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<blockquote data-quote="StreamOfTheSky" data-source="post: 5164623" data-attributes="member: 35909"><p>Well, I put together my character idea after looking at the already existing characters. It uses a bunch of books, but so do the others, so I figured I'd take a shot and see if it was acceptable. First of all, my character at level 1.</p><p></p><p>[sblock]“I’ll scare the unliving darkness out of them!”</p><p></p><p>Guillo</p><p>Unknown gender Changeling (Humanoid, Shapechanger)</p><p>Chaotic Good Martial Rogue 1</p><p>HP: 16 (1d8 +2)x2</p><p>AC: 16 (10 +4 armor +2 dex)</p><p>Touch: 12; Flatfooted: 14</p><p>Str 14, Dex 14, Con 14, Int 16, Wis 10, Cha 12</p><p>Saves: Fortitude +2, Reflex +1, Will +0 (+2 sleep and charm; +1 spells and spell-likes)</p><p>BAB +0; Grapple +2; Trip +6</p><p></p><p>Attack options:</p><p>Longspear +2 (1d8 +3, 20/x3, reach, set vs. charge, P)</p><p>Morningstar +2 (1d8 +2, 20/x2, B or P)</p><p>Dagger +2 (1d4 +2, 19-20/x2, S or P)</p><p>Club +2 (melee) or +0 (ranged) (1d6 +2, 20/x2, 10 ft, B)</p><p>Sling +0 (1d4 +2, 20/x2, 50 ft, B)</p><p></p><p>Feats: Nymph’s Kiss, Combat Expertise, Improved Trip, Intimidating Strike</p><p>Flaws: Shaky (-2 ranged attacks), Poor Reflexes (-3 reflex saves)</p><p>Traits: Absent-Minded (+1 all knowledge skills, -1 spot and listen)</p><p>Class features: Fighter feat progression, Social Intuition</p><p>Racial: Minor Change Shape; +2 Bluff, Intimidate, and Sense Motive; Speak Language always a class skill; +2 saves vs. sleep and charm; Medium; 30 ft; favored class: Rogue.</p><p></p><p>Skills (56):</p><p>Bluff* +9 (4 ranks +1 cha +2 racial +2 feat)</p><p>Diplomacy +7 (4 ranks +1 cha +2 feat)</p><p>Disable Device +9 (4 ranks +3 int +2 circumstance)</p><p>Disguise +14 (1 rank +1 cha +2 feat +10 circumstance) (see Minor Change Shape)</p><p>Gather Information* +4 (1 rank +1 cha +2 feat)</p><p>Intimidate* +9 (4 ranks +1 cha +2 racial +2 feat)</p><p>Jump +4 (4 ranks +2 str -2 ac penalty)</p><p>Knowledge (local) +8 (4 ranks +3 int +1 trait)</p><p>Knowledge (nature) +8 (4 ranks +3 int +1 trait)</p><p>Listen +3 (4 ranks -1 trait)</p><p>Open Lock +5 (1 rank +2 dex +2 circumstance)</p><p>Search +7 (4 ranks +3 int)</p><p>Sense Motive* +6 (4 ranks +2 racial)</p><p>Sleight of Hand +1 (1 rank +2 dex -2 ac penalty)</p><p>Spot +3 (4 ranks -1 trait)</p><p>Tumble +4 (4 ranks +2 dex -2 ac penalty)</p><p>Use Magic Device +7 (4 ranks +1 cha +2 feat)</p><p>Skills that Guillo can always Take 10 on are denoted with an asterisk (*)</p><p>Languages: Common, Auran, Elven, Dwarven</p><p></p><p>Equipment:</p><p>Chain shirt</p><p>Longspear</p><p>Morningstar</p><p>Cold Iron Dagger</p><p>Sling</p><p>Bullets (10)</p><p>Clubs (3)</p><p>Explorer’s Outfit</p><p>Masterwork Thieve's Tools</p><p>Backpack</p><p></p><p>Feats, racial, and class features fully explained:</p><p>Minor Change Shape (Su): Full round action. Functions similarly to the Disguise Self spell, except changes are not illusory, but actual physical alterations, and this ability does not affect the changeling’s possessions. Useable at will, lasts until the Changeling changes shape again or is killed. A True Seeing spell also reveals his/her natural form. Using this ability to create a disguise gives a +10 circumstance bonus on the Disguise check.</p><p></p><p>Social Intuition (Ex): Gather info takes (1d4 +1 x10) min, instead of 1d4+1 hours; Sense Motive to assess a social situation take a full round instead of 1 minute; Can always take 10 on Bluff, Diplomacy, Gather Info, Intimidate, and Sense Motive checks.