• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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

Rae ArdGaoth said:
Silentspace: I'll look up those rules this evening. They don't sound like they're a problem. I don't have the Unapproachable East, so you'll have to brief me on that one. And what's the "Spellcasting Prodigy"? Should I have heard of that? :p It should be okay. Email or AIM, we'll talk more extensively, alright?

Spellcasting Prodigy is a General feat that must be taken at first level. It makes your spellcasting ability (in my case Int) be considered as 2 points higher for the purpose of determining bonus spells and saving throw DCs. In 3.5 its the same for bonus spells, but not the saving throw DCs.

Master of the Yuirwood is a 10 level PrC designed for rangers. It gives:
- d8 hd
- 4 skills/level
- 3/4 BAB
- Good Fort, Weak Ref, Weak Will
- full spellcasting progression
- the ability to use standing stone circles as portals (sort of like teleport or gate, but only from/to fixed locations)
- uncanny dodge
- pass without trace
- speak with animals
- Forest Grace (at ninth level add Cha mod as a bonus to all saves - my char looks like it will have low Cha though :\ )

Its a difficult PrC for a non-ranger to enter. The requirements are:
- Elf or half-elf
- Any nonevil
- Knowledge (nature) 5 ranks, Survival 10 ranks
- Alertness, Track
- Be from Aglarond or the star elf region, or have 2 ranks in Knowledge (local-Aglarond or star elf)

So far my build has 4 feats, and 3 are all fairly useless (for PrC entry only - Skill Focus (Knowledge-Religion), Track, and Alertness. The fourth will probably be Improved Initiative. I'll post something soon.

I really like the concept, I've been spending a lot of time refining it. It has some neat features, but is not nearly as twinked out as it could be!
 

log in or register to remove this ad

Something Faster said:
Okay, this version of Dakkon Noor is about as finished as he will be until I start delving more into his background at character introductions. If something needs to be changed, just tell me. That goes for anybody, not just the DM. I'm not arrogant enough to believe that I didn't make a single mistake in there, somewhere.

Just wanted to point out you have no ranks in Search.
 

Here is the most udpated version of the character (until the RG is set up) :)

Code:
Name: Penthar Danadin, Velskoon in the Aglarondan Army
Class: Paladin 5/Fighter 2/Aglarondan Griffonrider 4
Race: Human
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: Chauntra
Region: Aglarond

Str: 18 +4 (10p.)    Level: 11       XP: 55,000
Dex: 10 +0 (2p.)     BAB: +11/+6/+1  HP: 101 (5d10+10, 2d10+4, 4d8+8)
Con: 14 +2 (6p.)     Grapple: +15    Dmg Red: 0
Int: 12 +1 (4p.)     Speed: 30'      Spell Res: 0
Wis: 14 +2 (6p.)     Init: +0        Spell Save: 12+spell level
Cha: 14 +2 (6p.)     ACP: -3         Spell Fail: 25% (na for divine)

                     Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:               10    +9                                  19
    Touch: 10              
    Flatfooted: 19

                     Base   Mod  Misc  Total
Fort:                8      +2         +10
Ref:                 6      +0         +6
Will:                3      +2         +5

Weapon               Attack      Damage                    Critical  Special
Lance of Bravery     +17/+12/+7  1d8+8 (3d8+24 w/ Charge)  20 x3     Mount, rider immune to 
                                                                     fear effects
Shatterspike         +16/+11/+6  1d8+4                     19-20 x3  +4 to sunder, 1d8+8 
                                                                     add'l pts to sunder
Silvered Greatsword  +15/+10/+5  2d6+5                     19-20 x2

Languages: Algarondan, Common, Draconic

Abilities: 
Aerial Evasion, Aura of Courage, Aura of Good, Detect Evil, Divine Grace, Divine Health, 
Fly-By Attack, Improved Mounted Combat, Lay on Hands, Shared Spells, Shared Saving Throws, 
Smite Evil 2/day, Special Mount (griffon), Turn Undead

Spells: 1st Level- 1
Spell Typically Memorized: Bless

Feats:
Mounted Combat (1st)
Ride-By Attack (1st human)
Spirited Charge (3rd)
Power Attack (6th)
Improved Sunder (1st fighter)
Combat Expertise (2nd fighter)
Greater Sunder (9th)*

*Greater Sunder [General, Fighter]
You can follow through on a sunder attack to smite a weapon’s wielder.
Prerequisites: Str 13, Combat Expertise, Improved Sunder.
Benefit: If you destroy an opponent’s weapon with the sunder action in melee combat, you 
immediately get a melee attack against that opponent as if you hadn’t used your attack for 
the sunder action.
From Dungeon #100

Skill Points: 56         Max Ranks: 14/7
Skills                   Ranks  Mod  Misc  Total
Diplomacy                  5    +2    +2    +9      (synergy w/ Knowledge Nobility)
Handle Animal              7    +2          +9
Heal                       8    +2    +2    +10/+12 (w/ Healer's Kit)
Knowledge (nobility)       5    +1          +6
Knowledge (religion)       7    +1          +8
Ride                      14    +0    +1    +15     (+2 synergy w/ Handle Animal, +2 military 
                                                     saddle, -3 AC penalty)
Spot (cc)                  5    +2          +7

Equipment:                    Cost  Weight
Aglarondan Armor*         14,500gp   25lb
Belt Pouch                     1gp  0.5lb
Explorer's Outfit             ----    5lb
Glove of Storing          10,000gp   ----
Healer's Kit                  50gp    1lb
Lance of Bravery          30,310gp   10lb (usually in glove of storing)
Noble's Jewelry              100gp   ----
Scroll of Silence             ----   ---- (free regional equipment)
Scroll of Spiritual Weapon    ----   ---- (free regional equipment)
Shatterspike               4,315gp    4lb
Signet Ring of Griffonriders   5gp   ----
Wand of Cure Light Wounds    750gp   ----
Waterskin                      1gp    4lb 

* a +1 called mithril full plate armor (made up the name)

Total Weight: 39.5/49.5lb      

                           Lgt    Med    Hvy    Lift   Push
Max Weight:                100lb  200lb  300lb  600lb  1500lb

Age: 35
Height: 6'2"
Weight: 190lb
Eyes: Blue
Hair: Blonde
Skin: White

Regalclaw the Griffon: 
Large Magical Beast; HD 11d10+33; HP 116; Init +3; Spd 40 ft, 90 ft fly; AC 
24, touch 12, flat-footed 21; Base Atk +11; Grp +19; Atk Bite +16 melee 
(3d6+5); Full Atk Bite +16 melee (3d6+5), 2 claws +13 melee (1d4+2); Space/
Reach: 10ft/5ft; SA Pounce, Rake (1d6+2); SQ Darkvision, Empathic Link, 
Improved Speed, Low-Light Vision, Scent, Share Spells, Share Saving Throw; 
SV Fort +10, Ref +10, Will +6; Str 20, Dex 16, Con 16, Int 7, Wis 13, Cha 8.
   Skills and Feats: Jump +8, Listen +6, Spot +14, Aerial Evasion, Fly-By Attack, 
Hover, Improved Evasion, Improved Natural Attack, Iron Will, Multiattack, 
Weapon Focus (bite)

Equipment:                    Cost  Weight
Bag of Holding Type II     5,000gp  25lb
Bedroll                        1sp   5lb (in Bag of Holding)
Blanket, Winter                5sp   3lb (in Bag of Holding)
Everburning Torch            110gp   1lb (in Bag of Holding)
Feed (7 days)                 35cp  30lb (in Bag of Holding)
Flint and Steel                1gp  ---- (in Bag of Holding)
Greatsword, Silvered         230gp   8lb (in Bag of Holding)
Noble's Outfit                75gp  10lb (in Bag of Holding)
Rations, Trail (7 days)       35sp   7lb (in Bag of Holding)
Saddle, Exotic Military       60gp  40lb
Torches (3)                    3cp   3lb (in Bag of Holding)

Total Weight: 294.5lb/304.5lb      Money: 487p 5sp 2cp
   in Bag of Holding: 67lb

                           Lgt    Med    Hvy    Lift    Push
Max Weight:                399lb  978lb  1200lb  2400lb  6000lb

Appearance:
Penthar Danadin is a tall, lean, handsome man. He has long, flowing blonde hair frame his cherubic face. He has blue, piercing even, and sports a trimmed goatee. He seems to have an aura of peace and serenity about him.

In casual attire, he tends towards wearing rustic clothing. He can always be found wearing his signet ring (a ring with an orange griffon on a yellowish background- the symbol of the aglarondan griffonriders) on his left ring finer and a what appears to be a simple leather glove on his right hand.

When geared for battle, he wears a sturdy set of full-plate armor, tinted in crimsons, oranges, and yellows. On the front of his armor, he bears the same symbolic griffon that is found on his ring. Across his brow he wears half-helm that bears the crest of his unit- markings which identify him as a member of Aglarond's seventh unit. A scabbard is stapped along his back, which seems to be designed to draw its weapon quite easily in one motion. Within the scabbard is Shatterspike, a brilliant crimson-pommelled longsword. He has what appears to be a wand tucked into a half-pocket at his left hip, and a worn, leather belt pouch on his right hip.

When mounted for combat, his lance of bravery seemingly appears from nowhere from his gloved hand. This heavy lance is obviously his weapon of choice, and is emblazoned with the aglarondan griffonrider symbol on the hilt.

By his side is Regalclaw, a majestic-looking griffon with bright red plumage. Those that dare to look Regalclaw in the eye see a spark of intelligence not seen in the common animal. Regalclaw shares his master's aura of majestry, and looks to have seen his fair share of combat.

Background:
Penthar Danadin was born in the year 1337 in the small city of Emmech. He is the son of a family that held a farm on the southeast outskirts of the city. Ever since he was a young child, Penthar dreamed of joining the Aglarondan army. When he was young, his would help his father Melin bring their goods for sale in the town, and Penthar would spend the day watching the troops marching thru the city. As he grew older and bolder, an adolescent Penthar would hang out around either the troops' tents asking questions or around the griffon stables feeding and grooming the majestic animals. Eventually, Penthar caught the eye of Araevil Darkeye, commander of the Aglarondan Griffonriders of Emmech, during one of Darkeye's inspection tours. After an inspirational lecture on duty and honor from Darkeye, Penthar convinced his father to allow him to join the Aglarond army. So in 1352, at the age of 15, Penthar became a squire in the Aglarondan army.

Over the next 5 years, Penthar served in the eighteenth unit of the Army of the Lion, Aglarond's first line of defense in Emmech. After training, it became evident that Penthar's strong belief in Chauntra (inherited from his father) gave him access to a host of abilities. becoming a paladin in Chaundra's service, Penthar served in Emmech until 1357. In 1357, the Year of the Prince, the Thayan army (Aglarond's primary enemy) attacked from the eatsern border, taking the cities of Escalant and Laothkund. Penthar, at this point in command of a squad of soldiers in the twenty-third unit, was send with his unit and five others to defend the eastern border. Penthar found himself in the midst of war for the next two years, figthing Thayan troops and fire elementals. At the war's end, Penthar found his courage proven, and was given the change to join Aglarond's fabled griffonrider forces. It was during this time that Penthar met Faelar, a sun elf travelling thru the combat to Yuirwood. Little did Penthar know that this was not the last he'd see of the elf.

Penthar served the defense of Aglarond and or Emmech for years, serving as a junior member of the griffonriders. In 1365, the Year of the Sword, the Thayan army marched on Emmech. Penthar found himself in the thick of the combat, and it was during one of these battles that, while on his new mount Regalclaw, he spotted a second Thayan force moving towards Shyvar Pass. Penthar reported his finds, and because of his quick-wittedness, Aglarondan forces from Glarondar meet this Thayan army and force them back. That same force came around through the Tannath Gap and took the Thayan army assaulting Emmech from behind. Emmech was saved; the Thayans were routed; and Penthar was rewarded for his heroism. At age 28, Penthar became the youngest griffonrider to be given his own command. Penthar once again came under the eye of Commander Darkeye, who watched Penthar's career thoroughly over the next few years.

From 1367 to 1371, Penthar served as commander of the seventh unit of the aglarondan griffonriders. Stationed at Emmech, Penthar eventually became Darkeye's right-hand-man. The two of them became friends, and would often discuss tactics and strategy on the Thayan army. When the Thayan's offered a truce, both Darkeye and Penthar were extremely sceptical, but complied with the Simbul's wishes.

Penthar's life took an unusual turn in 1372. One morning, Penthar was approached by Darkeye, who passed along orders from Lord Demelin, commander of the Aglarondan army at Emmech. These orders assigned Penthar to "detached duty" and informed him he was to report immediately to Hovor Seawind, the High Captain in charge of all of Aglarond's armies and the best griffonrider known to legend. Travelling to Aglarond's capital city of Velprintalar, Penthar presented himself to Seaward, who ushered him into the royal palace. Unknowing to Penthar, he soon found himself in the audience of Nerrol Hamastyl, High Steward of Aglarond, and the Simbul herself, the Witch-Queen of Aglarond. The Simbul explains the reason for Penthar's detached duty: she had a mission for him of the utmost secrecy. He was to travel to the Yuirwood and retrieve the Gem of Restonar from the Yuir ruins. Penthar gratefully accepted her quest, and fond himself en route to the Yuirwoods. Once there, he came across his old friend Faelar the sun elf. Faelar served as his guide, and Penthar successfully retrieved the gem with little worries. Penthar said his goodbyes to Faelar, and returned to Velprintalar.

Upon his return to the Simbul's tower, he was once again called upon by the queen. The Simbul relayed that soon Penthar would receive a calling, a voice in his head that would drive him on a quest. It is in Aglarond's, and the Simbul's best interest that Penthar follow the call. In fact, the Simbul also related to Penthar that he would meet back up with Faelar, and advised the two of them to travel together. Penthar, struck with awe, accepted his queen's request. He travelled to the Yuirwood in search of Faelar, and when he came across the sun elf, the two of them received the call from Sallahtuwlishion.

For Reference:
Aglarondan Griffonrider
Griffon
 
Last edited:


Yeah, I remember you, that's why I checked out this thread in the first place. :)

I'm thinking maybe either an spellcaster (divine or arcane) or a monk as the rogue spots seem to be already filled and a semi-fighter type might be an idea.
 

Yep Ferrix, that's what happens when you aren't first in, you play the spellcasters, like me :p

Anyway my character is coming along nicely, between last night and today I put a whole bunch of hours into making him. I should really do it in a spreadsheet, all those numbers are making me batty. Anyway I've been dropping stuff and adding stuff to the character. What I'd like to do is go for a generalist wizard instead of a specialist, and use the Domain Wizard variant from Unearthed Arcana. The Storm Domain fits really well with the character concept, an out-doorsy, rangerish arcanist. Also I have him joining the wizard's college in Silverymoon if that's ok (Silver Marches p 62.)

Here's the background for Faelar, my Sun Elf. He's a Sun Elf through and through.

Faelar was born and raised in the Sun Elf Fortress Home of Evereska, the last major settlement of sun elves left on Faerun. In the first few score years of his life, he saw few non-elves. He felt grateful to be under the care and protection of the Hill Elders, which allowed the citizens of Evereska to explore deep within the elven mysteries. As a young man, Faelar spent much of his time outside the city, communing with nature. In the daytime he would explore the great valley of the Fortress Home, harnessing the mythal's power to climb the twelve high hills and gaze out upon the world. To the east, stretching as far as the eye could see, was the Great Desert of Anauroch, home of the dread archwizards of Shade. To the south lay the Western Heartlands, where the scattered human city-states struggled to survive. To the west was the vast wilderness of the High Moors, filled with dangerous creatures. And to the northwest there were the Graypeak Mountains and The High Forest. Beyond that lay Silverymoon, where lay the only other enclave of Sun Elves left on the continent.

At night he would study the stars, wondering what the future held for him. As he began to study wizardry, Faelar focused on reading the portents left by Corellon Larethian. Even after spending long days studying, he would continue to spend his nights communing with nature, and eventually gained the ability to read portents almost as well as the priests of Evereska.

Wishing to learn more of his elven heritage, he travelled to Evermeet and Silverymoon, exploring the breadth and range of the dying Elven culture. Curiosity led him east to the Yuirwood, where the Star Elves had retreated to the demiplane of Sildeyuir, long before the Moon and Sun Elves had retreated to Evermeet. The Star Elf foresters welcomed Faelar into their ranks, and taught him the secrets of the Yuir.
 


silentspace, you might want to take your first level as a wizard as the wizard substitution level for the elf from Races of the Wild.

For giving up the ability to specialize you get two benefits:
* 1 Extra spell in your spellbook per level.
* May also prepare one additional spell of your highest spell level each day.
 


For Dakkon Noor, you might want to drop one of your feats and pick up Precise Shot, as a principle ranged weapons character, it's a must have. Also, as I've had a character in the past looking to become a sniper I had created a sniper PrC. I've attached it here for you and the DM to check out if you want to consider it.

Also, for feats, I'd probably drop dodge and mobility. Some neat feats for this character to think of:

Able Sniper: Gain a +2 bonus to hit against flat-footed opponents that are at least 30 feet away. In addition, you gain a +4 bonus on Hide checks to hide again after making an attack roll while hiding.

Woodland Archer is a tactical feat, allows the use of three manuevers:
- Adjust for Range: When you shoot at a target and miss, subsequent shots in that round at the same target receive a +4 bonus to hit.
- Pierce the Foliage: If you hit a foe with a miss chance caused by concealment, shots against that foe in the next round don't incur the same miss chance.
- Moving Sniper: To use this you must succeed on a sniping attack, both hitting your intended target and successfully after. If no one sees you, you can make a sniping attack again next round, taking a single move after your attack and before you hide (characters without this feat can only shoot and hide, not move).
 

Into the Woods

Remove ads

Top