• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Deicide: The slaying of Cyric. 3.5 Epic

grufflehead

First Post
I haven't had the pleasure of gaming with you before M&L so I'd have to use the 'recommended by a friend' defense. And that's only if you can stretch to a fifth player.

Highest level D&D I've ever played is 10th so I'm not really in familiar territory either. And I'd never consider myself an optimiser by any stretch, but I get the feeling I wouldn't be the only one in the group.

Saying all that, ENWorld has become my pbp home (yes, I admit I have flirted with *gasp* other sites) so I'll be around for the long game. Mind you, some idiot almost totalled me and my bike when I was cycling round town last week so you never know...

Having read the thread about 3 times, the main reason I took the plunge and replied was that you requested a tank, and it doesn't look like anyone else is interested in that role. Assuming by 'all' 3.5 sources you just don't mean official WotC products, then I'd be happy to give the bad guys something to beat on while the wizards strut their stuff - I was looking at a couple of things from Green Ronin's Hammer and Helm and can send you the details if that's an acceptable source?

I've only sketched out a few basic ideas on a character so I won't take it any further until I get a yea or nay. Some help and advice wouldn't go amiss. Given your blurb about the class Tiers (which I was introduced to quite recently), and the fact that I have a limited selection of source material, I was going to go with a dwarf Paladin (and maybe a couple of levels of something fighter-like) until I can get into PrCs and the go from there. I realise it's horribly Tier 1 but there you go. If it's irredeemably underpowered compared to everyone else, I may slink away again...
 

log in or register to remove this ad

HolyMan

Thy wounds are healed!
I'll give grufflehead a nod of approval for him, ML. He has been out and about only a little while but so far it has all been good.

I think something like this (killing a god??) you should have 5 maybe 6 characters unless they all play straight core classes you will be lacking in areas.

I would join in if you would be willing to have a future version of Kye in the game. LOL but I believe since I am vouching I should be put in reserve if grufflehead starts and something comes up, he can't finish. I could take his spot, seems fair.

So the group:
range warrior
necromancer
def wizard??
rogue? I think that was three differnt class not a combo
a tank -if you let grufflehead in
a healer - cuze I am a HolyMan

think on it ML talk to you laters,

HM
 

Myth and Legend

First Post
grufflehead: being here since 2005 and being recommended by HM who is in every game I'm in anyway, is good enough for me. Welcome aboard! Also, anything 3.5 could potentially include this non-official book and i'd have allowed it for my VOTD campaing but I'm trying to stick to official published things for this campaign, Faerun and it's inhabitants included.

A martial oriented character to tank can include the awesome Crusader from Tome of Battle, as well as things like a mix of Warshaper/Bearwarrior/Frenzied Berzerker for the ultimate Con boosts. I'll leave it up to you to figure it out (via the official books).

HM: Do join us then! Want me to send some prestige classes your way that concern Cleric? There's great martial ones. Chech this guide if you wish.

This is the sheet I want you all to use:

[sblock=Elistina Milltall - example]Elistina Milltall

Ely (pronounced Elee) or simply El

Lawful Neutral Female Whisper Gnome Conjurer 3 / Master Specialst 2 / Incantatrix 7

Patron Deity: Mystra

EXP: 66,000


Strength 8 (-1) [10 base] - 2 [racial]
Dexterity 16 (+3) [14 base] + 2 [racial]
Constitution 20 (+5) [14 base] + 2 [racial] + 4 [item]
Intelligence 25 (+7) [18 base] + 3 [level] + 4 [item]
Wisdom 8 (-1) [8 base]
Charisma 6 (-2) - 2 [racial]


Size: Small
Age: 73
Height: 3' 9"
Weight: 36 lb
Eyes: Soft grey
Hair: Auburn
Skin: Light grey

[sblock=Appearance]Elistina is tall for a Whisper Gnome, but still quite short when compared to the bigger races. She is very slender, almost dry in build, with a nearly unnoticeable grey complexion of her skin, characteristic of her family. She is a very quiet person and mostly keeps to herself, busy with her studies or work for the Sisterhood.

Her grey eyes are soft and somewhat absent, and the only noticeable feature of her appearance is her shiny auburn hair, that is commonly kept wrapped in a tight bun, although sometimes El may choose to fashion it in the double-bun style, common for younger Gnome women.

