Dawn Under Union of Darkness: characters


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BWA hahahahaha

Just one more and we'll go.

If noone posts a character by say tomorrow (or when Sollir is done with his cohort), I'll have to suplement. Probably with an Ikito monk. But untill then, this game will remain open for applicants.

P.S. Sorry it took so long to post anything, my internet connection went out.
 




Would it be OK if I started with a 2500 XP dept? I'd like to have made Arcane Sight and See Invisibility permanent on myself.


Tutsan Moschatel
Human Wizard (Diviner) 5/Alienist 7, Neutral Evil

STR 12 (+1)
DEX 14 (+2)
CON 14 (+2)
INT 23 (+6) (inc. +4 Headband of Intellect)
WIS 12 (+1)
CHA 10 (+0)


Combat Stats:
Base Attack Bonus: +5
Melee: +6 [+5 BAB, +1 STR]
Ranged: +7 [+5 BAB, +2 DEX]
Hit Points: 64 [37 (levels) + 24 (CON) + 3 (Toughness)]
Armor Class: 20 [10 + 2 (DEX) + 2 (Amulet of Natural Armor +2) + 2 (Ring of Protection +2) + 4 (Extended Mage Armor)]
Initiative: +6 [+2 DEX, +4 Improved Initiative]
Movement Rate: 30 feet, or 90 feet flying while on broom of flying

Attacks per round:
1 Light Crossbow (+7 to hit, 1d8 dmg)
or 1 Club of Spellblade (+7 to hit, 1d6+2 dmg)
or 1 Dagger (+6 to hit (melee) +7 to hit (thrown), 1d4+1 dmg)

Weapons and Armor:
Armor: Amulet of Natural Armor +2, Ring of Protection +2, Bracers of Armor +4.
Weapons: Light Crossbow (1d8 dmg, Crit 19-20/x2, Rng 80 ft)
Club of Spellblade (1d6+2 dmg, Crit x2, Rng 10 ft)
Dagger (1d4+1 dmg, Crit 19-20/x2, Rng 10 ft)


Saving Throws:
Fort: +7 [+4 base, +2 CON, +1 Alien Blessing]
Ref: +7 [+4 base, +2 DEX, +1 Alien Blessing]
Will: +12 [+10 base, +1 WIS, +1 Alien Blessing]


Feats:
Scribe Scroll (Free for Wizard)
Spellcasting Prodigy (1st level feat)
Alertness (Bonus human feat)
Extend Spell (3rd level feat)
Energy Substitution (Sonic) (Bonus 5th level metamagic feat)
Improved Initiative (6th level feat)
Maximise Spell (Metamagic Secret)
Augment Summoning (9th level feat)
Craft Wondrous Item (12th level feat)
Quicken Spell (Metamagic Secret)


Skills:
Alchemy +14 (8 ranks, +6 INT)
Concentration +17 (15 ranks, +2 CON)
Knowledge (Arcana) +21 (15 ranks, +6 INT)
Knowledge (The Planes) +21 (15 ranks, +6 INT)
Listen +11 (8 ranks, +1 WIS, +2 Alertness)
Scry +14 (8 ranks, +6 INT)
Spot +10 (7 ranks, +1 WIS, +2 Alertness)
Spellcraft +21 (15 ranks, +6 INT)


Languages:
Abyssal, Chondathan, Common, Draconic, Infernal.


Special Abilities:
Bonus feat at 1st level.
+1 Skill Point per level.
Favored Class: Any.
Barred school: Necromancy
Summon Alien
Alien Blessing (+1 insight bonus to all saves)
Mad Certainty (Phobia: Spiders)
Extra Summoning (6th level)
Permanencied Arcane Sight and See Invisibility spells.


