasn't around magic but archery. His father gave him a small bow when he was only six years old, so he could practice with his father. The bow was harmless but it was the first step of the kid in his futur.

But even if he could spend some times with both his parents, most of his time, he was spending it with the servants. His natural charm allowed him to convince the srevants to gain access to all teh castle. He liked to spy on the social night. Hiding behind the servant door, he was listeining to the music and the stories. He was fascinated by the the tales told by stangers and travellers. And when the night finished, he was going back to bed, but he kept in his head the best story of the night, so the day after, he could tells the other kids, children of the servants, the stories he had overheard, adding sometimes a bit more action for the thrill of entertainment.

But all end one day, and war never bring good things to people who are implicated in it. That's a lesson Donnor have learned. A rebel Baron, a reknown Warlock, gained control of a an holding most important for the protection of the kingdom. The king couldn't let that without retribution. He sent his army toward the holding. He saw both his mother nad father leaving the castle. During this war, Donnor was under the tutelage of the servants, even if at fifteen , he had proven to be independant enough. He spend the time of the war studying over his mother's spells, practicing his archery and spending some times with the king's troubadour to exchange tells and advice on oratory matters. The siege took three month. The news came that the castle had been taken with minimal loose from the king's troops. The news was welcome by all the inhabitant. Two days after, the troops came back and cheers could be heard in all the city. When Donnor came to slaute the soldiers and his parents, the coming column, who was cheering with the population, felt silent at the sight of the boy. It didn't took much to make the young man anxious. He run through the men with his eyes but never spotted his father, even if his brother of arms were there. He saw then a small cortege and dash through the soldier. He then felt a hand holding him, he heard voice trying to confort him. He knew his father was death, but what he heard broke him. The words wasn't not only for his father memories, but for both his parents. The Warlock had targeted his mother, being a major threat for the Baron, his father came to protect her. Sadly, he wasn't able to ward her and both died, burned to death. The magic of the clerics wasn't enough to restore there life.

Donnor became a ghost. He haunted the castle for a week. The magic that have made his mother a target, the magic that had killed both his parents, that magic, he cursed it. He cursed the fate that have stolen his family. Unable to stay in the castle, among so much memories, he fled. He warndered on the roads, without much objective. It tooks not much time to see his saving growing thin. He had to find away of living. He started to tell stories here and there for a night, but it wasn't enough, it allowed him a roof once in a while, a meal per day, but he knew he couldn't continue like that, he had to do something more. He had to skills, and as he didn,t wanted to use his magical skills anymore, he decided to find a bow and join a mercenary troop. It is during his service that he met an half-elf, Farrew. This man was an average figther, but had earn the respect of the group for his extended knowledge and his great social skills. He became the negotiator of the group when it was time to deal with futur employeer. Donnor start talked with him and the half-elf opened Donnor's eyes. Magic will not dissapear if you close your eyes. If you get get rid of your fear, master it. The sage thaught him much about the the basic of magic, filling the hole, giving knowledge that his mother hadn,t the time to gives him or that she just didn't knew. It took not much more for him to recover his interest for his mother's art.

Donnor left his mercenary group and start to travel again the world alone, but now he had a an objective in front of him, a motivation. His passion for magic had been restored, and he from time to time, his mind was coming back to the castle. To the tomb of his parents. Today, he doesn't see anymore what faith has stolen him, but what it has done. His parents get killed to recover the stronghod that protect the kingdom from possible invasion. They get killed so others could live. War is not a good thing, but it is somethimes the best of two wrong.

