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

Does "and such" include campaign setting books? I'm specifically wondering if the venomfire spell from Serpent Kingdoms (a FR supplement) is allowed. Maybe the answer to my question should partially come from the fact that I feal dirty even asking...
 

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gabrion said:
Does "and such" include campaign setting books? I'm specifically wondering if the venomfire spell from Serpent Kingdoms (a FR supplement) is allowed. Maybe the answer to my question should partially come from the fact that I feal dirty even asking...

The and such is a TBA type of thing. About your spell. There is at least one major problem with the spell no cap. A spell at 3rd level that gives you crazy amouts of damage to either you or your Companion. To top it off it is an hour/level so you would be able to do Orb of {type} damage on each hit for 6 hours a day/casting. That makes this a way too powerful spell. Even Weapon of Energy {3rd level Sorcerer/Wizard spell} is weaker only offering 1d6 and the crit like a flaming burst weapon and lasting 1rd/level.

Ruling: No
 

Remember you should have a portion of your history that you know about but your character does not know. This way I can reveal tiny specks of it as ways of you remembering your past. Otherwise you will completely forget your past and just move forward.
 

[sblock=hafrogman]
hafrogman said:
Spells:
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
Spells all look good. Other than get me the text on Dimension Hop we are fine here.

hafrogman said:
Feats:
Power Attack [human]
Weapon Focus (Great Axe) [campaign]
Improved Toughness [1st]
Combat Casting [Duskblade 2]
???[3rd]
???[6th]
May I recommend Improved Init., Leap Attack


Leap AttackEquipment: Cost Weight
Ring of Protection +1 2000gp -lb

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

Total 8670

Total Weight: 42lb
Money: 5330 gp 0 sp 0 cp
[/code][/QUOTE]
May I reccomend a ring or some mundane equipment or even some healing items?
Everything else looks good! :D[/sblock]

[Sblock=Moonstone Spider]
Moonstone Spider said:
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,;
HP is 49 (6d8+18 {lvl x Con mod})
Moonstone Spider said:
Feats:
  • Dodge (Cobra Strike Monk)
  • Mobility (Cobra Strike Monk)
  • Great Foritude
  • Improved Unarmed Strike (Monk)
  • Improved Grapple
  • Weapon Focus (Grapple) ???
  • One More ???
Improved Init. is a good choice, and you can't take weapon focus (grapple), you can take Wpn Focus (Unarmed Strike), or even Clever Wrestling, why not trade great fort with iron will or are you going for something in paticular?

Moonstone Spider said:
Languages:
  • Common
  • ???
Usually Elven, Undercommon, Terran, Celestial, Dwarven, Orc are good options

Moonstone Spider said:
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.)


  • This adds up to 11,908gp you still have 2092 may I suggest a ring of protection +1 which would leave you with 92gp.
    Everything else looks good! [/sblock]
    [Sblock=gabrion]
    gabrion said:
    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
    I recommend a higher AC than 10. HP is 44 {4+5+4+5+4+4+18}

    gabrion said:
    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)
    Just so you know Natural bond only gives you one effective caster level in Druid towards Companion. Practiced Spellcaster should have (Wizard) because you can take it for just about any casting class due to the wording.

    gabrion said:
    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.)
    Just be sure you can carry all this yoru light load is 16lbs. Your medium is 17-33lbs. Maybe a ring of prtection or bracers of armor or both with your money.
    The rest looks good :D [/sblock]
 

[sblock=Triangle]

Yeah, equipment was one of the things I haven't really dealt with yet.

If you don't have the PHB II, let me know if you need to know any of my class features, etc.

Dimension Hop
Conjuration(Teleportation)
Level: Duskblade 2, sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantateous
Saving Throw: Will Negates
Spell Resistance: Yes

You instantly teleport the subject creature a distance of 5 feet per two caster levels. The desitination must be an unoccupied space within line of sight.
[/sblock]
 


[sblock]
Eglath Lostfate Thuliga, Goliath Fighter 5
Medium Humanoid, NG,
22, 7'9", 300 pounds, Male, green eyes, light gray mottled skin, no hair, lithoderms

STR: 24 (11+10 points+4 Racial+1 Level+2 enhancement)
DEX: 13 (8+8 points-2 Racial)
CON: 16 (8+6 points+2 Racial)
INT: 14 (8+6 points)
WIS: 12 (8+4 points)
CHA: 14 (8+6 points)