Spells:
Spells per day: 4+1/6+1/6+1/6+1/4+1/4+1/3+1+1
DCs: 17/18/19/20/21/22/23
Cantrips: Detect Poison, Mage Hand (x2), Read Magic, Resistance.
Level 1: Feather Fall, Mage Armor, Magic Missile (x3), Shield, True Strike.
Level 2: Detect Thoughts, Extended Mage Armor, Melf's Acid Arrow, Resist Elements (x2), Web.
Level 3: Dispel Magic, Fireball, Greater Magic Weapon, Haste, Sonicball, Tongues.
Level 4: Dimensional Anchor, Improved Invisibility, Otiluke's Resilient Sphere, Polymorph Other, Scrying.
Level 5: Dominate Person, Hold Monster (x2), Teleport, Quickened True Strike
Level 6: Disintegrate, Mass Haste, Maximised Sonicball, Summon Monster VI, True Seeing.

Spellbook:
Cantrips:
Level 1: Charm Person, Comprehend Languages, Feather Fall, Identify, Mage Armor, Magic Missile, Shield, True Strike.
Level 2: Melf's Acid Arrow, Resist Elements, See Invisibility, Web.
Level 3: Fireball, Dispel Magic, Summon Monster III, Tongues.
Level 4: Dimensional Anchor, Improved Invisibility, Polymorph Other, Scrying.
Level 5: Contact Other Plane, Dominate Person, Permanency, Teleport.
Level 6: Disintegrate, Planar Binding, Summon Monster VI, True Seeing.

Boccob's Blessed Book:
Level 1: Magic Weapon.
Level 2: Alter Self, Detect Thoughts.
Level 3: Arcane Sight, Greater Magic Weapon, Haste, Magic Circle against Evil.
Level 4: Otiluke's Resilient Sphere.
Level 5: Hold Monster, Mordekainen's Private Sanctum.
Level 6: Analyse Dweomer.


Equipment:
Backpack:
- Spellbook
- Pouch (Spell Component)
- Portable Hole (14000 gp)
- - Boccob's Blessed Book (9500 gp)
- - 50' Silk Rope
- - Grappling Hook
- - Scrying Mirror (1000 gp)
- - Pouch (Spell Component)
- - 425 gp
Scroll Organizer:
- Scroll of Teleport (1125 gp)
Wearing / Carrying:
- Explorer's Outfit
- Light Crossbow
- 20 Crossbow bolts
- Dagger
- Pouch (Spell Component)
- +4 Headband of Intellect (16000 gp)
- +2 Amulet of Natural Armor (8000 gp)
- +2 Ring of Protection (8000 gp)
- Bracelet of Friends
- Ring of Healing (cast cure light wounds at will) (2000 gp)
- Broom of Flying (15100 gp)
- +1 Club of Spellblade (Dispel Magic + Greater Dispelling) (18300 gp)


------------------------

Strix: Pseudonatural Owl; CR: ?; Size: T; Type: Animal; HD: 1/2 12d4+27; hp 32; Init: +3; Spd: 10 ft, Fly 40 ft (average); AC: 23 (flatfooted 20, touch 15), Attk: Claws +5 melee (1d2-2 dmg); SA: Empathic Link, Improved Evasion, Share Spells, Speak with animals of type, Speak with Master, SR 17, Touch, Acid Resistance 20, Electricity Resistance 20, DR 10/+3, Alternate Form, True Strike 1/day; AL: NE; Sv: Fort +2, Ref +5, Will +2; Str 6, Dex 17, Con 10, Int 11, Wis 14, Cha 4.
Skills: Listen +14, Move Silently +20, Spot +6 (+14 in dusk and darkness).
Feats: Weapon Finesse (Claws).


------------------------

Tutsan Moschatel. Wizard. Diviner. Mad-man.

Raised by a hermit-mage in the wilds of Cormyr, Tutsan had an obvious talent for magic from a very young age. Like his master, he took best to the arts of divination and summoning, following quickly along these paths. His study lead him into areas his master did not deem wise, the Far Realm. Tutsan spent long nights with books that had to be tamed before they could be read, and learnt much. The creatures he summoned started to take strange, unwholesome forms, and even Tutsan's familiar took on similar characteristics.

Tutsan is not one for fine moral thinking, or bothering to conisder the impact his actions may have on other people.

(Bit sparse as far as backgrounds go, I know, but I want to get more of an idea of Tutsan by playing him before I commit myself to anything more.)
 
