Gaming W/Jemal: Legends (3.5e d&D) *Recruitment Closed*


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You should try to tie Sabastian into your background Salthorae as well as me to get more xp's if you need use of them Salthorae... as a character of great knowledge... it's more than feasible to have more than one of us intertwined into your background as I'm sure being as heroic as we all are.. we're more than likely well renowned heh.... :)

That would be greedy of me... but if no one else wants to partake of it, I will more than gladly utilize it and work Sebastian into my background

Jemal - I have also decided to make my Book of Knowledge Intelligent. Since you like Intelligent items and it seems like a good fit. It will all be priced and paid for appropriately and will be in the final draft of my character.

Should we keep posting Character's here for touch-up/approval or in the RG?
 

Hrm. I could see how the trio would clique together, though in a less direct manner. Chevik's got that whole "Charismatic Scholar" thing going, whilst Sabastian is more in-line with the "Roguish Adventurer" cliche', and Arineil is most assuredly the "Grr! Squish Puny Evil Creatures!" archetype -- this is, of course, the most simplified opinion I received upon peeking at the sheets, and thus not entirely accurate.

With all that force of personality Chevik has, perhaps he took it upon himself at one point to enlist some muscle in the form of our local Barbarian/Fighter, and a troubleshooter via Sabastian. Think of it like Cohorts, sans the Leadership feat! Or, you know, something to that effect. Just chucking ideas out there.

On another note, without greed, adventurers wouldn't exist! As the old saying goes: "Find Plot. Kill Monsters. Collect Loot. Repeat." Besides, if I'm not gonna use Sabastian's Craft Pool, I might as well pass it out to anyone else who might; no point in letting it go to waste and whatnot.
 

Hrm. I could see how the trio would clique together, though in a less direct manner. Chevik's got that whole "Charismatic Scholar" thing going, whilst Sabastian is more in-line with the "Roguish Adventurer" cliche', and Arineil is most assuredly the "Grr! Squish Puny Evil Creatures!" archetype -- this is, of course, the most simplified opinion I received upon peeking at the sheets, and thus not entirely accurate.

With all that force of personality Chevik has, perhaps he took it upon himself at one point to enlist some muscle in the form of our local Barbarian/Fighter, and a troubleshooter via Sabastian. Think of it like Cohorts, sans the Leadership feat! Or, you know, something to that effect. Just chucking ideas out there.

On another note, without greed, adventurers wouldn't exist! As the old saying goes: "Find Plot. Kill Monsters. Collect Loot. Repeat." Besides, if I'm not gonna use Sabastian's Craft Pool, I might as well pass it out to anyone else who might; no point in letting it go to waste and whatnot.

Since it has been a couple of hours I will assume that I'm free to use it as no one else appears to want it or can work it into their backstory

I was thinking of something similar to tie our backgrounds in together rpgramen. The three of us could collectively be an old adventuring party, originally chartered by Chevik, that is now moving on to fulfill our "destinies" (after the tragic loss of our arcanist recently of course)...
 


I still have 10,000 of untapped experience waiting to be bartered...

Also, I've made the requisite changes, but no background yet, and I have some extra spending money I've yet to allocate. I'll probably by a magical, portable fortress, because it fits the backstory I've formulated in my head.

[sblock=The Myth]Adamas – The Myth

Male Elf Fighter
Alignment: CG
ECL: 20

Abilities: (36)
STR - 28 (10 Points + 4 Manual + 2 Level Adjustment + 6 Belt of Giant’s Strength)
DEX - 30 (10 Points + 2 Racial + 4 Manual + 2 Level Adjustment + 6 Gloves of Dexterity)
CON - 18 (6 Points – 2 Racial + 5 Manual + 1 Level Adjustment)
INT - 10 (2 Points)
WIS - 12 (4 Points)
CHA - 12 (4 Points)

HP: 20d10+80+20 = 262
Speed: 40ft
Initiative: +10

AC: 41 (+ 10 Dex + 8 Bracers of Armor + 5 Amulet of Natural Armor + 3 Two Weapon Defense + 5 Ring of Protection)
Flat Footed AC: 29
Touch AC: 25

Saves:
Fort: 21 (12 Base + 4 Constitution + 5 Cloak of Resistance)
Reflex: 21 (6 Base + 10 Reflex + 5 Cloak of Resistance)
Will: 12 (6 Base + 1 Wisdom + 5 Cloak of Resistance)

