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DCC #8 Mysteries of the Drow (CLOSED)

NP Voadam still a few others way behind you lol I may be able to borrow my friends unholy warrior book to check your crunch just post your character in the RG and I willhave him do it o do i me self lol

HM

I'm way behind because my concepts don't fit in level 7. lol
 

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I have both Unholy Warriors Handbook(3.0) and Book of Fiends (3.5) and have been working off the Book of Fiends. I'm not sure if there are any significant differences.
 

HM, I just came up with an ECL 7 build idea, but I need to run the template past you, because I know it's a somewhat controversial one.

Template said:
Half-Minotaur
(born to one Minotaur parent & a giant, humanoid, or monstrous humanoid)
(DR313 p94)
Upper body is covered with shaggy hair, while head has a snout & horns.
Inherited Template that can be added to any Small-sized to Huge-sized Giant, Humanoid, or Monstrous Humanoid.
Usually has a Chaotic alignment.

Gain Feat: Track.
Natural Armor +2
Str +4
Con +2
Int –2
Wis +2
Lvl +1
if size increases, CR +1
If the Base Creature was of Small or Medium size, its size is
increased by one category, with all the appropriate changes to its
ability scores, etc., plus a +10’ improvement to base movement.
These changes are in addition to the bonuses and penalties listed.
Darkvision 60’.
Gain the Scent ability.
+2 Racial bonus on Search, Spot, & Listen checks.
Gain a 1d6 Gore attack (if Medium).
+4 bonus on checks to escape a Maze spell & always know which
direction is North.

It's a bit powerful for +1 LA, though my concept does explain the weirdness of half-minotaur. The main reasons for looking at this template were the horns, size increase, and the stat changes that benefitted the class I was going to use(totemist). If it's not acceptable as is, maybe we could work something out to accomplish the things I really wanted out of the template without making the LA bigger than 1?
 

Half Minotaur looks like he gets the benefits of a full blooded minotaur with just half the ability scores

concept wise I'm sure you can find plenty of half/minotaurs in the underdark (what if one parent was drow???) or you could be a slave wanting your freedom from the drow, a hundred things come to mind but those abilities and stat increases are insane using human as a base the LA for those benefits are easily higher than +1 but I said you could play anything from a d20 source and why not paly test this and see if the +1 is warranted or if we should make note that someone dropped the pickle on this race

have at it Theroc give me a kool background to draw my eyes away from those numbers please lol

HM
 

Half Minotaur looks like he gets the benefits of a full blooded minotaur with just half the ability scores

concept wise I'm sure you can find plenty of half/minotaurs in the underdark (what if one parent was drow???) or you could be a slave wanting your freedom from the drow, a hundred things come to mind but those abilities and stat increases are insane using human as a base the LA for those benefits are easily higher than +1 but I said you could play anything from a d20 source and why not paly test this and see if the +1 is warranted or if we should make note that someone dropped the pickle on this race

have at it Theroc give me a kool background to draw my eyes away from those numbers please lol

HM

Well, the half-drow thing would be cool, except I need to avoid con penalties. Totemist's primary stat is constitution(the DC's on different abilities rely on it.) If I could swing a Non-LA variant of Drow without a con penalty, I'd go for it. As it is, I was thinking the Half-Minotaur was the result of a Drow Wizard's attempts to make his slaves more capable of doing his 'grunt work', so he didn't need to keep replacing them.
 

Kool I'll have a drow wizards name for you tonight(at libraray only have a couple books right now) he is a wizard in the adventure and maybe antagonist or ally so that would be fun.

And I wasn't saying play a half drow I was saying that the other half of your minotaur could have been drow with the minotaur blood taking over at a young age. But that is all your call can't wait to see what you have.

HM
 

Kool I'll have a drow wizards name for you tonight(at libraray only have a couple books right now) he is a wizard in the adventure and maybe antagonist or ally so that would be fun.

And I wasn't saying play a half drow I was saying that the other half of your minotaur could have been drow with the minotaur blood taking over at a young age. But that is all your call can't wait to see what you have.

HM

Well, If the other half was drow, I'd have the Drow race... with it's associated pros and cons. Half minotaur is added TO a base race. It's a template, not a race. I was planning on just going human/Half Minotaur for this. Or MAYBE Duskling or Dwarf. But I can only afford +1 LA on this concept, or I'd need to go to level 8(I need six totemist levels). That's why I was mentioning about an LAless Drow variant. Was just pointing it out. Will work on the concept shortly.
 

Crunch is mostly done, history and appearance not yet completed.

Code:
[B]Name:[/B] Hargluk Fuer'yon
[B]Class:[/B] Totemist
[B]Race:[/B] Dwarven Half Minotaur
[B]Size:[/B] Large
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral
[B]Deity:[/B] None

[B]Str:[/B] 28 +9 (08p.)     [B]Level:[/B] 6        [B]XP:[/B] 19,000
[B]Dex:[/B] 12 +1 (06p.)     [B]BAB:[/B] +4         [B]HP:[/B] 90 (6d8+42)
[B]Con:[/B] 24 +7 (10p.)     [B]Grapple:[/B] +13    [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 10 +0 (02p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] None
[B]Wis:[/B] 10 +0 (00p.)     [B]Init:[/B] +1        [B]Spell Save:[/B] +2
[B]Cha:[/B] 08 -1 (00p.)     [B]ACP:[/B] -3         [B]Spell Fail:[/B] 

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +10    +0    +1    -1    +4    +1    25
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 24

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      5    +7          +12
[B]Ref:[/B]                       5    +1          +6
[B]Will:[/B]                      2    +0          +2

[B]Weapon                  Attack   Damage     Critical[/B]
Gore                      +12     2d6+9      20-20x2
GClaw*                    +12     1d6+9      20-20x2
GClaws**(x4)              +10     1d6+4      20-20x2
Armor Spikes              +11     1d6+4      20-20x2

*From Girallon Arms meld(Gains +1 attack and damage per essentia invested in it)as a primary attack
** As above, except as a secondary attack.

Grapple Info: While maintaining a grapple, can deal 1d4+9 nonlethal damage plus 1d6+9 lethal piercing damage on a successful grapple check.

[B]Languages:[/B] Common, Dwarven

[B]Abilities:[/B] 
[I]Dwarf[/I]
+2 Constitution, -2 Charisma.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.

Dwarf base land speed is 20 feet. However, dwarves can move at this
 speed even when wearing medium or heavy armor or when carrying a
 medium or heavy load (unlike other creatures, whose speed is reduced in
 such situations).     

Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black
 and white only, but it is otherwise like normal sight, and dwarves can
 function just fine with no light at all.

Stonecunning: This ability grants a dwarf a +2 racial bonus on Search
 checks to notice unusual stonework, such as sliding walls, stonework
 traps, new construction (even when built to match the old), unsafe stone
 surfaces, shaky stone ceilings, and the like. Something that isn’t stone but
 that is disguised as stone also counts as unusual stonework. A dwarf who
 merely comes within 10 feet of unusual stonework can make a Search
 check as if he were actively searching, and a dwarf can use the Search
 skill to find stonework traps as a rogue can. A dwarf can also intuit depth,
 sensing his approximate depth underground as naturally as a human can
 sense which way is up. 

Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven
 urgroshes as martial weapons, rather than exotic weapons.

Stability: A dwarf gains a +4 bonus on ability checks made to resist being
 bull rushed or tripped when standing on the ground (but not when
 climbing, flying, riding, or otherwise not standing firmly on the ground). 

+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any
 time a creature loses its Dexterity bonus (if any) to Armor Class, such as
 when it’s caught flat-footed, it loses its dodge bonus, too.

+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant,
 Gnome, Goblin, Orc, Terran, and Undercommon.

Favored Class: Fighter. A multiclass dwarf’s fighter class does not count
 when determining whether he takes an experience point penalty for multiclassing

[I]Half-Minotaur[/I]
Gain Feat: Track.
Natural Armor +2
Str +4
Con +2
Int –2
Wis +2
If the Base Creature was of Small or Medium size, its size is
increased by one category, with all the appropriate changes to its
ability scores, etc., plus a +10’ improvement to base movement.
These changes are in addition to the bonuses and penalties listed.
Darkvision 60’.
Gain the Scent ability.
+2 Racial bonus on Search, Spot, & Listen checks.
Gain a 1d6 Gore attack (if Medium).
+4 bonus on checks to escape a Maze spell & always know which
direction is North.
[I]Totemist[/I]
Meldshaping: A totemist's primary ability is shaping incarnum soulmelds,
 which are drawn from the Totemist soulmeld list (page 58). You know and
 can shape any soulmeld from this list. Unlike the aligned forces of an
 incarnate's melds, your soulmelds channel the bestial spirits of nature.

The Difficulty Class for a saving throw against a Totemist soulmeld is 10 +
 number of points of essentia invested in the soulmeld + your Constitution
 modifier. Your meldshaper level is equal to your totemist level.  A totemist
 can shape only a certain number of soulmelds per day.

