DnD 3.5 - Valley of the Dead

Where are the rules for combining a Holy Symbol with another item? I don't remember reading them. Even so, a Lesser Metamagic rod costs 3000, and a Silver Holy Symbol costs 25 gp.

Don't know where I came up with that it should be 3,025gp and maybe weigh a little more because a rod would. No rule I know of I thought I asked if would be ok to and "ACTS" as a metamagic rod to the holy symbol to add flavor to the item and it makes it more important to the character

If there is an extra price for adding a Holy Symbol to an item, then your Gauntlets of Dex + 2 with the in-built Holy Symbol should be more expensive. If not, then your Rod should be cheaper :)

You said after the first check that maybe I should have more than one holy symbol, I think I then asked if it would be ok to have it part of Kye's armor. The metal guantlents already had eyes on them I though it be kool one time to raise his hand in the air and turn undead again just flavor: btw I picture the Gloves of Dex being worn under his armored guantlets.

Also, i think all the stated prices are correct, but your total is 25,985,6 not 26,008gp, 6sp

Could you double check your prices and totals for me? (this is like the most tedious thing to do :/)

Done and found out I paid to little for my scroll as well. I now have money spent as 25,632gp and 6sp which leaves me with 1,028 gp unspent or listed??

BTW how attached is Kye to Yasaderian? Would he give it up in favor of a stronger, but evil-aligned weapon? :devil:

I have started a story as to how Kye came about Yasaderian, and was planning on telling a little at a time. Kye would not 'give up' the blade but would use one if his was lost or stolen. I was planning on asking that instead of a different weapon later in the campaign if Kye could 'discover' new abilities from Yasaderian


HM
 

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No problem for the Holy Symbol combinations, just add 25 GP to whichever metal item can take up a Silver Holy Symbol on it.

I like Yasaderian's name and i like how Kye is attached to the weapon. It will either get a boost from Helm himself, it will be enchanted by a powerful caster or it will even become sentient and upgrade itself. Don't worry i've given it thought.

List the GP that Kye has in his purse, he can spend more in Angelwatch if he wants.
 




Hello folks. I’ve talked with Myth a bit through PMs and offered to join in, to replace one of your MIA members. I’ve thrown together a semi-skill monkey character to work with the lot of you. I think all of you know me in one form or another (since I know a couple of you are active at Crazy Monkey’s Asylum, where I have the same screen name), but if you want to look at some of my involvement, here are two games: The First and Off To War: Spider‘s Path. :)

Okay Myth, here’s my rough build-so-far for the human character I’m working on. And for the HR about LA 0 races getting a skill-based feat, I'd probably go with Alertness, Stealthy or Nimble Fingers. Not settled on that yet...

EDIT:
I revised my character idea partially. I plan to go with a Halfling instead of Human. The Human bonus feat was mostly just extra and unnecessary, while Halfling gets me a little Dexterity and Small size modifiers. Plus, it would be interesting to be a rather atypical Halfling. Here is the revised, level-by-level progression from 1-20, with sources listed.
(Rogue class is the standard from Player’s Handbook, while the Incarnate and Umbral Disciple are both from Magic of Incarnum.)

CL 1: Rogue 1: Sneak Attack +1d6, Trapfinding, Feat: Improved Initiative (PHB)
CL 2: Incarnate 1: Aura, detect opposition
CL 3: Incarnate 2: Chakra Bind (crown), Feat: Dodge
CL 4: Incarnate 3: Expanded Soulmeld Capacity +1, Incarnum Radiance 1/day
CL 5: Rogue 2: Evasion
CL 6: Umbral Disciple 1: Sept Knowledge, Step of the Bodiless, Feat: Weapon Finesse (PHB)
CL 7: Umbral Disciple 2: Sneak Attack +1d6 (total 2d6)
CL 8: Umbral Disciple 3: Embrace of Shadow
CL 9: Rogue 3: Sneak Attack +3d6 total, Feat: Acrobatic Strike (Player’s Handbook 2)
CL 10: Umbral Disciple 4:
CL 11: Umbral Disciple 5: Sneak Attack +4d6 total
CL 12: Umbral Disciple 6: Feat: Mobility (PHB)
CL 13: Umbral Disciple 7: Sight of the Eyeless
CL 14: Umbral Disciple 8: Sneak Attack +5d6 total
CL 15: Umbral Disciple 9: Soulchilling Strike, Feat: Spring Attack (PHB)
CL 16: Umbral Disciple 10: Kiss of the Shadows
CL 17: Rogue 4: Uncanny Dodge
CL 18: Incarnate 4: Chakra Bind (feet, hands), Feat: Open Greater Chakra (waist) (Magic of Incarnum)
CL 19: Incarnate 5: Rapid Meldshaping 1/day
CL 20: Rogue 5: Sneak Attack +3d6 (total 6d6)


