Fallen World- 13th lvl homebrew (dark and mature)


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I haven't come up with a name yet, and a background is still forthcoming. I'm trying to have something other than the "druidic enclave was destroyed and revenge is paramount..." variety. Anyway, here is my stat block.

[sblock=Master of Many Forms]
Male Human Druid Master of Many Forms
Alignment: NG

Abilities: (32)
STR - 8 (0 Points)
DEX - 12 (4 Points)
CON - 14 (6 Points)
INT - 16 (6 Points + 2 Exalted Abilities)
WIS - 23 (10 Points + 3 LA + 4 Exalted Abilities)
CHA - 14 (6 Points)

HP: 72 + 26 = 98
Speed: 30ft
Initiative: +1

AC: 22 (10 + 8 Exalted Armor + 1 Dex + 2 Deflection Bonus + 1 Natural Armor)

Saves:
Fort: 14
Reflex: 10
Will: 14

BAB/Ranged/Grapple: +8/+10/+8
BAB with Simple or Natural Weapons +15/+10

Weapons:
Exalted Quarterstaff +17/+12 1d6+1 x2

Class Abilities:
Druid:
-Nature Sense
-Wild Empathy: d20+5+2+2
-Woodland Stride
-Trackless Step
-Resist Nature's Lure: Fey Bonus
-Wild Shape: 7/day
Master of Many Forms:

-Shifter's Speech
-Shapes:
-Animal
-Humanoid
-Giant
-Monstrous Humanoid
-Fey
-Vermin
-Aberration
-Plant
-Ooze
-Sizes:
-Diminutive
-Tiny
-Small
-Medium
-Large
-Huge
-Fast Wild Shape
-Extraordinary Wild Shape

Exalted Abilities:
-Endure Elements
-Greater Sustenance
-Mind Shielding
-Energy Resistance 5 Acid, Fire, Ice, Electricity, Sonic
-Damage Resistance 5/Magic
-+2 Exalted Strike Bonus
-+2 Exalted Savings Throw Bonus

Racial Abilities:
+4 Skills at 1st Level
+1 Skill at each level
Extra Feat at 1st Level
Favored Class: Any

Skills:
Concentration – 18 (16 Ranks + 2 Con)
Diplomacy – 20 (16 Ranks + 2 Cha + 2 Sacred Vow)
Handle Animal – 18 (16 Ranks + 2 Cha)
Hide – 9 (8 Ranks + 1 Dex)
Knowledge Nature – 23 (16 Ranks + 3 Int + 2 Synergy + 2 Nature Sense)
Listen – 24 (16 Ranks + 6 Wis + 2 Alertness)
Ride – 11 (8 Ranks + 1 Dex + 2 Synergy)
Spot – 32 (16 Ranks + 6 Wis + 2 Alertness + 2 Hawk’s Vision)
Survival – 26 (16 Ranks + 6 Wis + Synergy + 2 Nature Sense)

Feats:
1st-Sacred Vow
1st-Alertness
3rd-Endurance
6th-Natural Spell
9th-Vow of Poverty
12th-Hawk's Vision (CA)

Exalted Feats
9th-Exalted Wild Shape
10th-Exalted Companion
12th-Intuitive Attack

Languages:
Common
Sylvan
Abyssal
Infernal

Equipment:
Quarterstaff

Physical Appearance:
Age: 24
Height: 5'9"
Weight: 164lbs
Eyes:
Hair:
Skin:

Background:

Personality:
[/sblock]
 

Ruling

Um, would you please make a ruling or two so I know what I'll play with, Nephtys. I hope mail was detailed enough.

Also, I'd adjust history to include Wrahn and his fallen conclave if he agrees. Depending on how long ago that was I'd be one of the guards that followed others to new conclave only later to see the futility of it all.

We would know each other from the library of our last enclave and depending on mutual interests (knowledge skills) from discussions within.
 

Almost done, just need to blow the last 11000gp. Narrowed it down to one of three items or so. Just gotta pick now. :)

Concept is as previously posted...ie - Character is last survivor of a lonely mountain enclave that was razed. She has come to chew arse and kick bubble gum, and she's all out of...er...yeah. Basically, she's taking the long approach to vengeance. Her ultimate goal is to bring the house down on the demons, but since she's serious about it, she's trying to do it smart. She's lawful neutral, because in the end, there's not much she wouldn't do to further the goal. If she has to step on some necks to make it happen...so be it. If she has to serve some demons in order to destroy others...fine. She'll get them all in the end.