</p><p></p><p>Intimidating Strike: As a standard action, attack with a penalty between 0 and up to your BAB. If you hit, gain a free action Intimidate check to demoralize the target, with a bonus on the check equal to the chosen attack penalty. If successful, target is shaken for the rest of the encounter.</p><p></p><p>Nymph’s Kiss (Exalted): Gain +1 skill point per level, +1 on saves vs. spells and spell-like abilities, and +2 on all charisma-based skill checks.[/sblock]</p><p></p><p>Still need to choose minor gear, but that's basically it.</p><p></p><p>I figured out what I'd like to do for his character progression, and while I seldom cling to them over 20 levels, it's nice to have an idea of what you're doing, and to make sure you (the DM) are ok with all of it.</p><p></p><p>Build:</p><p>[sblock]Changeling Martial Rogue 1 / Factotum 3 / Rogue 2-4 / Warshaper 1-3 / Factotum 4-13</p><p></p><p>Feats:</p><p>1: Nymph’s Kiss</p><p>Flaw: Combat Expertise</p><p>Flaw: Intimidating Strike</p><p>1: Improved Trip [Rogue 1]</p><p>3: Knowledge Devotion</p><p>5: Imperious Command [Rogue 2]</p><p>6: Font of Inspiration</p><p>7: Combat Panache [Rogue 4]</p><p>9: Font of Inspiration</p><p>12: Font of Inspiration</p><p>15: Font of Inspiration</p><p>18: Font of Inspiration</p><p></p><p>EDIT: New possible progession of feats:</p><p>[sblock]</p><p>1: Nymph’s Kiss</p><p>Flaw: Combat Expertise</p><p>Flaw: Intimidating Strike</p><p>1: Improved Trip [Rogue 1]</p><p>3: Knowledge Devotion</p><p>5: Combat Reflexes [Rogue 2]</p><p>6: Font of Inspiration</p><p>7: Combat Panache [Rogue 4]</p><p>9: Improved Font of Inspiration</p><p>12: Imperious Command[/sblock]</p><p></p><p>Racial substitution levels:</p><p>Changeling Rogue 1: Swap Trapfinding for Social Intuition; 10 + int skills, extra knowledge skill.</p><p>Social Intuition: Gather info takes (1d4 +1 x10) min, instead of 1d4+1 hours; Sense Motive to assess a social situation take a full round instead of 1 minute; Can always take 10 on Bluff, Diplomacy, Gather Info, Intimidate, and Sense Motive checks</p><p></p><p>Changeling Rogue 3: Swap Trapsense for Minor Lore, 10 + int skills, extra knowledge skill.</p><p>Minor Lore: +1 on all knowledge checks and on the bonus you give by aiding another on knowledge checks.[/sblock]</p><p></p><p>So, basic idea is Guillo is the party skill monkey, trapfinder, and monster lore person and fights generally in melee, using (eventually freakish) reach, demoralization, combat wits, and tripping to control the area around him/her. S/he doesn't have the hit points or AC to tank on his/her own, but with the monk up there with him/her, they should be able to hold the front line. I'm going to keep Guillo's Use Magic Device high, so s/he can be the party arcanist in a pinch, too.</p><p></p><p>Books/sources used (other than core):</p><p>[sblock]Changeling race (Races of Eberron and Monster Manual III)</p><p>Changeling Rogue racial sub. levels (Races of Eberron) - there's nothing setting specific about the class changes other than that they befit a changeling.</p><p><a href="http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rogue" target="_blank">Martial Rogue</a> (Unearthed Arcana) - Fighter feats instead of sneak attack</p><p><a href="http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm" target="_blank">Flaws</a> and <a href="http://www.d20srd.org/srd/variant/buildingCharacters/characterTraits.htm" target="_blank">Traits</a> (Unearthed Arcana)</p><p>Nymph's Kiss exalted feat (Book of Exalted Deeds)</p><p>Intimidating Strike feat and Combat Panache feat (PHB2)</p><p>Knowledge Devotion feat (Complete Champion)</p><p>Font of Inspiration feat (WotC's website)</p><p>Imperious Command feat (Drow of the Underdark)</p><p>Warshaper prestige class (Complete Warrior)</p><p>Skill Tricks (Complete Scoundrel)</p><p>[/sblock]</p><p></p><p>That's all the books I can think of that he uses / will use. You seem to allow Spell Compendium, may se that for his factotum casting, and Magic Item Compendium later on, if stuff from there is allowed.