DnD 3.5 (Eberron) Elemental Evil, the Return


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Sorry about the link, to be honnest I just wanted to post it real quick to try and get a slot I will type it up now. As far as changing up my diety no problem. Any chance you could list Domains for the good gods so I can get those set, thanks.


Edit: Typed out character in post #33. For now I have left alignment and diety blank, I will do some research on the Eberron pantheon and elven backgrounds and get that updated shortly.
 
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Woot, one completed entry... Presenting Narfel, halfling druid/totemist and his wolf companion Grey Fang

[sblock="BG"]
Items lost = two amulets of natural attack +1

foil=Crag, a half orc ranger who sees nothing wrong with exploiting nature for all its worth. Crag is actually a very pleasant person to talk with, despite his crusty appearance and the two well worn axes he carries. Something that does not make Narfel's job any easier when it comes to convincing people to work in harmony with nature.

went well=Once they had to chase some goblins out of some abandoned mines. A place where Narfel's small size came in great handy. But his real victory here was in convincing a local business man that minning ore would be more profitable than tree cutting. Thus securing his purchase of a large swath of forest left to nature, in return for their help clearing the mines.

flubbed= When Captain Lanner wanted adventurers to help salvage an artifact, Narfel was remembered from a report saying he spoke out against the war. Not wanting to listen to the fact he later joined up to
defend Breland, the Captain give the job to their rivals out of pure spite

Narfel is an averaged sized but thin halfling of fairly young years. He has brown wavy hair and grey eyes and paints three blue stipes horizontally accros each cheek toward his ears that almost look a bit like whiskers. Grey Fang is a stocky older wolf with some whitish/grey in his muzzle and blue eyes.

He is interestingly enough a "suburban druid" equally at home in towns and wilderness - ooc: making him what a druid/yuppie druppie? lol... He seeks balance between man and nature views it as his duty to see that both live in harmony.

At first, during the last war, he was against it, and refused to help fan the flames of chaos and entropy. But, when it quickly became apparent that his home area would suffer at the hands of invaders, he knew he had to chip in and so he joined some of his friends in helping defend their country of Breland.

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Code:
Name: Narfel
Race: Halfling
Class: Druid 2, Totemist 2 (Incarnium)
Size: Small
Gender: Male
Alignment: Neutral Good
Deity: NA
Domains: NA

Str:  7  -2     Char Level: 4     XP: ?
Dex:  16 +3     BAB: +2           HP: 42
Con:  14 +2     Adj BAB: NA       Temp HP: NA
Int:  12 +1     Grapple:          Dmg Red: NA
Wis:  16 +3     Speed: 20'        Spell Res:  NA
Cha:  12 +1     Init: +3          Spell Save: NA
                ACP: ?            Spell Fail: NA


[sblock="ability gen"]
http://invisiblecastle.com/find.py?a=show&id=1220503
Leveling: +1 Dex, +1 Cha
Halfling: +2 Dex, -2 Str

HP: max first 4 levels + 1/2 there after
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Code:
                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              16    +2    +0    +3    +1    +0   +0    +6
Touch: 12          Flatfooted: 14
*+2 deflection vs evil

                         Base   Mod  Misc  Total
Fort:                     +6    +2   +1    +9
Ref:                      +3    +3   +1    +7
Will:                     +3    +1   +1    +5
*+1 vs evil sources i.e. critters/effects

Weapon              Attack     Damage   Type  Critical   Notes
Manticore spikes    +7         d6-1      P     20         30' range inc, 1 spike per esentia invested
                                                         +1 AB, +1 DMG, <= 30'
                                                         +1 magic bonus ab/dmg if magic fang cast


