Gaming W/Jemal: War of Gods

BTW, Dharuhk - I just went through the MIC looking through all your items, and I just have to say THANK YOU SO MUCH for listing the pages, would've taken me way to freakin long otherwise.
TO ALL:
I've posted up a Gallery for the character sheets. Please post up your character there, and then just Edit it as you go. This keeps them easier for me to find so we don't have to keep reposting or searching through this thread for them.

Also, We're planning a Test-encounter we'd like to run fairly soon to check everybody's combat capabilities. Your characters don't have to be completely done, and I expect you may wish to revise them after the fight, that's what its for. We'd like to run this ASAP, to give everyone (Ourselves included) an idea of relative power and effectiveness.
 
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Hmm, I missed that too. Okay then.

I can reduce Ranger to 3, and redirect those levels to Nature's Warrior. That'll reduce my Favored Enemy bonuses, but increase my AC in shift form and give me another Armament while keeping Endurance and Tracking as bonus feats. Acceptable.

Then it'll be Monk 2 and Ranger 3, which is permissible.
 

OK Fenris, Came up with some more suggestions for your character. I'm going for DR rather than AC with this round. I'm going to post up my take on the character, like I did with Rathans.

We're suggesting you swap out from the Greataxe & Criticals route to focus more on a Tripping/Damage dealing/Damage Soaking(DR)

My new primary suggestion is to swap your class levels to Fighter 10/Dwarven Defender 30. You'll lose 5 nonepic feats but gain 9 DR and 3 Epic Feats.

Will post the new character shortly
 


Well, it gains wildshape exactly as a druid does, so not until level 5. However, even druid levels previous to 5th add to effective wildshape hit dice. I don't think you actually have to reach the level where a class gets wildshape to have those levels stack with other wildshape-granting levels.
 

I suppose I could play with feats a little and dump Ranger into Druid if need be. Let me know though, cuz that would hit me semi-hard.

But what I really want to discuss in this post is: The Stronghold.

I have two major designs.

One is a stationary grove, hidden away from casual intruding. It has various ameneties; treehouses, a spring for bathing, kitchen for cooking, and a druidic circle with a dais and an altar. The dais casts Heal on anyone who stands on it. The altar casts Resurrect on a dead body placed on it. There are several menhirs, each of which has a one-way portal to various planes. The whole area is shrouded in a passworded Forbiddance, and Mind Blank.

The other is what I affectionately refer to as 'the TARDIS.' It's a relatively small stronghold in two pieces. The stronghold itself is in a demiplane, reachable only via a two-way portal that is bound to the door of a single-space structure separate from the main stronghold. This remote structure can Plane Shift and Greater Teleport. It's also almost indestructible, being made of magically strengthened Obdurium with a Wall of Force layered on top just to make sure. The portal only opens if the door is opened with the appropriate key...making it very secure.

The grove is more thematic for a character with so many druid levels...but the TARDIS is almost certainly more -useful-.

Thoughts?
 

Allright Fenris, here's my suggestions. I apologize for the monstrosity I have created, but I think you'll find it both enjoyable and Effective.

[sblock=Dwarfy McAwesome]
Large sized Male Dwarf
Fighter 10/Dwarven Defender 30

Str 46(+18) [18 base +9 level +5 inherent +12 Enchantment +2 size] *+4 Defensive*
Dex 26(+8) [17 base +5 inherent +6 Enchantment -2 size]
Con 38(+14) [18 base +1 level +2 racial +5 inherent +12 Enchantment] *+6 Defensive*
Int 10
Wis 28(+9) [17 base +5 inherent +6 Enhancement]
Cha 8 [10 base -2 racial]

AC: 53 (10 + 3 dex + 9 nat + 18 armor +5 shield + 4 defender +5 Spikes -1 size)
*+6 Defensive Stance=59
Touch 22, FF 43
Damage Reduction: 51/-
Fort: + 45 (14 +14 con +10 res +10 Epic +1 luck)
Ref: +35 (6 +8 dex +10 res +10 Epic +1 luck)
Will: +44 (10 + 9 Wis +10 res +10 Epic +1 luck +4 Insight)
Hit Points: 1020 (10d10+30d12 +560 Con)
Move: 40' (50 when hasted) 60 Fly(90 Hasted)
Init: +8

Base Attack: +30
Grapple: +62
Trip: +38 (+42 to resist)

Attacks:
MELEE:
Huge Halberd: +64/59/54/49: 3d8+46 Crit: X3 Reach: 15', Overcomes DR Epic/Adamantine/Silver
Hasted Huge Halberd: +65/65/60/55/50; 3d8+46
Defensive Stance: +2 attack, +3 damage
RANGED:
Huge Bow: +43/38/33/28, 3d6+28 dmg, Force effect