Hit Points: 47 / 47
Hit Dice: 5d10+15 (47 hp)
Speed: 30ft (20' When wearing heavy armor)
Initiative: +1 (+1 DEX)
AC: 23 (+10 Armor, +0 Shield, +1 DEX, +0 Size, +0 Natural, +1 Ring, +1 feat; touch 12, flat-footed 21) Armor check penalty -4
BAB/Grapple: +5/+12
Patron: Kavaki, the Ram-Lord and the Goliath pantheon

Fort: +7 (+4 Base, +3 CON)
Ref: +2 (+1 Base, +1 DEX)
Will: +2 (+1 Base, +1 WIS)

Attacks:
  • +1 Long Axe +14 melee (3d6+14 20x3)
  • MW Cold Iron Large Morning Star +13 melee (2d6+7 20/x2)
  • Large Javelin +6 ranged, 30' (1d8+7 20x2)

Special Abilities:
  • Powerful Build—treat as large for opposed checks and weapon size
  • Mountain Movement-Standing jumps as running jumps also climbs at ½ speed without penalty
  • Acclimated—no penalties for altitude
  • Low Light Vision

Skills: (32 points, max ranks 8/3)
  • Climb +15(8+7Str)
    Intimidate +8(6+2Cha)
    Jump +15(8+7Str)
    Swim +9(2+7Str)
    Tumble xx +4(1+1Dex+2Syn)
    Search xx +4(2+2Int)
    Sense Motive xx +4 (1+1Wis+2Race)

Feats:
  • Exotic Weapon, Long Axe
  • Weapon Focus, Long Axe
  • Power Attack
  • Cleave
  • Weapon Specialization, Long Axe
  • Heavy Armor Optimization

Languages:
  • Common
  • Gol-Kaa
  • Dwarven
  • Terran

Equipment:
  • +2 Full Plate(4650gp, 50lbs.)
  • +1 Ring of Protection (2000gp)
  • Gauntlets of Ogre Power (4,000gp, 0lbs.)
  • +1 Large Long Axe(2370gp, 14lbs.)
  • MW Studded Leather (156gp, 20lbs.)
  • MW Cold Iron Large Morning Star (324gp, 12lbs.)
  • Large Javelins x10 in quiver (20gp,40lbs)
  • Explorer’ Outfit (0gp,0lbs.)
  • Earthsilk Rope 100’ (24gp,14lbs.)
  • Backpack (2gp,2lbs.)
  • Belt Pouch x2 (2gp,1lbs.)
  • Bedroll (2sp,5lbs.)
  • Winter Blanket (5sp,3lbs.)
  • Grappling Hook (1gp,4lbs.)Flint and Steel (1sp,0lbs.)
  • 1 Weeks Rations (6gp,7lbs.)
  • Potion of Cure Light Wounds x4 (200gp,0lbs.)
  • Sunrod x5 (10gp,5lbs.)
  • Torches x2 (2cp,2lbs.)
Total weight carried -- 172lbs.
Light load -- 168lbs., medium -- 174-346lbs., heavy -- 327-520lbs., lift -- 520lbs., push -- 2600lbs.

Coins--33gp, 11 sp, 8cp 50gp gem x2 10 gp gem x10

XP: 17,000 / 21.000

Appearance:
Eglath is fairly unremarkable as Goliath’s go, but among flatlanders he is an exotic sight standing just short of eight feet tall and weighing 300 pounds. His head is hairless with a pronounced jaw line and strong brow ridge. The eyes are brilliant green and in the shadows almost seem to glow softly with an inner light. His skin is light gray with darker patches and dotted with lithoderms. He is massively muscular. He has a large birthmark on his upper back and a scaring on his chest from an unfortunate slide down a rocky cliff. His voice is gravely and deep with a thick dwarven accent when speaking common. He typically wears a comfortably worn suit of fine studded leather dyed a light gray, but when going into battle he has a suit of full plate. He carries a huge long handled axe, a cold iron morning star and a quiver of massive javelins.


[Personality:
Eglath is friendly and loves games of all types. He is very competitive and does not hesitate to partake of sporting events or gambling. He enjoys telling and listening to stories as well. He is fond of dwarves and gnomes, but has had less experience with humans, elves and halflings and may be a little slower to warm to them. He is slow to anger and rarely starts a fight, but once engaged in battle he is confident and tenacious. He is motivated by the cause of good, protecting the land—particularly the mountains and the wealth beneath them, and not above working for pay as well.

