Demon Hunters of Karameikos (Closed)


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Hmm we have six. I was going to leave the recruiting open, but since it took everyone a few days to respond, its not like Ive slammed the door shut on anyone. So Im going to close the recruiting.

What Id like is to have everyones PC's by this coming Friday the 26th. I know creation can drag on- if you feel you cant meet the deadline just let me know ( note from your parents optional )

Questions.. here hopefully are some answers. I thought everyone had UA. :D Thanks to OGC heres skill and weapon group info:

1. Prestige Classes: Right now all the DMG Prcs except the Red Wizard are allowed.

2. Improving Level based skills: There are fewer ways to improve skills- skill focus and feats like alertness are really the only way. Racial modifiers and skill synergy still apply. Skills that cant be used untrained cannot obviously be used if they are cross class skills.

For those of you who dont have AU the formula for skill checks is this:
Class Skills: 1d20+ character level + modifiers
cross class skills:1d20 + modifiers

Your average skill check may be less, but it improves obviously as you level. You also have a wider range of skills since you gain all the skills of your class.

3.There are no ranks. However for purposes of feats, PRcs etc- it is assumed you have the max ranks in a class skill and none in cross class.

4. Adding Class Skills: There are a few ways to add cross class skills. Multiclassing allows you to gain the skills of that class that you dont have.

If intelligence is increased when levelling, you can pick a cross class skill as a class skill.

The skill knowledge feat allows you to pick any 2 cross class skills as class skills.

5. Humans and Item Familiars: Humans gain the skill knowledge feat at first level in lieu of the skill points. They can choose 2 cross class skills and add them to class skills.

For player with an item familiar, the familiar has the skill knowledge feat in lieu of skill synergy at 1st level. The items owner can choose 2 skills to add to his or her class list.The item "lends" these skills to the owner. if the item is lost or seperated from the owner he looses the items skills as class skills.

6. Weapon Groups:

Weapon group proficiencies by class, taken at first level:

Barbarian basic group plus any other 3
Bard basic plus any other 2
Cleric basic plus any other 2
Druid basic plus either druid weapons or spears
Fighter basic plus any four. Also, Weapon group (any) is added to Fighters list of bonus feats.
Monk basic weapons plus any other one.
Paladin basic plus any other 3
Ranger basic plus any other 3
Rogue basic plus any other 2
Sorcerer basic plus either spears or crossbows
Wizard basic or crossbows

For Paragon levels taken at first level:
Dwarf treat as fighter
Elf treat as ranger
gnome treat as bard
halfling treat as rogue
half orc treat as barbarian
human treat as fighter ; for adaptive skill add one cross class skill to class skill.

When multiclassing, add one weapon group when a new class is taken.


Racial favored weapons and groups:
Dwarf:Any dwarf who has weapon group axes is also proficient with the dwarven waraxe (for one handed use) and dwarven urgosh.

Elf: All elves automatically have weapon group bows and either Weapon group (heavy blades) or WG (light blades)

Gnomes: Any gnome who has WG (picks and hammers) is also proficient with the gnome hooked hammer.

Weapon Groups by Type:

Axes: handaxe, battleaxe,greataxe, and dwarven waraxe(2 handed use)

Basic: club,dagger, quarterstaff

Bows:shortbow,longbow,composite short and longbow.

Claw Weapons: punching dagger, spiked guantlet.

Crossbows: heavy, light, repeating light and havey crossbows

Druid Weapons: club,dagger,dart,quarterstaff,scimitar,sickle,shortspear,sling, spear

Exotic double weapon: this feat gives profeciency in the exotic double weapon associated with groups you already have. Examples-

axes: orc double axe, dwraven urgosh (non dwarves must also have WG: spears and lances)

Picks and Hammers: (non gnomes) gnome hooked hammer


Exotic weapon: this feat gives profeciency in the exotic weapon associated with groups you already have.Examples-

Axes: dwarven waraxe(one handed use)

Flails and chains:spiked chain, whip

Heavy Blades: bastard sword (one handed use)

Light Blades: kukri

Slings and thrown wepaons:bolas, shuriken



Flails and Chains:light flail and heavy flail

Heavy Blades:longsword, greatsword, falchion, scimitar,and bastard sword (2 handed use)

