Gaming W/Jemal : Prisoners!!(Inmates Chosen)


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Gear. Hmm.

I expect Mei Ying would have been processed, yar. Nor do I have a clever idea for how she might keep her gear.

Of course, I need to complete her spell list. There might be a way there.

Also, I haven't got plans to Sacred Fistify Mei Ying. She WILL be a Fatespinner 4 though. Goddess of fortune...Fatespinner. Seems like an obvious choice. :)

Maybe some Luck feats from Complete Scoundrel too, if you permit such.
 

Jemal, here is some info on the Telflammar Shadowlord and Shadow-walker template. Sblocked for space saving.

[sblock=Shadow-Walker Template]"Shadow-Walker is a template that can be applied to any humanoid. It uses all the base creatures stats and abilities except noted here.

Special Attack:
A shadow-walker retains all the special attacks of the base creature. The shadow-walker also gains the ability to manipulate shadows, granting her access to various spell-like abilities based on her character level, as shown in the table below.

Code:
[B]Level [/B]              [B]Abilities[/B]
1-2                 Shadow mask 3/day (FRCS)
3-4                 Dimension door 1/day (self only)
5-6                 Darkness 3/day
7-8                 Dimension Door 2/day
9-10                Shadow Spray 3/day (FRCS)
11-12               Shadow walk 1/day
13-14               Displacement 2/day
15-16               Dimension Door 3/day
17-18               Evard's black tentacles 1/day
19-20               Shadow walk 3/day

A shadow-walker cannot use any of her spell-like abilities in an area of bright light (sunlight or the radius of a daylight spell).

Special Qualities: A shadow-walker retains all the base creature's special qualities, and also gains those special qualities listed below
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a shadow-walker for 1 round. In addition, she takes -1 penalty to all attack rolls, saves, and checks when operating in bright light.​
Darkvision:60ft range​

Abilities: Adjust from the base character as follows: Dex +2, Con -2.
Skills: Shadow-walkers gain a +4 racial bonus on Hide checks
LA: +1
[/sblock]

[sblock=Telflammar Shadowlord (abridged)]Requirements:
Alignment: Any nongood
Skills: Hide 10 ranks, Move Silently 10 ranks
Feats: Blind-fight, Dodge, Mobility, Spring Attack
Spellcasting: If the character is not a shadow-walker.... (blah blah blah, doesn't apply).
Special: Sneak Attack +2d6

Class Skills
Class skills: Appraise, Balance, Bluff, Climb, Craft, Disguise, Escape Artist, Hide, Jump, Listen, Move Silently, Open Lock, Profession, Search, Sleight of Hand, Spot, Tumble, UMD, use Rope.

Skill Points: 4 + Int

Class Features:
Base Attack progression: 0,1,2,3,3,4
Fort Save Progression: 0,0,1,1,1,2
Reflex Save progression: 2,3,3,4,4,5
Will Save Progression: 0,0,1,1,1,2

Spells per Day:
They get spells, casts as a wizard from a spell list.
Shadowsight: 1st level. He can see 60ft through any form of normal or magical darkness without hindrance
Shadow Jump: 1st level. Can travel between shadows as if by means of dimension door. Must begin and end in an area with some sort of shadow or darkness. Up to 20 ft per class level in a day. Any distance at a time, but no matter how small the jump, it is consider at least 10ft.
Shadow Blur: 2nd level. anytime he isn't in daylight or illuminated radius of a light source, he is under effect of a blur spell.
Shadow Walk: 3rd level. Once per day, he can use shadow walk as a caster whose level is equal to his shadow lord class level. If he already posses shadow walk as a spell-like ability, he gains an additional use.
Shadow Pounce: 4th level. he can attack swiftly from the shadows. anytime he uses an ability and/or spell with the teleport descriptor, he may execute a full attack upon completion of the teleportation. He must have line of sight on his intended target.
Shadow Discorporation: 5th level. He can use his mastery of shadows to cheat death. If in a shadow, any damage that would reduce him to 0 hp or below instead has a chance to discorporate him. He must succeed on a reflex save (DC 5 + damage dealt); if successful, he simply breaks into dozens of flitting shadows and vanishes along with his gear. At next sunset, he reappears in the spot of his choosing within one mile of the place he was forced to discorporate.. When discorporated, he simply does not exist-can do nothing, nor can any of his enemies do anything to him.
Death Attack: 6th level. same ability as the assassin.[/sblock]

Character would be Rogue7/Shadowlord4 (with a +1 LA). Let me know what you think. If you have anymore questions or concerns, let me know.
 


