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Added in AT's statblock format and a recovered RG entry for Voadam with more history from a previous FR game that started and died off earlier this year and is lost to the crash except in caches.
 

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Lets keep the spells from PHB, Spell Compendium and such no third party stuff as I don't have the books.

Assume that for spells up to this level you gain the normal amount your class would 2+int/level. Any additional spells you would have to buy the scrolls or pay (3000gp) and have attened the University of Magics for 2 years giving you access to any spells from those books to put in your spellbook having as many as you can afford to keep in books. You can use spellcraft checks to learn higher level spells at +4 (aid another from 2 tutors)
Does this seem fair?

Jonnyfive- okay!
 

Amazing Triangle said:
Lets keep the spells from PHB, Spell Compendium and such no third party stuff as I don't have the books.

Assume that for spells up to this level you gain the normal amount your class would 2+int/level. Any additional spells you would have to buy the scrolls or pay (3000gp) and have attened the University of Magics for 2 years giving you access to any spells from those books to put in your spellbook having as many as you can afford to keep in books. You can use spellcraft checks to learn higher level spells at +4 (aid another from 2 tutors)
Does this seem fair?

I'm fine with whatever you decide as DM. :) I do have FFG's spells and spellcraft and Books of Eldritch Might on pdf and could send you the text of spells from there (miscellaneous things mostly like restoring a page of writing if I have the scrap of a page). If you want to limit it to things you have in hard copy I'm fine with that.

I don't have the compendium but do have Tome and Blood, FRCS, Magic of Faerun, and Dragonlance CS, I assume the compendium has the spells from these WotC sources possibly updated for 3.5 or refined further.
 

Hey AT are you still taking characters for this one? I have a Goliath Fighter from a game that never got off the ground that I could put up quickly.
 

Not everything is complete, and subject to change, but here's a rough draft. Let me know if it's close enough to your format. It looks similar, but not quite the same, but I had it handy.

One spell from the PHB II, let me know if that's okay, otherwise I'll swap it out.

[sblock=Character]
Code:
[B]Name:[/B]       Chester of Aelford
[B]Class:[/B]      Duskblade
[B]Race:[/B]       Human
[B]Size:[/B]       Medium
[B]Gender:[/B]     Male
[B]Alignment:[/B]  Chaotic Good
[B]Deity:[/B]      ???    

[B]Str:[/B] 14 +2  (6p.)     [B]Level:[/B]    6     [B]XP:[/B] 15,000
[B]Dex:[/B] 10 +0  (2p.)     [B]BAB:[/B]     +6     [B]HP:[/B] 55 (6d8+24)
[B]Con:[/B] 16 +3 (10p.)     [B]Grapple:[/B] +8
[B]Int:[/B] 19 +4 (16p. +1)  [B]Speed:[/B]   20'
[B]Wis:[/B] 14 +2  (6p.)     [B]Init:[/B]    +0
[B]Cha:[/B] 11 +1  (3p.)

                      [B]Base  Armor  Shield  Dex  Size  Misc[/B]
[B]Armor:[/B] 18              10     +7     +0     +0   +0    +1
[B]Touch:[/B] 11
[B]Flat:[/B]  18

                      [B]Base  Mod  Misc[/B]
[B]Fort:[/B]  +8              +5    +3   +0
[B]Ref:[/B]   +2              +2    +0   +0
[B]Will:[/B]  +7              +5    +2   +0

[B]Weapon                Attack    Damage  Critical[/B]
+1 Great Axe          +10/+5   1d12+4     20/x3


[B]Languages:[/B]
Common
Elven
Draconic
Sylvan
Celestial
    

[B]Abilities:[/B]

Bonus Feat
+1 skill point/level
Spells (DC = 14 + spell level)
Arcane Attunement [7/day total]
(dancing lights, detect magic, flare, ghost sound, read magic)
Armored Mage(light, medium)
Arcane Channeling
Quick Cast (1/day)
Spell Power +2


[B]Spells:[/B]

Per Day: 6/8/4

Known:
0th: acid splash, disrupt undead, ray of frost, touch of fatigue
1st: jump, resist energy, shocking grasp, true strike
2nd: dimension hop, scorching ray


[B]Feats:[/B]
Power Attack [human]
Weapon Focus (Great Axe) [campaign]
Improved Toughness [1st]
Combat Casting [Duskblade 2]
???[3rd]
???[6th]

[B]Skill Points:[/B] 66     [B]Max Ranks:[/B] 9/4

[B]Skills:                Ranks  Mod  Misc[/B]
Climb +2                 3     +2   -3
Craft (Alchemy) +8       3     +5   --
Concentration +12*       9     +3   --
Decipher Script +14      9     +5   --
Jump +2                  3     +2   -3
Knowledge (Arcana) +14   9     +5   --
Knowledge (Planes) +14   9     +5   --
Sense Motive +11         9     +2   --
Spellcraft +16           9     +5   +2


