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Gaming W/Jemal - Epic Mortal Kombat (Character creation.)

Tattooed monk is a dip class. 1 or 3 levels to get 1 or 2 tatoos. Some of them are very nice, but I can't think which off the top of my head...
 

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Now, to other questions:

ethandrew - Djinni are ok minus the more powerful SLA's. I'll even let you keep wind walk b/c it fits with Djinn and I don't think it's gonna break anything. It's essentially a flight variant.

Voidrazor - Looks acceptable. Just for the record, I'm hoping you would actually Roleplay that 'no time to think' drawback. To me, it seems like it's not JUST you don't have ranks in the skills, it implies a mentality that wouldn't try anyways.

Avalon - Hmm, I believe so. It effectively lets you be one size category larger, so if you WERE medium, you could use large weapons at no penalty, or Huge weapons at the standard -4 penalty.

Moritheil - Tulani? Info,pls?
 



talking about spell likes
A avoral guardinal’s list of spell-like abilities:
At will—
aid
blur (self only)
command,
detect magic
dimension door
dispel magic
gust of wind,
hold person
light
magic circle against evil (self only)
magic missile,
see invisibility
3/day—lightning bolt. Caster level 8th.

keep them all or lose a few? or dropp them all?
 

Okay, I think I've decided that I'm going to try to get a custom Enlightened template approved. I'm just trying to work out how best to implement the concept I have, and I think it involves too many class levels for Paragon to be a good choice.

So, my thoughts on it so far. It isn't written up in proper style yet, this is just to give you an idea of where I'm thinking of taking it.

[sblock=Enlightened] Can be applied to any Humanoid, Monstrous Humanoid, Outsider or Undead with a Wisdom of 16 or better and an Alignment that is partly Neutral (Neutral Good, Lawful Neutral, True Neutral, Chaotic Neutral, Neutral Evil).

Type changes to Outsider if it is not already. Enlightenment is a way of transcendence, and humanity and mortality are left behind. The Enlightened one can no longer be affected by any spell that would bring him back from the dead, if he could previously. Part of Enlightenment is realizing the detachment to accept your fate and to understand that death is merely a transition.

+8 Dex, +4 Con, +4 Int, +12 Wis, +8 Cha. One who has found enlightenment exists in a permanent state of awareness and experiences utter synchronicity between body, mind and soul. He has perfect command of himself both physically and mentally.

An Enlightened person does not need to eat, drink, sleep or breathe.

+5 Insight Bonus to AC and Attack Rolls. The intense awareness of one's surroundings and one's place in them that comes with Enlightenment is a significant advantage in a combat situation.[/sblock]

I'm open to suggestions for any other abilities it should gain. I was wondering whether it should have DR and/or SR. Obviously they're not much use to me, but still... they make sense for the template, so perhaps the 'honest' thing to do would be to put them in, not sure.

Also not sure what LA it should have. As I said, I was aiming for about +5. It's probably that already, I would think, so if more abilities are added I might have to lower some of the current bonuses.
 

Jemal said:
Moritheil - Tulani? Info,pls?

Whoops, I was too brief. Tulani eladrins are from BoED; they are outsiders with +10 LA and numerous spell-like abilities as well as the ability to manifest +4 brilliant holy swords. It's actually very weird that they have Time Stop (Sp), since they have no summoning or DBF-like SLAs. Other high-level SLAs include heal and meteor swarm.
 

Jemal: I forgot to include the racial ability mods for the thri-keen. Here they are:
+2 Str, +4 Dex, -2 Int, +2 Wis, -4 Cha

Also, can you help me make an epic progression for the dervish PrC?
 
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Another question: a dire bear has the natural attacks 2 claws (2d4) and bite (2d8).

If that bear advanced from large to huge (by virtue of a magical effect) and then added the morphic weapons enhancement from warshaper on top of that to make the weapons size gargantuan, what would the damage be?

I'm assuming the claws go 2d4 -> 2d6 -> 3d6,
and the bite goes 2d8 -> 3d8 -> ??? either 4d8 or 3d10, I would guess, but on the advancement chart on MM 291, 3d8 is the highest, so no real help there. If you were to add Jaws of the Dragon from Draconomicon to make the bite colossal, what would it be then?
 

Jemal said:
Now, to other questions:

Voidrazor - Looks acceptable. Just for the record, I'm hoping you would actually Roleplay that 'no time to think' drawback. To me, it seems like it's not JUST you don't have ranks in the skills, it implies a mentality that wouldn't try anyways.
I had been hoping to use my character special to lessen the effect of 'no time to think', but a fanatic that disapproves of book learning and diplomatic niceties might be a fun change of pace. The build I'm planning on at this point is a Sainted (+2 LA) Half-Ogre (+1 LA?) Were-Cachalot (12 monstrous HD +2 LA) Anthropomorphic Baleen Whale (3 monstrous HD) Paladin 3 / Fighter 2 / Monk or Exotic Weapon Master 2 / War Hulk 15. He's more of a protector of the oceans than saint of freaks at this point. Being huge, I had this mental picture of him wielding a chain with an anchor on either end.

A few more questions:

Would you allow armor enhancements to be applied to clothing?

Could I get sizing armor? If so I was thinking a +2 weapon bonus cost was about right.

No flaws allowed, right?

Which version of the half-ogre template should I use?
 

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