Dawn Under Union of Darkness: characters

Reaper

As far as the 5x/week...I just extrapolated the table; in many cases the DMG makes this point and as other magic items function in this way (bag of tricks) I just extrapolated the table using the formula provided.

As far as the ring for "Assassin" there are items that work for mages only, etc...Like I said, I am not sure it is possiblem but a call for the DM. The rules do cover this in the making items section.

+3 Mithral Shirt is 5 for chain shirt (IIRC, books aren't here) and +3 = 8

* are just typically memorized spells. I'll edit that onto the sheet. (whoops)

And provides sustenance as ring indicates that the item also works as a ring of sustenance with 50% added to the cost because it takes less slots.

Also, since you seem to have some other killer combos (I love Melvos' shield bash in 7 Strangers) do you see any cool combo that could be utilized that I may not have considered? I don't usually play in games with splat books so I just have a couple of things on here that people have mentioned in passing. I'm open to ideas.

Speaking of which, can we use the feat "know the secret". I think it allows a character to critical undead. If so I would rather have that than improved critical. Where would I find pre requisites? Can we use it?
Character History to come shortly.
 
Last edited:

log in or register to remove this ad

Extrapolated? There's no need.

Btw, a week in Faerun is 10 days (also called tenday) I believe.

For a charge each day you divide the item by (5 divided by number of times per day)

For instance, For Once a tenday I just had to divide 5 by .2 (for 1/10 of a use per day), getting 25 and just divided the original price by 25...erm, am I making sense?
 

Lorrin Russale: Because we really need a tank.

Lorrin Russale: Male Human Ftr5/Devoted Defender 7, CR 12; Medium Humanoid; HD 5d10+7d12+24; hp 111; Init +8; Spd 20; AC 27 (+3 Dex, +12 Full Plate +4,+2 Natural) ; Atk +22/+17/+12 Melee (1d10+14, +2 Disarming Heavy Flail), or +16/+11/+6 ranged (1d8+5, Masterwork Mighty [18 str] Longbow with +1 Arrows of Sure Strike); SA Harm’s Way, Deflect Attack +3, Defensive Strike +2, AC Bonus +4; AL LE; SV Fort +13, Ref +11, Will +7; Str 20 (24), Dex 14 (16), Con 14, Int 13, Wis 10, Cha 8.

Skills and Feats: Listen +15, Search +5, Sense Motive +14, Spot +15; Alertness, Combat Reflexes, Expertise, Improved Disarm, Improved Initiative, Iron Will, Power Attack, Weapon Focus: Heavy Flail, Weapon Specialization: Heavy Flail.

Possessions: Amulet of Natural Armor +2, Belt of Giant Strength +4, Cloak of Resistance +2, +2 Disarming Heavy Flail, +4 Mythril Full Plate, Heward’s Handy Haversack, Gloves of Dexterity +2, Locked Gauntlet (+10 vs. Disarm checks, left hand), Masterwork Mighty [18 Str] Longbow, 10 Masterwork Arrows, 10 +1 Arrows of Sure Strike, Potions of Cure moderate, Cure Serious, Blur, Endurance, Haste, and Jump. 58 gold pieces, 7 silver pieces and 30 copper. And a partridge in a pear tree. :D

Lorrin is a mercenary, soldier and bodyguard who has made his living by accepting coin from anyone who offered it. A merchant’s son, he found much more joy in bashing in the heads of bandits who attempted to take his father’s goods than he did balancing the ledgers of his father’s business. He has been, at various times throughout his career, a caravan guard, a mercenary under the banner of various factions, a thief guild enforcer, and the head of a nobleman’s security forces. Once, after the sacking of a town the mercenary company he was with yielded a small fortune he even tried settling down, taking a wife from among the captive town’s population; he discovered, however, that it was not wealth he sought by the life of the sword but the adrenaline rush and excitement of combat that, for Lorrin, verges on ecstasy . He left the city and has never looked back, and now seeks out jobs that will involve combat. He grew quite impatient and restless during the 5-month quiet period before this job, and although he wouldn’t do anything to jeopardize the mission, he secretly hopes that the group will be attacked by opponents that will provide a true test of his skill.

Lorrin has little regard for most systems of ethics, be they from gods or men. He looks on life with a hard practicality- what needs to be done to assure his continued existence and freedom, he’ll do; if it profits him or allows him to engage with his chief love, battle, all the better. He belongs to no religion; any of the religions that would accept him worship gods that he wouldn’t trust farther than he could throw Their Infernal Persons, and he doesn’t see any reason to idealize War, Murder, Treachery, or any of that anyway. He’ll always keep to a contract he’s given as best he can, but only as a matter of good business- if the choice is between death and breaking a deal, he’ll choose to live. He speaks little, both because he has little to say and wasted words irritate him. He’s now in his thirties and battle-scarred, and he keeps his head shaved as a matter of practicality.
 
Last edited:

GoldenEagle said:
Speaking of which, can we use the feat "know the secret". I think it allows a character to critical undead. If so I would rather have that than improved critical. Where would I find pre requisites? Can we use it?
Character History to come shortly.

I think I would allow it, but you'ld have to have some form undead as some form of favored enemy.

I am not saying you have to take ranger, and I'm not saying you have to choose favored enemy (undead), but if for instance you used tribal protector, and chose zombies as the tribal enemies then I'ld allow the feat, and yes it would be for all undead.

