[D&D 3.5] Paths of Legend: Paths of Madness (OOC)

Well, I've never done a monster race before so I guess I'll discover the perils of LA when we get to playing. I will go ahead with the ogre so he won't have any class beyond the giant racial levels, yet.

I have a few questions before I start getting everything plotted out:

I foresee my ogre having a fondness for chains and the potential for their use as improvised weapons. Would having Exotic Weapon Proficiency (Improvised Chain) be a possibility to negate the -4 penalty to hit with that particular improvised weapon?

What are the stats of a chain used as an improvised weapon? edit: don't really need to know this as it won't affect my pc one way or another

Would a chain wrapped around the fist function as a gauntlet allowing damage to be lethal instead of nonlethal?

Ogres start with Giant as their sole language. I presume I'll need to spend 2 skill points to gain an additional language. What is the local language? I'm also guessing that ogres are illiterate.

;) I think that's it. I'll be sure to post anymore questions that I have.
 
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The mechanics for my PC are sblocked below. I'll try to get a background up tomorrow (I'd do it now if my shirts would iron themselves).

Edit: I've copied my character background into this post. The shoes Xoan is referring to are Boots of Striding and Sprining.

[sblock=stats]
Xoan
Male Elan Psychic Warrior 6
Neutral
Representing Pneumatik
Strength 18 (+4)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 8 (-1)
Wisdom 14 (+2)
Charisma 7 (-2)

Size: Medium
Age: 32
Height: 5' 6"
Weight: 157 lb
Skin: Pale
Eyes: Blue
Hair: Blonde
Total Hit Points: 57 (8+5d8+12[psionic feats + psionic body]
Speed: 30 feet
Armor Class: 12 = 10 +2 [dexterity]; +4-7 if (augmented; overchanneled) intertial armor is up
Touch AC: 12
Flat-footed: 10; or 16 if aug. inertial armor
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +7 = 5 [base] +2 [constitution]
Reflex save: +4 = 2 [base] +2 [dexterity]
Will save: +4 = 2 [base] +2 [wisdom]
Attack (handheld): +8 = 4 [base] +4 [strength]
Attack (unarmed):+8 = 4 [base] +4 [strength]
Attack (missile):+6 = 4 [base] +2 [dexterity]
Grapple check: 8 = 4 [base] +4 [strength]

Light load: 100 lb. or less
Medium load: 101-200 lb.
Heavy load: 201-300 lb.
Lift over head: 300 lb.
Lift off ground: 600 lb.
Push or drag: 1500 lb.

Languages: Common

Feats: (3 base + 3 bonus from Psychic Warrior)
Psionic Body
Psionic Talent x 4
Overchannel

Skills
Concentration Con: 11 =+2 +9

Power Points: 33 = 6 (wis) + 11 (PsiWar) + 14 (Psionic Talent x 4) + 2 (Elan)
Powers known:
Level 1:
Expansion
Vigor
Inertial Armor
Level 2:
Strength of My Enemy
Energy Adaptation, Specified
Detect Hostile Intent
[/sblock]
[sblock=background]
Xoan remembers life before Awakening, before the Touch, but it's unimportant. He used the same explanation others had used, that before it was like seeing in black and white, and after like color, but that's a lie. Not a malicious one, there's just no way to explain it to someone who isn't Touched. He could see and sense so much more now. He remembered competing to earn his awakening, and how that involved practicing body awareness. But now, Awakened, he knew himself so much better. Not simply on a crude, physical level. Now he could feel his personal energy flowing through himself. And control it. He moved it from one hand to another, to his head, to his feat. Then outside himself – to the air, to objects, to others.

Even more amazing, the One Mind had a purpose for his awakening. A task vital to It that he was assigned. It meant he had to leave the Awakened Lands. That was the first and only difficult thing he'd done Awakened – the Touch made so many things easier, trivial even.