</p><p></p><p>I'll try out your character sheet later, this is how I normally do my sheets.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5164623, member: 35909"] Well, I put together my character idea after looking at the already existing characters. It uses a bunch of books, but so do the others, so I figured I'd take a shot and see if it was acceptable. First of all, my character at level 1. [sblock]“I’ll scare the unliving darkness out of them!” Guillo Unknown gender Changeling (Humanoid, Shapechanger) Chaotic Good Martial Rogue 1 HP: 16 (1d8 +2)x2 AC: 16 (10 +4 armor +2 dex) Touch: 12; Flatfooted: 14 Str 14, Dex 14, Con 14, Int 16, Wis 10, Cha 12 Saves: Fortitude +2, Reflex +1, Will +0 (+2 sleep and charm; +1 spells and spell-likes) BAB +0; Grapple +2; Trip +6 Attack options: Longspear +2 (1d8 +3, 20/x3, reach, set vs. charge, P) Morningstar +2 (1d8 +2, 20/x2, B or P) Dagger +2 (1d4 +2, 19-20/x2, S or P) Club +2 (melee) or +0 (ranged) (1d6 +2, 20/x2, 10 ft, B) Sling +0 (1d4 +2, 20/x2, 50 ft, B) Feats: Nymph’s Kiss, Combat Expertise, Improved Trip, Intimidating Strike Flaws: Shaky (-2 ranged attacks), Poor Reflexes (-3 reflex saves) Traits: Absent-Minded (+1 all knowledge skills, -1 spot and listen) Class features: Fighter feat progression, Social Intuition Racial: Minor Change Shape; +2 Bluff, Intimidate, and Sense Motive; Speak Language always a class skill; +2 saves vs. sleep and charm; Medium; 30 ft; favored class: Rogue. Skills (56): Bluff* +9 (4 ranks +1 cha +2 racial +2 feat) Diplomacy +7 (4 ranks +1 cha +2 feat) Disable Device +9 (4 ranks +3 int +2 circumstance) Disguise +14 (1 rank +1 cha +2 feat +10 circumstance) (see Minor Change Shape) Gather Information* +4 (1 rank +1 cha +2 feat) Intimidate* +9 (4 ranks +1 cha +2 racial +2 feat) Jump +4 (4 ranks +2 str -2 ac penalty) Knowledge (local) +8 (4 ranks +3 int +1 trait) Knowledge (nature) +8 (4 ranks +3 int +1 trait) Listen +3 (4 ranks -1 trait) Open Lock +5 (1 rank +2 dex +2 circumstance) Search +7 (4 ranks +3 int) Sense Motive* +6 (4 ranks +2 racial) Sleight of Hand +1 (1 rank +2 dex -2 ac penalty) Spot +3 (4 ranks -1 trait) Tumble +4 (4 ranks +2 dex -2 ac penalty) Use Magic Device +7 (4 ranks +1 cha +2 feat) Skills that Guillo can always Take 10 on are denoted with an asterisk (*) Languages: Common, Auran, Elven, Dwarven Equipment: Chain shirt Longspear Morningstar Cold Iron Dagger Sling Bullets (10) Clubs (3) Explorer’s Outfit Masterwork Thieve's Tools Backpack Feats, racial, and class features fully explained: Minor Change Shape (Su): Full round action. Functions similarly to the Disguise Self spell, except changes are not illusory, but actual physical alterations, and this ability does not affect the changeling’s possessions. Useable at will, lasts until the Changeling changes shape again or is killed. A True Seeing spell also reveals his/her natural form. Using this ability to create a disguise gives a +10 circumstance bonus on the Disguise check. Social Intuition (Ex): Gather info takes (1d4 +1 x10) min, instead of 1d4+1 hours; Sense Motive to assess a social situation take a full round instead of 1 minute; Can always take 10 on Bluff, Diplomacy, Gather Info, Intimidate, and Sense Motive checks. Intimidating Strike: As a standard action, attack with a penalty between 0 and up to your BAB. If you hit, gain a free action Intimidate check to demoralize the target, with a bonus on the check equal to the chosen attack penalty. If successful, target is shaken for the rest of the encounter. Nymph’s Kiss (Exalted): Gain +1 skill point per level, +1 on saves vs. spells and spell-like abilities, and +2 on all charisma-based skill checks.