Upon his travel, he has found an old burned tower. Rumors from the locals told story of thsi man who have been eaten alive by flames. In his curiosity, he has decided to explore the ruins. First, he thought it was a waste of time when he saw the black stones that had fallen all over the field and let suggest that nothing would have survived the fire. But he decided to give a quick look anyway and to his surprise, he found a book. This book was warded by a rune of protection against any kind of eat. Being sure there would not be any other runes of prtection that could ward off any curious from the book, he open it and read it. He fall upon notes of the wizard on how to become one with the element. The wizard had sucessfully transformed himself into a fire elemental (that would explain the warding rune against falmes on the book thought Donnor). His final notes told he would destroy his tower and travel to the elemental plane of fire. That would explain the burned tower. After readin that book, Donnor was intrigued by that he decided to try it himself. He just sucessfully found the knowledge of changing the elemental nature of his spell to ligthning, and will try to follow the other's wizard step, but for him, he always wanted to fly, why not try to become one with air he told himself.
 
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I realized you don't have it listed amongst the accepted books, but would the races in the Planar Handbook (specifically the Neraphim) be acceptable? It's an LA+0 race.

Specifically, I'm thinking of a Neraphim Rogue/Monk. If the race is a no go, I'd use the same classes but make it a human.
 
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I am thinking it might be fun to play a halfling gypsey. Mysterious and strange, knowledgable in the ways of spirits and the spirit world, able to tell fortunes and speak truths.

Basically a Sorcerer/Spirit Shaman with Sorcerer spell tending towards divinations, curses, and strange necromancies.
 

OK, Here's my submission.
I decided to go with a rogue type.
Please feel free to comment.
Cheers,

SG

[sblock]
Code:
Name: Fash Daergel
Class: Warlocke 6 / Rogue 5 / warrior 1
Race: Whisper gnome
Size: Medium
Gender: Male
Alignment: Chaotic Good
Deity: Gnome Pantheon

[b][u]Abilities[/b][/u]
Str: 12 +1 (14 base -2 racial)    		Level: 6	XP: 21 000
Con: 16 +3 (14 base +2 racial)			BAB: +5		HP: 46 (5d6+1d10 + 18)
Dex: 17 +3 (14 base +2 racial +1 level)		Grapple: +6	Dmg Red: 1/cold iron
Int: 14 +2 			   		Speed: 30'	Spell Res: 0
Wis: 10 +0 					Init: +7	Spell Save: +0
Cha: 12 +1 (14 base -2 racial) 	  		ACP: 0		Spell Fail: 0%


[b][u]Armor class[/b][/u]
	Base Armor Shld Dex Size Nat Misc Total
Armor: 	 10    +5   +2   +3  +1   +0  +0   21
Touch: 	 14 		Flatfooted: 17
Note: +1 ac to avoid traps 


[b][u]Saves[/b][/u]
	Base Mod Misc Total
Fort:     4   +3  +1    +8
Ref:      6   +3  +1    +10
Will:     6   +0  +1    +7
Note: +1 to saves to avoid traps 


[b][u]Weapons [/b][/u]
					Attack Damage 	Critical	Range
Masterwork Short sword  		+7	1d4+1  	19-20/x2  	-
Eldrich blast (ranged touch attack)	+9	3d6	20/x2		60

[b][u]Languages: [/b][/u]Common, Elven, Draconic, Infernal


[b][u]Abilities:[/b][/u]
[I]Racial[/I]
Spell-Like Abilities: 1/day -- silence (must be centered on whisper gnome's body). 
1/day -- ghost sound, mage hand, message. Caster level 1st; save DC 10 + whisper gnome's 

Cha modifier + spell level.
+4 dodge bonus to Armor Class against monsters of the giant type 
+1 racial bonus on attack rolls against kobolds and goblinoids 
Low-Light Vision: A whisper gnome can see twice as far as a human in starlight, moonlight, 

and similar conditions of poor illumination. He retains the ability to distinguish color 

and detail under these conditions.
Darkvision: Whisper gnomes can see in the dark out to 60 feet. Darkvision is black and 

white only, but it is otherwise like normal sight, and whisper gnomes can function just 

fine with no light at all.