Her voice is calm, soft and never loud, and her manners are reserved and calculated. Usually Elistina wears green or brown dresses with high collars and long skirts, and apart from her magical items, wears a few trinkets of jewelry that has sentimental value to her alone. If one looks closely, they will be able to notice a piercing in the form of a tiny silver ball on her right nostril.[/sblock]


Total Hit Points: 86

Speed: 30 feet

Armor Class: 13 = 10 + 3 [dexterity] + 1 [size] - 1 [flaw] + 4 dodge vs giants [racial]
Touch AC: 13
Flat-footed: 10

Caster Level: 12
Spell DC: 10 + Spell Level + 7 (Int)

Initiative modifier: + 7 = 3 [dexterity] + 4 [feat]
Fortitude save: + 11 = 3 [base] + 5 [constitution] + 3 [item]
Reflex save: + 9 = 3 [base] + 3 [dexterity] + 3 [item]
Will save: + 13 = 11 [base] - 1 [wisdom] + 3 [item]
Attack (handheld): + 3 = 5 [base] + 1 [size] - 1 [strength] - 2 [flaw] + 1 vs kobolds/goblinoids [racial]
Attack (missile): + 9 = 5 [base] + 3 [dexterity] + 1 [size] + 1 vs kobolds/goblinoids [racial]
Grapple check: - 2 = 5 [base] - 1 [strength] - 4 [size] - 2 [flaw]

[sblock=Special]Low-Light Vision (Ex)
Darkvision 60 ft. (Ex)
Silence (SLA) 1/day, centered on self, CL1, DC: 12
Abrupt Jaunt (SLA) 3+7/day
Cooperative Metamagic (Su) 3+7/day
Metamagic Effect (Su) 3+7/day
Metamagic Spell Trigger (Su)
Sieze Concentration (Su)
Instant Metamagic (Su)[/sblock]

Weapon proficiency: club, dagger, heavy crossbow, light crossbow, quarterstaff, Weapon Familiarity: Gnome hooked hammer

Languages: Common, Gnome, Terran, Draconic, Celestial, Abyssal, Infernal


[sblock=Feats]Improved Initiative (free)
Extend Spell (lvl 1)
Spell Focus: Conjuration (UA flaw)
Empower Spell (UA flaw)
Repeat Spell (CAr) (lvl 3)
Skill Focus (Spellcraft) (free)
Iron Will (Otyugh's Hole - CS)
Arcane Thesis: Enervation (lvl 6)
Quicken Spell (Incantatrix bonus)
Split Ray (CAr) (lvl 9)
Persistent Spell (CAr) (Incantatrix bonus)
Chain Spell (CAr) (lvl 12)
Craft Contingent Spell (Incantatrix bonus)
[/sblock]

[sblock=Skills]Appraise + 7 = 7 [Int]
Balance + 5 = 2.5 [base] + 3 [Dex]
Bluff - 2 = - 2 [Cha]
Climb - 1 = - 1 [Str]
Concentration + 20 = + 15 [base] + 5 [Con]
Craft + 8 = 8 [Int]
Craft (Drawing) + 14= 7 [base] + 7 [Int]
Diplomacy - 2 = -2 [Cha]
Disguise - 2 = -2 [Cha]
Escape Artist + 3 = 3 [Dex]
Forgery + 8 = 8 [Int]
Gather Information - 2 = -2 [Cha]
Heal + 6 = 7 [base] - 1 [Wis]
Hide + 11 = 3 [Dex] + 4 [size] + 4 [racial]
Intimidate - 2 = - 2 [Cha]
Jump - 1 = -1 [Str]
Knowledge (Arcana) + 22 = 15 [base] + 7 [Int]
Knowledge (The planes) + 22 = 15 [base] + 7 [Int]
Knowledge (Religion) + 15 = 8 [base] + 7 [Int]
Knowledge (Nature) + 15 = 8 [base] + 7 [Int]
Listen + 1 = - 1 [Wis] + 2 [racial]
Move Silently + 7 = 3 [Dex] + 4 [racial]
Ride + 3 = 3 [Dex]
Search + 7 = + 7 [Int]
Spot + 1 = - 1 [Wis] + 2 [racial]
Sense Motive - 1 = - 1 [Wis]
Spellcraft + 27 = 15 [base] + 7 [Int] + 3 [feat] + 2 [synergy] + 2 to learn Conjuration spell [class]
Survival - 1 = - 1 [Wis] + 2 / above ground [synergy] + 2 / other planes [synergy]
Swim - 1 = - 1 [Str]
Use Rope + 3 = 3 [Dex]
Tumble + 3 = + 3 [Dex]
[/sblock]


