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Dawnforge Campaign - The True Kings - Calling my Active Players!

It looks like we have a Rogue, a Fighter, a Wizard, and a Psychic Warrior. If I make a Telepath, it looks like we need a divine caster. I don't want to slow you guys by making a divine caster (though the Gnome concept could be a fun Shaman), though, since I don't have the class abilities on hand until Tuesday, but it would be even harder for Ferrix to make one. Any thoughts or ideas?
 

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So far we have:

Widowmaker: Sir Aravir, fighter and tank.
Tailspinner: Jillian, rogue and archery speciallist
Starman: Galanorthrim, Wizard.
RA: Teifling?

The orc barbarian seems a fairly solid fighter as is. Assuming that characters still get feats at 1st and 3rd, I'm thinking Weapon Prof (Bastard Sword) and Power Attack, and Weapon Speicalisation at 6th.

The Teifling Psychic Warrior is more challenging (translation: I have no idea what I'm doing). I've made a few minor adjustments to what I have so far.

[sblock=Teifling Psychic Warrior 5]Tiefling Psychic Warrior 5

Str [06] 14-2 > 12 (+1)
Dex [10] 16+2+1 > 19 (+4)
Con [06] 14-2+2 > 14 (+2)
Int [02] 10+2+2 > 14 (+2)
Wis [10] 16 > 16 (+3)
Cha [00] 08+2 > 10 (+0)

BAB +3.
Saves
* Fort +4+2
* Refl +1+4
* Will +1+3

Skills 3*4=12/3*3=9/4 25
* Autohypnosis +11 [8 ranks, +3 Wis]
* Concentration +10 [8 ranks, +2 Con]
* Knowledge (Psionics) +10 [8 ranks, +2 Int]
* Ride +5 [1 ranks, +4 Dex]

Power Points 7+7
Max Power Level 2
Powers 5
* L1 Detect Psionics
* L1 Distract
* L1 Synesthete
* L2 Animal Affinity
* L2 Dissolving Weapon

Dodge, Weapon Finess.
Deep Impact, Psionic Meditation, Psionic Weapon, Narrow Mind.

Equipment
+1 Rapier (2320 gp), +1 Studded Leather (1175 gp), Ring of Protection (2,000 gp), Light Warhorse (500 gp), Outfit (100 gp), +1 Short Comp Bow (2,375 gp), ...[/sblock]

I think I will give the Teifling a go.

Infernal Gift sounds interesting (hmm ... INfernal). As for Transformations, Natural Armour and Darkvision are two useful options. I also like the sound of Infernal Presence and Outsider. Isida, can you do me a huge favour; just choose them for me. I would be most grateful.

thotd
 

Gnome Shaman would be fun, and aptly suited to this crew Rystil. With the wood elf and dawn elf, we'd have a nice little fey contingent going on.

Ferrix, psionics tend to be more the domain of the yuan-ti, but that certainly doesn't mean that a few lowly humans couldn't have developed the powers. ;) Or did you have something else entirely in mind now that your power list didn't work out?
 


Isida Kep'Tukari said:
Gnome Shaman would be fun, and aptly suited to this crew Rystil. With the wood elf and dawn elf, we'd have a nice little fey contingent going on.

Ferrix, psionics tend to be more the domain of the yuan-ti, but that certainly doesn't mean that a few lowly humans couldn't have developed the powers. ;) Or did you have something else entirely in mind now that your power list didn't work out?
Okay then. I guess the party make-up has chosen my hand for the Gnome. But without the books, I can't build her until Tuesday because I lack the class write-up. Is that okay?
 

Looking at the racial traits for the yuanti I figured that, but it would have been an interesting character.

I can't seem to get that character concept off the ground at the moment, I should really go into development of some of the lacking areas of psionics and publish a PDF or something like that.

I can sort of continue along that line, I like the idea of an engineer type, but am wondering where to go with it. Dwarf? Class is still beyond me at the moment.
 

Widowmaker said:
RA - What exactly do you need?