[I]Warrior:[/I]
  Light, medium, heavy armor & shields
  Melee weapon

[I]Warlock[/I]
  Eldrich Blast 3d6
  Deceive item: can take 10 one use magic device checks even when threatened or distracted 
  Detect magic at will
  DR: 1/cold iron

  Invocations:
    least (3)
     - Darkness: as the spell (10 min./level, 20 ft magical darkness, 20% miss chance 

(concealment), blinded creatureshave 50% miss chance) 
     - Devil's sight: see normally 30ft in regular and magical darkness
     - Hideous blow: channel eldrich blast in melee attack
     - leaps and bounds: +6 to tumble, balance & jump checks

    lesser (1)
     - Flee the scene: Dimension door 25+5ft/2 level + major image for 1 round


[I]Rogue[/I]
  Sneak attack +3d6
  trapfinding
  Evasion
  Trap sense +1 
  Uncanny dodge 


[b][u]Feats: [/b][/u]
- Precise shot (level 1)
- Point blank shot (level 3)
- Extra invocation: Leaps and bounds (level 6)
- Improved initiative (Warrior 1)


[b][u]Skills[/b][/u]
Skill Points: 84 
 			Ranks	Mod	Racial	Size	Invoc.	Total
Balance			0	3   	 		6	+9	
Bluff		 	9 	1    	 			+10
Concentrate 		9 	3   				+12
Disable Device		9	2				+11		
Diplomacy	 	0 	1    	 			+10
Gather Information 	0 	1    				+1
Hide			1	3	4	4		+12
Jump			0	1    			6	+7
Listen			0	0	2			+2
Move silently		6	3	4			+13
Sense Motive	 	9 	0   	 			+9
Sleight of Hand		9 	3	 			+12
Search			9	2	 			+11
Spot			9	0	2			+11
Tumble			9	3    	 		6	+18
Use Magic Device	9 	1    	  			+10


[b][u]Equipment: [/b][/u]
				Quantity Cost Weight
+1 Mithral Shirt (+5 ac)	 1	 2100	 5	
Hat of disguise			 1	 1800	 0
+1 mithral buckler (+2 AC)	 1	 2165	 1.25
Short Sword, Masterwork		 1	  310 	 1
Traveler's Outfit 		 1 	    -	  -
Vest of Resistance +1		 1	 1000	  1
Wand of Cure Light Wounds	 1	  750	  -


Total Weight: 8 lb Money: 2gp 0sp 0cp

		Lgt Med Hvy Lift Push
Max Weight: 	 32  64 98  196  480

Age: 24
Height: 4'2"
Weight: 57lb
Eyes: Deep Blue
Hair: Black
Skin: tan

Class progression

1: Warlock/Rogue	
2: Warlock/Rogue	
3: Warlock/Rogue	
4: Warlock/Rogue	
5: Warlock/Warrior	
6: Warlock/Rogue
Background:
Fash Daergel was unusual, even for a wisper gnome. His natural roguish talents flourished in his clan, but he also had unusual powers, that made is kin uneasy. He left his clan early to find his own way.

He met an adventuring group about a year ago, and they learned to respect his skills as a scout, rougue and as a subtle fighter.

Combat strategy:
If cornered, Fash will use his darkness incantation, since he can see in magical darkness. Another strategy of his is to dimention door behind a foe, and sneak attack with hideous blow while the foe is trying to fight the illusion he left.

Appearance:
Chances are one won't remember seing Fash. He's a nondescript gnome, with a grey cloak and regular adventuring attire. He does his best not to be noticed. [/sblock]
 
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Tobias Terranhart, Holy Warrior of Heironeous

[SBLOCK=Tobias' Stats]Tobias Terranhart CR 6
Male human cleric (Heironeous) 6//paladin 6
LG Medium humanoid (human)
Aura strong good, courage 10'
Init +0; Senses Listen +2, Spot +2
Languages Common

AC 23, touch 11, flat-footed 23
hp 46 (6 HD)
Immune disease, fear
Fort +11, Ref +7, Will +12