[sblock=Spells]Known Spells:
0 level: all
1 level: (3 + 4 Int + 2lvl):
2 level: (4 lvl):
3 level: (4 lvl + 2 Conjuration):
4 level: (4 lvl + 2 Conjuration):
5 level: (4 lvl + 2 Conjuration):
6 level: (4 lvl + 2 Conjuration):

Spells/Day
0 level: 4+1 = + 1 Conjuration
1 level: 6+1 = 4 + 2 [Int] + 1 Conjuration
2 level: 6+1 = 4 + 2 [Int] + 1 Conjuration
3 level: 6+1 = 4 + 2 [Int] + 1 Conjuration
4 level: 5+1 = 3 + 2 [Int] + 1 Conjuration
5 level: 4+1 = 3 + 1 [Int] + 1 Conjuration
6 level: 3+1 = 2 + 1 [Int] + 1 Conjuration

Prepared spells:

0 level:
1 level:
2 level:
4 level:
5 level:
6 level:
[/sblock]


[sblock=Level Advancement]
1: Conjurer

HP: 6 (4+2)

Saves: Fort: +0, Ref: +0, Will: +2
BAB: +0

Skills (2 + Int): Concentration + 4, Knowledge (Arcana) +4, Knowledge (The planes) +4, Knowledge (Religion) +4, Knowledge (Nature) +4, Spelllcraft + 4

Gain:
Scribe Scroll
Wizard spellcasting
Summon Familliar
7 first level spells

Trade:

Banning Evocation (Conjurer)
Banning Enchantment (Conjurer)
Summon Familliar for Abrupt Jaunt (PHBII)
Scribe Scroll for Improved Initiative (UA)
Noncombatant flaw (UA) for extra feat
Vulnerable flaw (UA) for extra feat

Feats: Improved Initiative (free), Extend Spell (lvl 1), Spell Focus: Conjuration (flaw), Empower Spell (flaw)
2: Conjurer

HP: 4 (2+2)

Saves: Fort: +0, Ref: +0, Will: +3
BAB: +0

Skills (2 + Int): Concentration + 5, Knowledge (Arcana) +5, Knowledge (The planes) +5, Knowledge (Religion) +5, Knowledge (Nature) + 5, Spelllcraft + 5

Gain:
2 first level spells
3: Conjurer

HP: 4 (2+2)

Saves: Fort: +1, Ref: +1, Will: +3
BAB: +1

Skills (2 + Int): Concentration + 6, Knowledge (Arcana) +6, Knowledge (The planes) +6, Knowledge (Religion) +6, Knowledge (Nature) + 6, Spelllcraft + 6

Gain:
2 second level spells

Feats: Repeat Spell (CAr) (lvl 3)
4: Master Specialist (Conjuration) (CM)

HP: 4 (2+2)

Saves: Fort: +1, Ref: +1, Will: +5
BAB: +1

Skills (2 + Int): Concentration + 7, Knowledge (Arcana) +7, Knowledge (The planes) +7, Knowledge (Religion) +7, Knowledge (Nature) + 7, Spelllcraft + 7

Gain:
2 second level spells
Skill Focus (Spellcraft)
+ 1 Int

Feats: Skill Focus (Spellcraft) (free)
5: Master Specialist (Conjuration) (CM)

HP: 4 (2+2)

Saves: Fort: +1, Ref: +1, Will: +6
BAB: + 2

Skills (2 + Int): Concentration + 8, Knowledge (Arcana) +8, Knowledge (The planes) +8, Knowledge (Religion) +8, Knowledge (Nature) + 8, Spelllcraft + 8

Gain:
2 third level spells
1 third level Conjuration spell
Expanded Spellbook

Feats: Iron Will (Otyugh's Hole - CS)
6: Incantatrix (PG)

HP: 4 (2+2)

Saves: Fort: +1, Ref: +1, Will: +8
BAB: + 2

Skills (2 + Int): Concentration + 9, Knowledge (Arcana) +9, Knowledge (The planes) +9, Spelllcraft + 9, Craft: Drawing +1, Heal +1

Gain:
2 third level spells
1 third level Conjuration spell
Bonus metamagic feat, Focused study

Trade:
Banning Illusion (Focused study)

Feats:

Arcane Thesis: Enervation (lvl 6)
Quicken Spell (Incantatrix bonus)
7: Incantatrix (PG)

HP: 4 (2+2)