Armor Check Penalty: -3
* +4 to cast defensively

[B]Equipment:                Cost  Weight[/B]
Ring of Protection +1   2000gp     -lb

+1 Great Axe            2320gp    12lb
+2 Breastplate          4350gp    30lb               

                  Total 8670

[B]Total Weight:[/B] 42lb
[B]Money:[/B] 5330 gp 0 sp 0 cp
[/sblock]
 

Attachments

  • Chester.JPG
    Chester.JPG
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JonnyFive said:
AT, my build is going for invisible dagger from CW, just wanna make sure that is ok so i dont pick up a few feats i dont want/need :P

You might want to take note that the prereqs for that class are messed up. They were put in there when the class was still a ten level PrC that eventually focussed on throwing daggers. When it got cut down to 5 levels and the ranged stuff was taken out, they forgot to remove the ranged feats as prereqs. The designer has even said that the requirements should just be weapon focus and one other combat feat (perhaps it was TWF?). If I were you I would try to talk Amazing Triangle into using more sensible entry requirements.
 


Here's a mostly-finished work. I still need to pick out a race, find what to do with about 2000GP left, and pick at least one more feat (I'm not sure if Weapon Focus is worth keeping.)

I'm going for a low-wis grapple build since Drunken Master abilities put your wisdom in the toilet anyway, there's really no point to upgrading it.

[sblock]
Skitha, Female ??? Monk 5 Drunken Master 1
Small Humanoid, Lawful Good,
<age>, <Height>, 39, Female, Blue eyes, Brown skin, Brown hair

STR: 18+2 (+5)
DEX: 16 (+3)
CON: 16 (+3)
INT: 14 (+2)
WIS: 10 (+0)
CHA: 08 (-1)

Hit Points:
Hit Dice: 6d8+15 (XXX hp)
Speed: 40ft (Monk)
Initative: +3 (+3 DEX, +0 <bonus>)
AC: 15 (+1 Armor, +0 Shield, +3 DEX, +0 Size, +0 Natural, +1 Monk,;

touch 14, flat-footed 12)
BAB/Grapple: +8/+12 (+1 Focus?)

Fort: +12 (+6 Base, +3 CON, +2 Great Fortitude, +1 Cloak of Resistance)
Ref: +10 (+6 Base, +3 DEX, +1 Resistance)
Will: +5 (+4 Base, +0 WIS, +1 Cloak of Resistance)

Attacks:
  • Unarmed Strike +8 melee (1d8+5)
  • <Weapon> +XX ranged, XXX' (XXdXX+XX XXxX)

Special Attacks:
  • Flurry of Blows +6+6 melee (1d8+4)

Special Abilities:
  • Wisdom Bonus to AC: Does nothing
  • Flurry of Blows
  • Evasion
  • Still Mind
  • +2 Class bonus to Escape Artist
  • Fast Movement
  • Slow Fall -20 Feet
  • Ki Strike: Magic
  • Purity of Body
  • Drink Like a Demon (Each drink reduces Int and Wis by 2, Increases Str or Con by 2)
  • Improvised Weapon Bonus Damage

Skills: (48 points, max ranks 9/9)
  • Jump +11 (+4 Ranks, +5 Str, +2 Tumble Synergy, +4 Speed Bonus)
  • Tumble +12 (+9 Ranks, +3 Dex, +0 <bonus>)
  • Escape Artist +14 (+9 Ranks, +3 Dex, +2 Cobra Strike)
  • Hide +6 (+3 Ranks, +3 Dex, +0 <bonus>)
  • Move Silently +6 (+3 Ranks, +3 Dex, +0 <bonus>)
  • Balance +9 (+4 Ranks, +3 Dex, +2 Tumble Synergy)
  • Listen +5 (+5 Ranks, +0 Wis, +0 <bonus>)
  • Sense Motive +5 (+5 Ranks, +0 Wis, +0 <bonus>)
  • Concentration +12 (+9 Ranks, +4 Con, +0 <bonus>)

Feats:
  • Dodge (Cobra Strike Monk)
  • Mobility (Cobra Strike Monk)
  • Great Foritude
  • Improved Unarmed Strike (Monk)
  • Improved Grapple
  • Weapon Focus (Grapple) ???
  • One More ???

Languages:
  • Common
  • ???