If selected, I shall writeup a full detailed background. I'm reluctant to do so in advance, as it constitutes a lot of work and effort that might be wasted if I'm not. :)

Here's... [sblock=Thorn!]Name: Thorn (Amalthea-Upon-Waters)
Race: Human
Class: Monk 1 / Sorc 8 / Fatespinner 4
Align: Lawful Neutral
Exp:

Desc: Pending

Str 9 -1 1
Dex 14 +2 6
Con 14 +2 6
Int 10 +0 2
Wis 12 +1 4
CHa 26 +8 13

HP 70 (8+12d4+26)
Init +2
Move: 30'
BAB +6/+1
Melee +5/+0
Ranged +8/+3
Grapple +9
AC 30 (10 + 2 dex + 1 monk + 1 insight + 8 cha, +2 luck, +2 def, +4 armor), 26 touch, 28 flatfooted
Buffed AC: 39 (+5 natural, +4 shield)
Will +18 (+12 base + 1 Wis + 2 luck, +3 resist)
Reflex +12 (+5 base + 2 Dex + 2 luck, +3 resist)
Fort +12 (+5 base + 2 Con + 2 luck, +3 resist)

Race Abilities
Bonus Feat
Bonus skill points

Class Abilities
Improved Unarmed Attack
Improved Grapple
Flurry of Blows

Metamagic Specialist (PHB2 Variant Class Ability)

Spin Fate (can apply up to +4 spin to spell DC)
Fickle Finger of Fate (cause other to reroll any roll as immed action 1/day)
Spin Destiny (can apply spin to saves or skill checks)
Deny Fate (autostabilize 1/day)
Resist Fate (reroll any 1 roll /day for self)

Feats
1 Eschew Materials
1 Spell Penetration
3 Empower Spell
6 Ascetic Mage
9 Quicken Spell
12 Greater Spell Penetration

Skills 20+24+12
Bluff (Cha) +13 (5 ranks + 8 Cha)
Concentration (Con) +18 (16 ranks + 2 Con)
Diplomacy (Cha) +16 (4 ranks + 8 Cha + 4 synergy)
Knowledge (arcana) (Int) +8 (6 ranks + 0 Int +2 synergy)
Listen (Wis) +5 (4 ranks + 1 Wis)
Profession (Gambler) (Wis) +6 (5 ranks + 1 Wis)
Sense Motive (Wis) +6 (5 ranks (1cc) + 1 Wis)
Spellcraft (Int) +6 (6 ranks + 0 Int)
Spot (Wis) +5 (4 ranks + 1 Wis)

Spell Slots (Caster level: 12 (16 vs SR), base DC = 18)
0 6/6, 1 - 8/8, 2 - 8/8, 3 - 8/8, 4 - 8/8, 5 - 6/6, 6 - 4/4

Known
0 Detect Magic, Mage Hand, Light, Mending, Message, Prestidigitation
1 Shield, Magic Missile, True Casting, Mage Armor, Fists of Stone
2 Scorching Ray, Baleful Transposition, Glitterdust, Invisibility, Dimension Hop
3 Disobedience, Anticipate Teleport, Dragonskin, Dispel Magic
4 Orb of Force, Dimension Anchor, Dragon's Breath
5 Cacophonic Burst, Greater Blinking
6 Greater Heroism

Buff Effects:
Shield: AC +4 (Force)
Mage Armor: AC +4 (Force)
Fists of Stone: Str +6
Disobedience: Blocks Charms/Compulsions
Dragonskin: +5 AC (Natural) +20 resist energy type
Greater Blinking: 50% miss chance, ready action to go ethereal for one attack
Greater Heroism: +4 hit, saves, immune to fear, +12 temp HP

Equipment

Money: 11,700 7gp 9sp

Weapon
Unarmed, +5 to hit, 1d6-1 dmg (+spell level hit/dmg)
Dagger, +5 to hit, 1d4-1 dmg, 1gp, 1lb
Runestaff, +7 to hit, 1d6+1 dmg, Smite for x2

Armor
Noble's Clothing, 75

Gear
Jewelry, 100
Signet Ring, 5
Tent, 10
Bedroll, 1sp
Wateskin, 1gp

Runestaff of Power, 38,300
+2/MW staff, grants +2 luck to AC and saves, each spell usable 1/day with slot of appropriate level spent.
- Cone of Cold
- Continual Flame
- Fireball
- Globe of Invulnerability
- Hold Monster
- Levitate
- Lightning Bolt
- Magic Missile
- Ray of Enfeeblement
- Wall of Force (5'radius hemisphere around caster)

Circlet of Charisma +6, 36,000
Vest of Resistance +3, 9,000
Ring of Protection +2, 8,000
Dusty Rose Ioun Stone, 5,000
Handy Haversack, 2,000

Foci:
Anticipate Teleport, 500gp[/sblock]
 
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I can't tell if this is still open (for alts, I think it's closed for mains ;)) or not, but it sounds really, really interesting and I'd like to post a concept. I can post daily or better. I'd like to use the Bo9S if I can; I can PM all relevant details if desired.

