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

Ok, getting there. Name, background & equip to go - will try to get it done tomorrow.
Btw - do I get gold as per ELC, or actual level?

My sick puppy..... awaiting your approval, sir!

HP ammended.
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NAME
Male Goliath Deathknight Fighter 1 / Dungeon Crasher 5 / 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 66
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 8, Dungeon Crasher 10, Blackguard 2)
-Balance
-Climb
-Concentration
-Craft
-Diplomacy
-Handle Animal
-Heal
-Hide 5 Ranks [10 points spent]
-Intimidate 4 Ranks [4 points spent]
-Jump
-Knowledge (Religion) 2 Ranks [4 points spent]
-Profession
-Ride 2 Ranks [2 points spent]
-Swim


Feats
-Power Attack (1st lvl)
-Improved Bullrush (Fighter 1)
-Knockback (3rd lv)
-Combat Reflexes (Fighter 4)
-Dodge (6th lvl)


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 @ 4th [Combat Reflexes]

Dungeon Crasher Abilities
-Gain +4 to saves & +4 AC when attacked by traps
-Strength checks gain +10 for destroying doors, wall and similar items
-Bullrush target into wall/solid object for 8d6+(Str mod x3) damage
-2nd & 6th Fighter bonus feats are substituted for the above abilities

Blackguard abilities
-Aura of Evil: Radiate a faint (7HD) aura of evil
-Detect Good: Can detect good as per spell 'detect good'
Poison Use: Skilled in the use and application of poisons

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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-SIN- said:
Ok, getting there. Name, background & equip to go - will try to get it done tomorrow.
Btw - do I get gold as per ELC, or actual level?
Gold is posted as 13th lvl.
My sick puppy..... awaiting your approval, sir!
[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]
Your HP should be 66. (12 @ first+ 9 X6lvls)
Is crusader a class or Prestige class? Where's it from and what're it's numbers? How long can you 'postpone' the damage with steely resolve?
Also, could you explain this furious counterstrike? [Divide postponed damage by 5 (min1/max2) for bonus att&dam] How long does it last? Is it a single attack/all round?
What's Charging Cleave?
Also, Aren't manuevers from Book of 9 Swords? I'm pretty sure I said no to that.. Yep, back on page 35...
 


Crusader is a Book of Nine Swords base class. So... yeah, looks like there might be some problems. ;)

If you're interested, Steely Resolve is an ability of that class that basically lets it ignore a certain amount of damage for a turn; say a crusader has 10 hp left and gets hit for 12, depending on his level he might be able to write off 10 of that damage and act effectively as if he still has 8 hp. Next turn the 10 damage will bite him in the ass and drop him to -2, but in the meantime he's gained a turn of effective actions. There's also an ability (Furious Counterstrike, that you also asked about) that boosts the Crusader when he has delayed damage in his Steely Resolve pool.

But I guess that's moot if the book is disallowed in any case. Can't say I blame you; you'd have to be an idiot to play any of the core melee classes in a game where the Tome of Battle is allowed.
 

Damn, I didn't see that! D'oh.

My problem is that melee characters are :):):):) when it come to core - 12 lvl wizard vs 12 lvl warrior? I think we all know what the outcome would be, even if the wizard LET the warrior go first! IMHO ToB brings warriors up to par with wizards.

At the moment he can deal quite a lot - 3d6(x4 on crit)+8d6+7 (+28 with power attack)+enchanment bonus - once in any 5 rounds. (Still shy of my max DK ability of 20d6 20' area effect spell..lol). At the moment he's not too powerful IMO; His armour class isn't that great, though it probably will when I'm done. But he's also prettly low on HP - 66 for a lvl 12 front-liner isn't great, and being undead there's no way around it. Sure he can give it, he can more often avoid it, but he can't take it.....

Manuvers work thus:

I may know any 5 maneuvers at my level (pre-selected at start). A maneuver takes 5 minutes practice before it can be used (like spells, but quicker), which remain in my MAN repotoir untill used. I basically pick 5 of 6 I know, then in combat the DM will pick 2 randomly which are available to use (say stone bones and divine surge strike). I can then use one and it's gone temporarily. Next round the DM'll pick another 2 at random - excluding expended MAN's - untill they are all expended (at one point I'll only have 1 to choose). Then the process starts from scratch.

I also ge 2 stances. These I can ready with a swift action and are known permanently available - but you'll see they're not that game breaking. Stuff like morale boost - Allies get +x to attack whilst in this stance...

Steely resolve does what Autumn said. Delay a maximum of 10 damage for 1 round. It's this number I use to determine the bonus I gain from Furious counterstrike, which will be either a +1 to hit & damage (if under 10), or +2 (10). It's kinda like a slugging match in WWE, soaking up the pain - and dishing it back some!

Charging Cleave - Same as great cleave, but allowed to take a 5' step between attacks upto my max move (20') - kinda like chequers! lol

[Tear hair out!]My bigger problem is that I can't RP magic users. You can thank Weiss & Hickmann for destroying any love I ever had for wizards through Raistlin. Ever since reading DL I have NEVER played a magic user (nearly 15 years!), and MOST warrior PrC's seem to incorporate magic - as if this doesn't back up my case that wizards are stronger at higher levels...[/Tear hair out!]

If you don't mind me asking, why are we not allowed ToB classes/feats? I'm hazarding a guess you don't own it?.... Anyways, check out the email I sent you for details.


This character regardsless of what he's finally going to be - he'll be made of one thing for sure - my own blood and sweat..... and tears.....[sniff!]! lol... (If these blisters start to bleed, I'm suing!)

.....There's always that Dragon morphin' Druid... XD
 
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Velmont - your character looks cool - hope you didn't mind me taking a peek...

I think your total armour should be 27 btw.
 


Jemal said:
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.

Understandable, that is why I posted the class before submitted the character based on the class.

I am going to step down from being a possibility for this campaign. I was looking forward to giving the class a try. Thought it might be an excellent fit for the theme. I'd still continue on, but I can't think of a character type I'd really want to play right now and I am already close to the max number of PbP I can handle. Thanks for the opportunity Jemal and good luck with the game. With some of these characters, it looks like you got your hands full. :)
 
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RAW: before you take your first action in an encounter, two of your readied maneuvers (randomly determined) are granted to you. The rest of your readied maneuvers are withheld, currently inaccessable.

I choose one of two, randomly picked by DM. I have no problem with you fudging what's available if it'll mess with the game.
 

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