Traveling through the closed lands wasn't hard, not in any real sense. He had been given special shoes to help him move faster and more nimbly*, and his strides ate up the leagues as he traveled south. The travel was confusing, though. Everyone in the Awakened Lands were of one purpose, working together in glorious harmony. Closed Lands were so different. It wasn't that he couldn't tell anyone what his mission was – he couldn't, but there was secrecy among the Awakened when it suited the One Mind. But he also couldn't say that he was on a mission for the One Mind, either. Though even if he had, it wouldn't have helped.

He tried lying. It was the easiest option, and less dangerous than fighting. It was also less successful than fighting. Much less, if he was to be honest. So there was plenty of fighting, too. And he was good at fighting. In fact, up until just recently he'd never really lost. Thay was organized, like the Awakened Lands. Full of magic, too. One of those was hard to beat. Both was, it turned out, impossible. And so now he was locked away with a bunch closed minds.

He'd been in worse situations though. And he was close, so close to his goal. He'd make it, of course. Success was the only option. Even if it means more lying.[/sblock]
 
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Thinking about jumping into this one with a non-psionic thri-kreen monk or ranger, or maybe an insectile human monk from SavSp. How do you work the monks unarmed attack dmg for a character with claws? Would it just start at a higher die, or is it just an either/or type situation?
 

A quick writeup of my proposed character based off of the Savage Species build. I went ahead and added in the curiously missing bits from the Monster Manual, such as the Shadow's racial skill bonuses and +2 turn resistance. I'll make any necessary changes once I get feedback.

[sblock=Shadow]
CM, Which languages, if any, would such a character have to start with? Do you have any suggestions background-wise for the character? I was thinking he might have been a poor local pickpocket who got caught and ended up suffering a slow agonizing death alone in his dark prison oubliette. Just wondering if there's any local flavor that you might like to propose.

6th level Shadow

N Medium undead (incorporeal)
Init +3; Senses darkvision 60 ft.; Listen +10, Spot +10
Languages ?
–––––––––––––––––––––––––
AC 16, touch 16, flat-footed 13
hp 25 (3d12 HD)
Immune undead traits
Fort +1, Ref +4, Will +5
–––––––––––––––––––––––––
Spd Fly 40 ft. (good)
Melee incorporeal touch +3 (1d4 Str)
Base Atk +1; Grp +1
Special Atk create spawn
–––––––––––––––––––––––––
Abilities Str –, Dex 16, Con –, Int 12, Wis 14, Chr 16
SQ turn resistance +2
Feats Ghostly Grasp, Necrotic Reserve
Skills Hide +9 (+4 racial bonus on hide checks in areas of shadowy
illumination and -4 penalty
in brightly lit areas.), Knowledge (local) +2,
Knowledge (religion) +2, Listen +10, Search +11, Spot +10,
Sleight of Hand +4
–––––––––––––––––––––––––
Experience 15,000
–––––––––––––––––––––––––[/sblock]
 
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Well here's most of the character. I lacks background and fluffy stuff.
At this point I'll like to know how many mistakes I made doing this. Yeah I have already assumed that.

[sblock= Work in progress]
Code:
 Name: Frujimandamur
Race: Mindflayer
Size: Medium
Gender: ?
Alignment: Neutral 


Str: 14 +2 (4p.)     Level: 6        XP: 0
Dex: 14 +2 (4p.)     BAB: +2         HP: 64 (8+4+8+8+12+12)+(2*6:12)
Con: 14 +2 (6p.)     Grapple: +4     Dmg Red: 0
Int: 20 +5 (10p.)    Speed: 30'      Spell Res: 0
Wis: 12 +1 (2p.)     Init: +2        Spell Save: +1
Cha: 14 +2 (6p.)     ACP: 0         Spell Fail: 0%

               Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +0    +0    +2    +0    +2    +0    14
Touch: 14              Flatfooted: 12

                           Base   Mod  Misc  Total
Fort:                      1     +2          +3
Ref:                       1     +2          +3
Will:                      3     +1          +4

Weapon                Attack   Damage     Critical
Tentacles (3)           +4      1d4+2      x2
Crossbow                +4      1d8        x3 


Languages: Common, Undercommon, Abyssal, Aquan, Draconic, Dwarven, Gnome. 