BAB/Ranged/Grapple: +29/+30/+29

Weapons:
If Used Two Handed:
+5 Holy Flamed Cold-Iron Bastardsword +37/32/27/22 1d10+2d6+1d6+24 17-20x2
+5 Holy Frosted Adamantine Bastardsword +37/32/27/22 1d10+2d6+1d6+24 17-20x2
*Note: AC Drops 3 if not Two-Weapon Fighting

If Two-Weapon Fighting:
+5 Holy Flamed Cold-Iron Bastardsword +35/30/25/20 1d10+2d6+1d6+20 17-20x2
+5 Holy Frosted Adamantine Bastardsword +35/30/25 1d10+2d6+1d6+20 17-20x2

Ranged:
+1 Composite +6 Longbow +31/26/21/16 1d8+7 x3


Class Abilities:
Light, Medium, Heavy Armor Proficiency
Simple and Martial Weapon Proficiency

Racial Abilities:
Immune to Sleep Effects
+2 saving throw bonus versus enchantment spells or effects
Low-Light Vision
+2 Racial bonus to Listen, Spot, and Search checks.
If passing within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.


Skills:
Climb – 19 (10 Ranks + 9 Str)
Jump – 34 (20 Ranks + 9 Str + 5 Boots)
Listen – 3 (0 Ranks + 1 Wis + 2 Racial)
Ride – 20 (10 Rank + 10 Dex)
Spot – 3 (0 Ranks+ 1 Wis + 2 Racial)
Swim – 15 (6 Ranks + 9 Str)

Feats:
1st – Two Weapon Fighting
1st* - Exotic Weapon Proficiency – Bastard Sword
2nd* - Weapon Focus – Bastard Sword
3rd – Power Attack
4th* - Weapon Specialization – Bastard Sword
6th – Two Weapon Defense
6th* - Improved Two Weapon Fighting
8th* - Melee Weapon Mastery - Slashing
9th – Quick Draw
10th* - Greater Weapon Focus – Bastard Sword
12th – Improved Two Weapon Defense
12th* - Greater Weapon Specialization – Bastard Sword
14th* - Improved Critical – Bastard Sword
15th – Oversized Two Weapon Fighting
16th* - Greater Two Weapon Fighting
18th – Greater Two Weapon Defense
18th* - Weapon Supremacy – Bastard Sword
20th – Improved Toughness

Languages:
Common
Elven

Equipment: Cost
Belt of Giant Strength +6 – 36,000gp
Gloves of Dexterity +6 – 36,000gp
Manual of Bodily Health +5 – 137,500gp
Manual of Gainful Exercise +4 – 110,000gp
Manual of Quickness of Action +4 – 110,000gp
Holy Flaming +5 Cold-Iron Bastard Sword – 134,335gp
Holy Frosting +5 Adamantine Bastard Sword – 131,335gp
Bracers of Armor +8 – 64,000gp
Amulet of Natural Armor +5 – 50,000gp
Cloak of Resistance +5 – 50,000gp
Ring of Protection +5 – 50,000gp
Ring of Evasion – 25,000gp
+1 Longbow, composite (+6 Strength Bonus) – 2,000gp
Boots of Striding and Springing – 5,500gp

Total Money: 58,330gp

Physical Appearance:

Age: 164
Height: 5’5”
Weight: 121
Eyes: Blue
Hair: Brown
Skin: Tanned-Fair

Background:


Personality:[/sblock]
 

Speaking of fortresses...

[sblock=Bramble - Abode of Sigil of the Fey!]"Bramble" - 155,375

Description
Bramble at first glance looks like the gigantic truncated stump of what was once a truly monstrously sized tree. A good thirty feet across at its base, it slopes to a narrower 20' tip, jagged and broken looking. Its bark is thick and hoary, with clinging vines and moss and lichens. A sharp eye though will spot shuttered windows that light squeezes out through, and a merrily smoking iron pipe in the back. And of course, there's the large, intricately worked iron double doors in the front.