After that, I’d stick with a mix of Umbral Disciple, Rogue and Incarnate from then onwards.

As for characterization, I see him as something akin to a monk or priest, but he’s not above getting his hands dirty to make the world safer. Over time, he has seen and confronted various outer threats, as well as temptations and his own capacity for cruelty, which he has come to accept as a part of himself. He uses his “inner darkness” to sharpen his other abilities and strike at things far worse, hence him responding to the undead problem of Angelwatch.

That’s just my rough idea. If anything in the characterization or build is unacceptable, let me know and I’ll change it. I look forward to joining up with you folks! :)
 
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Darn it i had written an update and lost it by accident. But it's too late here (4.40 AM) anyway, so i'm going to bed and will update tomorrow. Plus this gives time to VV if he wants to have Thok say something deep and profound.

Dragonwriter welcome on board, you can start preparing your sheet. Please use the format i have requested here is an example sheet: Lora.

If you plan using items from other sources please have them stated. Same goes for feats. Tomorrow i'll continue with the final approval of the others (they are good to go for the most part), which will give you time to set up your sheet. BTW are you going for Necrocarnum Circlet? This is the first time i've read MoI but it seems like a very different source compared to "regular" 3.5 It sort of reminds me of the Book of Nine Swords with it's stances and things. Too bad wyswig gave up on ENWorld, his char and your own would have brought a lot of exotic skills i'd have to deal with as a DM.
 
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Dragonwriter welcome on board, you can start preparing your sheet. Please use the format i have requested here is an example sheet: Lora.

If you plan using items from other sources please have them stated. Same goes for feats. Tomorrow i'll continue with the final approval of the others (they are good to go for the most part), which will give you time to set up your sheet. BTW are you going for Necrocarnum Circlet? This is the first time i've read MoI but it seems like a very different source compared to "regular" 3.5 It sort of reminds me of the Book of Nine Swords with it's stances and things. Too bad wyswig gave up on ENWorld, his char and your own would have brought a lot of exotic skills i'd have to deal with as a DM.

Thank you, and I will get on right on that. Hopefully I'll have it done tomorrow (and the format won't pose an issue for me, I'm pretty flexible).

Sure thing on the items. I understand. Referencing multiple books to find one little piece of equipment can be a pain. But my character will have fairly standard gear. There's really nothing I need outside the DMG and Magic of Incarnum.

As to your comments and questions about MoI... Yeah, it's a very different system. It took me a little while to get the hang of it (first time reading it, my reaction was "huh?"), but I've found it to be very versatile and helpful in any number of situations and character designs. Plus it sounds really cool. :cool: :lol:
But I'm not going for Necrocarnum anything. While it could be interesting (and I can think of a million nasty and fun things to do as a Necrocarnate), it just doesn't fit with this character idea.

But don't worry. My character will be keeping his melds pretty simple. And I'll give you a little summary of any changes to stats when I shift essentia around.

By the way, I'd be willing to advise on any rulings, with the whole little co-DM position. I've been playing 3.5 for a couple years now, both as DM and player, and have a good grasp of the rules, even if I do say so myself. Anyways, I'm always happy to help.
 

Okay, finished my Halfling character. I'll post him here and wait on the OK to post to the RG.

