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

Jemal said:
Autumn - Cool, can't wait to see it. Are you still using that Enlightened template then, or switching to Paragon?

I'll go with Paragon I think. The Enlightened template had a distinct concept but I realised that the more I was working on the crunch of it, the more it was just looking like Paragon-lite. Which seems a little silly.

Brother Allard said:
* Necklace of natural weapons (SS 58) - the enhancement bonuses and weapon qualities on this necklace are applied to attack and damage rolls involving one or more of the wearer's natural weapons. (in this case, claws only)

I'd be very interested in getting one of those too, they're a great option for a Monk. Let me know if you'd allow it. :)
 

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Jemal said:
Everyone who's playing Outsiders : I've been thinking about all those SLA's that the outsiders seem to get, and I've decided I'm not happy with letting a lot of that in the campaign. If you REALLY want to play one of those races (Tulani, Avoral, etc), post a complete list of SLA's they get, and I'll be snipping it. If you don't like the snips, then we'll talk about it, but As I've said before, This is a tournament for Warriors. Some magic is cool, and the occasional lightning bolt/invisibility spices things up, but...

Doh :P If I can find the time, I'll type it up. It's a really long list, which leads me to believe that you might not like it. :\ On the plus side, most of the SLAs are low-level; it's only the big three (heal, meteor swarm, time stop) that aren't.
 

Looks like Paragon is the weapon of choice. Let it be mine as well, because it seems to simplify so many things for those of us getting our feet wet while remaining fairly powerful regardless.

What's your take on the Void Incarnate? It's an Epic Insights EPrC on the Wizards site. I realize that many of it's features are quite suboptimal for this kind of campaign, with the lack of magical firepower and all, but it also captures the character backstory I've thought of to explain the Paragon template quite well. Also, would you allow Void Presence to interact with Improved Feint the same way as the Beguiler's Surprise Casting (as in feinting as a swift action)? *also pines for the Empty Body 9th level class ability to bypass all the Bracers of Armor going around the unarmored Wis-to-AC types*

In addition, will you approve Races of Destiny's Able Learner feat? It allows all cross-class skills to be purchased at 1 skill point instead of 2, has to be taken at 1st, and requires human or doppleganger race (or Changeling, for Eberronphiles everywhere :p).

What is your policy on the Int boost from Paragon? Will you allow it to increase skill points from level 1? Even if character history doesn't involve the Paragon template until late non-Epic to first-step-Epic? *whistles innocently at the editing tool at the back of my mind*

For those of us working off SRD, what's a 40'th level character's budget?

Last question: when do you want these sheets done?
 
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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
true seeing
3/day—lightning bolt. Caster level 8th.
 

Permanent Intelligence Increases give bonus skill points starting the level they are gained, and are not retroactive.

I think I'm gonna say no to Able Learner

I know Void Incarnate and don't like it too much as a DM.. I'll think about it.

Bear Totem is ok.

* Soulfire armor ability (BoED 112) - immune to all death spells, magical death effects, and energy drain, and any negative energy effects (such as from chill touch or inflict spells).
No
* Blindsighted weapon ability (Und 68) - blindsight to a range of 30 feet.
* Necklace of natural weapons (SS 58) - the enhancement bonuses and weapon qualities on this necklace are applied to attack and damage rolls involving one or more of the wearer's natural weapons. (in this case, claws only)
* Ring of adamantine touch (BoED 115) - allows the wearer to make melee weapon attacks and natural attacks as though wielding an adamantine weapon.
Depends on cost.
* Ring of growth (SS 54) - This ring allows the wearer to speak a command word and instantly grow in size, doubling its height and multiplying its weight by 8. The usual effects apply. 1/day for 9 minutes.
I assume the "usual Effects" means as though increasing size 1 step? (+2 str, -2 dex, -1 size mod to ac/attack, increased size mod for grapple/trip).
Or is it based on Righteous Might?
Also, cost?
* Ring of 9 lives (MoF 146) - If the wearer ever drops to 0 hit points or below, the ring expends one of its [9] charges to cast a heal spell upon her. The wearer can also expend a charge if she fails a saving throw, allowing her to treat the saving throw as a success.
No
* Antimagic torc (Und 73) - 1/day antimagic field, as the spell, centered on wielder. This build is pretty grapple heavy - this item is here to defeat freedom of movement, if necessary.
Sure.

Avoral Gaurdinal said:
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
true seeing
3/day—lightning bolt. Caster level 8th.
Hmm. True Seeing 3/day, drop Comand, Hold Person, Aid, Blur.
LA is reduced by 1.

I won't need the sheets for a while yet, keep working.
 


Necklace of Natural Weapons affecting one type of Natural Weapons (i.e. Claws, Bite, or a Monk's Unarmed Strike) costs 600 gp + the normal price for a magical weapon. So 2600 for +1, 8600 for +2, 18600 for +3, 32600 for +4 and so on and so forth.
 

I should have included costs in the original message. An oversight.

* Blindsighted weapon ability (Und 68) +30,000 gp - blindsight to a range of 30 feet.
* Necklace of natural weapons (SS 58) 600 + cost of enhancement bonuses multiplied by number of natural weapon types (in this case, one) - the enhancement bonuses and weapon qualities on this necklace are applied to attack and damage rolls involving one or more of the wearer's natural weapons. (in this case, claws only)
* Ring of adamantine touch (BoED 115) 120,000 gp - allows the wearer to make melee weapon attacks and natural attacks as though wielding an adamantine weapon.
* Ring of growth (SS 54) 18,000 gp - This ring allows the wearer to speak a command word and instantly grow in size, doubling its height and multiplying its weight by 8. The usual effects apply. 1/day for 9 minutes.

And yes, the last is based on enlarge person/animal

Incidentally, soulfire is a +4 bonus - it's powerful, but quite expensive.
 

Jemal, may I request the use of the following things:

-Expeditious Dodge feat from Races of the Wild
-Wrathful Healing ability from Enemies and Allies
-Bondleaf Wrap armor from Arms and Equipment Guide
-Various items from Magic Item Compendium along with the rules presented within for adding common magical abilities to magical items.

Also, what is your stance on thri-keen and item slots (rings, gloves and bracers)? Are they able to wear twice as much as a character with only two arms?
 
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Avalon - As stated before, i can't approve something until I've received info on what it does.
Also, regardless of # of limbs, a creature is still limited to the same # of magic item slots.

Brother_A - No on the blindsight
the rings of adamantine touch and growth are both good.
I'm gonna say no to that necklace, but I DO allow the Amulet of Mighty Fists to apply to all natural AND unarmed attacks.
 

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