Spd 20 ft.
Melee +1 cold iron longsword +11/+6 (1d8+3/11-20) or
Melee mwk alchemical silver morningstar +10/+5 (1d8+3)
Base Atk +6; Grp +9
Attack Options smite evil 2/day (+4 to hit, +6 damage)
Special Abilities Disciple of the Sun, Divine Shield (+4 AC, 3/min), Divine Vigor (Spd 30', +12 hp, 4/min), lay on hands (24 hp), spontaneous casting (heal spells), turn undead 11/day (+8, 3d6+10, 6th)
Combat Gear holy water (4), scroll of sanctuary (4), silversheen (4), wand of cure light wounds (50)
Cleric Spells Prepared (CL 6th, +9 melee touch, +6 ranged touch):
~~3rd: flame of faith, magic circle against evil, searing light (D)
~~2nd: aid, bull's strength (3), spiritual weapon (D)
~~1st: bless, distrupt undead (D), divine favor (3)
~~0: guidance (5)
(D): Domain Spell. Domains: Glory, War
Paladin Spells Prepared (CL 3rd, +9 melee touch, +6 ranged touch):
~~1st: bless weapon (2)
Spell-like Abilities:
~~At Will: detect evil
~~1/week: remove disease

Abilities Str 16, Dex 10, Con 12, Int 10, Wis 14, Cha 18
SQ aura of courage, divine grace, divine health, lay on hands, special mount, strong aura of good
Feats Disciple of the Sun, Divine Shield, Divine Vigor, Extra Turning, Weapon Focus: longsword (B)
Skills Diplomacy +15, Knowledge: religion +5, Ride +4, Sense Motive +11
Possessions combat possessions plus +1 cold iron longsword, mwk alchemical silver morningstar; +1 full plate, +1 everburning heavy steel shield; ring of protection +1, cloak of charisma +2, vest of resistance +1; backpack, bedroll, scrollcase, silver holy symbol, spell component pouch, waterskin; noble outfit, signet ring, court jewelry; 146.9 gp[/Sblock]
[sblock=Tobias' Mount]Heironeous' Lightning
Male heavy warhorse
N Large magical beast
Init +1; Senses low-light vision, scent; Listen +6, Spot +5

AC 23, touch 10, flat-footed 22
hp 45 (6 HD)
Fort +8, Ref +6, Will +6; improved evasion

Spd 40 ft.
Melee hoof +7 (1d8+4) or
Melee 2 hooves +7 (1d8+4) and bite +2 (1d4+2)
Base Atk +4; Grp +12

Abilities Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6
SQ empathic link, improved evasion, share spells, share saving throws
Feats Endurance, Improved Natural Attack, Run
Skills Listen +6, Spot +5
Possessions bit and bridle, mwk chainmail barding, military saddle[/sblock]
Appearance and Personality

Tobias feels that he is an emissary for glorious Heironius, and thus everything about him is resplendant: his gleaming full plate armor, the clean light eminating from this well polished steel shield, the well maintained arms, and the spotless barding of his holy mount. Out of his armor (which is rarely; he even attends state functions in it), Tobias is a broad shouldered young man with close-cut brown hair and brown eyes. He has a perpectual curl of a smile to his face with strong dimples that make him seem younger than he thirty years.

Rough Background

Tobias is a holy warrior of the Valorous One, and was taught to be an personification of his faith. As such, he was trained in rigorous team tactics and in courtly manners. His parents offered him to the Church at a young age when a paladin saved their village; thus, he feels it is his duty to walk the world, bringing the light of Heironeous to the world. He does this not through preaching but through example.

Tobias has been travelling with is other boon companions for several years. He sees their "adventures" as a way of living Heironeous' teachings. While there have been a few conflicts in the past (a minor disagreement over a course of action, a dispute over which "jobs" to take), he has not let his faith play an "iron hand" in his relationship with his collegues.

Role

Since Tobias believes he is a personal embodiement of his god, he is comfortable in the front lines of combat and in the palace throneroom. In combat, he wades in, using his clerical spells and divine feats to bolster himself and his allys. He also a fierce foe of undead and a decent healer (has both sponteneous cures and lay on hands). In social situations, his winning ways complement that of a bard, and his priestly connections provide some legitemacy that less noble compainions lack.