I can type up the Shaman class if you want. I can post it or email it to you.
Well, I don't have anything at all except vague memories that the Shaman class can heal if it needs to and is a neat match for my gnome who pines for the fey realms from whence she came :heh: So anything could help :)
 


RA, Isida posted this for me earlier. Not sure if it helps.

[sblock=Dawnforged Material]Race and Class choices in Dawnforge:

RACES:
Doppleganger
Dwarf
Elf, Dawn
Elf, Ghost (AoL)
Elf, Moon (AoL)
Elf, Night
Elf, Wood (AoL)
Gnome
Halfling
Human, Highlander
Human, Lowlander
Human, Saltblood
Human, Trueborn
Lizardfolk
Minotaur
Ogre
Orc
Orc, Albino (Forest Wight) (AoL)
Tiefling
Yuan-ti, Thinblood

CLASSES:
Barbarian
Bard
Disciple - Dawnforge version of the Cleric.
Fighter
Monk
Paladin
Psion
Psychic Warrior
Ranger
Rogue
Shaman - Dawnforge version of the Druid.
Shaper - Sort of a Sorcerer style Cleric.
Sorcerer
Spirit Adept - Uses connection to the spirit to augment self.
Wizard

Racial ability changes and racial advancement:

Each race advances like this:

Racial Level / Special
1 / Racial talent, Race traits
2 / Racial Transformation
3 / Racial talent, First ability increase
4 / Racial Transformation
5 / Racial talent, Second ability increase
6 / Racial Transformation
7 / Racial talent, Third ability increase
8 / Racial Transformation
9 / Racial talent, Forth ability increase
10 / Racial Transformation

Each ability increase is +2 to the appropriate ability and is different for each race as shown below.

Race / First level ability changes / Ability increases / Favored Class
Doppleganger / +2 Con, -2 Str / Dex, Cha, Int, Con / Rogue
Dwarf / +2 Con, -2 Dex / Con, Str, Con, Wis / Fighter
Elf, Dawn / +2 Dex, -2 Con / Int, Dex, Cha, Dex / Wizard
Elf, Night / +2 Dex, -2 Con / Int, Dex, Cha, Dex / Rogue
Gnome / +2 Wis, +2 Cha, -2 Str / Con, Wis, Cha, Wis / Shaman
Halfling / +2 Dex, +2 Cha, -2 Str, -2 Wis / Con, Cha, Dex, Cha / Bard
Human, Highlander / +2 Dex, -2 Int, -2 Cha / Con, Dex, Wis, Dex / Barbarian
Human, Lowlander / +2 Any, -2 Any other / Con, Str, Wis, Con / Any
Human, Saltblood / +2 Dex, -2 Str / Con, Str, Dex, Con / Any
Human, Trueborn / +2 Wis, +2 Cha, -2 Dex / Con Wis, Cha, Str / Any
Lizardfolk / +2 Str, -2 Int, -2 Cha / Con, Wis, Dex, Str / Barbarian
Minotaur / +2 Str, +2 Con, -2 Dex, -2 Int, -2 Wis / Str, Con, Str, Wis / Fighter
Ogre / +4 Str, -2 Dex, -2 Int, -2 Cha / Con, Con, Str, Wis / Fighter or Barbarian
Orc / +2 Str, -2 Int, -2 Cha / Con, Wis, Str, Con / Barbarian
Tiefling / +2 Dex, +2 Int, +2 Cha, -2 Str, -2 Con / Con, Int, Str, Cha / Wizard
Yuan-ti, Thinblood / +2 Int, +2 Wis, -2 Str / Con, Wis, Int, Cha / Psion

RACES

DOPPLEGANGER
+2 Con, -2 Str
Medium
30 feet
Low-Light Vision
+4 Bluff
+4 Fort vs. poison and disease
Cultural Influence
Alternate Form
Restricted Skills (Decipher Script & Literacy)
Languages: Common, Doppleganger / Any (except secret languages)
Favored Class: Rogue

