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D&D 3.5, Forgotten Realms Campaign Setting (Full)


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Ferrix said:
silentspace used the fractional bonuses.

Actually, i'd probably never play a sorcerer with a level adjustment, for spellcasters a level adjustment is rarely ever worth it, for a sorcerer even less so. Happy easter... more to come later.

I meant something like a gold half-dragon/half-human fighter 7/sorcerer 1. The sorcerer just so you get some of that full power attack/true strike goodness. I saw a character like that here in a pbp game.
 

Just thoought I'd jot down some notes for Rae ArdGaoth, since he doesn't have Unapproachable East.

The Yuirwood is part of Aglarond, home of the famed Griffonriders. Aglarond is ruled by the Simbul. On the map, the Yuirwood looks like it takes up more than half the area of Aglarond. The Wizard's Reach, which is to the south of the Yuirwood, and Altumbel, to the west, are politically independent of Aglarond.

In ages past, the Yuirwood was larger, but in the past millenia humans have been encroaching on its borders, chopping down the forest.

The Yuirwood is named for the Yuir, the ancient star elves and green elves who once made it their home. Star elves and half-elves still remain in the Yuirwood. They recognize the Simbul's rule, but remain insular and suspicious of outsiders, even fellow Aglarondans. There are dangerous beasts and monstrous predators in the Yuirwood, but few truly malevolent creatures haunt the forest. The Yuirwood also contains many ancient ruins and circles of standing stone. Like many ancient elven places, it has a kind of mythal. The Yuirwood is impenetrable to detection and scrying magic. The subject is not shielded - it just seems not to be there, or anywhere else, for that matter.

Over two thousand years ago, faced with aggressive human settlers carving out the Yuirwood, the star elves decided to withdraw from Faerun. They created the demiplane of Sildeyuir, which is something like a parallel Yuirwood, an unbroken expanse of deep green dells and hidden brooks. There are star elf citadels there. Many of the stone circles hold portals to Sildeyuir, though most are keyed to function only for star elves.

In game terms, Sildeyuir has the following properties:
- light gravity
- flowing time: 2 days on the Material Plane equal one day in Sildeyuir
- finite size: coterminous with the Yuirwood
- alterable morphic: objects remain constant unless affected by physical force or magic
- no elemental or energy traits
- strongly neutral-aligned: int, wis, and cha-based checks take a -2 penalty for nonneutral creatures: -4 for beings with two nonneutral componenents in their alignment
- enhanced magic: spells with the sonic descriptor are empowered and heightened by two levels in sildeyuir.
- the ethereal and shadow planes are not coterminous with sildeyuir, so spells using ethereal or shadow effects don't work there, but the astral plane is accessible.

Sildeyuir has been under assault by the nilshais, a race of alien sorcerers from some distant, horrible reality. They stumbled upon the demiplane long ago, and have been assaulting it for centuries. Each incursion is worse than the next, and large portions of the realm have been poisoned by the nilshai's alien sorcery, where horrid unliving spawn emerge to terrorize the star elf citadels. Some star elves think they should abandon Sildeyuir and return to the Yuirwood. Others want to seek help from Aglarond.

Based on this, maybe it makes more sense for Faelar to be neutral... as you can tell I'm not really sure where Faelar stands on the alignment axis. His concept is more about being a sort of mystical nature-based elf, using divination magic and at home in the wild. I definitely feel there is a neutral element in his alignment, just not sure if it should be true neutral or something else.
 

silentspace said:
Based on this, maybe it makes more sense for Faelar to be neutral... as you can tell I'm not really sure where Faelar stands on the alignment axis. His concept is more about being a sort of mystical nature-based elf, using divination magic and at home in the wild. I definitely feel there is a neutral element in his alignment, just not sure if it should be true neutral or something else.

I definitely agree with the level of neutrality. I'd go either CN (your travels across Faerun seem kinda chaotic to me, even though they have a purpose) or TN.

BTW, that are Faelar's thoughts on the Simbul? I'm sure Penthar would have probed him while travelling in Yuirwood.
 

Happy Easter, indeed.

Now, I had some free time today, and I thought it might be interesting to see how a level 11 Monk would turn out. I completely made over Dakkon, and I like the way he looks. I'm probably going to play him as a Monk, just because I'm not used to playing Ranged or Stealth-Based characters. Attached is the beta, minus the appearance and background, and probably missing a few key things.
 

