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

I'm just currently working on any changes I need to make on my character since she was done at level 12 and I assume I'm gonna have to level her down to 10. Works got me a little busy, but it should be finalized by tommorow night.
 

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BTW,
[sblock=Darimaus]
You'll need to know your special to finish your character. For your special, you have no racial hit dice or level adjustment. It seems like a lot, but since you're not gaining some of the blink dog abilities (As you'll always be in other forms), I think it'll work out.
[/sblock]

[sblock=Fangor]
Hmm, been thinking it over, and sorry to make you change your character a bit, but add a level. I'm lowering your level adjustment to +2. you're now a lvl 8 dragon shaman, and you get your second LVL up stat adjustment.
[/sblock]
 

Jemal said:
Allright lets see where we stand :

IN for sure:
Caros (Kyo-Main Character) *Complete*
Arkhandus (Mikken - Fighter/Mage, Main characters cousin) *Complete*
Tailspinner (Leita - Ranger, scout) *Complete.. Did I do your 'special'?*
Shayuri (Techmage)
Belle (White Mage)
Greenstar (Black Mage)
Fangor (PseudoDragon Mascot)
Serow (Dragoon)
Darimaus (Shape-changing little-girl/blink dog)
Reveille
---
Maybe Later:
Ishalleatyourflesh - Cat Mascot
Voda Vosa (Reformed Villain/Black Mage)

ok, I'm gonna write up the items & Specials for those of you who don't have'em yet, and figure out how to work everybody into the first few encounters. Game should be ready to go soon.

Jemal,

No you didn't do Leita's special, but read below...

From post number 149:

Jemal said:
Tailspinner - Hmm, I think I've got an idea on that regard. I'd be willing to have Leita start with the party, and then get taken away fairly early, to be returned later when she is rescued... How's that sound? You would end up Roleplaying a bit and then soon getting taken, probably causing dilema and/or party split to get you back.

From post number 170:

Jemal said:
The Love Interest's 'special powers' become apparent AFTER she's kidnapped.
 


Sly - Pseudodragon / Dragon Shaman 8
Mascot

Strength: 8 (-1) (-4 Racial, +2 Item)
Dexterity: 22 (+6) (Prime, +4 Racial)
Constitution: 18 (+4) (Starting +6, +2 Racial)
Intelligence: 12 (+1) (Starting +2)
Wisdom: 12 (+1) (+2 Racial)
Charisma: 18 (+4) (Starting +6, +2 Stat Increase)

Size/Type: Tiny Dragon
Hit Dice: 8d10+32 ( hp)
Initiative: +6
Speed: 15 ft. (3 squares), fly 60 ft. (good)
Armor Class: 24 (+2 size, +6 Dex, +6 Racial/Class/Item), touch 18, flat-footed 18
Base Attack/Grapple: +6/-4
Attack: Sting +14/+9 melee (1d3-1 plus poison)
Full Attack: Sting +14/+9 melee (1d3-1 plus poison) and bite +9/+4 melee (1)
Space/Reach: 2½ ft./0 ft. (5 ft. with tail)

Special Attacks:
Poison - Injury, Fortitude DC 20, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.

Special Qualities:
Blindsense 60 ft
Darkvision 60 ft
Immunity to sleep and paralysis
Low-light vision
Spell resistance 19
Telepathy 60 ft

Class Abilities:
Draconic Aura +2 (6 Auras: Acid Energy Shield, Power, Acid Resistance 10, Senses, Toughness DR2/Magic, Vigor Fast Healing 2)
Totem Dragon – Black Dragon
Skill Focus – Swim and Move Silently
Draconic Adaptation – Water Breathing
Breath Weapon – Line of Acid (30’ line, 4d6dmg, 1d4 rounds, DC16: 10+1/2DrSh level+Con Mod)
Draconic Resolve – Immune to sleep and Paralysis and Frightful Presence of Dragons
Touch of Vitality – (Heal wounds with Standard Action of 42hp: 2xDrSh Lvl xCha Mod per day)
Natural Armor Increase +1