Background:
Eglath was born to the Thuliga some 22 summers ago. He was born with an unfortunate birthmark that obscures part of the natural mottling associated with a Goliath’s fate. This marked him as an unusual child with an uncertain future. He took some teasing from other Goliath children for his birthmark and choose the path of a warrior to earn the respect of his people. He developed his skills and muscles until other boys no longer felt it wise to tease young Eglath. They still tended to talk about his behind his back and he never felt totally welcome among his own people. Just over a year ago Eglath fell sliding down a rocky cliff during a game cliff-climb. He skinned his chest badly further marring the patterns on his skin. Eglath found himself the brunt of much speculation or worse pity. Unlike most of his kin, he took to wearing armor to cover the markings of his body. Feeling frustrated and unwelcome, he eagerly volunteered for a trade mission to dwarven lands and found he like these small people. He choose not to return to his clan, but instead to explore other races and cultures. He supported himself by finding work as a guard, mercenary or simple laborer—any job where his unusual size and strength were assets. He used the profits to acquire fine dwarf made gear and trained hard to improve his skills. Slowly, he has moved further and further from his mountain homeland in the Crystalmists looking for interesting places and cultures as well as profitable work.


Notes:
XXXXX

[/sblock]
 
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[sblock=AT]
Amazing Triangle said:
I recommend a higher AC than 10. HP is 44 {4+5+4+5+4+4+18}

His AC is so low because he will be in wild shape 10 hours/day, and if we're doing any fighting after that, he'll be far away from it. As for the HP, why would the last one not be 5 instead of 4?

Just so you know Natural bond only gives you one effective caster level in Druid towards Companion.

If you're going to rule it that way I won't object (it is your game after all), but I'll probably switch it out for something else. You should keep in mind though that the wording of the feat says "add three to your effective druid level for determining the bonus hit dice, extra tricks, special abilities, and other bonuses your animal companion recieves," and (the part I'm sure you're hung up on), "This feat can never make your effective druid level exceed your character level."

Under the fleshraker dinosaur (and many of the core animals too), it says that a druid can have one as an animal companionbut they must "apply a -3 adjustment to the druid's level for purposes of determining the companion's characteristics and special abilities." The last part is obviously talking about the stuff an animal companion gets according to the entry on page 36 of the PHB (the same stuff called out in the Natural Bond Feat).

So, I'm a 5th level druid and I decided to get a fleshraker as an animal companion. What does this mean? I'm treated as a 2nd level druid for purposes of the animal companion abilities chart on page 36 of PHB. I then take natural bond, which treats my level for determining animal companion abilities as 3 higher than it is, to the maximum of my actual druid level. In this case, my effective level goes from 2nd to 5th, and since my actual druid level is 5th, it doesn't break the cap established by the feat.

Like I said, if you're deciding to use the feat differently that this then I will simply swap it out, but could you explain your reading?

Practiced Spellcaster should have (Wizard) because you can take it for just about any casting class due to the wording.

I'll make sure to add that in there.

Just be sure you can carry all this yoru light load is 16lbs. Your medium is 17-33lbs. Maybe a ring of prtection or bracers of armor or both with your money.
The rest looks good :D

Altogether I'm carrying 9 lbs., so it shouldn't be too much of a problem. If I acquire more equipment I can always get some kind of saddle bag for my companion and have him carry it too.

Thanks for looking this guy over for me![/sblock]
 
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now with 30% more 3.5D&D!

repost Char sheet updated for you prereqs, and with larger backround.

[sblock]
Zzerki, poison dusk lizardfolk 5th Rogue (ECL 6)
small Humanoid (Reptilion), CN,
50, 3'2, 75, Male, Yellow Dragon eyes, Green scale skin, no hair, black stripes on his back and tail


STR: 16 10point
DEX: 20 10point+2race+1level
CON: 16 6point+2race
INT: 14 6point
WIS: 12 4point
CHA: 10 4point-2race


Hit Points: 35 / 35
Hit Dice: 5d6+15 (XXX hp)
Speed: 30ft
Initative: +5 (+5 DEX)
AC: 21 (+0 Armor, +1 Deflection, +5 DEX, +1 Size, +4 Natural, +XX <other>; touch 17, flat-footed 21)
BAB/Grapple: +3/+2