Jeran Almistral, Human Warblade

Jeran's earliest memory is fear and pain. His family was enslaved by a demon house for an imagined infraction; his parents were both skilled performers, but their talents for music and dance didn't extend to political savvy, and when they performed a certain piece in front of the wrong demon lord, the consequences were severe. Jeran's father died mere weeks later, thrust into the house's gladiatorial arena with neither the training nor the temperament to defend himself.

Jeran's mother lived longer: three years that no doubt seemed an eternity to her; the less said about that the better. Jeran's younger brother Ales was trained as a house slave, his slight form only useful for small tasks such as washing dishes and folding linens, at least until his innate abilities at sorcery manifested themselves. The lord of the demon house lost no time in brainwashing the small boy and cultivating him into a valuable servant. Ales took to his duties with undisguised relish; no doubt he enjoyed the sudden change from powerless and unvalued to powerful and respected.

Jeran watched his brother's corruption, unable to intervene; his place was in the house guard, training sunup to sundown with sword and body. Finally he could stand it no longer; he killed his sergeant with his bare hands, stole his sword, and tried to assassinate his own brother--an act of mercy, in his own mind. He failed, Ales' own magic turning aside Jeran's blade and blasting him senseless in the bargain. When he awoke he was in the gladiatorial pens, bruised and burned but alive, and unlike his father he had both skill and temperament. He won, time after time, against one and two and four opponents, cold rage fueling him to spend hour after hour learning to make his sword an extension of his body and will. Finally his chance came and he escaped, leaving a trail of dead and mutilated overseers to the compound gates.

Today Jeran is a skilled swordsman and killer; he sometimes feels he is only truly alive in combat, with sharp edges all around and his blood up. Sometimes he even feels bad about that. He shows no mercy to demons and their allies, and only little to others, although he does show unexpected mercy on occasion. Jeran has no true long-term goals; for the moment he drifts from place to place, but that same cold rage burns in him, waiting for something or someone to give it a target and turn Jeran from a simple hired sword into something much, much more dangerous.

As far as alignment, I'm thinking NE but willing to work with pretty much any other alignment.
 
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I'm finally able to get online again (it's only been two days but feels like forever) and I'm ready to make my selection. Please post your characters in the Rogues Gallery and we'll get the game started as soon as possible.
(Alternates, please post your characters only after the chosen characters have all been posted).

Trollbabe:
Character: Aeryk Voss
Class: Ranger 5 / Assassin 8
Race: Human
Alignment: Neutral Evil

Autumn:
Ysande Zalarrhim
Human Female Bard 13
Chaotic Good

Jemal:
Sir Windwalker (William of Kalesh)
Human Monk/Paladin/Greyguard
Lawful Good

Gli'jar:
Character: Canthan
Class: Conjurer 5/ Alienist 8
Race: Human
Alignment: Neutral Evil

Warlocklord:
Mystic, the Nameless One
Human Archivist 11/Contemplative1/Alienist 1
Alignment True Neutral

And Finally...

Bloosquig: (Random chance would have made you an alternate, but your character and his background really appealed to me so you pulled trough by sheer coolness ;))
Big Ironmaul
Half Giant Psychic Warrior 12
Alignment: Neutral

--

Everyone else, I'm sorry. There were some hard choices, but I think this is probably the best 6 person party I could have made of the finished concepts I had. Still, some good characters were left out :(. It is possible, though, that once I've got used to DMing and if the game flows nicely that I can bring in some of the alternates even if the original players are still in the game. I can't promise anything, we'll just have to see.
 
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Thank you for the opportunity, Neph! I've been wanting to play William for a while, and have only been able to do so at lower level (Before he becomes a grayguard). :D I R happy.

I do have one question that got lost in amongst other posts, however :
Can I take Deflect Arrows and use my quarterstaff to deflect? It seems fitting, but RAW you need "1 hand free", and quarterstaff is a 2-handed weapon.
 

Jemal said:
Thank you for the opportunity, Neph! I've been wanting to play William for a while, and have only been able to do so at lower level (Before he becomes a grayguard). :D I R happy.

I do have one question that got lost in amongst other posts, however :
Can I take Deflect Arrows and use my quarterstaff to deflect? It seems fitting, but RAW you need "1 hand free", and quarterstaff is a 2-handed weapon.

You're welcome :). And I don't see why not, it doesn't seen unbalancing to me, so yes you can.
 


Jemal said:
Cool. thnx.
So when we starting?

Oh, maybe the day after tomorrow. I still have some planning to do and I don't really know in what kind of situation to place you.
A political campaign would be nice, but hard to do with none of us really knowing the world and its inhabitants yet. Dungeoncrawls are too simple (and we've all already played dozens of them), but are a good way of getting to know eachothers and parts of the world with fewer distractions. Assassinations, fetch-and-carries, choices, choices... The game will probably involve many different elements. I'm leaning towards an open-ended campaign where the players decide where to go, but I still need to give you options.
You're a good DM, have any tips for me?
 

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