Grey Fang - Wolf animal companion
Hd: 4, hp: 26, AC*: 19 (+3 Dex, +4 natural), touch 13, flat-footed 18
+2 deflection bonus vs evil
Attack: Bite (trip)  Bite +5 melee (1d6+2) plus trip 
        Tail Spikes  +6 ranged, 30' increment, 1 per essentia, d6+1
         --- +1 AB,+1 dmg point blank <=30', magic ang +1 AB, +1 Dmg
Fort +6, Ref +7, Will +0
S: 14, D:16, C:15, I:2, W:12, C:6
Feats: Track, Weapon Focus(bite), point blank shot
Skills: Stealth +6, Notice +4, Survival +2(+6 track by scent)
SQ: Link, Low Light Vision, Share Spells, Evasion, +2 bonus tricks
Leather Barding

[sblock="Spells/Abilities/Ongoing effects"]
Abilities:

Soulmelds: (default 2/3 essentia to invest)

Blink Shirt [heart] 10' dimension door (+0 ess) +10' per essentia, std action/end turn
Manticore Spikes [totem,waist] (+2 ess) tail launches 2, d6 spikes, 30' range increment
+2 per essential jump/spot
Lamasu Mantle [shoulders] (+1 ess) +2 defection vs evil, +1 saves as well per ess

Spells:

0th: DC 13 Save
_Create Water
_Cure minor wound
_Detect Magic
_Light 20 minutes

1st: DC 14 Save
_Magic Fang(SRD) - 2 minutes duration
_Vigor, lesser(SC) - fast healing 1 for 12 rounds
_Vigor, lesser(SC) - fast healing 1 for 12 rounds

[/sblock]

[sblock="Class/Race stuff"]
Halfling

* +1 Saves
* +1 Thrown weapons

Druid (SRD)

* Wild Empathy +5
* Animal Companion (Wolf)
* Nature Sense
* Woodland Stride

Totemist(Magic of Incarnium)

* Wild Empathy (Dup, but get +2) +5
* 3 soulmeld
* 2 essentia [3 with feat]
* 1 binding: totem slot
* low light vision [racial substitution level - halfling totemist]

[/sblock]

[sblock="Equipment"]
Items:

Travlers Clothes with cloak
Leather Armor

Leather barding - Softstride
Saddle
2 Saddle packs

10 Gp

[/sblock]


[sblock="skills/languages"]
Code:
Languages: Common, Druidic, Draconic, Halfling

Skill         Rank Adjustments  	Total
Diplomacy     7    +1 cha,     		+8
Heal          2    +3 wis,              +5
Handle Animal 5    +1 cha,      	+6
Know: Nature  1    +1 int,      	+2
Notice        7    +3 wis, +4 meld   	+14   
Ride          4    +3 dex,      	+7
Survival      4    +3 wis,      	+7
Stealth       2    +3 dex, +4 size, +2  +11
[/sblock]

[sblock="feats"]
Feats

1 Point Blank Shot
1 Precise Shot
2 Share Soul Meld (magic of incarnium)(with companion/familiar)
3 Natural Bond (Complete adventurer) +3 levels for determining animal companion's abilities
4 Incarnium Fortified Body +2 hp per incarnium feat, +1 essentia
[/sblock]
 
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Fenris, you have Narfel with two soulmelds shaped on his waist. (Soulmelds bound to Totem Chakra still occupy their usual spot, they just don't close it to magic items)
 

Scribbler said:
Fenris, you have Narfel with two soulmelds shaped on his waist. (Soulmelds bound to Totem Chakra still occupy their usual spot, they just don't close it to magic items)

Hmm, re-reading the totemist... you are correct. fixed.
 

Cleric Domains added in POST 70.

Also, in Eberron not all clerics are priests and not all priests are clerics. Clerics are more like the martial holy warriors of their churches. Also, I think that a cleric's alignment has nothing to do with his god's alignment... I think. In Eberron the gods could care less about who's using thier power and what's going on in the world.
 

Though, I beleive the Aura ability makes Clerics APPEAR to be of their patron's alignment according to Detect Evil and the like, no matter what their true alignment.

Makes for some way cool intrigue.
 


Shaping up to be a very non-human party. Would you still like the party to name your warforged, Scribbler? Seems like you might have better luck with that once the party is actually set and those guys can take a vote. :)
 

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