Light blades:dagger, punching dagger, rapier, shortsword

Maces and Clubs: club, light mace, heavy mace, greatclub, quarterstaff, sap

Monk Weapons: kama, nunchaku, quartestaff, sai,shuriken, and siangham

Picks and Hammers: light and havey pick, light hammer, warhammer, scythe

Polearms:glaive, guisarme, halbred, and ransuer

Slings and thrown weapons: dart and sling

Spears and lances: javelin, lance,longspear, shortspear, and trident

As always let me know any complaints questions, etc..
 
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Zerth said:
In addition to high elf traits:

- +2 Str, -2 Int
- Favored Class: Ranger
Thanks. currently writing up the character.

Can anyone recommend a good bloodline for a Callarii Elf, probably a druid class? I was thinking of silver dragon.

driver8--did you drop your requirement to use intermediate bloodlines?
 

Should we non-UA familiar players worry about the bloodline thing?

I'd be curious to see someone elses PC written up before I finish up mine. Shall we just post them here? Do we get standard starting gold for our level? If so, remind me what that is.
 

Manzanita said:
Should we non-UA familiar players worry about the bloodline thing?

I'd be curious to see someone elses PC written up before I finish up mine. Shall we just post them here? Do we get standard starting gold for our level? If so, remind me what that is.

The bloodline and paragon classes are optional.Both give bonuses to players who take them but at the expense of a class level. So players who dont take them arent at a disadvantage. Same goes for traits and flaws-there is a negative for each benefit gained.

Starting gold is 16,000 no single piece of equipment to excedd 4,000 in value.

Feel free to post the characters here-Ill put up a rogues gallery later.
 
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johnsemlak said:
Thanks. currently writing up the character.

Can anyone recommend a good bloodline for a Callarii Elf, probably a druid class? I was thinking of silver dragon.

driver8--did you drop your requirement to use intermediate bloodlines?

Yes a player can take any degree of bloodline, minor, intermediate, or major. They must of course adhere to the requirements for the bloodline level for each type of bloodline.
 
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Starting gold is mentioned in the first post. 16,000 gp and no single item more than 4,000 gp.

Edit: driver8 was quicker than me...
 
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I expect my PC to be a rogue/barbarian multiclass. I assume his weapon prof would be as the superior class, i.e. base +3. Correct?

Sorry about not reading the first post carefully enough. I need to review the world material & update my background too.
 

Manzanita said:
I expect my PC to be a rogue/barbarian multiclass. I assume his weapon prof would be as the superior class, i.e. base +3. Correct?

Sorry about not reading the first post carefully enough. I need to review the world material & update my background too.

For multiclass, you gain the proficiencies of your first at first level. For each additional class you may pick 1 additional weapon group.

Also, feats that would be for individual weapons are now applied to groups. Heres a sample fighter using the variant skills and weapon groups:


Morgan Ironwolf
Level 7 Fighter
Human Male

STR 15 +2
DEX 14 +2
CON 12 +1
INT 14 +2 (increased at 4th lvl)
WIS 10 0
CHA 8 -1

HP 67 (20+40+7)
Fort +6 Ref +4 Will +2
BAB +7/+2

Weapon Group Proficiencies:Basic,Heavy Sword,Light Sword, Bows, Axe
Proficient with all armor and shields

Feats:
Skill Knowledge (Human Bonus)
Alertness
Endurance
Power Attack
Cleave
Weapon Focus (Heavy Sword Group)
Weapon Specialization (Heavy Sword Group)
Dodge
Quick Draw

Skills:
Climb +9 (+2 str)
Craft +9 (+2 int)
Handle Animal +6 (-1 cha)
Intimidate +6 (-1 cha)
Jump +9 (+2 str)
Ride +11 (+2 dex+2 Handle Animal synergy)
Swim +9 (+2 dex)
Search (skill knowledge added skill) +9 (+2 int)
Listen (skill knowledge added skill) +9 (0 wis +2 Alertness feat)

Heal +7 ( 0 wis,added when INT was increased)
 
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