[sblock=Herriman] Herriman Shadowatcher

Herriman

Neutral Good Male Halfling Rogue 2/Incarnate 3/Umbral Disciple 3

Patron Deity: Olidimmara

EXP: 36,000


Strength 12 (+1) (6 points - 2 racial)
Dexterity 21 (+5) (10 points + 2 racial + 1 level + 2 item)
Constitution 18 (+4) (8 points + 1 level + 2 item)
Intelligence 12 (+1) (4 points)
Wisdom 14 (+2) (6 points)
Charisma 10 (+0) (2 points)


Size: Small
Age: 28
Height: 3’1”
Weight: 35 lbs.
Eyes: Dark Green
Hair: Light Brown
Skin: White

[sblock=Appearance] Herriman Shadowatcher is a nondescript Halfling, and he likes it that way. His clothing is always plain, with his chain shirt hidden underneath a lumpy, large cloak. Most of his items appear, at first glance, to be either old and worn, or second-hand. His small size makes it even easier for him to avoid notice.

His face is usually serious or blank, even while his eyes are glittering with amusement or excitement. Herriman has a tendency not to care about his appearance, with his hair in a mess and his clothes usually wrinkled and lumpy, though he does maintain an average level of hygiene. [/sblock]


Total Hit Points: 80 (12+18+18+32)

Speed: 20 feet

Armor Class: 21 = 10 + 6 [armor] + 5 [dexterity]
Touch AC: 15
Flat-footed: 16

Meldshaper Level: 3
Soulmeld DC: 10 + Essentia Invested + 2 (Wis)

Initiative modifier: + 9 = 5 [dexterity] + 4 [Improved Initiative]
Fortitude save: + 9 = 0 [Rog base] + 3 [Inc base] + 1 [UmD base] + 4 [constitution] + 1 [racial]
Reflex save: + 13 = 3 [Rog base] + 1 [Inc base] + 3 [UmD base] + 5 [dexterity] + 1 [racial]
Will save: + 9 = 0 [Rog base] + 3 [Inc base] + 3 [UmD base] + 2 [wisdom] + 1 [racial]
Attack (handheld): + 6 (or +10) = 4 [base] + 1 [strength] (or +5 [dexterity] + 1 [size]
Attack (missile): + 10 = 4 [base] + 5 [dexterity] + 1 [size]
Grapple check: + 1 = 4 [base] + 1 [strength] - 4 [size]

Weapon proficiency: All simple, plus hand crossbow, rapier, sap, short bow and short sword. Proficient with light armor, medium armor and shields. (Rogue and Incarnate proficiencies.)

Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-99 lb.
Lift over head: - 99 lb.
Lift off ground: - 198 lb.
Push or drag: - 495 lb.


Languages: Common, Halfling, Elven


[sblock=Feats]
Improved Initiative
Dodge
Weapon Finesse
[/sblock]

[sblock=Skills]
Skill points: 36+39 (8 base + 1 Int mod.)x4
Skill points per Rogue level: 9 (8 base + 1 Int mod)
Skill points per Incarnate level: 3 (2 base + 1 Int mod)
Skill points per Umbral Disciple level: 7 (6 base + 1 Int mod)
Skill points max ranks: Class: 11 Cross-class: 5.5

Appraise + 1 = 1 [Int]
Balance + 7 = 5 [Dex] + 2 [synergy]
Bluff + 0 = 0 [Cha]
Climb + 3 = 1 [Str] + 2 [racial]
Concentration + 8 = 4 [base] + 4 [Con]
Craft + 1 = 1 [Int]
Diplomacy + 0 = 0 [Cha]
Disguise + 0 = 0 [Cha]
Disable Device +11 = 4 [base] + 5 [Dex] + 2 [insight/soulmeld]
Escape Artist + 9 = 4 [base] + 5 [Dex]
Forgery + 1 = 1 [Int]
Gather Information + 0 = 0 [Cha]
Heal + 2 = 2 [Wis]
Hide + 20 = 11 [base] + 5 [Dex] + 4 [size]
Intimidate + 0 = 0 [Cha]
Jump - 1 = 1 [Str] - 6 [speed] + 2 [racial] + 2 [synergy]
Knowledge (Arcana) + 4 = 3 [base] + 1 [Int]
Knowledge (Religion) + 3 = 2 [base] + 1 [Int]
Listen + 15 = 11 [base] + 2 [Wis] + 2 [racial]
Move Silently + 23 = 11 [base] + 5 [Dex] + 5 [item] + 2 [racial]
Open Lock +11 = + 4 [base] + 5 [Dex] + 2 [insight/soulmeld]
Ride + 5 = 5 [Dex]
Search + 5 = 4 [base] + 1 [Int]
Spot + 8 = 6 [base] + 2 [Wis]
Sense Motive + 2 = 2 [Wis]
Spellcraft + 1 = 1 [Int]
Survival + 2 = 2 [Wis]
Swim + 1 = 1 [Str]
Use Rope + 5 = 5 [Dex]
Tumble + 16 = 11 [base] + 5 [Dex]
[/sblock]