Attachments


Harvey said:
I definitely agree with the level of neutrality. I'd go either CN (your travels across Faerun seem kinda chaotic to me, even though they have a purpose) or TN.

BTW, that are Faelar's thoughts on the Simbul? I'm sure Penthar would have probed him while travelling in Yuirwood.

Maybe true neutral makes the most sense. Originally I had him as CN because I thought he should be neutral, but close to the standard CG elf. But I don't think that really matters, as the humanoids come in all alignments.
 

Krug - I was thinking about your dwarven defender. I've never actually seen one played, but I've been trying to imagine it. Anyway here's what I was thinking: spiked chain + combat reflexes + deft opportunist + exotic reach + flurry of strikes + improved buckler defense. Pretty nutty. No one would get past him. Or maybe you could even stop non-reach foes from even hitting you with that psionic feat. Actually you wouldn't even need that, just trip or disarm them with the chain, no feats required. :)

Edit: you could also do a similar thing with a guisearm and armor spikes, but the exotic reach and flurry of strikes is just so cool ;)

Edit: exotic reach and flurry of strikes is from Exotic Weapon Master, in Complete Warrior, as is improved buckler defense. Deft Opportunist is from Complete Adventurer

Edit: something like this...

1. level 1: combat reflexes
fighter 1: deft opportunist (req dex 15, combat reflexes)
2. fighter 2: exotic weapon proficiency spiked chain
3. level 3: weapon focus spiked chain
4. fighter 4: dodge
6. level 6: endurance
fighter 6: toughness
7. exotic weapon master 1 (req craft (weaponsmithing) 3 ranks, exotic weapon proficiency, weapon focus (exotic weapon)): flurry of strikes
8. exotic weapon master 2: exotic reach
9. level 9: improved buckler defense (or maybe power attack)
dwarven defender 1: defensive stance 1/day
10. dwarven defender 2: uncanny dodge
11. dwarven defender 3: defensive stance 2/day.

He'd control a large part of the battlefield, and would provide excellent defense for any weak or injured characters. And it gets even better when enlarged ;)

In case you don't have the books...
- deft opportunist gives you a +4 on attacks of opportunity
- flurry of strikes gives you one extra attack at -2 penalty (which would be a 2-handed attack of course!)
- exotic reach lets you make attacks of opportunity even if the opponent has cover, for example from an ally. He'd still take the penalty for cover, but that would be negated by the deft opportunist feat.
- forget improved buckler defense, i think power attack is much better.
 
Last edited:

Raena Celeste Everglade, Halfling Rogue 7/Shadowdancer 4

Sorry I haven't been very present on the board. I've been working hard on this character, poring through many books for items and such, and I think she's come out nicely. I'm sure someone like silentspace can give me some tips on the mechanics. Background etc. is in my head, I'll come out with it later.

Code:
[B]Name:[/B] Raena Celeste Everglade
[B]Class:[/B] Rogue/Shadowdancer
[B]Race:[/B] Strongheart Halfling
[B]Size:[/B] Small
[B]Gender:[/B] Female
[B]Alignment:[/B] Chaotic Neutral
[B]Deity:[/B] XXXX

[B]Str:[/B] 10 +0 ( 4p.)     [B]Level:[/B] 11:7/4   [B]XP:[/B] 55,100
[B]Dex:[/B] 22 +6 (10p.)     [B]BAB:[/B] +8         [B]HP:[/B] 57 (7d6+4d8)
[B]Con:[/B] 10 +0 ( 2p.)     [B]Grapple:[/B] +4     [B]Dmg Red:[/B] ~/~
[B]Int:[/B] 16 +3 (10p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] ~
[B]Wis:[/B] 10 +0 ( 2p.)     [B]Init:[/B] +X        [B]Spell Save:[/B] ~
[B]Cha:[/B] 14 +2 ( 6p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] N/A

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +8    +4    +6    +1    +1    +3     33
[B]Touch:[/B] 21              [B]Flatfooted:[/B] 33

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +0          +3
[B]Ref:[/B]                       7    +5          +12
[B]Will:[/B]                      3    -1          +2

[B]Weapon                  Attack       Damage     Critical  Range  Type[/B]
+1 Dagger                 +17/+12    1d3+1      19-20/x2   10'   P/S   
+1 Rapier                 +17/+12    1d4+1      18-20/x2    ~    P
+1 Longbow                +17/+12    1d6+1         x3      100'  P
Dagger (thrown)           +15/+10    1d3        19-20/x2   10'   P
Light Mace                +15/+10    1d4           x2       ~    B