Note

I can provide the actual calculations used to create Tobias upon request. All feats are either from the PHB, Complete Warrior, or Complete Divine; the Glory domain is from Complete Divine; the vest of resistance is from Complete Arcane; and the everburning shield is just a shield with continual flame cast on it.

I do realize the story etc. is a bit cliched, but sometimes cliches are fun to play too (though I promise he is not a heavy handed type). I wanted to develop a strong "holy warrior" archetype, and thought this would be more interesting to explore than cleric/fighter (which Ferrix's dwarf would probably do better justice).
 
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Reaching outside the box here, but how about a Far East character concept?
Thinking Wu Jen 6 (arcane):: Shugenja 6 (divine)
The interesting part is that both classes use spontanous casting and Cha as thier primary stat. Or, keeping with the Far East theme, I was thinking of going Samauri 5 / Kensi 1 :: Fighter 6. Gets two-weapon fighting without having to have a high dex.

The background would be the same for either cocept. It would gear towards something similar to this: Orphaned as an infiant linked to fulling some great prophecy (not too sure that prophecy is right now). But for right now it must find out the 5-'W'is of his family before it can fullfil the prophecy.

Let me know which one you prefer (there already seems to be a few warrior type submittals).

-Blood
 

Waiting on DM to respond via email or come on MSN before submitting anything concrete.

Btw samurai is a horrible, horrible class. You would be much better off going ranger.
 

Nac Mac Feegle said:
Sounds interesting, I'll come up with a concept in a little bit and put it up. Out of curiosity, how are you dealing with EL in this game? Are you allowing players to buy EL as one of their classes (i.e. a level four gestalt character being a Fighter 4/Half-Demon 4), or are you doing gestalt after EL is calculated?

I'm thinking of using the Stonechild class, which is listed in Races of Stone as a six-level class with two hit-dice. (Probably go for the 'tank' role)

The Fighter/half-demon is out of the question, the Stonechild is acceptable!

nonamazing said:
This really sounds like quite a lot of fun, and I'd love to have a chance to try out a gestalt character. Since our options are pretty open, I think I'd like to try something a little different: an Illumian Spellthief/Swashbucker. Concept is "multi-skilled explorer". Haven't really started work on the equipment just yet--I'll add that later on.

Sounds like an exciting consept, like what I see so far!

Ferrix said:
Ah... a low level gestalt... fun fun.

2 Concepts for you

1) Dwarven Warrior - Paragon of his kin and clan. Thinking fighter//cleric type.

2) Half-Orc or Human Druid-Barbarian type - Shapeshifting berserker type, or Barbarian-Bard - think of a warrior skald.


Half-orc Barbarian/bard, lovely! :D

Nac Mac Feegle said:
Alright, current concept is Earth-Child Fighter tank, if Earth-Child monster class is not allowed, then I'll probably use Goliath instead. Either way I'll go with a high AC/high HP tank suitable for standing in front of the party and taking hits.

I see there'll be quite the competition over the Tank role. Where is the Earth-Child from?

ASuperHero said:
If I were to put together a Rogue/Ninja Gestalt would you allow Sudden Strike and Sneak Attack to stack (Flat-Footed oponents take +6d6 damage)? If so, I'll put somthing together. Otherwise, say hello to a Druid/Ninja!
Velmont said:
Most likely note. Even if they have not the same name, it is mainly the same feature, and thus, you would take advanatge of only the best of the two.

Velmont is right; the better of the two will count, no stacking.

stonegod said:
Lots of warlocks; hope no one thinks they are overpowered over here.

I have a proposal of a Human Paladin/Cleric (War, Strength) combination. A true holy warrior. I have flushed it out below.

I've always liked the idea of a paladin/cleric combo, the ultimate holy warrior, so to speak.

Steve Gorak said:
Here's another question: would you accept Spontaneous Divine Casters or Spell Points?