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Rock!!!!

n ROLL!!!!!!!


I should be posting the Initial post here in just a little. Finish tweakin your characters, but I'ld appriciate it if you don't change your skills after your first post. It should be a little skill/role-playing heavy in the begining. If you plan on having roleplaying spells go ahead and sort those out if you can. I'm gonna try to update as often as possible.

The subjects are going to be in chapter's. For instance the first chapter is titled new moon so the thread's subject will be:

"DUUD: New Moon 1"
should the thread become long and we have need for a new one it will be titled get this:
"DUUD: New Moon 2"

Depending on what choices you make, and which side(s) of the "battlefield" you ally yourself, the new chapter name will vary. If anyone wants to make contacts with any affiliations, let me know (either in game or out) and I'll try to minorly alter a few things so that you can fully develop your characters.

I will give out experience at every significant stop (for instance, right after you fight an CR two levels higher than you) and at the end of every chapter. At the ends of chapters, you will be free to leave the campaign, and we will change characters out as need be.

Personal notes:
_________________________

One of the NPC's that has its origins as a PC might at times be played by the original player.

At times I might ask another ENBoard memeber to come in and fill in for a certain NPC role (short lived). For instance if you need a goblin tracker, I might ask for a ranger to come in and track the goblin for you.

(personal treat that your DM isnt going to always DM every single NPC)

On a side note, if the group makes the right (or wrong depending on how you look at it) choices, this campaign could very well go into epic levels. Should that be the case, I just want you to be prepared.
 

Good, good! :)

It's very late for me, so i'll help you munch your char tomorrow.

Quick glance at items-Bracers of Armor +4 is not needed if you simply memorize a mage armor or extended mage armor once a day.

Edit-Specialize too, its well worth it (conjurer or diviner might be nice, whatever fits your concept)

Also, don't forget your familiar and his fun pseudonatural template :)
 
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1st off, blatant munchkining for Jarval.
Spellcaster, eh? Best item I can think of to help you munchkinize would be Rod of Absorption (If you can find a way to get ahold of one). Plop some spells into it whenever you're in safe places, and you've got free extra spell levels. Plus carry it around in your hand all the time (Doesn't interfere with most spells b/c it's only 1 handed.) and you can absorb any spell cast at you.

Also, It may seem like kindofa "DUH", but focus on spells that don't allow Saves(Polymorhping), and also stock up on spells with dif. saves (Disintegrate for wizzies, Dominate for Fighters, etc)

OH, and also Rope Trick is an awesome spell for wizzies. Cast it, climb in, and just shoot stuff outa the hole.

2nd Off:
Are we going to be playing here, or in the "In Character" forum, or where?
 
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Sollir Furryfoot said:
Quick glance at items-Bracers of Armor +4 is not needed if you simply memorize a mage armor or extended mage armor once a day.

Edit-Specialize too, its well worth it (conjurer or diviner might be nice, whatever fits your concept)

Also, don't forget your familiar and his fun pseudonatural template :)

Good point on the Bracers of Armor, I'll ditch those. I'd intendend to specialize as Diviner, just forgot to note it. And I'm looking forwards to using the pseudonatural template
asthanos.gif


Jemal said:
Spellcaster, eh? Best item I can think of to help you munchkinize would be Rod of Absorption (If you can find a way to get ahold of one). Plop some spells into it whenever you're in safe places, and you've got free extra spell levels. Plus carry it around in your hand all the time (Doesn't interfere with most spells b/c it's only 1 handed.) and you can absorb any spell cast at you.

Also, It may seem like kindofa "DUH", but focus on spells that don't allow Saves(Polymorhping), and also stock up on spells with dif. saves (Disintegrate for wizzies, Dominate for Fighters, etc)

OH, and also Rope Trick is an awesome spell for wizzies. Cast it, climb in, and just shoot stuff outa the hole.

All good advice, although I might skip on the Rod of Absorption (a bit expensive for 50 charges). Disintergrate is going to be a must have
evil.gif
, as are Dominate and Polymorph Other.
 

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