[B]Languages:[/B] Common, Halfling, X X X

[B]Abilities:[/B]
[B]Strongheart Halfling Traits:[/B]
+2 racial bonus on Climb, Jump, Move Silently, and Listen
1 Extra feat @ L1
+2 morale bonus to saving throws vs. fear effects
+1 racial bonus to attack rolls with slings and thrown weapons

[B]Rogue Abilities:[/B]
Sneak Attack +4d6
Trapfinding (Can find traps of DC>20)
Evasion (Take no damage on a successful Ref save vs. effects that deal half damage)
Trap sense +2 (+2 to Ref saves vs. traps, +2 AC to attacks vs. traps)
Uncanny Dodge (Retain Dex bonus to AC when flat-footed)

[B]Shadowdancer Abilities:[/B]
Hide in Plain Sight (Hide even when being observed as long as a shadow is w/in 10')
Darkvision 60'
Improved Uncanny Dodge (Can't be flanked except by rogues of L15 or higher)
Shadow Illusion ([i]Silent image[/i] 1/day using shadows)
Summon Shadow (Shade companion, see below)
Shadow Jump 20' ([i]Dimension door[/i] between shadows, 10' increments)

[B]Feats:[/B]
Dodge (Strongheart feat) (+1 AC vs. selected foe)
Mobility (L1) (+4 AC on AOOs when moving through threatened areas)
Quick Draw (L3) (Drawing is a free action)
Weapon Finesse (L6) (Add Dex mod to atk rolls w/ some weapons)
Combat Reflexes (L9) (Extra AOOs per round)

[B]Skill Points:[/B] 146     [B]Max Ranks:[/B] 14/7
[B]Skills                        Ranks  Mod  Misc  Total[/B]
Bluff (Cha)                     5    +2          +7
Climb (Str)                     0    +0   (+2)   +0/+2 (Use Rope synergy when using rope)
Diplomacy (Cha)                 14   +2    +4    +20 (+2 Sense Motive and +2 Bluff synergy)
Disable Device (Int) (SD cc)    12   +3    +2    +17 (+2 MW tools)
Escape Artist (Dex)             5    +6   (+2)   +11/+13 (when escaping from ropes)
Hide (Dex)                      14   +6    +4    +24 (small size)
Jump (Str)                      5    +0    +4    +9 (+2 halfling, +2 Tumble synergy)
Listen (Wis)                    4    +0    +3    +8 (+2 halfling, +1 thieving helmet)
Move Silently (Dex)             14   +6    +3    +23 (+2 halfling, +1 silent shoes)
Open Lock (Dex) (SD cc)         12   +6    +7    +25 (+5 ring, +2 MW tools)
Perform (Dance) (Cha)           5    +2          +7
Search (Int)                    14   +3          +7 (+5 for traps, doors, etc.)
Sense Motive (Wis)              5    +0          +5
Sleight of Hand (Dex)           14   +6  +2(+1)  +22/+23 (+2 Bluff synergy, +1 when picking pockets)
Spot (Wis) (SD cc)              0    +0          +0
Tumble (Dex)                    14   +6    +2    +22 (+2 Jump synergy)
Use Rope (Dex)                  5    +6   (+2)   +11/+13 (+2 Escape Artist synergy when binding)

[B]Equipment:                           Cost   Weight[/B]
+1 Rapier                              2320gp     1lb
+1 Longbow                             2375gp     1lb
Quiver, scabbard (A&E)                   10gp     1lb
 - Arrows x20                             1gp    .5lb
 - +1 Dagger                           2335gp    .5lb

+3 Buckler                             9165gp   2.5lb
+4 Mithral Chainshirt                 17100gp  6.25lb

Gloves of Dexterity +2                 4000gp     ~lb
Belt of Protection +2                  8000gp     ~lb (As Ring of Protection +2)
Ring of Lockpicking (CA)               4500gp     ~lb (+5 Open Lock, [i]knock[/i] 1/day)
Ring of Sustenance                     2500gp     ~lb (No food or water needed, only 2 hrs of rest)
Amulet of Natural Armor +1             2000gp     ~lb
Goggles of Minute Seeing               1250gp     ~lb (+5 for traps, doors, etc.)
Ioun Stone (Dusty Rose, +1 AC)         5000gp     ~lb