[sblock=Soulmelds]
Currently Shaped Soulmelds: Armguards of Disruption (Arms), Theft Gloves (Hands), Strongheart Vest (Heart)
Total Soulmelds Shaped: 3
Essentia Pool/Max Essentia Capacity: 5/2 (3 for Incarnate soulmelds)
Chakra Binds: 1, crown chakra available
[/sblock]


[sblock=Level Advancement]1: Rogue

HP: 6+3

Disable Device +4, Escape Artist +4, Hide +4, Listen +4, Move Silently +4, Open Lock +4, Search +4, Spot +4, Tumble +4,

Sneak Attack +1d6, Trapfinding

Feats: Improved Initiative, Nimble Fingers (bonus)

2: Incarnate


HP: 6+3

Concentration +2, Knowledge (arcana +1)

Aura of Good, Detect Opposition (evil), meld shaping (soulmelds: 2, essentia pool: 1)

3: Incarnate


HP: 6+3

Conentration +2, Knowledge (arcana +1)

Chakra Bind (crown) (soulmelds: 3, essentia pool: 2, chakra binds: 1)

Feats: Dodge

4: Incarnate


HP: 6+3

Knowledge (arcana +1), Knowledge (religion +2)

Expanded Soulmeld Capacity +1, Incarnum Radiance 1/day (soulmelds: 3, essentia pool: 3, chakra binds: 1)

5: Rogue


HP: 6+3

Hide +4, Listen +4, Move Silently +1

Evasion

6: Umbral Disciple


HP: 6+3

Hide +1, Listen +1, Move Silently +4, Tumble +1

Sept Knowledge, Step of the Bodiless, +1 essentia (soulmelds: 3, essentia pool: 4, chakra binds: 1)

Feats: Weapon Finesse

7: Umbral Disciple


HP: 6+3

Hide +1, Listen +1, Move Silently +1, Tumble +4

Sneak Attack +1d6 (total 2d6)

8: Umbral Disciple


HP: 6+3

Hide +1, Listen +1, Move Silently +1, Spot +2, Tumble +2

Embrace of Shadow, +1 essentia (soulmelds: 3, essentia pool: 5, chakra binds: 1)


[/sblock]

[sblock=Halfling]* Small: As Small creatures, Halflings get a +1 size bonus to Armor Class, +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but uses smaller weapons than humans use and lifting and carrying limits are three-quarters of those of a Medium character
* Halfling base land speed is 20 feet.
* +2 racial bonus on Climb, Jump, Listen and Move Silently checks.
* +1 racial bonus on all saving throws.
* +2 morale bonus on saves against fear. Stacks with racial bonus
* +1 racial bonus on attack rolls with thrown weapons and slings.
* Automatic Language: Common and Halfling.
Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
* Favored Class: Rogue. A multiclass Halfling’s rogue class does not count when determining whether it takes an experience point penalty for multiclassing.
[/sblock]


[sblock=Equipment]
Masterwork Sap 1 lb. 301 gp
+1 Rapier 1 lb. 2,320 gp

+2 Mithral Chain Shirt 6.25 lbs. 5,100 gp
Traveler’s Outfit (weight not counted, free)

Ring of Sustenance 0 lb. 2,500 gp
Amulet of Health +2 0 lb. 4,000 gp
Boots of Elvenkind .5 lb. 2,500 gp
Gloves of Dexterity +2 0 lb. 4,000 gp
Handy Haversack 2.5 lb. 2,000 gp

4 belt pouches 1 lb. 4 gp (total)

[B}3 bottles of silversheen 0 lb. 750 gp (total)
Wand of Cure Light Wounds (CL 1, 50 charges) 750 gp
4 potions of Cure Light Wounds (CL 1) 200 gp (total)
1 potion of Cure Moderate Wounds (CL 3) 300 gp
Wand of Light (CL 1, 50 charges) 375 gp
2 Elixirs of Truth 1,000 gp (total)