Chakra Binds: Beginning at 2nd level, you can bind your soulmelds to your
 chakras, granting you new powers based on the soulmeld and the chakra
 chosen. Binding a soulmeld to a chakra closes the body slot associated
 with that chakra (see Chakras, page 50), so that you cannot also benefit
 from a magic item worn on the body slot associated with that chakra.

The number of chakra binds that you can have active at any one time
 depends on your level (see the Chakra Binds column on Table 2-4: The
 Totemist). At 2nd level, you can bind a soulmeld to your totem chakra
 (see below). Beginning at 5th level, you can bind soulmelds to your crown,
 feet, or hands chakras. 

Totem Chakra Bind: At 2nd level, you gain access to a unique chakra: the
 totem chakra. This chakra is not associated with any location on the
 body, but rather represents your connection to the wild soul energy of
 nature, embodied in the magical beasts of the world. When you bind a
 soulmeld to your totem chakra, you take on characteristics of the creature
 represented by the meld -- usually involving a limited physical
 transformation. Since the totem chakra doesn't match a body location,
 binding a soulmeld to this chakra doesn't restrict your use of magic items
 that take up a body location.

Any soulmeld bound to your totem chakra has an essentia capacity 1
 higher than the normal capacity for your soulmelds. For example, a
 2nd-level totemist can invest up to 2 points of essentia in any soulmeld
 bound to his totem chakra bind (rather than the normal limit of 1 point of
 essentia). 

At 6th level, the effective meldshaper level of a soulmeld you have bound
 to your totem chakra is equal to your actual meldshaper level +1. The
 primary effect of this benefit is to make that soulmeld harder to unshape.


Wild Empathy (Ex): As the druid class ability; see page 35 of the Player's
 Handbook. You gain a +4 bonus on wild empathy checks made to influence
 the reactions of magical beasts of the same kind as the beast associated
 with the soulmeld bound to your totem chakra. Thus, if you have a basilisk
 mask bound to your totem chakra, you gain the bonus on checks made to
 influence basilisks.

Illiteracy

Totem's Protection (Ex): At 3rd level, you gain a +4 bonus on saving
 throws against the supernatural abilities of magical beasts.

[B]Feats:[/B] 
Multi-attack[Level 1]
Improved Natural Attack: Gore[Level 6]
Medium Armor Proficiency[Shaky Flaw]
Track[Half-Minotaur Bonus feat]
Martial Weapon Proficiency: Spiked Armor



[B]Number of Shapable Melds Per Day:[/B] 4
[B]Essentia Capacity:[/B] 4

[b]Typically Chosen Soulmelds:[/b]
Girallon Arms
Wormtail Belt
Sphinx Claws
Lammasu Mantle

[b]Typically bound melds:[/b]
Girallon Arms(Totem)
Sphinx Claws(Hands)

[B]Skill Points:[/B] 54       [B]Max Ranks:[/B] 9/4.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Craft:Armor                8    +0    +2    +10
Listen                     9    +0    +2    +11
Spot                       9    +0    +2    +11
Knowledge: Arcana          5    +0          +4
Knowledge: Nature          4    +0          +4
Survival                   8    +0          +4
Spellcraft                 5    +0          +4
Swim                       6    +5          +11

[B]Equipment:               Cost  Weight[/B]
+2 Mithril Full Plate* 8,017gp   35lb
+2 Ring of Deflection  8,000gp   00lb
+1 Amulet of Mty Fists 6,000gp   00lb
Ring of Sustenance     2,500gp   00lb

*Base armor self-crafted, later enchanted (Also spiked)

[B]Total Weight:[/B]35lb      [B]Money:[/B] 2,483gp XXsp XXcp

                           [B]Light   Medium   Heavy  Lift  Push[/B]
[B]Max Weight:[/B]               266   267-532   533-800   1,600   4,000

[B]Age:[/B] 27
[B]Height:[/B] 8'10"
[B]Weight:[/B] 573lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Shaggy brown
[B]Skin:[/B] Pale(lack of sunlight)
Appearance: Hargluk is a hulking brute, his size drastically altered due to the experimentation upon his person, the Dwarf now dwarfing his kindred. His muscles rippled beneath his armor, a shaggy beard/mane around his neck draping onto his enchanted plate armor. His eyes scan slowly, looking for the proper outlet for his full fury, his stance not entirely clumsy, but not elegant either. Shaggy brown fur covered the majority of his frame.

[sblock=Image, unarmored]
minotaur.jpg
[/sblock]

Background: XXXX
 
Last edited:

Hey HolyMan, I hate to say it, but I think I'm going to have to drop this game. I'm finding my time pretty limited lately, and I don't want to overtax myself any further! Sorry!
 


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