Explorer's Outfit                         ~gp     ~lb
Thieving Helmet (A&E)                    10gp    .5lb (+1 to Listen)
Shoes, silent (A&E)                      10gp    .5lb (+1 to Move Silently)
Finger Blades (A&E)                      20gp     ~lb (+1 to pick pocket attempts)
Signet Ring                               5gp     ~lb

[b]Handy Haversack[/b]                        2000gp     5lb
[b]Main Compartment[/b] (64/80lb)
-Dagger 100x                             200gp    50lb
-Light Mace                                5gp     2lb
-Rope, silk 100'                          20gp    10lb
-Grappling hook, collapsible (A&E)         3gp     2lb
-+1 Arrow of Distance                    167gp     ~lb (Double range increment)
[b]Secondary Compartment[/b] (5.35/20lb)
-Waterskin (full)                          1gp     4lb
-Whetstone                               .02gp     1lb
-Chalk x2                                .02gp     ~lb
-Flint & Steel                             1gp     ~lb
-Vial (Empty)                              1gp     ~lb
-Vial (Empty)                              1gp     ~lb
-Vial (Empty)                              1gp     ~lb
-Signal Whistle                           .8gp    .1lb
-Ink vial                                  8gp     ~lb
-Inkpen                                   .1gp     ~lb
-Parchment (10)                            2gp     ~lb
-Sealing wax                             .03gp   .25lb
[b]Tertiary Compartment[/b] (17.2/20lb)
-Elixer of Hiding                        250gp    .1lb (+10 to Hide for 1 hr)
-Elixer of Sneaking                      250gp    .1lb (+10 to Move Silently for 1 hr)
-CLW Potion x3                           150gp    .3lb
-CMW Potion x2                           600gp    .2lb
-CSW Potion                              750gp    .1lb
-Cat's Grace Potion                      300gp    .1lb
-Protection from Arrows 10/magic Potion  300gp    .1lb
-Softfoot (Alch from CA)                  50gp     1lb (+1 alch bonus to Move Silently for 1 hr)
-Lockslip grease (Alch from CA)           50gp     ~lb (+1 alch bonus to Open Lock for 1 min)

-Bolt Cutters (A&E)                        6gp     5lb
-Glass Cutter (A&E)                        2gp     1lb
-Marbles (A&E)                             2sp     2lb
-Table case, folding (A&E)                 2gp     2lb
-Sparker (A&E)                             2gp     ~lb (10 uses)
-MW Longspoon Thieves' Tools (CA)        150gp     3lb (+2 skill, pick locks etc from 5' away)
-MW Thieves' Tools                       100gp     2lb (+2 to Disable Device and Open Lock)

[B]Total Weight:[/B]18.75lb      [B]Money:[/B] 33gp 8sp 3cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]             24.75  49.5   75   150   375
 

SomethingFaster: Wow, a big change. You went from sniper to... melee all the way. Here are the things I noticed:
  • Your first article of clothing (the one you're wearing) doesn't count against your weight carried.
  • Money does indeed have a weight. I believe the standard is 1lb/50 coins, though I could be wrong.
  • Your Bracelets of Armor grant an armor bonus not a misc. one, so put that under the correct section.
  • Your spiked gloves... 2 things. A) Are those modified spiked gauntlets? I assume so. B) Is it legit to add that spike damage to your monk unarmed attacks? I'm not sure but I think not. I have no textual foundation, but the special monk weapons (kama, siangham, etc.) deal only their own damage. I would presume the same for a spiked glove/gauntlet. Does anyone have a text reference for this?
  • You gypped yourself a feat. I see Stunning Fist (Monk 1), Combat Expertise (Human), Dodge (Level 1), Deflect Arrows (Monk 2), Mobility (Level 3), Improved Disarm (Monk 6), Spring Attack (Level 6). Thus, you have one feat to add, for level 9.
  • Exactly what is held in the Bag of Holding?
  • You forgot your carrying capacities again. ;) This is especially important when you have a Bag of Holding (or similar item) because when you pull an item out of the extradimensional space, you may suddenly become weighed down.
  • A 117 year old human? At that point, I doubt you'd even have hair, but if you did, it would be gray or white, not silver. I take it you forgot to change that elven stuff. :p Do so!
 


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