The front doors open into the great hall, or reception hall. A thin (illusory) mist swirls low over the floor, which slopes gently up towards the rear end. There, perched at the high point in the room, is a magnificent throne of carved and shaped wood, inlaid with gold and silver. All along the walls, ghostly (illusory) forms stand vigil, along with gorgeous glowing (illusory) tapestries that slowly undulate in an intangible wind. Suspended from the ceiling in the center of the great hall is a large golden brazier that shines upward like a tiny sun, illuminating the entire room with the only shadow being directly underneath it.

Behind the throne is the well hidden door that leads to the kitchen and the staircase that leads upwards. The kitchen has a wood burning oven, and two magical fixtures...a basin of water that never empties, and a pantry that is always full of food. It is here that Tatterdemalion cooks meals for Sigil and herself, and whatever guests may be visiting.

Up the staircase is a gorgeously worked wooden door that leads to Sigil's bedroom. This is a large chamber with a luxurious bed and several chairs and a writing desk next to a window. Behind a thin moveable cloth screen is a depression in the floor that can be filled with water for bathing. A small, unobtrusive door leads from here to the privy, which deposits its contents out behind the fortress periodically.

Farther up the stairs is the study, which has a small library of books and scrolls, a large work desk, and a plush chair that faces the door that leads out to the balcony.

The stairs finally wind up to the roof, which is a flat area on top surrounded by the jags of "broken" wood that give the odd house its 'snapped off' look from the ground. These jags of wood serve as battlements, giving cover to people on top. An enchantment lets anyone on top summon protective winds that encircle the whole roof, diverting arrows and other ranged attacks (no effect on ranged spells or siege weapons). This also prevents such projectiles from being fired out though.

Should anyone approach the outer wall of ground level of Bramble, the vines and roots snap out and attempt to entangle the unfortunate, as the Entangle spell. Additionally, the front doors, the trapdoor leading up to the roof, and the balcony door all have statues near them of a griffon rampant. When someone approaches these doors other than Sigil or Tatterdemalion, a mental alert is sent to Sigil (as Alarm spell). Each room of the structure has an invisible force that functions as an Unseen Servant that can be commanded by anyone in the room. The great hall and bedroom in Bramble are always 70 degrees and full of fresh air, regardless of outside conditions. Light, other than that of the Brazier in the great hall, is provided by everburning torches in divots in the walls. All the walls regrow quickly after being damaged, healing 1HP per turn.

Most fantastic of all, Bramble can move! The vines growing on its trunk writhe and twist together, forming four thick, low slung legs that it can carry itself along at a ground speed of 10' per round. Bramble cannot double move, nor run...but it can move continuously with no rests, allowing it to cover up to 24 miles per day on good terrain. Bramble can also float easily, and 'swim' across bodies of water at the same rate it can walk at.

4 stronghold spaces (21,900)

Third Floor
Fancy Office - 2,500gp + 400gp height

Second Floor
Fancy Bedroom Suite - 5,000gp

First floor
Basic Kitchen - 2,000gp
Fancy Throne Room - 12,000gp

Walls (11,000)
Exterior Walls (80%)
4sp Living Wood - 6,400
1sp Windguard - 3,000
1sp Tanglewood - 2,500

Interior Walls (20%) -
4sp Living Wood - 1,600

Doors (3575)
Main Entrance - 2 Iron Doors, 1,000gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp)
Door to Kitchen - 1 secret (DC30) strong wood door, 240gp (amazing (DC40) lock, 150gp)
Door to Bedroom - 1 Strong Wood Door, 40gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp)
Door to Bedroom Privy - 1 simple wooden door, free
Door to Study - 1 Strong Wood Door, 40gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp)
Door to Balcony - 1 Strong Wood Door, 40gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp)
Trapdoor to Roof - 1 secret (DC30) strong wood door, 240gp (improved arcane lock, 215gp, amazing (DC40) lock, 150gp)

Mobility: (60,000)
Crawling (4sp) - 4,000gp
Sailing (4sp) - 12,000
Speed (1mph) - 44,000gp

Other Stuff (55,500)
Brazier of Daylight, 6,000
Guardian Statues (3) - 9,000
Invisible Helpers (4) - 6,000
Chambers of Comfort (2) - 15,000
Everful Basin - 4,500
Everfull Larder - 15,000
10 Everburning Torches - 900gp[/sblock]
 
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And the "Most Overall Awesome PC Purchase" Award goes to Shayuri, because having a mobile fortress (of DOOM!) is just nine kinds of win multiplied to the fifth powah!
 
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