Deaths Gate - Rule's finalized, Now Recruiting! **Paging Players**

OK, Assuming we've still got interested people, here's the char.creations :
12th level
34 point buy (min 10 max 18).
Race : Patryn [+2 racial bonus to stat of choice; Bonus skills as human; bonus ability at every 5th level(Choose from Fighter/Metamagic/Item Creation feat OR +1d6 Sneak attack OR +1 to a stat); Bonus feat @1st - Craft Tatoo; Spot, Listen, and Spellcraft class skills; no multiclassing penalties, Mana Pool(See earlier post)]. NO templates
HP : Max at first, 3/4 (round down) for rest.
Classes/prestige/feats/spells : Any hardcover WizCo source so long as you run it by me first. I have access to : PHB, PHB2, all Complete's, Spell Compendium, DMG/DMG2, Savage Species, Fiend Folio, Libris Mortis, Draconomicon, Book of aberations, Races of Dragon, Dragon Magic, Book of Vile Darkness, Book of Exalted Deeds, Dungeonscape, Fiendish codex's, Book of 9 Swords, Incarnum. These I will be more likely to allow.
NO PSIONICS, NO VOWS, NO LEADERSHIP, and keep in mind the 'feel' of the Setting. If you're not sure whether something would be acceptable, ask.

Equipment : Details spread over last couple posts. Any item that is not a straight "PLUS X to Something" will need approval. I will be allowing use of the DMG item creation table formula's to figure out costs (+X to skill of choice, etc) and since we're not using 'body slots' per se, body slot affinities will be unnecessary.

Both Equipment and Magic are detailed in a recent post. Further questions just ask.

SO, who's in?
 
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Oh hey. Sorry all...I'd posted just to mouth off about how low magic could be done. I've never read any of the Death Gate books, so I have absolutely no clue what the setting is and so on. It sounds like fun, but I'm in enough games right now I'd probably better pass on this one.

Thanks though!
 


A Monk would work fine.

Shayuri - that's too bad, the feel is pretty easy to get, and I won't be basing any events out of the book, so there's no prior knowledge required.
 

So let me get this straight, IF i pick 12 levels in warrior classes, I gain 6 levels in any mage class too - for spell casting ability only, right?

So if I were a straight 12th lvl fighter, I'd still be able to cast any spell, dependant on whether I've got the Mana / make the DC check?...

Sorry, servere sleep deprevation is making my head go fuzzy...
 

Yep, spellcasting as a 6th level mage-type of your choice. You'd have less mana, and wouldn't be able to do some of the harder stuff, but you'ld still be able to sling fireballs, heal, etc, and could gain their other class abilities temporarily for extra mana. (EX : Warmage you would gain Warmage edge for one spell by paying an additional Mana. Wizard you'd gain the bonus feats for one round/spell/whatever amount of time makes sense depending on the feat.)
 


Ok, rough outline... Let me know what you think... Oh, and please don't think 'stereo type' swashbuckler - y'know, glossy boots, tight pants, frilly shirt thing - It's more of the 'embodiment of daring & panache' and the 'skill, finess & prowess' elements I'm attracted to. Anyway, here...

[sblock]

NO-NAME...
Male Patryn Scout 5 / Swashbuckler 7
Neutral Evil



Strength 23 (+7) [Base=17, +4 Belt of Giant Strength, +2 Gauntlets of Ogre Power Tattoo's]
Dexterity 24 (+8) [Base=18, +6 Boots of Dexterity Tattoo]
Constitution 10 (+0)
Intelligence 20 (+5) [Base=14, +6 Headband of Intellect Tattoo]
Wisdom 10 (+0)
Charisma 14 (+2)

Size: Medium
Height: 5' 10"
Weight: 180 lb
Skin: Tan
Eyes: Gray
Hair: None

Total Hit Points: To be worked out...

Speed: 50 feet [scout, Boots of Springing & Striding Tattoo]

Armor Class: 24 = 10 +8 [dexterity] +5 [Protection Tattoo] +1 [Padded Armour]

Touch AC: 23
Flat-footed: 16
Initiative modifier: +11 = +8 [dexterity] +1 [scout] +2 [quick reconnoiter]
Fortitude save: +16 = 6 [base] +1 [scout] +5 [Cloak of Resistance Tattoo]
Reflex save: +20 = 6 [base] +8 [dexterity] +1 [swashbuckler] +5 [Cloak of Resistance Tattoo]
Will save: +8 = 3 [base] +5 [Cloak of Resistance Tattoo]

Attack (handheld): +17/+12 = 10 [base] +7 [strength]
Weapon Finesse: +18/+13 = 10 [base] +8 [dexterity]
Attack (unarmed): +17/+12 = 10 [base] +7 [strength]
Attack (missile): +18/+13 = 10 [base] +8 [dexterity]
Grapple check: +17/+12 = 10 [base] +7 [strength]


Light load:86 lb. or less
Medium load:87-173 lb.
Heavy load:174-260 lb.
Lift over head:260 lb.
Lift off ground:520 lb.
Push or drag:1300 lb.