Bedroll 2.5 lbs. 1 sp
2 bags of caltrops 1 lb. 2 gp (total)
Rope, silk (50 ft.) 2.5 lbs 10 gp
Signal whistle 0 lb. 8 sp

Everburning Torch .5 lb. 110 gp
3 flasks of Acid 1.5 lbs. 30 gp (total)
2 vials of Antitoxin 0 lb. 100 gp (total)
2 tanglefoot bags 1 lb. 100 gp (total)

Masterwork Thieves’ Tools 1 lb. 100 gp[/B]
_____
Total: 26,552 gp and 9 sp, 13 lb (Bolded items are in the Handy Haversack, negating weight)


GP on person: 43 pp 13 gp, 11 sp (total 447 gp, 1 sp) (in Handy Haversack pocket)

Starting gold 27,000
[/sblock]

[sblock=Background]
Herriman grew up on the street. His father, a small-time sculptor, was killed in an accident, when a statue he was in the process of carving tipped over and fell on him, crushing him beneath its weight. Little Herriman was 5 at the time. Herriman’s mother had never learned a real profession and so the family was forced onto the street as they couldn’t support themselves any more. Herriman was the eldest of 4, with two little sisters (Rosie and Bella) and a slightly younger brother (Frederic), and so it fell to him to help his mother the most. Of course, with no money and no apprenticeships really possible, Herriman took to the life of a street rat, snatching purses and coins when he could, or sneaking into locked places and stealing a handful of baubles to sell.

His “profession” led to a number of troubles. He got caught every so often, spending some time in the city jail, which made it even harder for his family. During one of his stays in prison, his mother contracted an illness and soon died. After release, Herriman went back to his family’s lean-to in one of the alleys, only to find the place abandoned. He searched the city for them, eventually finding his younger brother who told Herriman just what had happened, and that his sisters had run away in their grief.
The young man sank into a depression, coming down with a bad fever soon after. In one of his dreams, lying in an alley, his mother spoke to him, telling him to find a different path, and that she would always be with him. Soon after that, the fever died down and Herriman left. He apologized to his brother for what had happened, as Herriman blamed himself for not being there when his mother had died, and promised to find his sisters and send them back, while he sought out a new calling.

Soon after he started traveling, Herriman learned of the rare power of incarnum. The still-grief-stricken Halfling immediately saw it as a way to connect and hold onto his departed mother, and so he sought out a far-off school that was rumored to have knowledge of the strange power, abandoning his quest to find his sisters. It took him some time to reach the college, and he ended up using what little money he had (stolen elsewhere) to fund his education. He was a devoted student, quickly learning and retaining the methods and binding his first soulmeld in near-record time.

After he left the school, Herriman remembered his promise to his brother. Frantic now, he raced to the nearest large city and chartered passage back to his homeland. Of course, after such time had passed, his sisters’ trails had gone cold long ago…

Herriman traveled ever since, not daring to return to his brother, but still trying to find his sisters. His continued to focus on meld shaping as he wandered. He took on small odd jobs to pay for food, even joining a few mercenary groups in need of someone with light fingers. Over time, he settled for a little while in a larger city, convinced he would never find his sisters. And he went back to his original habits, even joining a small thieves’ guild…

With the help of his unusual soulmelds, and his own natural talents (in addition to his previous experience), he became somewhat successful. But then one of his heists went out of control. Herriman had been sent to steal a few things from a jewelry shop and the shop owner had caught him in the act. Rather than call the guards, the owner tried to stab Herriman. The Halfling thief fought back, killing the older human. He had never taken a humanoid’s life before, had always ran when caught. And what scared him more was that he thought he had enjoyed it… The Halfling ran, leaving the thieves’ guild and the murder behind.

As he hurried out of the city, he realized that what he had done was wrong, even though it had felt good. He thought about this on the road and came to the realization that such urges must be controlled, put to a better use, along with his skills. He would learn to use the darkness outside to protect himself and the darkness inside to protect others. Since then, Herriman has been going where it sounded like people needed help, using the abilities he has garnered and cultivated to assist wherever he can. And when he heard the whisperings about the Valley of the Dead, he took his assortment of possessions and left for there.
[/sblock]

[/sblock]
 
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