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

The time has finally come! :D

Going in reverse post order (ie, I'm looking at the most recently posted character sheets first)...

Cerebus2099, some formatting on your character sheet would be appreciated. ;) Background and such: Drukkar is a nation and nationality, not a deity. The Drukkar are a barbaric people whose religion is shamanistic (no actual deity). So, the character's tattoo is likely to be either the tribe's symbol (a weapon and color, such as Red-Axe, Gold-Bow, or White-Spear). In your case it would be a Black Hammer. Alternately, it could be the character's totem animal, if he has one. Fighters aren't common to the Drukkar, but he could have learned the fighter class abilities in his travels in the south. While the background is sufficient, there's not much there for me to work with. Game Mechanics: Where did you put your level 4 ability score bonus? Knowing that will help me double check your point buy numbers. It'll also help if I know what class the character took at first level (Fighter or Cleric). A breakdown of what levels you spent your skill points would be heplful. Toughness is not available as a Fighter bonus feat, however, you can simply swap Toughness and Power Critical around (since Power Crit is a Fighter bonus feat). All in all, lots of things to fix and clarify. :confused:

SiliconDragon, another heavy dose of formatting would be appreciated. ;) Background and such: Shifters are normally found among the Drukkar tribes (children born spiritually chosen by their totem animals at birth and viewed by the Drukkar as blessings). Dragon disciple also works nicely for the Drukkar since their arcane casters are sorcerers and they idolize dragons. Spies in Thay...that's a bit of a stretch, though doable. Game Mechanics: You appear to be missing your racial features, particularly what sort of shifter trait your character possesses. (I found it further back in the thread. Really need all that information together in one post.) Looks like you are working off a 3.0 skill list. Pick Pocket isn't a skill in 3.5, instead being replaced with Sleight of Hand. For your ability scores, you appear to be way off on your point buy (23 points spent out of 32). It would also help to see what levels you spent your skill points. Another character that needs a lot of fixes. :(

Shayuri, first, what book is Skin of the Construct in? Are your powers all from the XPH or did you draw from other sources? Keep in mind the available books list in the first post. Background and such: How did the character come to possess a fragment of the One Mind and how did it influence her role in the events at Shepherd's Keep?

Vertexx69, I haven't had a chance to revise the templates in question. That said, I do enjoy the concept quite a bit (a fantasy multi-limbed Predator, what's not to like?), so you'll get a bit of a reprieve on the character submission deadline until I get that done. Please keep in mind, however, that my revisions will involve nerfing the Feral template a fair amount. The Insectile template does not provide any extra attacks. My revision will likely include a method of giving those extra arms some utility, but it'll be at the cost of a feat or an extra addition to the LA. Dirty Fighting applies to a single attack made as a full round action. Ranger training doesn't allow for multi-weapon fighting (human rangers are found in Turen and the Emirates and neither culture would've had the skill to teach a creature to use multiple limbs). Also, given that the character doesn't have multiple 'usable ' arms, he isn't actually able to take the feat. Again, my revision may allow for it, but you'll have to take the feat as a regular feat, not a ranger bonus feat. The character is thoroughly unique so any such training would have to be self-taught. The background is good to go. Given the trauma the character has gone through, I may insert a few hidden memories and secret motives of his former yuan-ti masters. ;)

Myth and Legend, obviously we'll need to know the character's hit points. ;) If I could get a breakdown of how you spent your skill points, that would be helpful. Background looks good.

Jemal, character looks good, but it would be quite helpful if you could put his background in the same post, please. ;)

ethandrew, Looks good. :D

Voda Vosa, the side scroll on your sheet is a bit distracting. ;) You'll need to rearrange your skills a bit. Max ranks in a class skill for your 3 HD is 6, so the 10 ranks in Concentration and 7 ranks in Bluff are over. Your psionic abilities are a bit off as well. At 6th level as a Mind Flayer, you should have the manifesting ability of a 3rd level Psion (Telepath), so a total of 7 powers known with a maximum power level known of 2. It looks like your ability scores are almost perfect. Your Con should be 2 points higher (you get +2 Con at the 4th level of the Mind Flayer progression).

