DnD 3.5 - Valley of the Dead

Fangor the Fierce: welcome aboard! What would you like to play? We have a roguish guy, a very potent arcanist, a fearsome barbarian and a cleric in progress.

Thanks! So, with the core group being here, I was thinking a Ranger possibly, trained in hunting the undead. Another option is the Favored Soul, which is something worth using in this type of campaign.

I am assuming 8th level PC?
 

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Scotley: Not sure if I posted this but check out the glorious Cleric's Handbook.

Fangor the Fierce: 9th level PC, 8th level WBL. What is your ranger concept? There are some good spells for casting rangers in the SC. There is a feat that improves your animal companion. All in all it's not a great class but you could make it work. Did I mention the Ranger's Handbook. :D Yes there is a handbook for everything.
 

Okay, got a very rough draft of Geryk in the rogue's gallery today. Still need to pick spells, some basic equipment and flesh out the background.

My thoughts are that he is a survivor of an ill fated extra-planer mission to retrieve some item precious to Lathandar. He carries a special mace and holy symbol that were recovered, but the is haunted by the loss of his companions and the terrible things he saw. He fell into despair and drinking. He has heeded the call for heroes to Angelwatch in hopes of finding new meaning in life and a chance for redemption. He sees the loss of his companions as a personal failure. Can you work with that?
 



Thinking on where to go with this. I have played enough Barbarians, Rogues, Fighters and was looking at something a little more off the normal track. Options I was considering were Ranger and Favored Soul. I figured Ranger, just because I can remember only playing 1 ranger. Favored Soul, because they would fit in pretty well with this type of campaign.

Not sure if there was something 'missing' from the core group, as I am unsure of who really does what as in roles, not classes.
 

We have a very well optimized Conjurer/Incantatrix, which is the very top of the foodchain power-wise.

We have your average Half-Orc Barbarian. Good for hitting things (certainly the best non-caster melee out of Core)

We have an Incarnum class functioning as the sneaky type. They are versatile and durable, not very good at killing things though.

Up coming we have a Cleric/Radiant Servant which, if played right, is right up there with the Wizard in the party.

What the party could use: Dragonfire Inspiration Bard/Sublime chord (superb buffing and versatility), Cloistered Cleric/Crusader/RKV with Knowledge Devotion (superb staying power. Will outlast and outfight most things it's CR). A Factotum that can fill any role really and can burst out with actions if the situation is dire. Or a Druid because he always makes the situation dire (via his Dire Polar Bear form).

A completely fun build is from a challenge I posted on another forum. It's a class solely dependent on Wisdom for 99% of his abilities. It's not in the same league as some of the other options i listed but it's fun.
 

well, I'm thinking of using an externally demonic (major Demon bloodline, [FONT=&quot]loaded with Abyssal heritor feats, Etc) [/FONT]Tiefling, and I would like to add some Homebrew to it.

The fallowing is a modded feat, and two Hombrew Flaws that I'm presently making the character with (still very easy to weed them out at this point), and two Homebrew traits I'm also thinking of using (Would have only listed
Magically-Superior Body, because that's the one of the two I would use if their both ok, but it's a bit more out there)


[FONT=&quot][sblock=Vestigial Wings]Benefit: Your wings aren't formed enough to allow true flight, but they do enhance your ability to jump. You gain a bonus on Jump checks equal to +3 per Abyssal heritor feat you possess. Your wings can also slow your fall. As long as you can take move actions, you can control a fall so that you land without taking damage. You cannot, however, alter the direction you fall.

Special: Because the wings make it easier for a character to get caught by wind, this character receives a -8 circumstance penalty to all saves to resist strong wind effects, including those from spells (e.g. a wind wall or whirlwind spell). All armor and clothing must be custom made to fit, and therefore its price is increased by an additional 50%. Vestigial wings are more a hindrance than a help in swimming, they bestow a -8 circumstance penalty to all Swim checks. A character with Vestigial Wings is unable to conceal them under normal clothing; however they can be concealed under a cloak. For the first circumstance, all Disguise checks made to impersonate a creature that would not have wings automatically fail. For the second circumstance, the character receives a -8 circumstance penalty to such Disguise checks.[Is an Abyssal heritor feat]
_____

Comment: This is not a stock nor homebrew feat, while looking for it online I ran across this and replaced the stock drawback with its draw backs; while it is nothing but a detriment (normal the only draw back is -2 to siwm) to the character, I simply had to yield to the drawback’s flavor as opposed to min-maxing.[/sblock]
[/FONT]
[sblock=Magical Hydrophobia]
Detriment: Whenever the character comes in contact with water, they will sublimate into a silverish mist, taking one point of damage plus their constitution modifier for every turn they are exposed to water. If they are totally immersed, they take four points of damage plus their constitution modifier per turn.

Benefit: In additional to an extra feat, characters with magical hydrophobia do not thirst, or require water at all.
(Homebrew)[/sblock]

[sblock=Demonic Flaw]
Prerequisite: None evil, and Tiefling, a Demon bloodline or a Devil Bloodline.
Detriment:
-The Character’s argument is considered evil/evil outsider if it is to the character’s Detriment. Example even if the character is of a human of good argument, the character is subject to the full affect of abilities like smite evil or items like Holy water.