Cheers,

SG

The Spontaneous Divine Caster is fine. Spell Points are not.

Shayuri said:
Hmmm

Is the Master of Many Forms PrC allowed? I realize I'd just be starting in it at level 6, but it seems like it'd be fun to try.

Or...hmm...will there be downtime to create things? I'd also like to try my paws at the Effigy Master PrC.


Yes, it is allowed. As for the Effigy Master, it is one of my favorites PrCs, and I think we'll have a little bit of downtime to work with it, if you go that way.

Thanee said:
Sounds like fun. :)

I would probably make something like this: Human Barbarian 2/Fighter 4 | Sorcerer 6

How much of a concept/character sheet do you need before deciding?

Bye
Thanee

Sounds great, a true mix of classes!

As for how much, a good point. I would like a bit info about personality, character traits and looks. Will update the first post to reflect this.

Velmont said:
I think that could fill the Arcane Role and the always interesting but sometimes forgotten role of the social character.

Nice mix of combat-magic and social interaction indeed!

Kafkonia said:
I realized you don't have it listed amongst the accepted books, but would the races in the Planar Handbook (specifically the Neraphim) be acceptable? It's an LA+0 race.

Specifically, I'm thinking of a Neraphim Rogue/Monk. If the race is a no go, I'd use the same classes but make it a human.

Sorry, the Neraphim is a no-go.

ByteRynn said:
I am thinking it might be fun to play a halfling gypsey. Mysterious and strange, knowledgable in the ways of spirits and the spirit world, able to tell fortunes and speak truths.

Basically a Sorcerer/Spirit Shaman with Sorcerer spell tending towards divinations, curses, and strange necromancies.

Exciting indeed! Good luck in fleshing it out.

stonegod said:
Note

I can provide the actual calculations used to create Tobias upon request. All feats are either from the PHB, Complete Warrior, or Complete Divine; the Glory domain is from Complete Divine; the vest of resistance is from Complete Arcane; and the everburning shield is just a shield with continual flame cast on it.

I do realize the story etc. is a bit cliched, but sometimes cliches are fun to play too (though I promise he is not a heavy handed type). I wanted to develop a strong "holy warrior" archetype, and thought this would be more interesting to explore than cleric/fighter (which Ferrix's dwarf would probably do better justice).

I'll look over the whole sheet closer to the deadline, but I like it so far. Cliches are indeed fun to play, there's a reason they become cliches, right?

Bloodweaver1 said:
Reaching outside the box here, but how about a Far East character concept?
Thinking Wu Jen 6 (arcane):: Shugenja 6 (divine)
The interesting part is that both classes use spontanous casting and Cha as thier primary stat. Or, keeping with the Far East theme, I was thinking of going Samauri 5 / Kensi 1 :: Fighter 6. Gets two-weapon fighting without having to have a high dex.

The background would be the same for either cocept. It would gear towards something similar to this: Orphaned as an infiant linked to fulling some great prophecy (not too sure that prophecy is right now). But for right now it must find out the 5-'W'is of his family before it can fullfil the prophecy.

Let me know which one you prefer (there already seems to be a few warrior type submittals).

-Blood

FarEast is indeed OK. However, will need a good story as to why/how he is traveling with the rest, so "Far from hom"

Question said:
Waiting on DM to respond via email or come on MSN before submitting anything concrete.

Btw samurai is a horrible, horrible class. You would be much better off going ranger.

I'm affraid anything from the PHB2 is a no-go, sorry.


Tailspinner: Nice and straight-foreward tank. Would like to see some more info about personality, looks etc.
 

I rewrote the background, giving a bit more detail... didn't changed the stats, but I am still thinking if I want to go for the elemetal savant PrC or not, which mean I would need to tweak a bit here and there.

If I do the change, I'll exchange Improved Toughness and Forcefull Personality for Empowered Spell and Energy Substitution (X) and get some knowledge plane, lowering other knowledge in the porcess. Most likely, I would go for Air (Electricity).
 
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