Rathan, character looks good. Minor background tweak. The story works perfectly for Thay (halflings are fairly common in Thay) but Thay doesn't have dukes, so just change mention of the duke to a red wizard governor and you'll be good to go.

Ambrus, very well formatted sheet. Thank you. As for background, let's at least give the character a name and a few fleeting memories, perhaps of the crime he committed or was accused of committing. Was he, perhaps, a red wizard who stepped on the wrong toes on his rise to power? Or a common thief who stole from the wrong wizard? A spy for Azgund? A renegade sorcerer? An Emiran scout caught spying near the border? Lots of different possibilities.

RelentlessImp, in regards to your character's thrall, having that occur in-game is fine, though choices will be a bit limited given where the group will be going (no details of course...wouldn't want to ruin the surprise). Kalashtar in this setting are the One Mind's secret weapon against an ancient enemy, the natives of the Far Realms (aberrations). The Kalashtar are a created race, granted dreamlessness by the One Mind in an effort to keep them immune to the insanity the Far Realms inflicts on others. Though only partially successful, Kalashtar are, nonetheless, among the One Mind's most valued peoples.

Tailspinner, character looks good. We still need to work out your background (via PM). Please PM me after reading this so we can get that figured out.

GlassEye, looks good. Keep in mind, being the evil DM that I am, I'm probably going to do something to that monkey corpse (like, animate it or something). :]

pneumatik, looks good. :D

Vox Fini, in terms of background, the Arcane Academy is just being established this year (1152) so you'll need to rework that part of it. An elven wizard, or, more likely, a member of the Eldritch Knights, may have taken the character in and taught him magic in a traditional mentor/apprentice relationship after the raid on Varon's village.

And that should be everybody. Everyone has a week to get the requested changes done, then I'll start the IC thread. For those who need to make changes, please repost your characters so I don't have to go looking again. If the changes aren't made, or if corrections still need to be made, I'm going to have to be less than lenient and not accept your character in the game. I'll keep an eye on the thread all this week and, when your revised character is posted and approved, I'll ask you to post it in the RG thread.

Characters with ok mechanics can be posted in the new Rogue's Gallery thread. Specifically, Vox Fini, pneumatik, GlassEye, Tailspinner, RelentlessImp, Ambrus, Rathan, ethandrew, and Jemal. If your character isn't posted in the RG by next Thursday (April 9th) I'm also going to have to be less than lenient and assume that you've lost interest (thus starting the IC thread without you).

Jemal, let me know if I missed any glaringly obvious mechanical issues. ;)
 

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Shayuri, first, what book is Skin of the Construct in? Are your powers all from the XPH or did you draw from other sources? Keep in mind the available books list in the first post. Background and such: How did the character come to possess a fragment of the One Mind and how did it influence her role in the events at Shepherd's Keep?

Ahem...embarrassing! I thought Complete Psionics was on your list for some reason when I did the mechanics up. I look now, and I find that it is not.

Easily fixed, however. I will repost the corrected version tonight.

As for the background, I have been tinkering with it. I'll include the most recent version with the new sheet, but the short answers to your questions are:

- Her father, who was a Thayan "knight" (read: meatshield for mages) in his youth, acquired a fragment after participating in a crackdown against what was thought to be a sorceror but was actually a psion. He showed the psion uncharacteristic mercy, and thus came to the Mind's attention. Shortly after he retired from service he accepted a fragment...and during the siege of Shepherd's Keep, he demanded that the One Mind move the fragment to his daughter, so she'd have the power to help, guide and guard the refugees.

The Thayans discovered that some had escaped and sent a detachment after them. Shard was able to use her new powers to draw them off, but was separated from the others in doing so. The stress of the situation, combined with the effects of recieving the Mind fragment (especially under such rushed and imprecise conditions), served to unhinge her to some extent. She's suppressed many of her memories from that time and sees the world with a distorted, dreamlike perspective.
 