Equipment:
  • Gauntlets of Ogre Power +2 (4000gp, 4lbs.)
  • Cloak of Resistance +1(1000gp, 1lbs.)
  • Ring of Sustenance (2500gp, 0lbs.)
  • Bag of Holding type I (2500gp, 0lbs.)
  • Hand of the Mage (900gp, 0lbs.)
  • Bracers of Armor +1 (1000gp, 0lbs.)
  • 20 Gallons of Ale (4gp, 160lbs.)
  • 20 Pitchers of Wine (4gp, 120lbs.)
Total weight carried -- XXXlbs.
Light load -- XXXlbs., medium -- XXXlbs., heavy -- XXXlbs., lift --

XXXlbs., push -- XXXlbs.


XP: XXX,XXX / XXX,XXX

Appearance:
XXXXX

[Personality:
XXXXX

Background:
XXXXX

Notes:
XXXXX

[/sblock]
 

Scotley said:
Hey AT are you still taking characters for this one? I have a Goliath Fighter from a game that never got off the ground that I could put up quickly.
Post it in the correct format and I will see if it fits the flavor so far. I will decide when I see it.

Voadam said:
(miscellaneous things mostly like restoring a page of writing if I have the scrap of a page).
Amanuensis: SpC transmutation cleric 0, sorcerer/wizard 0 target; This will do just that turns your pen into a copy machine from one to another book does tons of pages.

Voadam said:
I don't have the compendium but do have Tome and Blood, FRCS, Magic of Faerun, and Dragonlance CS, I assume the compendium has the spells from these WotC sources possibly updated for 3.5 or refined further.
Yeah if you post your spells I will see if there is any real difference.

Gabrion I will look at it for JonnyFive.
[sblock=Prereqs for PrC in Question]Requirements
To qualify to become a Invisible Blade, a character must fulfill all the following criteria.
Skills: Bluff 8 ranks, Sense Motive 6 ranks, Sleight of Hand 6 ranks.
Feats: Weapon Finesse, Weapon Focus (dagger, kukri, or punching dagger)
+Errata of once per round bluff ability [/sblock]
Here is one version 10 levels: Invisable Blade

hafrogman, Moonstone- Looks good at first glance I will comb it over as I get a chance.
 
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Mostly done

I still need to finish up the history (the parts of it that he remembers at least), but other than that he's mostly done. Oh ya, I also need to add a familiar and possibly list forms for wildshape to make the modifications easier to track. Anyway, here he is for the moment.

Lugka the Fierce
Male Vanarra
Summoner (UA varient) 1/Druid 5
True Neutral
Middle Aged

tn_Shaman_jpg.jpg


Str 5 (-3) (8 base, 0 points, -2 racial, -1 age)
Dex 10 (+0) (8 base, 3 points, -1 age)
Con 16 (+3) (8 base, 13 points, -1 age)
Int 18 (+4) (8 base, 8 points, +2 racial, +1 age)
Wis 22 (+6) (11 base, 13 points, +2 racial, +1 age, +1 level)
Cha 10 (+0) (8 base, 3 points, -2 racial, +1 age)


Hit Points: 45 (1d4+4d8+1d6+18)
AC: 10 (10 base, +0 dex), Touch: 10, Flatfooted: 10
Initiative: +0
BAB: +3, Grapple: +0
Speed: 30 feet, 20 ft. climb

Saves
  • Fort: +7 (+0 wizard, +4 druid, +3 con)
  • Ref: +1 (+0 wizard, +1 druid, +0 dex)
  • Will: +12 (+2 wizard, +4 druid, +6 wis)
Attacks
  • +0 melee, quarterstaff, 1d6-3, 20/x2
Skills 24 wizard, 40 druid (64 total)
  • Concentration +12 (9 ranks, +3 con)
  • Handle Animal +9 (9 ranks, +0 cha)
  • Knowledge (Arcana) +12 (8 ranks [4 cross-class], +4 int)
  • Knowledge (Nature) +13 (9 ranks, +4 int)
  • Listen +15 (9 ranks, +6 wis)
  • Spot +15 (9 ranks, +6 wis)
  • Spellcraft +12 (7 ranks, +3 int, +2 feat)
  • Speaks Common, Vanara, Giant, Goblin, Spirit Tongue, Sylvan
  • Armor Check Penalty: -0
Feats
  • Precocious Apprentice (Level 1 – Campaign Bonus – Complete Aracane)
  • Practiced Spellcaster (Level 1 – Character – Complete Arcane)
  • Augmented Summoning (Level 1 – Wizard Bonus)
  • Natural Bond (Level 3 – Character – Complete Adventurer)
  • Natural Spell (Level 6 – Character)
Vanara Racial Traits
  • Size: Medium
  • +2 Int, +2 Wis, -2 Str, -2 Cha
  • Base Speed: 30 ft, 20 ft. climb
  • +4 balance and jump, +2 hide and move silently
  • Low-light vision
  • Favored Class: Shaman or Druid
Special Abilities
  • Familar (Wizard 1)
  • Animal Companion (Druid 1)
  • Nature Sense (Druid 1)
  • Wild Empathy (Druid 1)
  • Woodland Stride (Druid 2)
  • Trackless Step (Druid 3)
  • Resist Nature’s Lure (Druid 4)
  • Wild Shape 1/day (Druid 5)
Caster Levels:
  • CL 5 Wizard
  • CL 5 Druid
Wizard Spells Prepared
  • Cantrips: 3/day, Detect Magic, Light, Mage Hand,
  • 1st Level: 2/day, Mage Armor, Enlarge Person
  • 2nd Level: 2/day, Wraithstrike x2
Druid Spells Prepared
  • Orisons: 5/day, Create Water, Cure Minor Wounds x2, Guidance, Light
  • 1st Level: 5/day, Enrage Animal (SC), Entangle x2, Produce Flame, Spider Hand (BoVD)
  • 2nd Level: 4/day, Cloudburst (CD), Decomposition (SC), Bite of the Wererat, Master Air (SC)
  • 3rd Level: 2/day, Bite of the Werewolf (SC), Call Lightning
Equipment
  • Quarterstaff (4 lbs.)
  • Druid’s Vestment-10,000 gp, - lbs.
  • Wand of Lesser Vigor-750 gp, - lbs.
  • +1 leafweave studded leather (for companion)-2,530 gp, 15 lbs.
  • Spellbook
    • Cantrips
      • Acid Splash (½ page)
      • Arcane Mark (½ page)
      • Daze (½ page)
      • Dancing Lights (½ page)
      • Detect Magic (½ page)
      • Detect Poison (½ page)
      • Disrupt Undead (½ page)
      • Flare (½ page)
      • Ghost Sound (½ page)
      • Light (½ page)
      • Mage Hand (½ page)
      • Mending (½ page)
      • Message (½ page)
      • Open/Close (½ page)
      • Prestidigitation (½ page)
      • Ray of Frost (½ page)
      • Read Magic (½ page)
      • Resistance (½ page)
      • Touch of Fatigue (½ page)
    • Level 1
      • Benign Transposition (SC) (1 page)
      • Comprehend Languages (1 page)
      • Enlarge (1 page)
      • Grease (1 page)
      • Mage Armor (1 page)
      • Shield (1 page)
      • Spellflower (SC) (1 page)
    • Level 2
      • Wraithstrike (2 pages)
    • Blank Pages: 81.5
  • 72 Platinum Piecess (2 lbs.)


Razorclaw the Fleshraker Dinosaur (Animal Companion) (MM III)

Medium Animal
Hit Dice: 6d8+12 (36 hp)
Initiative: +5
Speed: 50 ft.
Armor Class: 27 (10 base, +5 dex, +8 natural, +4 armor)
Base Attack/Grapple:+4/+8
Attack: Claw +8 melee (1d6+4 and poison)
Full Attack: 2 claws +8 melee (1d6+4 plus poison) and bite +6 melee (1d6+2) and tail +6 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping Pounce, Poison, Rake 1d6+2
Special Qualities: Low-light vision, Scent, Link, Share spells, Evasion
Saves: Fort +7, Ref +10, Will +4
Abilities: Str 18, Dex 20, Con 15, Int 2, Wis 14, Cha 12
Skills: Hide +14, Jump +26
Feats: Improved Natural Attack (claw), Virulent Poison (SS), Multiattack

Combat

Leaping Pounce: When a fleshraker charges, it leaps high into the air above its prey, attempting to knock it to the ground. This ability functions much like the pounce special attack. However, a fleshraker’s incredible jumping ability makes its leaping pounce particularly deadly.

When a fleshraker charges a foe, it can make a full attack, including one rake attack. If a fleshraker successfully hits and damages a target of its size or smaller that it pounces on during a charge, it can make a free trip attack without provoking attacks of opportunity. If the fleshraker wins the opposed trip check, it can make an immediate grapple check. If it succeeds, the opponent is considered grappled and pinned on the ground beneath the fleshraker. On each subsequent round, the fleshraker can deal automatic claw and rake damage with a successful grapple check against a pinned opponent.

If a fleshraker fails the opposed trip check, it cannot be tripped in return. If it successfully trips its opponent but fails the subsequent grapple check, the opponent is still prone in the fleshraker’s square, but it is not grappled or pinned.
Poison: Injury, Fortitude DC 16, initial damage 1d6 dex, secondary damage 1d6 dex. The save DC is constitution based.
Rake: Attack bonus +2 melee, damage 1d6+2
Skills: Fleshrakers have a +8 bonus on hide checks and a +6 racial bonus on jump checks. The hide bonus increases to +10 in forested areas.
 
Last edited:

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