Probably be best just to carry a +1 disruption light mace on you. (its only 18k)


BTW I am not doing this to nerf your character, but umm no monetary pieces except gems. tanks. and rememeber you lose what you dont't spend.

I will make one exception, you can have up to say 200 gp stashed with one person you trust, but of course they are not with you.


Ohh and I think I forgot to mention this, even though you are smuggling drugs from Shaar, you primarily work in and around Waterdeep, that is where Izicaus makes contact with you.
 
Last edited:

Your AC should be 31 Thomas, 27 for those, +4 more for your dodge bonus.

Also, if I may make a few (albeit slightly munchkiny) suggestions

For your weapon, there's a wealth of other options to explore if you want, Aware (never lose dex bonus when flatfooted), Knockback, and Disarming from Magic of Faerun

Strength Sapping (+2 enhancement, opponent makes Fort save DC 15 each time struck or becomes exhausted) from BoVD

Also there's some very nice armor enchantments from Defenders of the Faith, including speed (constant haste).

My cleric can prepare an extra greater magic weapon or magic vestment to re-enchant it up to +4 of course.

Consider boosting up your dexterity to better benefit from Combat Reflexes, making your plate armor mithril if you want to better benefit from it.

If your character helps to defend my character, he can grant you the ability to cast level 1 and 2 divine healing and protection type spells with his imbue ability (including Faith Healing, which would automatically heal 13 points to you). So perhaps if you need to clear room for more money you can take away your ring of protection and replace it by casting Shield of Faith on yourself.
 


Heh, thanks, I'm a munchkin at heart.

Anyhow, I typed up the remaining spells I'm using from the Book of Vile Darkness, if you want to take a look.

For anyone in the group:

Immortality (Undeath after Death spell, adds Crypt Spawn template if you die) is only a contract to Gargauth away :)

Btw, Trimeulose, is it ok if I run a few custom Gargauth/Contract-based spells by you to see if they're ok for my cleric to use?
 
Last edited:


Here they are, they're a bit word-heavy though heh, so take your time.

Iron Contract
Transmutation
Cleric-2 (Gargauth)
Components: V, S, M, F
Casting Time: 1 minute
Target: Special Contract
Duration: Instantaneous
ST: None (Object)
SR: None (Object)
This spell immediately gives a non-magical paper contract the properties of iron, improving its hardness and hitpoints.
Material Components: Tiny fragments of iron (costing 5 gold)
Focus: The contract with a stamp and approval of a cleric of Gargauth (typically made with a signet ring giving the stamp a symbol easily recognized by other clerics of Gargauth)

Enforcement of the Written Word
Conjuration
Cleric-3 (Gargauth)
Components: V, F
Casting Time: 10 minutes
Range: Special (see below)
Target: Special (see below)
Duration: Special (see below)
ST: None
SR: None
The target off this spell is one with whom the cleric possesses a formal contract in which the target has signed and failed to fulfill within the given perimeters. The caster summons a insubstantial, indescribable outsider then makes a Profession (Lawyer) check to bid his case to the creature, the process taking 1 round. The creature then takes the contract and uses it as a focus to teleport immediately to the target’s location (unless the target is protected by certain spells or on another plane), explaining the target’s misdeeds. The target then has 1 round to do a Profession (Lawyer) check versus a DC of the caster’s check +5, if unsuccessful, or if the character does anything else, the outsider vanishes and the contract detonates for 1d8+1 unholy damage per 2 caster levels (maximum 5d8+5) with no saving throw or SR, if the save is successful or if the outsider is unable to locate the target, the outsider vanishes and the contract returns within the caster’s possession.
Focus: The contract in question

-Er, this spell is a bit rules heavy, if you don’t like it, perhaps just 5d8 or some other damage versus a target whom has broken a contract.


Binding Contract
Enchantment (Mind-affecting)
Cleric-6 (Gargauth)
Components: V, F
Casting Time: 1 hour
Range: The contract
Target: The contract
Duration: Until discharged; Special (See below)
ST: None
SR: None
This spell is used to prepare a contract, making the contract magically bind the one whom signs it so that it will be better fulfilled. The target must be willing when he signs the contract (free from magical compulsion) and seal it in blood equal to 1 point of damage, then the spell takes effect (no saving throw).
The effect is as Geas, but the duration is the same as the perimeters of the contract-which may range from completing a single task to being permanent. A dispel enchantment or similar spell cast on the target will not free him from the spell, only either the casting of such a spell on the contract, or the destruction of the contract could do such a thing. The target may, however, may make a Profession (Lawyer) check opposed to the one made by the writer of the contract when he wrote it when doing an action contrary to the perimeters of the contract, but he can only make one of these checks per day and cannot take 20 on this check and only if he has a copy or the wording of the contract (he may make an intelligence check DC 5+1 per day has passed to recall this). Any words or extra phrases added to the contact after this spell takes effect does not change the spell.
Focus: A contract and Gargauth’s holy symbol.
 
Last edited:

I think the spells are restricting enough and your abilities capable enough for these to be acceptable. Though you may find that some of the people you encounter are ......

zealots (and Im not talkin bout the 5th level creature from the castles in Heroes 3)
 

Remove ads

Top