Racial Talents:
Alternate Form
Form Mastery
Deception
Improvised Equipment
Quick Form
Talent Feats
Talent Skills

Racial Transformations:
Monstrous Humanoid
Darkvision
Detect Thoughts
Unusual Physiology
Change Shape
Natural Armor
Transformation Feats
Transformation Skills


DWARF
+2 Con, -2 Str
Medium
20 feet
+2 Knowledge (engineering), Craft (relating to machines)
Low-Light Vision
+1 AB with axes & hammers
Stability
Weapon Familiarity
+4 dodge vs. giant type
Languages: Common, Dwarven / Anderlar, Clan Speech, Giant, Goblin, Orc, Stone-speak, Terran
Favored Class: Fighter

Racial Talents:
Divine Mastery
Craft Magic Arms and Armor I
Craft Magic Arms and Armor II
Giant Fighter
Identify Magic Arms and Armor
Sabotage
Talent Feats
Talent Skills

Racial Transformations:
Damage Reduction
Darkvision
Improved Climber
Transformation Feats
Transformation Skills


ELF, DAWN
+2 Dex, -2 Con
Medium
30 feet
Immunity to magic sleep spells & effects
+2 save vs. Enchantment spells & effects
Low-Light Vision
Weapon Familiarity
+1 AB with all longbows and shortbows
+1 Listen, Search, Spot
Spell Immunity
Languages: Common, Elven / Anderlar, Gnome, Sylvan
Favored Class: Wizard

Racial Talents:
Lesser Spellcasting I
Lesser Spellcasting II
Voice of the Woodlands
Woodland Fighting
Arcane Mastery
Talent Feats
Talent Skills

Racial Transformations:
Elfsight
Improved Spell Immunity
Wild Empathy
Ageless
Transformation Feats
Transformation Skills


ELF, NIGHT
+2 Dex, -2 Con
Medium
30 feet
Low-Light Vision
+2 save vs. spells & spell-like abilities
Spell Resistance
Languages: Common, Elven / Anderlar, Gnome, Sylvan, Abyssal (disciples of Lathail only)
Favored Class: Rogue

Racial Talents:
Arcane Mastery
Unusual Stealth
Spider's Bite
Shadow Jump
Talent Feats
Talent Skills

Racial Transformations:
Darkvision
Full Spell Resistance
Minor Spell Resistance
Moderate Spell Resistance
Transformation Feats
Transformation Skills


GNOME
+2 Wis, +2 Cha, -2 Str
Small
20 feet
Low-Light Vision
+2 Handle Animal
+2 Listen
Weapon Familiarity
Do not need to eat or drink
+1 AB with bludgeoning weapons (including slings)
Wild Empathy
Languages: Common, Gnome / Anderlar, Elven, Sylvan

Racial Talents:
Arcane Mastery
Divine Mastery
Fey Gift I
Fey Gift II
Potion Mastery I
Potion Mastery II
Talent Feats
Talent Skills

Racial Transformations:
Damage Reduction
Ghosting
Fading
Improved Fading
Transformation Feats
Transformation Skills


HALFLING
+2 Dex, +2 Cha, -2 Str, -2 Wis
Small
20 Feet
+2 Bluff, Perform, Sleight of Hand
1 extra feat at first level
+1 AB with all light weapons (including thrown weapons)
Weapon Familiarity
Languages: Common, Halfling / Anderlan, Clan Speech, King's Tongue, Goblin, Orc
Favored Class: Bard

Racial Talents:
Arcane Mastery
Fast Learner
Incredible Luck
Talent Feats
Talent Skills

Racial Transformations:
Animal Companion
Good First Impression
Quick Feet
Transformation Feats
Transformation Skills


HUMAN, HIGHLANDER
+2 Dex, -2 Int, -2 Cha
Medium
30 feet
1 extra feat at first level
4 extra skill points at first level
+2 save vs. Will
Clan Honor Code
Languages: Common, Clan Speech / Anderlar, Giant, Goblin, Highland Runic, King's Tongue, Orc
Favored Class: Barbarian