Thanks for the feedback CM. Your ideas for character background are interesting, though far more extravagant that what I'd had in mind since most revolve around renegade wizards and sorcerers. If you'll recall, a good many posts ago, I'd proposed that my character might have have been a poor local pickpocket who got caught and ended up suffering a slow agonizing death alone in his dark prison oubliette; a person of no particular importance in life. I was wondering if there's any local flavor that you might like to propose, such as a thieves guild or crime boss whose turf he may have inadvertently trespassed in which got him into this mess. I took cross-class ranks in sleight of hand, knowledge (local) and knowledge (religion) to reflect his modest origins.

Incidentally, what's Azgund?

I'm wondering about the mention that Shadows cannot speak intelligibly in your monster class writeup; I'd figured that that limitation was dropped from Savage Species for the sake of PC shadows with higher than average intelligence. I'm wondering what kind of communication you believe shadows are capable of. Am I going to be limited to shadow-puppet-charades or a one-moan-for-yes-two-moans-for-no-star-trek arrangement? There seems little reason to choose a name if my character will be unable to tell the other PCs what it is. Would it help if I traded my high-intelligence bonus language to learn to speak intelligibly? If that's not an option, then what bonus languages could I pick from to understand? Your writeup doesn't offer any bonus languages at all for a shadow.

I'm also curious whether you'll be adopting the rules clarifications from Libris Mortis regarding undead healing, as well as the variant rule for handling undead hunger (both on page 10).
 

Character (And his journal) now posted in the Rogues Gallery.

Also, a thought RE: the shadow.

If speaking's out of the question, perhaps you could learn some form of sign language? I'd be willing to drop Elven from Evan's languages for Sign language and act as translator. Could even add more background 'why do you know sign language?'.
 

Azgund is another human nation to the northeast of Thay.

The human nations form a semi-circle around a great sea with Thay in the south, the Emirates to the east, Azgund to the north-east and Turen to the north. The Drukkar barbarians wander nomadically through the vast wildlands north of Turen. The Djihon islands are located at the mouth of the great sea where it connects to the ocean.

The pickpocket idea is also quite doable. :D If you like, we can leave the details vague, to be revealed later. Intelligent undead heal normally (1 hp per level per day, twice that if the character is doing nothing but resting). As for communication, Jemal's idea has merit. Shadows forget so much of their previous lives that they don't really remember how to communicate verbally, though they understand Common. Since your character is exceptional, I'd be willing to allow you to speak as well (since it is quite limiting now that I think about it).
 


The pickpocket idea is also quite doable. :D If you like, we can leave the details vague, to be revealed later.
That was largely my intention and the reason my background was left so brief and vague. My character's unremarkable life, the minor crime he was arrested for, his guilt or innocence... none of it really matters much when compared to the tragic circumstances of his death and the horror that followed. The exact details of his former life tend to fall into obscurity when eclipsed by the relentless hunger that is the focus of the shadow's unlife. Still, I can certainly sketch out a few additional details in a revised background if you like.

Since your character is exceptional, I'd be willing to allow you to speak as well (since it is quite limiting now that I think about it).
Let me know which option you prefer. I can carry through with the sign-language idea (with Jemal's gracious aid) if it appeals to you or simply retain the ability to speak.

If my character can't speak however, it'd be necessary to determine exactly why. Is it because shadows are physically incapable of producing audible sounds, or merely that most don't remember (or care) to do so? If it's the former, then there's little to be done except to find alternate means of communication. If it's the latter however, then it'd seem to me that all that's needed is time and effort to redevelop the ability. Either way, can I take the local dialect as a bonus language?
 

Yes, you can take Thayan (assuming your character was from Thay when he was alive) as a bonus language.

We'll allow your character the ability to speak, though I doubt he'll be very verbose.
 



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