Feats:
-------
1 Power Attack
3 Combat Expertise
6 Endurance
9 Improved Toughness
12 Improved Trip
15 Elusive Target

F1 Weapon Focus(Halberd)
F2 Dodge
F4 Weapon Specialization (Halberd) +2 damage
F6 Mobility
F8 Greater Weapon Focus (Halberd)
F10 Melee Weapon Mastery (Slashing) +2 to hit, +2 damage


21 Bulwark of Defense
24 Epic Weapon Focus (Greataxe) +2 attack
27 Epic Weapon Specialization (Greataxe) +4 damage
30 Damage Reduction
33 Damage Reduction
36 Damage Reduction
39 Damage Reduction

DD13 Damage Reduction
DD16 Damage Reduction
DD19 Damage Reduction
DD22 Damage Reduction
DD25 Damage Reduction
DD28 Damage Reduction


Class Traits:
-----------------
Dwarven Defender
Defensive Stance 15/day (+4 Str, +6 Con, +4 Resistance bonus to all Saves, +6 Dodge Bonus on AC)
Damage Reduction 21/-
+4 AC Bonus
Trap sense +2
Uncanny Dodge
Improved Uncanny Dodge
Mobile Defense

EQUIPMENT
Staring Gold: 13,600,000
Current Gold: 124,260

Permanencied Tenacious Enlarge Person(CL21): 3,760 GP
Tomes: +5 Strength, +5 Dexterity, +5 Wisdom, +5 Constitution: 550,000

Mithril Full plate +10: 1,010,500
Adamantine +5 Defending Armour Spikes: 75,350
Heavy steel shield +3 Animated, Heavy Fort 100,170

Huge Halberd +11, Blur Strike(+2), Shadowstrike(+5000) 3,385,310
Long bow +XX Str +5 Collision, Force, *+1 more Enhancements* (bow made from the ribs bones of an ancient red dragon) 200,000 +????
Weapon Crystal: Greater Truedeath(10,000 GP)

Bracers of Awesomeness: Relentless Might + Might + Opportunity + Counterstrike + Greatreach + Reciprocal + Strongarm: 4,386,850
Steadfast Boots of Swiftness & Speed: 276,100 GP
Amulet of +9 Natural Armor/+6 Wisdom/Torc of the Titans: 1,678,950
Helm of Battle/Mindarmor 13,000 GP
Wings of Flying: 54,000 GP
Vest of Resistance +10 1,000,000
Ring of Protection +5/Universal Resistance 30: 255,000
Ring of Healing (Regeneration/Fast Healing) 435,000
Belt of Battle 12,000
Brute Gauntlets of Arcane Weaponry & Storing : 29,750
[/sblock]

OK, so a few things to go over.
You are a large dwarf wielding Huge weapons who counts as Gargantuan for purposes of Grapple/Trip (Allready factored in).
Gave you Elusive target b/c I thought it would be interesting to have a Power-Attacking DR based character who's practically immune to Power Attack himself.
Your DR is 51 (Extraordinary), and you have a LOT of Hp.

Now, why did we make you a Tripper? B/C you needed a way to get the opponents attention. As a less-mobile tank type, you need to bring the baddies to you. With reach and trip, you have a way of provoking them into focusing on you instead of running off chasing your speedy allies.

Just for the record, you can trip nearly anything in the MM/ELH with a better than 50% chance. Including [sblock=THIS]
44168_C5_Xixecal.jpg

Please note those things flying around it are DRAGONS. :D[/sblock]

A lot of the equipment we gave you is from MIC, below is a list of the relevant items and what they do:
[sblock=EQUIPMENT BONUSES FROM MIC]
Armbands of Might: 4,100gp; +2 str checks/skills, Power attack +2 dmg(Minimum -2 atk)
Belt of Battle: 12,000 GP; 3/day: (1charge=move, 2 charge=standard,3 charge=Full)
Bracers of Opportunity: 2,300 GP; 2/day Additional AoO.
Brute Gauntlets: 500 GP; 3/day Morale bonus to Str checks/skills (1 = +2, 2 = +3, 3 = +4)
Counterstrike Bracers: 2,500 GP; 2/day Free AoO when opponent misses you in melee.
Gauntlets of Weaponry Arcane: 6,000 GP; wielded weapon overcomes DR silver&Magic
Greatreach Bracers: 2,000 GP; 3 rounds/day Extend reach by 10'
Helm of Battle: 2,000 GP; 3/day +2 Attack or Ability check for combat manuever.
Reciprocal Bracers: 5,000 GP; 2/day when crit/sneak attacked, next attack auto-threats
Steadfast boots: 1,400 GP; 2-handed weapon in hand always treated as set vs charge.
Strongarm Bracers: 6,000 GP; Wield weapons as if you were 1 size category larger.
Torc of the Titans: 3,300 GP; +5 morale bonus to str checks/skills/melee damage 3 rounds/day
Crystal Mask of Mindarmor: 10,000 GP; +4 Insight bonus to Will Saves
Weapon Crystal: Greater Truedeath: 10,000 gp; +1d6 dmg vs Undead, Can Crit Undead, Ghost Touch.