Racial Talents:
Clan Favored Weapon
Fast Learner
Talent Feats
Voice of the Highlands

Racial Transformations:
Disciplined Mind
Fast Movement
Transformation Feats
Transformation Skills


HUMAN, LOWLANDER
+2 Any, -2 Any other
Medium
30 feet
1 extra feat at first level
4 extra skill points at first level
+2 Bluff, Diplomacy made to influence a transaction or trade
Languages: Common, Anderlar / Any, including Druidic (but not other secret languages)
Favored Class: Any

Racial Talents:
Arcane Mastery
Divine Mastery
Connected
Fast Learner
Group Fighter
Talent Feats
Talent Skills

Racial Transformations:
Fast Movement
Great Swimmer
Strength of Body, Mind, and Spirit
Transformation Feats
Transformation Skills


HUMAN, SALTBLOOD
+2 Dex, -2 Str
Medium
30 feet
1 extra feat at first level
4 extra skill points at first level
+4 Swim
+2 Use Rope
+1 AC when using a buckler (stacks with buckler shield bonus)
Bucklers do not impair swim ability
Languages: Common, Dorlian / Any (except secret languages)
Favored Class: Any

Racial Talents:
Fast Learner
Danger Sense
Ignore Pain
Talent Feats
Talent Skills

Racial Transformations:
Hold Breath
Damage Reduction
Natural Swimmer
Perfect Swimmer
Transformation Feats
Transformation Skills


HUMAN, TRUEBORN
+2 Wis, +2 Cha, -2 Dex
Medium
30 feet
1 extra feat at first level
4 extra skill points at first level
+2 Handle Animal, Ride with horses
Languages: Common, King's Tongue / Anderlar, Celestial, Clan Speech, Valhedrin
Favored Class: Any

Racial Talents:
Divine Mastery
Lesser Spellcasting I
Lesser Spellcasting II
Horse Shield
Natural Rider
Mounted Warrior
Talent Feats
Talent Skills

Racial Transformations:
Outsider
Aura of Good
Natural Armor
Spell Resistance
Angel Wings
Darkvision
Transformation Feats
Transformation Skills


LIZARDFOLK
+2 Str, -2 Int, -2 Cha
Medium
30 feet, swim 40 feet
+8 Swim to avoid hazards or perform special actions
Can always take 10 on Swim
Can use run action provided movement is in straight line while swimming
+2 Knowledge (nature) & Survival
+1 natural AC
Can hold breath three time Con score
Can never gain proficiency with Heavy Armor
Languages: Common, Draconic / Any (except secret)
Favored Class: Barbarian

Racial Talents:
Natural Weapon Mastery I
Natural Weapon Mastery II
Natural Weapon Mastery III
Primitive Weapon Mastery
Talent Feats
Talent Skills

Racial Transformations:
Breath Water
Natural Armor
Scent
Darkvision
Transformation Feats
Transformation Skills


MINOTAUR
+2 Str, +2 Con, -2 Dex, -2 int, -2 Wis
Medium
30 feet (when charging move 2.5 times base speed)
Low-Light Vision
+2 Spot
Natural Cunning
Languages: Common, Giant / Anderlar, Clan Speech, Dwarven, Goblin, Orc
Favored Class: Fighter

Racial Talents:
Gore
Powerful Charge
Robust
Second Wind
Stamina
Talent Feats
Talent Skills

Racial Transformations:
Monstrous Humanoid
Darkvision
Natural Armor
Large Size
Scent
Transformation Feats
Transformation Skills


OGRE
+4 Str, -2 Dex, -2 Int, -2 Cha
Medium
40 feet
Low-Light Vision
Languages: Common, Giant / Anderlar, Clan Speech, Dwarven, Goblin, Orc
Favored Class: Fighter

Racial Talents:
Favored Weapons
Feat of Strength
Intellectual Curiosity
Keep the Distance
Talent Feats
Talent Skills

Racial Transformations:
Darkvision
Large Size
Giant
Natural Armor
Transformation Feats
Transformation Skills


ORC
+2 Str, -2 Int, -2 Cha
Medium
40 feet
Low-Light Vision
Cold Tolerance
+2 save vs. Fort
Languages: Common, Orc / Anderlar, Clan Speech, Dwarven, Giant, Goblin
Favored Class: Barbarian

Racial Talents:
Feat of Strength
The Bigger the Wound the Better
Orcish Rage
Talent Feats
Talent Skills

Racial Transformations:
Damage Reduction
Darkvision
Transformation Feats
Transformation Skills


TIEFLING
+2 Dex, +2 Int, +2 Cha, -2 Str, -2 Con
Medium
30 feet
+2 Bluff, Diplomacy
Low-Light Vision
Languages: Common, Valhedrin / Anderlar, Infernal, King's Tongue, Sothren
Favored Class: Wizard

Racial Talents:
Arcane Mastery
Infernal Gift I
Infernal Gift II
Demonic Familiar
Infernal Resistance
Talent Feats
Talent Skills

Racial Transformations:
Outsider
Fire Resistance
Darkvision
Infernal Presence
Natural Armor
Transformation Feats
Transformation Skills


YUAN-TI, THINBLOOD
+2 int, +2 Wis, -2 Str
Medium
30 feet
+2 Diplomacy, Sense Motive
Low-Light Vision
Languages: Common, Yuan-ti / Abyssal, Draconic, Valhedrin
Favored Class: Psion

Racial Talents:
Bite Attack
Poison Bite
Lesser Psionics I
Lesser Psionics II
Psionic Mastery
Invisible Psionics
Talent Feats
Talent Skills
Identify Psionic Item
Craft Power Stone

Racial Transformations:
Darkvision
Natural Armor
Snake Form I
Snake Form II
Snake Form III
Transformation Feats
Transformation Skills

CLASSES

DISCIPLE
HD: d8
BAB: As Cleric
Saves: As Cleric
Starting Gold: As Cleric
Weapons: Simple
Armor: All including shields except tower shield
Skills: 2 points - As Cleric minus Knowledge (history) plus Listen
Spells: As Druid (choose spells from the cleric list)
Special:
1. Divine spells, intercession 1/day
2. Innate spell (0-level)
3. Innate spell (1st)
4. Immortal gift
5. Innate spell (2nd)
7. Innate spell (3rd)
9. Innate spell (4th)
10. Intercession 2/day
11. Innate spell (5th)
13. Innate spell (6th)
15. Innate spell (7th)
17. Innate spell (8th)
19. Innate spell (9th)
20. Intercession 3/day

SHAMAN
HD: d8
BAB: As Druid
Saves: As Druid
Starting Gold: As Druid
Weapons: Simple
Armor: Light, medium, and shields
Skills: 4 points - As Druid
Spells: As Druid (choose spells from the druid list)
Special:
1. Divine spells, animal companion, nature sense, wild empathy
2. Craft spell fetish
3. Rituals of power I
4. Companion sight
5. Medium elemental form 1/day
6. Trackless step
7. Rituals of power II
8. Treant form 1/day
10. Huge elemental form 1/day
11. Second elemental type
12. Quickened rituals
13. Rituals of power III
14. Improved elemental form 1/day
15. Timeless body
16. Greater elemental form 1/day
17. Third elemental type
18. Rituals of power IV
20. Elder elemental form 1/day

SHAPER
HD: d8
BAB: As Cleric
Saves: As Sorcerer
Starting Gold: As Sorcerer
Weapons: Simple
Armor: Light, medium, and shields
Skills: 4 points - As Cleric minus Heal and Knowledge (history), plus Gather Information, Listen, and Search
Spells: As Sorcerer (choose spells from the cleric list)
Special:
1. Divine spells, divine focuses
2. First specialty, enlarge specialty spell
5. Second specialty
8. Empower specialty spell
10. Advanced divine focuses
11. Third specialty
14. Extend specialty spell
17. Maximize specialty spell
18. Fourth specialty

