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Gaming W/Jemal - FinalFantasy D&D (Going Again!)

Jemal said:
I knew I forgot something!

OK, stats are kinda weird:
All stats start at 10, except your 'Prime' Stat, which starts at 18. You get 14 points to spend on a point for point basis, and can't spend more than half on any 1 stat.

To those not in yet : I haven't decided when I'll be putting you in quite yet, but I'd like to let the starting 6 get used to each other for a week or two first. I know that everybody wants in ASAP, but I'll have to look at the concepts and figure out when a good time (story-wise) would be to put you in.

Do you want the rest of us to wait on character creation or would it be helpful for you if we go ahead and begin fleshing out our ideas so that you can better decide on when to integrate us?
 

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[sblock=Jemal]It's more of a seperate magic system actually but is easier to learn than say Incarnum or ToB. It would rely more on vestiges but I won't be able to use a lot of them because I'm not that high of a level. I'll first arrange with Warlocklord on what level we'll be using then I'll post the needed info. Is that ok with you?[/sblock]

@Warlocklord: So, what level would you prefer? 13 or 14?
 

[SBLOCK=Jemal]The dragonscale armor looks good, but a couple of the feats I was looking at are predicated on his wearing heavy - not medium - armor. Let me know what you think of these:

HEAVY ARMOR OPTIMIZATION [GENERAL] (Races of Stone 141)
You have trained extensively in heavy armor, and you have learned to take advantage of the protection it offers.
Prerequisites: Armor Proficiency (heavy), base attack bonus +4.
Benefit: When you are wearing heavy armor, lessen the armor check penalty of the armor by 1 and increase the armor bonus by 1.
Special: A fighter may select Heavy Armor Optimization as one of his fighter bonus feats (see page 38 of the Player’s Handbook).

GREATER HEAVY ARMOR OPTIMIZATION [GENERAL] (Races of Stone 141)
You have mastered the use of heavy armor, maximizing its protective qualities while moving more easily in it.
Prerequisites: Armor Proficiency (heavy), Heavy Armor Optimization, base attack bonus +8.
Benefit: When you are wearing heavy armor, lessen the armor check penalty of the armor by 2 and increase the armor bonus by 1. Both of these effects stack with the benefit of the Heavy Armor Optimization feat, for a total lessening of the armor check penalty by 3 and a total increase to the armor bonus of 2.
Special: A fighter may select Greater Heavy Armor Optimization as one of her fighter bonus feats (see page 38 of the Player’s Handbook).

Also, from the PHB2:

STEADFAST DETERMINATION [GENERAL] (PHB2 83)
Your physical durability allows you to shrug off attacks that would cripple a lesser person. Rather than depend on agility or willpower, you use your raw toughness to survive.
Prerequisites: Endurance.
Benefit: You can use your constitution modifier in place of your wisdom modifier on will saves. You do not automatically fail fortitude saves on a roll of 1.

ARMOR SPECIALIZATION [GENERAL] (PHB2 75)
Through long wear and hours of combat, you have trained your body to believe in its armor. Where others flinch, you confront. When the sword fails, your instincts, born of bruises and rent flesh, present your cuirass, cuisse, helm, or gorget to meet the blade at the perfect angle, causing it to skitter off harmlessly.
Prerequisites: Proficiency with the selected armor type, base attack bonus +12.
Benefit: Choose one type of medium or heavy armor with which you are proficient. When wearing masterwork armor (including magic armor) of that type, you gain damage reduction 2/-. Any time you lose you dexterity bonus to armor class, you lose the benefit of this feat, because you cannot properly deflect the blows of your enemy.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of armor.

Also, for future reference, would you allow the Greater Resliancy feat from CW to apply to Armor Specialization, increasing the DR to 3/-?[/SBLOCK]
 

Avalon® said:
@Warlocklord: So, what level would you prefer? 13 or 14?

Let's go 14. I like high levels :)

[sblock=Jemal]
Can I use the Corpsecrafter, Nimble Bones, and Mother Cyst feats from Libris Mortis?
Corpsecrafter adds +4 strength and 2 hp per HD to undead I create through spells
Nimble Bones has CC as a prereq, and adds +4 initiative and +10 to speed to aforementioned undead

Mother Cyst adds the necrotic spells to my spells known, gives me the required focus, and I get spell mastery in each. [/sblock]
 
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Very well, 14 it is.

@Jemal: I'll try posting it either tommorow or the day after. I'll do my best to post it in time because I'm having my vacation from friday 'till monday then my classes start on tuesday.
 


always questions. ;)

OK, the rest of you I'd like some more fleshed out, maybe partially stated characters. The lowest level anyone will be joining in is 12. (14 for the villains). Design your characters around a minimum level of 12, though some of you WILL be higher, and coming in later.

Leveling will come fairly quickly, btw. Random encounters, RP XP, Story XP, and Lotsa Xp after boss fights.

I'd like to know some more specifics on what people are playing so I can figure out when they'll fit into the story.
ALSO, if you have a good idea for the specific time (not 'soon', but a certain event) that you think would work, we can talk about it.
Such as Avalon/Warlocklord and their Airship...

Brother Allard - Hmm, guess Full Plate it is then.. You know it'll make you pretty slow though, right? And all those feats are OK.

Warlocklord - Those feats are ok
Avalon - looking forward to it. Hoping it's not too long.
Pirates - I'll be designing the ship myself. Since it's a militarily constructed MagiTek vessel, you will not be able to modify it to your specifications (You take what you get), unless you find a MagiTek mage... Or have spells yourself that are capable of permanently modify existing magical 'boats' which are immune to transmutation magic. You CAN buy weapons for it (and your 'crew', if desired). It'll have some of it's own, but not too much.
 

Jemal said:
Brother Allard - Hmm, guess Full Plate it is then.. You know it'll make you pretty slow though, right?
Ah! But the Knight's Armor Mastery (heavy) ability (acquired at level 9) means that he can ignore the speed penalties for heavy armor. Knight FTW!
 

Touche.
Hmm, a lvl of Barbarian and boots of striding and you'd be yer own Barded Horse. ;)
50' speed, no reduction, in heavy armour..
 

Hahahah!

Cool.

Fer reference: One of Mikken's spells is Haste, and he's liable to use it on the group in many battles, though maybe only one or two Hastes a day. So there's a source of 'enhancement bonus to movement speed' during combat sometimes.

Also: Going to be a Transmuter specialist wizard, giving up Enchantment and Necromancy. Since his spellcasting is going to be a ways behind the norm for his character level, it'd be handy to have an extra spell slot of each spell level he has access to. Going to emphasize buffing as much as blasting, and general utility/wierd stuff thirdly (giving up enc and nec to show he's not dabbled in the darkest sides of magic, though he did study with a witch, and he doesn't want to learn mind-control or death magic). Some of his buffs will be self-only, but he'll also have stuff like Haste and Mass Enlarge Person for the group.

[sblock=Jemal]Thanks. Apparently I forgot how much XP is needed for 10th-level and didn't think to check my PHB first. *facepalm*

Any of the three defensive options would work for me, though I'd prefer to be using 1st-level slots on Mage Armor than 3rd-level slots on Greater Mage Armor. :heh: [/sblock]
 

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