In progress
[sblock]


NAME
Male Goliath Deathknight Fighter 2 / Crusader 4 / Blackguard 1
Alignment: Lawful/Evil

Str - 24 - [Base 16, +4 Racial, +4 Template]
Dex - 10 - [Base 12, -2 Racial]
Con - 0 (12) - [Base 10, +2 Racial, Special]
Int - 11 - [Base 10, +1 Stat gain @ 4th]
Wis - 16 - [Base 14, +2 Template]
Cha - 17 - [Base 15, +2 Template]

Hit Points 48
AC 24 [Heavy Platemail, Natural Armour] Touch 10, Flat 24
Init +0
BAB +7/+2, Grap +15 [Powerful Build]
Speed 20 ft. (base 30 ft, Heavy Platemail)
Fort +10, Ref +1, Will +3 (Fort saves n/a unless effect damages objects)

+14/+9 Melee, Goliath Greathammer, 3d6+7, 20/x4
+14/+9 Melee, Sickle, 1d6+7, 20/x2
+14/+9 Melee, Spiked Gauntlet, 1d4+7, 20/x2

Medium, 8'4" tall, 340 wt, 34 yrs old
Bald, Obisodan Eyes, Grey Mottled Skin

Languages: Common, Gol-kaa

Skills (Fighter 10, Crusader 28, Blackguard 2)
-Balance 2 Ranks [2 points spent]
-Climb
-Concentration
-Craft
-Diplomacy 4 Ranks [4 points spent]
-Handle Animal
-Heal
-Hide 5 Ranks [10 points spent]
-Intimidate 8 Ranks [8 points spent]
-Jump
-Knowledge (History)
-Knowledge (Religion) 4 Ranks [4 points spent]
-Profession
-Ride 12 Ranks [12 points spent]
-Swim


Feats
-Power Attack
-Cleave
-Improved Sunder
-Great Cleave
-Charging Cleave


Goliath Traits
-Powerful build [Use L size weapons with no penalty. Counted as Large for grapple etc.]
-Mountain Movement [Both long & high jump from standing, Climb 1/2 speed - no penalty]
-Acclimated [No penalty for being at high altitude]
-Sense motive +2
-LA+1

Fighter Abilities
-Proficient with all simple & martial weapons
-armor & shields
-Bonus Feat @ 1st [Power Attack]
-Bonus Feat @ 2nd [Cleave]

Crusader Abilities
-Furious Counterstrike [Divide postponed damage by 5 (min1/max2) for bonus att&dam]
-Indominable Soul [Add Charisma bonus (+3) to Will Saves]
-Zealous Surge [Re-roll any one saving throw 1/day]
-Steely Resolve 10 [postpone 1st 10pts of damage taken]
-6 Maneuvers [max 5 readied]
>Charging Minotaur [Bull rush with no AoO dealing 2d6+STR mod bludgeon damage]
>Vanguard Strike [Upon successful attack all allies gain +4 attack bonus to target struck]
>Crusader Strike [Heal D6+4 to self or ally within 10'. Target must be either chaotic or good]
>Stone Bones [Upon successful strike gain DR5/-]
>Bone Crusher [A successful strike does +4D6. Must save vs. Fort DC13+Str mod - failure results in weakend structure - all critical confirms gain +10 ubtil fully healed]
>Divine Surge Strike [A successful hit does +8D6 damage]
-2 Stances
-->Martial spirit [heal 2 hp per successful attack to me or ally within 30']
-->Iron Guard Glare [all enemies threatend area gain -4 to attack allies]