SPIRIT ADEPT
HD: d10
BAB: As Cleric
Saves: As Monk
Starting Gold: As Bard
Weapons: Simple and Martial
Armor: Light including shields except tower shield
Skills: 4 points - As Monk minus Concentration, Craft, Perform, Profession, and Sense Motive
Special:
1. Spirit sense I, spirit stength 2, 1 adept power
2. Evasion, spirit stength 4, 1 adept power
3. Spirit stength 6, 2 adept powers
4. Bonus feat, spirit stength 8, 2 adept powers
5. Feather fall, spirit stength 10, 3 adept powers
6. Spirit sense II, spirit stength 15, 3 adept powers
7. Wholeness of body, spirit stength 20, 4 adept powers
8. Bonus feat, spirit stength 25, 4 adept powers
9. Improved evasion, spirit stength 30, 5 adept powers
10. Spirit stength 35, 5 adept powers
11. Spirit sense III, spirit stength 45, 6 adept powers
12. Bonus feat, spirit stength 55, 6 adept powers
13. Spirit stength 65, 7 adept powers
14. Spirit stength 75, 7 adept powers
15. Spirit stength 85, 8 adept powers
16. Bonus feat, spirit stength 95, 8 adept powers
17. Spirit stength 105, 9 adept powers
18. Spirit stength 115, 9 adept powers
19. Spirit stength 125, 10 adept powers
20. Bonus feat, spirit stength 135, 10 adept powers

Spirit Strength is what the spirit adept uses to power his spirit powers. There are 10 spirit powers and each power has 3 ability levels. At every odd class level a spirit adept gains a new spirit ability. The spirit adept can use a power that he knows at any ability level, provided he is of the proper spirit adept level. The activation cost of a given power is shown in the following table:

Spirit Sense Level / Adept Power Activation Cost
1/1
2/5
3/10

The level powers and their level 1 abilities are as follows:
Improved Movement - +5 to Climb, Jump, or Swim checks
Smite Enemies - One attack deals +2d6 points of damage as a full round action
Burst of Speed - +20 feet add to movement for one minute
Evasive Action - +2 AC, +4 AC vs. AoO for one minute
Piercing Strike - Strike as a magic weapon for one minute
Purify Self - Slow poison or remove disease (self only)
Heighten Senses - +4 bonus to Listen and Spot for 10 minutes
True Vision - Sense Invisibility (reduces miss chance, can target within 15 feet)
Spirit Warrior - Detect undead and outsiders (those with no connect to the Spirit)
Extreme Focus - +4 to skill used under pressure[/sblock]

As you may have gathered, I'm somewhat over character generation at the moment. But if the party needs a divine caster, and no one really wants to play one, I'm happy to take it. Downside is, someone else would have to create the character though :D

thotd
 

doghead said:
Infernal Gift sounds interesting (hmm ... INfernal). As for Transformations, Natural Armour and Darkvision are two useful options. I also like the sound of Infernal Presence and Outsider. Isida, can you do me a huge favour; just choose them for me. I would be most grateful.

thotd
Okiday...

Racial Talents: Infernal gift (you choose one 0th level and one 1st level spell from the wizard's spell list. You can cast each 1/day as a wizard of you character level), Infernal Resistance (+4 bonus on all saving throws against the spells, special abilities, and special attacks of evil outsiders), Talent Skills (you have a total talent bonus of +5 that may be distributed among the following skills: Craft (any), Diplomacy, Intimidate, Knowledge (any), Profession (any), and Speak Language. A skill may receive no more than a +3 talent bonus from this ability).

Racial Transformations: Infernal Presence (fear effect 1/day against all enemies that can see you, DC 14+Cha mod), Darkvision 60 ft.

~~~~

Ferrix - Dwarves are fun, we like dwarves. Dwarven... something. Akashic? Rogue? Bard? Ooo! Disciple of an immortal of creation/building? Anything trip your trigger?
 

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