weapon enhancements:
Force: +2 enhancement; turns your projectile into a Force effect, completely ignoring DR and Incorporeal miss chance.
Blur Strke: +2 enhancement; 10/day first attack in a round strikes flat-footed AC.
Shadow Strike: +5,000 GP; 1/day add 5' to reach for single attack, target is denied dex.[/sblock]

Thoughts?
 

Shayuri - Headin to bed, but figured I'd say two things:
don't worry bout the ranger thing, I'll let it stack.
The grove is more awesome/thematic, it's got my vote, We'll find a way to MAKE it useful. ;). Then again, I was never a Who fan, if the Tardis speaks to you, go for it.

Also how'd you design'em? Stronghold builders bookie thingy? I don't got that so you'll have to fill me in on any relevant details.
 

OK, first off your DR: Armour specialization and Adamantine armour won't stack with the natural armour bonuses granted by Defender and Epic Feats. By my math your DR should be 21/Epic (12 for Dwarven Defender, +9 from 3X Epic feat)
Natch, I wasn't sure since it said it didn't stack with magic items but the DR was from the material which would imply a set of non-magical adamantine armor would stack, but no problem.

Feats: Some suggestions could be Shield Spec/Shield Ward, and/or Slashing Fury. Also, where are those racial feats from and what do they do?
They are from Races of Stone, the racial substituion levels for dwarf fighters. I only took two levels (1st and 8th). the levels give me a d12 HD and Kn(Dungeonerring) for that level only. It also removes the bonus fighter feat at that level giving a prescribed ability that I posted as a feat for ease since they are feat like. Axe focus gives weapon focus with all axes and the armor ones gives a +1 to using armor you specialize in.

If you want to increase your AC, you should invest in Combat Expertise/Improved Combat Expertise, and adding Defending to your weapon. I'd also suggest throwing some Cross-class skill points into Tumble to increase your Defensive Fighting ability. If you do go that route
I wasn't trying to bump up AC per se, but it is an option.

Equipment:
I'd suggest buying Boots of Swiftness: Double speed to help you get where you're going before activating your defensive stance, +20 tumble, and Haste 3/day for 20 rounds each(In addition to your 5 rounds/day from Blinding Speed).
That sounds cool. I was also looking for a magic item that might let me cast/use something equivalent to enlarge person several times a day. Any ideas?

Since the adamantine won't stack for DR, I'd suggest altering your Full Plate into Mithril, to increase your Max Dex to +3.
Also, +10 dex added onto your belt of str isn't allowed, I specified no slot-swapping, and Dex is not a 'belt-slot' item. Beyond that, it's kinda pointless to be spending so much on it when A: You can use gloves to save half a million, and B: You don't really need an Epic enhancement to dex, you're not really using it for anything, and you easily meet your Max Dex without it. My suggestion would be to just get the +6 from the boots of swiftness.

Gottcha. I was copying items from others since I don't know how to combine slots like that. On that point does the Max dex from armor limit DEX for everything? Ref saves, Init and ranged attacks as well as AC?

Weapons:
I'd drop the Flaming on your bow, b/c at this level although things aren't going to be IMMUNE to everything, there's a VERY high chance of elemental resistances, so the 1d6 fire damage won't be very useful. I'd make similar suggestions for your Greataxe(Thundering, Shocking Burst) and Guisarme(Corrosive, Icy Burst), though it's your call.

On the other hand, I do have some suggestions that might help:
For the bow, I'd suggest dropping Keen and/or Seeking to keep it non-epic in cost if you want to add one or more of these:
Force: +2 enhancement, turns your projectile into a Force effect, completely ignoring DR and Incorporeal miss chance.
Dessicating: +1 enhancement, deals +1d4 damage to living creatures(1d8 to plant/water)
Dessicating burst: +1 enhancement, adds onto desicating, extra damage on crits.
Psychokinetic: +1 enhancement, +1d4 force damage
Psychokinetic Burst: +1 enhancement, adds onto Force, extra damage on crits.
Vampiric: +2 enhancement, melee only, +1d6 damage, