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DCC #8 Mysteries of the Drow (CLOSED)


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Any books? I have a lot of d20 OGL stuff. Including a ton I want to use but have not yet.

Would an Everquest RPG dark elf necromancer be OK? The dark elves there have no SR and no LA, (-2 str, con, cha, +2 dex, +4 int). The everquest rpg caster classes use a spell point system with points = casting stat x level and various spells are various points.

I could resurrect a dwarf monk I played before but do him in Everquest rpg terms (their dwarf is size small but with +4 str, their monk has 1/1 BAB but weaker defenses and mystical special abilities)

I answered this question you may have missed it but np:

*Books allowed any which means d20/OGL and any other like Sword and Sorcery.
* But if a race is already in 3.5 then it should stay that way will not do variants of established races (specially drow) sorry will it be to much to switch the necromancer over He would do great going up against the lich ;)

HM
 
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Group #1

Need a mercenary group name when you all have time.

Dragonwriter- Human Something/something/something Master (ECL9)
Rhun- Race Unknown Jade Phoenix Mage (ECL 9)
Mowgli- Dwarf Rogue (ECL9)
s@squ@tch- Drow Cleric (ECL9)

looks like the bases are covered so nice group (not in stone if some changing with others you wish to do go ahead)

HM
 




Seilg Scáthach - Tentative Character Proposal

Code:
  Name: Seilg Scáthach                         Age: 20
 Class: Rogue                               Height: 4'6"
  Race: Dwarf                               Weight: 120 lbs
  Size: Medium                                Hair: Black
Gender: Male                                  Eyes: Blue
 Align: Chaotic Neutral 
 Deity: Panthiest

Str: 14 +2            Level: 09      Level Adj: NA
Dex: 18 +4              BAB: +6/+1          XP: 36001
Con: 12 +1              GPL: +8             HP: 63
Int: 12 +1            Speed: 20'       Dmg Red: 0/anything
Wis: 10 +0             Init: +5      Spell Res: None
Cha: 08 -1              ACP: -0


    AC:     Total  Base  Armor  Shld   Dex  Size   Def   Nat  Misc
              20    10    +5     +1    +4   +0     +0    +0   50% Miss*

                  Touch AC: 14              Flatfooted AC: 16

            *Ring of Blinking


                Total  Base   Mod  Misc
Fort:             4     3     +1    0  
Ref:             10     6     +4    0  
Will:             3     3     +0    0  


Weapon                        Attack    Damage      Critical   Special
Rapier (+1)                    +09      1d6+03      18-20/x2   20% Miss
Punch Dagger (+1)              +09      1d4+03         20/x3   20% Miss
Composite Shortbow             +10      1d6            20/x3
Dagger                         +10      1d4+02      19-20/x2


Languages: Common, Dwarven, Undercommon


Dwarven Traits:
    * +2 CON, -2 CHA
    * Darkvision (60')
    * Tireless: No Encumbrance Penalties to Movement
    * +2 Saves vs. Poison, Spells & Spell Like Effects
    * Stonecunning: +2 Search vs. Stonework (Passive); Determine Direc-
        tion and depth underground
    * Weapon Familiarity: Dwarven Weapons are Martial
    * Stability: +4 vs. Bull-Rush/Trip
    * +1 TH Orcs/Goblinoids
    * +4 Dodge to AC vs. Giant Type
    * +2 Appraise/Craft Metal/Stone

Rogue Abilities:
    * Sneak Attack (+5d6)
    * Trapfinding (DC >20)
    * Trapsense (+3 Saves and AC vs. Traps)
    * Evasion (No Damage for Save = ½ Damage)
    * Improved Uncanny Dodge (Cannot be Flat-Footed, Cannot be Flanked
        except by a Rogue at least level 13)
    
Feats:
    * Acrobatic
    * Two-Weapon Fighting
    *   Double Slice
    *   Two-Weapon Defense
    * Weapon Finesse
    

Skill Points: 132 (11*4 1st Lvl + 11/Lvl*8 Lvls)

Skills                Total   Rank   Ability  Misc
Appraise                1               1       2
Balance                 6               4       2
Bluff                   6       5      -1       2
Climb                   9       5       2       2
Concentration           1               1
Craft                   1               1
Decipher Script         2       1       1
Diplomacy               6       5      -1       2
Disable Device         11      10       1
Disguise                1              -1       2
Escape Artist          17      11       4       2
Forgery                 1               1
Gather Information      6       5      -1       2
Heal                    0               0
Hide                   16      10       4       2
Intimidate              6       5      -1       2
Jump                   11       5       2       4
Knowledge (Local)       6       5       1
Listen                  5       5       0
Move Silently          14      10       4
Open Lock              14      10       4
Perform                -1              -1
Ride                    4               4
Search                 11      10       1
Sense Motive            5       5       0
Slight of Hand         11       5       4       2
Spot                    5       5       0
Survival                0               0
Swim                    2               2
Tumble                 18      10       4       4
Use Rope               11       5       4       2


Money
PP: 00     GP: 38     SP: 09     CP: 00

Equipment                          Cost    Weight
Explorer's Outfit
Ring of Blinking                  27000gp
Mithril Shirt (+1)                 2100gp   10 lb
Rapier (+1)                        2320gp    2 lb
Punch Dagger (+1)                  2302gp    1 lb
Daggers (5)                           5gp    5 lb
Composite Shortbow                   75gp    2 lb
  (20 Arrows)                         1gp    3 lb
Heward's Handy Haversack           2000gp    5 lb
  Rope (Silk, 100')                  20gp
  Grappling Hook                      1gp
  Rations (10 Days)                   5gp
  Waterskin (Full x2)                 2gp
  Tent                               10gp
  Bedroll                             1sp
  Two Explorer's Outfits (Spare)     20gp

  
                             Total Weight:  28 lb

            Light  Medium   Heavy    Over Head  Lift    Push
Max Weight: 00-58  59-116   117-175  175        350     875

[sblock=Stat Block]
Code:
   HP: 63/63     AC: 20   AC(T): 14   AC(FF): 16
 Init: +04    ST(F):+04   ST(R):+10    ST(W):+03

  BAB: +06/+01          Grapple:+08

Weapon                        Attack    Damage      Critical   Special
Rapier (+1)                    +09      1d6+03      18-20/x2   20% Miss
Punch Dagger (+1)              +09      1d4+03         20/x3   20% Miss
Composite Shortbow             +10      1d6            20/x3
Dagger                         +10      1d4+02      19-20/x2
[/sblock]

[sblock=Background]

[/sblock]

[sblock=Appearance/Personality]

[/sblock]
 

Okay, got my character done. And so may I present Gar Heavyclaws!

[sblock=Gar Heavyclaws]
Name: Gar Heavyclaws
Player: Dragonwriter

Race: Human
Class: Totemist 4/Warblade 2/Bloodclaw Master 3
(Breakdown: Totemist 1/Warblade 1/Totemist +3/ Warblade +1/ Bloodclaw Master 3)
Total Level: 9
ECL: +0 mod/total 9
XPs: 36,000 current/45,000 next level

Patron God: None
Alignment: Neutral
===================================
Str: 18 (6 points +2 levels +2 Gauntlets)
Dex: 14 (6 points)
Con: 18 (10 points +2 Amulet)
Int: 12 (4 points)
Wis: 10 (2 points)
Cha: 8 (0 points)
===================================
HP: 128 (4d8+2d12+3d12+36)
AC: 21 (23) (+2 Dex, +9 Armor) (+2 Deflection against evil)
Init: +2
Speed: 30 feet (30 feet base, +10 boots, Armor penalty)
BAB: +7
Mel: +11
Rng: +9-2 (flaw)
Fort: +13 (+4+3+3+3)
Refl: +9 (+10) (+4+0+3+2(+1))
Will: +2 (+1+0+1+0)
===================================
Special Abilities
Race: Bonus Feat, Bonus Skill points

Class: Totemist: Meldshaping, Wild Empathy +3 (with extra +4 versus Magical Beasts), illiteracy (negated by Warblade levels), Totem Chakra Bind (+1 essentia capacity), Totem’s Protection (+4 bonus on saves against Su abilities of Magical Beasts)