Fort: +4 (+1 Base, +3 CON, +XX <bonus>)
Ref: +9 (+4 Base, +5 DEX, +XX <bonus>)
Will: +2 (+1 Base, +1 WIS, +XX <bonus>)

Attacks:
  • +1 dagger +11 (1d3+4 19-20x2)
  • TWF +9/+9 daggers (1d3+4/+2 19-20x2

Special Attacks:
  • 2claw 1d3 and bite 1d3

Special Abilities:
  • hold breath
  • Low light vision
  • Poison use
  • Sneak attack

    +3d6
  • Trapfinding
  • Evasion
  • Trap sense +1
  • Uncanny Dodge


Skills: (80 points, max ranks 8/4)

  • Balance 9 (0 Ranks, +5 Dex, +4
  • Bluff 8 (8 Ranks, +0 cha)
  • Disable Device 10 (8 Ranks, +2 Int)
  • Hide 22 (8 Ranks, +5 Dex, +4, +5)
  • Jump 8 (0 Ranks, +3 Str, +4)
  • Listen 9 (8 Ranks, +1 Wis)
  • Move Silently 12 (8 Ranks, +5 (Dex)
  • Open Lock 7 (2 Ranks, +5 Dex)
  • Search 10 (8 Ranks, +2 (Int)
  • Sence Motive 7 (6 ranks, +1 Wis)
  • Spot 9 (8 Ranks, +1 Wis)
  • Slight of Hand 13 (8 Ranks, +5 Dex)
  • Tumble 13 (8 Ranks, +5 Dex)

Feats:
  • Weapon focus(Dagger)
  • Weapon Finess (Dagger)
  • TWF

Languages:
  • Common
  • Draconic
  • Sylvan
  • Halfling

Equipment:
  • +1 dagger (x3) (6806gp, 2.25lbs.)
  • Ring of Protection +1(2000gp, -lbs.)
  • Amulet of nat armor +1(2500gp, -lbs.)
  • Boots of Elvenkind(2500gp, 1lbs.)
  • 194gp
Total weight carried -- 3.25lbs.
Light load -- 57lbs., medium -- 114.75lbs., heavy -- 172.5lbs., lift -- XXXlbs., push -- XXXlbs.



XP: XXX,XXX / XXX,XXX

Appearance:
XXXXX

Personality:
XXXXX

Background:
zzerki grew up as part of an outcast tribe that lived on the outskirts of a major town. There he learned the nececity of hiding, and hitting hard and fast. as the years progesed Zzerki got better and better at it. Soon after hit what would have been his 30th birthday, he was caugt by a major noble while he was attempting to "liberate" some of the Nobles jewelry. Given the skill it took to get that far, and the fact that most of the lizard folk around there were considered useless slaves, Zzerki was given an option. Join the army or the loss of his right hand. Zzerki took joining the army.

Beond his expectations, he found that he enjoyed the work he did. He was offten used in covert strikes against bandits or toublesome nobles. he carried out most missions with zeal, preforming without flaw. then this mission happened, and he has no memories beond waking up, sourounded by people he think he knows.

Notes:
XXXXX

[/sblock]
 
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Amazing Triangle said:
HP is 49 (6d8+18 {lvl x Con mod})
I just realized I hosed myself on my ability scores, bad math skills. Think I'll go half-orc for the race.

Improved Init. is a good choice, and you can't take weapon focus (grapple), you can take Wpn Focus (Unarmed Strike), or even Clever Wrestling, why not trade great fort with iron will or are you going for something in paticular?
I'd trade Fortitude for willpower in a heartbeat, but Great Fortitude is a prereq for Drunken Master for no reason that makes any sense. Improved Init sounds like a really good idea, since most of my AC is coming from dex.

If I put weapon focus unarmed strike does that apply only to normal unarmed attacks or does it also work on grappling?

This adds up to 11,908gp you still have 2092 may I suggest a ring of protection +1 which would leave you with 92gp.
Everything else looks good!
Great. Thanks for checking it. I'll put these changes directly into the sheet above.

One other question, the Drunken Master entry doesn't have any indication for how Drink Like a Demon interacts with low wisdom or int scores. What happens if you have 6 Drinks and you're Int is 10 (-12 for drinks)?
 
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