[/sblock] Still need to choose minor gear, but that's basically it. I figured out what I'd like to do for his character progression, and while I seldom cling to them over 20 levels, it's nice to have an idea of what you're doing, and to make sure you (the DM) are ok with all of it. Build: [sblock]Changeling Martial Rogue 1 / Factotum 3 / Rogue 2-4 / Warshaper 1-3 / Factotum 4-13 Feats: 1: Nymph’s Kiss Flaw: Combat Expertise Flaw: Intimidating Strike 1: Improved Trip [Rogue 1] 3: Knowledge Devotion 5: Imperious Command [Rogue 2] 6: Font of Inspiration 7: Combat Panache [Rogue 4] 9: Font of Inspiration 12: Font of Inspiration 15: Font of Inspiration 18: Font of Inspiration EDIT: New possible progession of feats: [sblock] 1: Nymph’s Kiss Flaw: Combat Expertise Flaw: Intimidating Strike 1: Improved Trip [Rogue 1] 3: Knowledge Devotion 5: Combat Reflexes [Rogue 2] 6: Font of Inspiration 7: Combat Panache [Rogue 4] 9: Improved Font of Inspiration 12: Imperious Command[/sblock] Racial substitution levels: Changeling Rogue 1: Swap Trapfinding for Social Intuition; 10 + int skills, extra knowledge skill. Social Intuition: Gather info takes (1d4 +1 x10) min, instead of 1d4+1 hours; Sense Motive to assess a social situation take a full round instead of 1 minute; Can always take 10 on Bluff, Diplomacy, Gather Info, Intimidate, and Sense Motive checks Changeling Rogue 3: Swap Trapsense for Minor Lore, 10 + int skills, extra knowledge skill. Minor Lore: +1 on all knowledge checks and on the bonus you give by aiding another on knowledge checks.[/sblock] So, basic idea is Guillo is the party skill monkey, trapfinder, and monster lore person and fights generally in melee, using (eventually freakish) reach, demoralization, combat wits, and tripping to control the area around him/her. S/he doesn't have the hit points or AC to tank on his/her own, but with the monk up there with him/her, they should be able to hold the front line. I'm going to keep Guillo's Use Magic Device high, so s/he can be the party arcanist in a pinch, too. Books/sources used (other than core): [sblock]Changeling race (Races of Eberron and Monster Manual III) Changeling Rogue racial sub. levels (Races of Eberron) - there's nothing setting specific about the class changes other than that they befit a changeling. [url=http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rogue]Martial Rogue[/url] (Unearthed Arcana) - Fighter feats instead of sneak attack [url=http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm]Flaws[/url] and [url=http://www.d20srd.org/srd/variant/buildingCharacters/characterTraits.htm]Traits[/url] (Unearthed Arcana) Nymph's Kiss exalted feat (Book of Exalted Deeds) Intimidating Strike feat and Combat Panache feat (PHB2) Knowledge Devotion feat (Complete Champion) Font of Inspiration feat (WotC's website) Imperious Command feat (Drow of the Underdark) Warshaper prestige class (Complete Warrior) Skill Tricks (Complete Scoundrel) [/sblock] That's all the books I can think of that he uses / will use. You seem to allow Spell Compendium, may se that for his factotum casting, and Magic Item Compendium later on, if stuff from there is allowed. I'll try out your character sheet later, this is how I normally do my sheets. [/QUOTE]
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