Saves: Fort: +1, Ref: +1, Will: +9
BAB: + 3

Skills (2 + Int): Concentration + 10, Knowledge (Arcana) +10, Knowledge (The planes) +10, Spelllcraft + 10, Craft: Drawing +2, Heal +2

Gain:
2 fourth level spells
1 fourth level Conjuration spell
Cooperative metamagic
8: Incantatrix (PG)

HP: 4 (2+2)

Saves: Fort: +1, Ref: +1, Will: +9
BAB: + 3

Skills (2 + Int): Concentration + 11, Knowledge (Arcana) +11, Knowledge (The planes) +11, Spelllcraft + 11, Craft: Drawing +3, Heal +3, Balance (CC) + 0.5

Gain:
2 fourth level spells
1 fourth level Conjuration spell
Metamagic effect
Int + 1
9: Incantatrix (PG)

HP: 4 (2+2)

Saves: Fort: +1, Ref: +1, Will: +10
BAB: + 4

Skills (2 + Int): Concentration + 12, Knowledge (Arcana) +12, Knowledge (The planes) +12, Spelllcraft + 12, Craft: Drawing +4, Heal +4, Balance (CC) + 1

Gain:
2 fifth level spells
1 fifth level Conjuration spell
Bonus metamatic feat

Feats:
Split Ray (CAr) (lvl 9)
Persistent Spell (CAr) (Incantatrix bonus)
10: Incantatrix (PG)

HP: 4 (2+2)

Saves: Fort: +1, Ref: +1, Will: +10
BAB: + 4

Skills (2 + Int): Concentration + 13, Knowledge (Arcana) +13, Knowledge (The planes) +13, Spelllcraft + 13, Craft: Drawing +5, Heal +5, Balance (CC) + 1.5

Gain:
2 fifth level spells
1 fifth level Conjuration spell
Metamatic spell trigger
11: Incantatrix (PG)

HP: 4 (2+2)

Saves: Fort: +3, Ref: +3, Will: +11
BAB: + 5

Skills (2 + Int): Concentration + 14, Knowledge (Arcana) +14, Knowledge (The planes) +14, Spelllcraft + 14, Craft: Drawing +6, Heal +6, Balance (CC) + 2

Gain:
2 sixth level spells
1 sixth level Conjuration spell
Sieze concentration
12: Incantatrix (PG)

HP: 4 (2+2)

Saves: Fort: +3, Ref: +3, Will: +11
BAB: + 5

Skills (2 + Int): Concentration + 15, Knowledge (Arcana) +15, Knowledge (The planes) +15, Spelllcraft + 15, Craft: Drawing +7, Heal +7, Balance (CC) + 2.5

Gain:
2 sixth level spells
1 sixth level Conjuration spell
Bonus metamagic feat
Instant metamagic 1/day
Int +1

Feats:
Chain Spell (CAr) (lvl 12)
Craft Contingent Spell (Incantatrix bonus)
[/sblock]

[sblock=Whisper Gnome]+2 Dexterity, +2 Constitution, –2 Strength, –2 Charisma: Whisper gnomes are agile and tough, but they are Small and therefore not as strong as larger humanoids. Their quiet nature also leads to a lack of personal presence.

Small: As a Small creature, a whisper gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

Whisper gnome base land speed is 30 feet, despite their size.

Low-Light Vision: A whisper gnome can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Darkvision: Whisper gnomes can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and whisper gnomes can function just fi ne with no light at all.

Weapon Familiarity: Whisper gnomes treat gnome hooked hammers as martial weapons rather than exotic weapons.

+1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears): Like their more common cousins, whisper gnomes battle these creatures frequently and practice special techniques for fighting them.

+4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that whisper gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flatfooted, it loses its dodge bonus, too.

+4 racial bonus on Hide and Move Silently checks: Whisper gnomes have an uncanny knack for stealth.

+2 racial bonus on Listen and Spot checks: Whisper gnomes have keen eyes and ears.

Spell-Like Abilities: 1/day—silence (must be centered on whisper gnome’s body). A whisper gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—ghost sound, mage hand, message. Caster level 1st; save DC 10 + whisper gnome’s Cha modifier + spell level.

Favored Class: Rogue. The best multiclass choices for whisper gnome rogues are fi ghter, ranger, and cleric. A fair number of whisper gnome wizards and sorcerers become arcane tricksters.