Deathknight Abilities
-HD: All the character’s Hit Dice (current and future) become d12s.
-Natural Armour: +5
-Touch Attack: 1D8+Cha mod. successful attack deals 1 point of Constitution damage. A successful Will save (DC10+1/2 HD+Cha mod) for half damage and negates Con damage.
-Abyssal Blast (Su): Eldritch fire once per day. 20-foot-radius within a range of 400 feet + 40 feet per HD. 1d6 points of damage per HD of the death knight. Half of the damage is fire damage, but the rest results directly from divine power and is therefore not subject to being reduced by protection from elements (fire), fire shield (chill shield), or similar magic. A Reflex save (DC 10+1/2 HD+Cha mod) reduces the damage by half.
-Fear Aura (Su): Creatures of less than 5 HD within 15 feet of a death knight must succeed at a Will save (DC 10+1/2 HD+Cha mod) or be affected as though by a fear spell cast by a sorcerer of the death knight’s level.
-Undead Followers: It may have up to twice its levels in Hit Dice of followers. The followers arrive monthly in the following increments: 1d6 ghouls, 1d4 ghasts, 1d12 medium skeletons, 1d4 wights, or 1d8 medium zombies once per week. These creatures remain in the service of the death knight until destroyed.
-Damage Reduction (Su): A death knight’s undead body is tough, giving the creature damage reduction 15/+1.
-Immunities (Ex): Death knights are immune to cold, electricity and polymorph
-Spell Resistance (Su): A death knight gains spell resistance 20 +1 per character’s level beyond 10th.
-Summon Mount (Su): A death knight has the ability to summon a mount, typically a nightmare, though it may be of any other species normally used as a mount. The mount
may have no more Hit Dice than half the death knight’s levels. If the mount is lost or killed, the death knight may summon another one after a year and a day.
-Turn Immunity (Ex): A death knight cannot be turned. It can be banished with holy word, however, just as if it were an evil outsider.
-Undead Traits: A death knight is immune to mindaffecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A death knight cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60-foot range).
-Abilities: A death knight gains +4 to Strength and +2 to both Wisdom and Charisma. Being undead, it has no Constitution score.


The crunch is done... I have blisters on both my hands! - no, seriously. Please don't expect a full BG today - I feel drained....



Write a long paragraph of character background and history here. Try to take advantage of using this section to make your character interesting instead of just a "video-gamish" list of D&D statistics. But don't write so much that it makes people's eyes fall out, keep it focused and stick to the highlights.

Write a paragraph that describes the characters personality, manners, attitude, motivations, likes, desires, goals, aspirations, fears, habits, quirks, and similar things. Thinking about that stuff and writing it down will help you role-play much much better and your games will become more fun for you and everybody else playing with you. Who knows, your role-playing might help you win an Academy Award someday (riiiight).

Write out another paragraph with details describing the way your PC looks when first encountered. Make him/her unique enough so that your character isn't just another boring face in the crowd. Also be sure to describe all your clothing colors and materials so that everyone isn't walking around looking like perfect clones wearing duplicate copies of Adventurer Jumpsuit Outfit #9!!
[/sblock]
 
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Sorry, but I'm gonna say no to the shadowlord PrC. On this plane, there'll be almost no time when you're not in shadow, which makes you nigh indestructible if you've got a good reflex save.
Plus I hate shadow pounce.
 

Jemal, how do we determine HP? Also, can you review my spell list and equipment especially the spells to see if all of them are approved?
 

Do you want us to mechanically flesh out the characters? or are you wanting us to wait until you make your decision on who will be in?
 

Ethandrew - You can work up the numbers if you want, I gave out the creation info b/c I know from eperience that sometimes you have to actually MAKE the character before you figure out what he/she is really about. I don't think I'll be able to accept everyone of you guys, though, so if you want to wait till you're sure your in...
Basically, it's up to you.

For those that ARE crunching numbers, HP will be max @ first, and use the following chart :
D4's: 2.5 D6's: 4 D8's: 5.5 D10's: 7 D12's: 9. Add all the point5's up and then at the end round down. (EX 9d4(22.5)+3d8(16.5) would be 39, wheras 5d4(12.5)+7d6(28) would be 40.
Yeah, I know it's kinda weird, but I like it.

Also, Avalon - I'll look over it, just make sure you've got where the spells/equipment is from, and if I have anyquestiosn I'll post them.
 

Jemal said:
Ethandrew - You can work up the numbers if you want, I gave out the creation info b/c I know from eperience that sometimes you have to actually MAKE the character before you figure out what he/she is really about. I don't think I'll be able to accept everyone of you guys, though, so if you want to wait till you're sure your in...
Basically, it's up to you.

Thanks Jemal, I'll wait to make him until if/when I am selected. I will be able to pump him out pretty quickly though, so you shouldn't have to wait to get the game started.
 

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