Warblade: Maneuvers, Battle Clarity (Int to Refl when not flat-footed), Weapon Aptitude, Uncanny Dodge

Bloodclaw Master: Maneuvers, Shifting 2/day, Claws of the Beast (full STR bonus when TWF with specific weapons), Superior TWF (no -2 when TWF with specific weapons), Tiger Claw Synergy (Stance), Pouncing Strike, low-light vision

Other: Low-Light Vision (2*Human, Bloodclaw Master 3), Flaw: Shaky (-2 to ranged attacks) for bonus feat

===================================
Feats: Alertness (Bonus, HR) Expanded Soulmeld Capacity (Girallon Arms) (H), Improved Unarmed Strike (Flaw Bonus), Improved Grapple (1st), Multiattack (3rd), Bonus Essentia (6th), Martial Stance (Leaping Dragon Stance) (9th)

===================================
Languages: Common, Sylvan

===================================
Skills (28 for Totemist 1, 6+1 per Totemist levels after, 6+1 per Warblade level, 4+1 per Bloodclaw Master level. This is including the +2 points per level HR.)
Trained or Untrained: +X (=Rank + Stat Mod + Other)
Balance +3 (=4+2-3)
Jump +28 (=12+4+5+10-3) (Jump ranks are 2 cc at 1, +3 class at 2, +1 cc at 5, +3 class at 6, +1 class at 7,8 and 9)
Listen +14 (=12+0+2)
Spot +14 (=12+0+2)
Survival +7 (=7+0+0)
Swim +4 (=7+3-6)

Trained Only: +X (=Rank + Stat Mod + Other)
Handle Animal +6 (=7-1+0)
Knowledge (arcana) +8 (=7+1+0)
Tumble +6 (=7+2-3)
===================================
Magic Items (location, weight): +1 Mithral Full Plate (Chest, 25 lbs), Gauntlets of Ogre Power (Hands, 4 lbs), Amulet of Health +2 (Neck, - lbs), Boots of Striding and Springing (Feet, 1 lb), Handy Haversack (Back, 5 lbs), Bottle of Air (belt pouch, 2 lbs), Wand of Cure Light Wounds (50 charges, belt pouch, - lbs.)

===================================
Other Equipment:
Weapons: 4 claws +11 melee (up to +15 w/essentia) (1d4+4 (up to 8 w/essentia) damage each, piercing and slashing, natural); or unarmed strike +11 melee (1d3+4 bludgeoning damage, natural)

Armor, Clothes: +1 Mithral Full Plate (11,650 GP, +9 AC, +3 max DEX, -3 ACP, 25 lbs.), Traveler’s outfit

-----------------------------------
Container: Handy Haversack (main) (carrying 76 lbs, max 80)

Contents: bedroll, 2 bags of caltrops, crowbar, grappling hook, hammer, miner’s pick, 10 ft. pole, 12 days of trail rations, silk rope (50 ft.), shovel, 2 waterskins, everburning torch


Container: Haversack Pocket 1 (carrying 3 lbs, max 20)

Contents: 3 flasks of acid


Container: Haversack Pocket 2 (carrying 4 lbs, max 20)

Contents: coins


Container: Belt Pouch

Contents: flint and steel, 1 waterskin, Bottle of Air, Wand of CLW (50 charges)