Saves:
Fort +10 (6 base, 4 ability)
Ref +8 (2 base, 6 ability)
Will +7 (6 base, 1 ability)

Skills: 12 +21 - Max11/5.5*
Climb -1
Craft 1
Hide 29/33 (11 Ranks, +6 Ability, +4 Racial/+8 in Forests/Overgrown Areas, +8 Size)
Intimidate 3 (+3 Ability)
Knowledge 1 (+1 Ability)
Move Silently 20 (11 Ranks, +6 Ability, +3 Feat)
Search 1 (+1 Ability)
Swim 13 (11 Ranks, -1 Ability, +3 Feat)

Feats:
Weapon Finesse, Flyby Attack, Hover

Weight:
Light Load: Up to 15/19.5
Medium Load: Up to 30/39.75
Heavy Load: Up to 45/60


Items:
13500
Anklet of Translocation (2/day Teleport 10’) 1400gp
Ring of Forcewall (3charges/day, 10’ wall of force up to 30’ away) 5100gp
Ring of Avoidance (+20 Deflection Bonus to AC until next turn, 3/day) 10k
Belt of Priestly Might (+1 Nat Arm, +2 Str) 6k


Amulet – DM Discretion
Vest – DM Discretion
__________________________

So, updated with all the new info, edited all stats to reflect DrSh8 level, and I think he's almost done! I spent a little money, still have a LOT left, not too sure what else I could spend it on. Amulet and Vest were left up to the DM, as there were two items needing to be left up to him. How does that work? This guy doesn't really have a weapon/armor correlation, that's why I chose two slots instead, as everyone else has the DM choosing the weapon/armor for them.

I might be looking towards some other items, but not sure how they would work with this guy.

Bracers are one slot I would be prone to take something like Bracers of Aerial Combat, just for kicks. I would also consider a bag of tricks, lowest one, just to have things to do with this guy. Amulets that interest me are something like the Dragon Spirit Amulet. That's nice! So, with this guy being the mascot, I think he's pretty much completed, just have to buy a few more things, Wonderous Items more than likely. No magical weapons, no magical armor, so I will have to rely on other things/skills.
 

An amulet of mighty fists can give your tail magic enhancement...handy for popping DR. You might also ask Jemal about an item that increases your poison DR...perhaps on a charges per day basis. Pseudodragon poison is unique in that it's "save or die," but also nonlethal. That makes it incredibly versatile.
 

I hate to dissapoint before even setting in my first post, but I won't be able to play at the moment it looks like.

Housing just became a rather big concern for me after a series of arguements, and until I get settled somewhere I'm going to be offline. That said, I REALLY am looking forward to playing this, so perhaps I could be written in at a later date.

I'm sorry for wreckin things for you Jemal. Got to go.
 

Well that special works out just peachy, considering my character had +2 Level Adjustment beforehand. That puts me into the Good to Go catagory. Characters still in Rogues gallery.
 

Hee...checked back to make sure. You never did say if any/all of these MIC item choices were approved, unless it was tucked into a big post I somehow missed. :)

Here's the list again.

Artificer's Monocle, 1500gp, face slot - Can use Artificer Knowledge or Detect Magic to determine magic item properties.
Cannith Goggles, 13k, face slot - In Magic of Eberron. Uses infusion slots to gain visual enhancements.
Corsair Eyepatch, 3000gp, face slot - 3/day gain See Invisible for 1 rnd, or Blind Fight for 1 min.
Gloves of Lightning, 2000gp, hand slot - Ranged touch doing 1d8+5 lightning damage, 3/day.
Dimension Stride Boots, 2000gp, feet slot - +2 Jump, 5 charges/day letting you teleport up to 60' (more charges used = farther jump).
 

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