Racial Feats: The Extra Silence and Silencing Strike feats can be taken by whisper gnome characters.
[/sblock]

Light load: 20 lb. or less
Medium load: 20-40 lb.
Heavy load: 41-60 lb.
Lift over head: 60 lb.
Lift off ground: 120 lb.
Push or drag: 300 lb.

[sblock=Equipment]Circlet of Rapid Cating, + 4 INT 15,000 + 16,000 gp. (MIC)
Amulet of Health + 4 16,000 gp.
Cloak of Resistance + 3 9,000 gp.
Ring of Feather Falling 2,200 gp.
Heward's handy haversack 5 lb. 2000 gp.
Heward's Fortifying Bedroll 2 lb. 3000 gp. (CM)
Wand of Benign Transposition 1 lb. 750 gp. (SC)
Wand of Protection from Evil 1 lb. 750 gp.
Wand of True Casting 1 lb. 750 gp. (CM)
Rod of Metamagic Silent 1 lb. 3000 gp.
Blessed Book 1 lb. 12,500 gp.

Entry for Otyugh's Hole: 3000 gp.

83950

Backpack 2 lb 2 gp

Canvas (sq. yd.) x 9 5 lb 5 sp
Case 1/2lb 1 gp
Artisan's Tools 9/10 5 lb 5 gp

Ink (1 oz. vial) 8 gp
Inkpen 1 sp
Paper (sheet) x 4 2 gp

Pouch, belt 1/2 lb 1 gp
Rations, trail 5 lb 2 gp (6 days left)
Flint and steel 1 gp

Sewing needle 5 sp
Waterskin 4 lb 1 gp
Spell component pouch 2 lb 5 gp
_____
Total:


GP on person:

Starting gold 88,500
[/sblock]

[sblock=Background]
...
[/sblock]

[/sblock]

So what this allows is for an at a glance view of everything a character has or can offer the group. A knowledge of when what was gotten, which also means you won't miss out on any class features when mixing it up for 20 levels. The bonuses to all the skills, broken down to (base - ranks invested) + ability mods + items + feats + synergies means you will always be able to know which skill has how many ranks and why. And when you get an epic cloac of Charisma +10 you can immediately apply the changes to the Cha mod bonus to all the cha skills.

Stating any non SRD sources makes it that much easier for your DM to pop up the book and look the thing up, if he/she doesn't know what that specific item/feat/class feature does. Especially good with mulitpel PRCs that have different entry requirements.

The colours and sblock tabs are just for it looking neat and pretty. Yes i know that making a 20th level char is a lot of work, but trust me doing it level by level is much better unless you go straight vanilla with only 1 class (if you do that I'll allow for no level progression, as it's published in the SRD and I can look it up) To get it the way it is now, quote my post and copy everything from the first sblock to the last one :) I've also attached it to this post with all the necessary code to make it work as it is, you can edit the relevant info and paste it back to ENworld if you like (of course, you have to add the remaining 8 levels in the progression, as El is a 12th lvl char)

And with that I'm oficially closing the recruitment for this game!
 

Attachments

  • enworlds heet.txt
    17.1 KB · Views: 77
Last edited:

grufflehead

First Post
Thanks for the reply M&L but I wouldn't close the recruitment quite yet as I'm not sure if I'm in now. I don't have ToB, and one of the reasons for suggesting an alternative source that I do have is that having scanned the Completes and a couple of other books I've been able to borrow there's nothing I'm either a) that interested in playing or b) or that I know enough about to be able to say whether I'll be able to bridge the huge Tier gap if all I'm going to be doing is standing around getting beat on all day.

I'll have to go and have another look so if someone pitches you an idea I'd go with it - I can always watch from the cheap seats.
 


grufflehead

First Post
Honestly, don't worry if you want to keep it to official sources. My inexperience with pbp and game etiquette/conventions I'm afraid - I just read 'all 3.5 sources' without checking what you meant first so my fault. I've never been sure of how individual GMs view 'homebrew'; I usually think of it as something the player has created themselves, rather than just 'non-WotC' material. Sorry for disrupting the thread.
 




ethandrew

First Post
I may also find myself unable to pass muster, so to speak, so if I don't get my character in, don't hold up the game on my account.

If you have difficulties putting something together, let me know, I can whip something up for you and you can peruse it, tweak it however you need.

ALL, I'm not sure what I should be running. We could use a skill-monkey and we could use a non-necromantic arcanist, I can try to whip up something that encompasses both, or one or the other. Thoughts? Opinions?
 

Remove ads

Top