-The Character is subject to Detect Evil, and like abilities, as per normal, however, on the second round of study the character’s, good-evil, Argument becomes questionable and on the third round it is known to be none evil (however, the creature is still subject to detect evil even after the detecting character knows they’re not actually, truly)
[RP Explanation: The Character’s aura/argument is obscured inside of a shroud formed from their demonic energies, that said, it is unlikely a character using detect good, or like abilities, would just shrug off the character’s natural affinity for evil]


-The Character is sickened while on holy ground.

-When healed by a positive energy ability (Heal wounds, lay on hands, etc) The Character must make a Fortitude save (DC = ½ potency of ability[rounded up] +10, Example: If cure light wounds heals The Character for 7hp, DC is 14)
The following assumes that the Character was healed for 10 hp, or a DC of 15.
21+: The Character is Sickened for 1 round
19-20: The Character is Sickened for 5 rounds
17-18: The Character is Sickened for 1 minutes
15-16: The Character is Sickened for 2 minutes
14-13: The Character is Nauseated for 1 rounds and Sickened for an additional 2 minutes
12-11: The Character is Nauseated for 2 rounds and Sickened for an additional 3 minutes
10-9: The Character is Stunned for 1 round, Nauseated for the next 2 rounds and Sickened for an additional 4 minutes
8-: The Character is Stunned for 2 round, Nauseated for the next 4 rounds and Sickened for an additional 6 minutes
[+5 DC if The Character already Sickened: The Character can only be Stunned/ Nauseated one every two minutes, Sickened Duration is accumulative]


[FONT=&quot][RP Explanation: The Character’s body has an unstable balance of positive and negative energy, and when infused with positive energy The Character Suffers a surge of pain proportional to the amount of energy imparted before becoming ill while their body adjusts to the new balance][/FONT][FONT=&quot]


[/FONT]
[FONT=&quot]Benefit:[/FONT][FONT=&quot]Bonus Feat
-Whenever The Character is damage by Negative energy, The Character then gains Twice amount of damage taken as temporary hit points for 1 + Constitution modifier rounds, additional negative energy damage bypass these, and only these, Temporary hit points.
[/FONT]
[FONT=&quot][RP Explanation: The Character has an unstable balance of positive and negative energy, and when infused with negative energy is momentarily invigorated while its body struggles to shed the exes negative energy][/FONT]
[FONT=&quot]
(A Homebrew Flaw of my own composition, I kind of cheated with it by making it also function as an adjunct Character Trait(bad affect for posative energy, good one for nagative), but I think it is a strong flaw over all, perhaps too strong ^^; )[/FONT]
[/sblock]

[sblock=Magically-Superior Body] Benefit: You now gain ability increases at every even level, instead of at every fourth.


Drawback: You no longer may gain any benefit from any items or spells that grant you a bonus on an ability score.

Special:
You may not use this feat in conjunction with the Vow of Poverty feat BoED or similar effects.
(Homebrew)[/sblock]

[sblock=Unnatural Aura]
Benefit: Your unnatural aura grants you a +2 bonus on Intimidate checks and to the DCs of any effects you have that possess the Fear descriptor.

Drawback:
Your unnatural aura disturbs people and animals, imposing a -2 penalty on all Diplomacy, Handle Animal, and Wild Empathy checks you make.

Special: Bluff and Disguise checks may also get a penalty, or bonus, under some circumstances.
(Homebrew)[/sblock]
 

I'm giving you the freedom of all the 3.5 published material and as such I don't want to deal with others' homebrew sorry. Also, demonic characters might not work, with the good clerics and paladins liberally scattered abut and all.

I also don't like players picking something everyone hates on a general basis (drow, demons, undead etc.) and expecting the others in the party to metagame and not discriminate or try to kill/banish their character.

Since you are new to ENWorld (and I assume PbP as well) my advice is to read some of the story so far, see what players we have currently and talk with the group, ask what we need etc. It is my experience that players who only want to play this one concept and don't really care for the campaign and story don't work out too well in my games.
 
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oh well, hmmm...

Ok then, what pages do you think are of particular importance? (i'll try getting through a few pages or so when I get up in the evening)

And as for wanting to use a demonic Character, I find diversity more interesting then blind friendship, it encourages demands character development, and I avoid using generic characters(orc berserker: Ger, me smash you!) like the black death (cliché’s are not per say generic in this case, so long as they are interesting, hmm, maybe an insane Wizard with Dice that he used to decide who needs to be ‘magically warmed’ ... !!! *makes memo to make character use dice randomly!*) Also, I tend to favor young and inexperienced characters, as it plays into my tendency to be generally smart(I know what I don’t know, and stuff! XD) but make stupid mistakes randomly.

So I might just make Alexander Ravensworth into a DnD character, now that I’ve found Construct Grafts :D

That said, I’m not in mule mode yet (currently I’m in “ooooh Ahhh!” mode while looking through DnD Sorces) and am entirely open to subjections, so yee, the party at large, are more than welcome to make subjections; as M&L has just suggested.

… say, Should I talk to them in here or through PMs/MSN?(mine is Zexr[MENTION=89935]hotmail[/MENTION].com)
 

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