Languages: Common Dwarven Elven


Punching Dagger [1d4, crit x3, 1 lb., light, piercing or slashing]

Kukri [1d4, crit 18-20/x2, 2 lb., light, slashing]

Spiked Armor [1d6, crit x2., light, piercing]

Spiked Chain [2d4, crit x2, 10 lb., two-handed, piercing]

Padded Armour [light; +1 AC; max dex +8; check penalty 0; 10 lb.]


Feats:

Combat Reflexes
Dodge
Mobility
Exotic Weapon Proficiency Weapon: Spiked Chain
Quick Reconnoiter (Comp Adventurer)
Stealthy
Weapon Finesse
(B)Sneak Attack (2D6)

Skills

Appraise Int 2 = +2
Balance Dex* 14 = +4 +8 +2 [tumble]
Bluff Cha 12 = +2 +10
Climb Str* 8 = +3 +5
Concentration Con 0 = +0
Craft_1 Int 2 = +2
Craft_2 Int 2 = +2
Craft_3 Int 2 = +2
Diplomacy Cha 14 = +2 +8 +2 [bluff] +2 [sense motive]
Disguise Cha 2 = +2
Escape Artist Dex* 9 = +4 +5
Forgery Int 2 = +2
Gather Information Cha 2 = +2
Heal Wis 0 = +0
Hide Dex* 16 = +4 +10 +2 [stealthy]
Intimidate Cha 4 = +2 +2 [bluff]
Jump Str* 24 = +3 +10 +2 [tumble] +4 [speed 40] +5 [Tattoo of spring & stride]
Knowledge (geography) Int 7 = +2 +5
Knowledge (nature) Int 9 = +2 +5 +2 [survival]
Listen Wis 5 = +0 +5
Move Silently Dex* 16 = +4 +10 +2 [stealthy]
Perform_1 Cha 2 = +2
Perform_2 Cha 2 = +2
Perform_3 Cha 2 = +2
Perform_4 Cha 2 = +2
Perform_5 Cha 2 = +2
Ride Dex 4 = +4
Search Int 7 = +2 +5
Sense Motive Wis 8 = +0 +8
Spot Wis 8 = +0 +8
Survival Wis 5 = +0 +5
Swim Str** 8 = +3 +5
Tumble Dex* 16 = +4 +10 +2 [jump]
Use Rope Dex 4 = +4


* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Know Geography >=5 ranks gives +2 on checks to avoid getting lost or into hazards.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Search >=5 ranks gives +2 on survival checks while tracking.


Patryn:
Race. Adjustments
+2 charisma
2 bonus abilities [5th: +1D6 Sneak Attack, 10th: +2D6 Sneak Attack]
Craft Tattoo bonus feat [4,750 points]
Mana Pool: 35 [Sorc: 6/6/5/3, +2CHA, +2INT]

Class details

Swashbuckler:

Free weapon finesse feat

+1 on reflex saves (already included)(level 2)

Insightful strike (level 3)
Dodge bonus +1 (level 5)
Acrobatic Charge (level 7)

Scout:

Core class from "Complete Adventurer"

Armor class bonuses after moving are not listed above.

Level 1: Skirmish (+1d6), trapfinding

Level 2: Battle fortitude +1, uncanny dodge

Level 3: Fast movement +10 feet, skirmish (1d6, +1 AC)

Level 4: Bonus feat (already included)

Level 5: Evasion, skirmish (+2d6, +2 AC)



Equipment:

Backpack
Candle
Chalk
Flint and steel
Mirror
Rope (50', silk) x1
Sacks x2
Sewing needle
Signal whistle
Signet ring
Waterskins x2
Whetstone

Tattoo's:

Head: +6 INT (Headband of Intellect +6, 16,000 points)
Legs: +6 DEX (Gloves of Dexterity +6, 16,000 points)
Arms: + 4 STR (Belt of Giant Strength +4, 8,000 points)
Chest: +5 All Saves (Cloak of Resistance +5, 13,500 points)
Back: +5 AC (Ring of Protection +5, 25,000 points)
Feet: + 10' move, +5 jump (Boots of Striding and Springing, 2,750 points)
Hands: +2 STR (Gauntlets of Ogre Power, 2,000 points)


Let me know your likes/dislikes, or if there's anything you don't want to allow...

[/sblock]
 
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