-----------------------------------
Money
PP: 63 (1 bar)
GP: 44
SP: 22
CP: 0
Gems/Other: 0
-----------------------------------
Load
Light: 0-100 lbs.
Medium: 101-200 lbs.
Heavy: 201-300 lbs.
Current: ~46 lbs.
===================================
Blade Magic
Initiator Level: 7 (2 Totemist, 2 Warblade, 3 Bloodclaw Master)
Active Stance: Leaping Dragon Stance
Readied Maneuvers: 4 (3+1) Death from Above, Soaring Raptor Strike, Rabid Wolf Strike, Wolf Fang Strike
Lvl 1 Maneuvers/Stances: Sudden Leap, Wolf Fang Strike, Leading the Attack, Blood in the Water (stance)
Lvl 2 Maneuvers/Stances: Rabid Wolf Strike,
Lvl 3 Maneuvers/Stances: Soaring Raptor Strike, Leaping Dragon Stance (stance)
Lvl 4 Maneuvers/Stances: Death from Above,
===================================
Meldshaping
Meldshaper Level: 4
Essentia Pool: 5 (3 class +2 feat)
Essentia Capacity: 2 (Totem Chakra Bind +1, Girallon Arms +1)
Soulmelds Currently Bound: Girallon Arms (bound to Totem Chakra, arms), Rageclaws (hands), Lammasu Mantle (shoulders), Blink Shirt (heart)
Open Chakras and Number of Chakra Binds: Totem Chakra, 1 available bind
===================================
Description (include Age, gender, height, weight, physical description):
24 year old, Male, 6’5”, 160 lbs.
Gar looks like a hulking, savage brute of fair skin. His massive frame is intimidating even without the extra pair of arms growing out his sides. Normally, his dark brown hair simply hangs about his head, adding to his wild appearance. A light stubble is ever-present on his face. Speaking of his face, it is just as tough-looking as the rest of him… As long, thin scar runs from above his left eye down to the center of his left cheek and a nasty jagged claw mark runs just below his jaw on the right side. And his neck looks like it was bitten by a wolf at some point long ago. His brutish features are generally set in some kind of scowl, and when he snarls or grimaces (as he is wont to do), sharpened (though very clean) teeth are easily visible.

Nowadays, he often wears a suit of finely crafted silvery platemail, which also seems to accommodate his extra limbs. A well-worn pack is slung over his (upper) left shoulder, while heavy gauntlets and thick leather boots adorn his hands and feet. Normally, he would look impressive enough, though not particularly extraordinary. However, Gar happens to have two massive, blue-white glowing arms and vicious looking claws end their hands and his natural hands, which wear smaller, furred gloves of their own. He also sports what looks like a fur shirt over his armor, though it seems to shift and patches appear and disappear. On top of all this, a golden brown cloak of feathers and fur wraps itself around his shoulders and back.
===================================
History:
Gar was always big for his age, and he always disliked book-learning. He much preferred to be outside trying to topple something, or maybe catch a glimpse of some wild beast. Over time, he grew more adventurous and roamed further away from his family’s cabin. On one of his little (or not-so-little) treks, he saw a girallon fighting with a displacer beast. Watching the two creatures tear at each other awoke something in him… A desire to be like them, particularly the girallon, as it began to tear the displacer beast apart. After that, he was at home for only short periods. His parents tried to stop him, locking the doors and windows and such measures, but the young man was determined. As he studied the beasts, he also speculated on them and dreamed…

Eventually, his parents were sick of his appearing and disappearing, so he had to leave the area, being still unskilled in finding his own food in the forests. As he journeyed, he thought more on the beasts, and found he had begun to emulate them, discovering his talent with meldshaping. After that happy revelation (especially when he found he could form arms like the girallon he had watched years ago), he practiced more. Over time, he got better at it, but by then he had also made his way, unintentionally, to a rough-looking camp. The camp turned out to be a mobile school, teaching a particular, unusual fighting style, one which made the user more like a beast. Naturally, Gar took to this style with relish and displayed considerable talent in it. He paid his way through labor, as he was rather strong and hardy. When he felt he had learned enough, he left and went back to hunting and watching the supernatural beasts. He had to fend off many of them that tried to eat him, and as he did, he learned more of how they fought, and also what his own talents were good for. He took to the road again, becoming a hired fist/claw, always sharpening his talents…
[/sblock]

The only really tricky spot was the ranks in Jump... It is not a class skill for Totemist, but it is for Warblade and Bloodclaw Master. I tried to explain the level-by-level additions, but if anyone has any questions, I can try to go a little more in-depth on it. Everything else should be fine as far as class or cross-class goes (Jump was the only one I think I invested CC in)...

EDIT: And I have absolutely no idea what the group name should be... Not that Gar would care too much...
 
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I would like to play a feral minotaur. would that be ok? seems to me it would fit adventure just fine. An escaped underdark minotaur slave who has been living in the wilds on the surface, gets a chance to pay the drow back..

Or a were dire wolverine cleric or fighter
 
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