Abilities: 
Race:
Starting Ability Score Adjustments: + 2 Int
Speed: Mind Flayer base land speed is 30 feet.
Darkvision 60 ft.
Aberration Type.  This means the mind flayer is not affected by spells that affect only humanoids, such as charm person.  The mind flayer also has the Psionic sub-type.
Automatic Languages: Common, Undercommon.  Bonus Languages: Abyssal, Aquan, Draconic, Dwarven, Elven, Gnome, Infernal, Terran.
Favored Class: Psion (Telepath).  Actual Psion levels and the mind flayer’s base manifesting ability stack when determining power points per day and other effects dependent on manifester level.  For example, a mind flayer 2nd level psion has the same power points per day, powers known, and manifester level of an 11th level psion.  Note that if the mind flayer takes levels in Psion with a discipline other than telepathy, the class is not considered favored and its innate manifester level does not stack with its psion levels.
 
Feats:
Psionic Meditation, Psionic Fist

Skills               Ranks  Mod  Misc  Total
24+6+7
Concentration        10    +2          +12
Bluff                 7    +2          +9
Move Silently         6    +2          +8 
Hide                  6    +2          +8 
Knowledge             4    +5          +9 
Sense Motive          5    +1          +6 

Equipment:            
Crossbow
Bolts
Hat of Disguise (Duergar)      
Money:-

Power point pool: 32                        
Powers:
Lvl1
Charm, Psionic
Control Object
Precognition
Thicken Skin
Mind Thrust

Lvl2
Aversion
Read Thoughts
Suggestion, Psionic
Energy Missile

Lvl3
Telekinetic Force
False Sensory Input
[/sblock]
 

crazy_monkey1956 said:
32 Point Buy ability scores
Starting Level: 6
Hit Points: Max at 1st level; average for your Hit Die after 1st level (d4 = 2.5, d6 = 3.5, d8 = 4.5, d10 = 5.5, d12 = 6.5)

I noticed my HP are REALLY low compared to some of the rest of you monster-thingies... did I do my HP right according to my quote here from CM's first post in the thread or no?
 


Alrighty, so I need to get revised Minotaur and Shadow progressions together. Any other progressions I'm missing? The changes aren't severe and are only meant to fully bring the progression in line with the 3.5 version of the critter.

On Minotaurs, in this setting Minotaurs are a creation of the Red Wizards that serve as jailers and executioners in an immense maze/prison called the Abjurer's Labyrinth in the east of the nation of Thay. The Labyrinth is roughly the size of a small town and the minotaurs have slowly developed a bit of culture of their own over the last several centuries. Because of this, some minotaurs have ventured out of the Labyrinth and found useful employment in Thay as free gladiators and as merchant ship navigators.

A note on Thay culture: The only members of Thay society allowed to legally own property are human wizards. Wizards are required to mark any property of significant value (slaves, trade goods, magic items, etc) with their arcane mark. Because of this restriction, the merchant class has a rather unusual side market in paying wizards for the right to use that wizard's arcane mark. Thus, for example, a spice merchant pays a small percentage to the owning wizard simply for the right to use that wizard's mark, even though the wizard really has no interest in the spice trade and probably no knowledge of how the spice merchant conducts his business.

I'll be checking over stats soon-ish.
 

Ok Monkey the setting background will help me with the character's story, and it won't change the overall important stuff about him. As an ex-guard from the Abjurer's Labyrinth, does he have to be branded with an arcane mark? When you post the stats i will create the character.
 

Okay since my Enchanter was unceremoniously laid to rest, I'm thinking of running a straight Bard 6. Probably human because I'm unoriginal. Questions, Comments, Concerns?
 

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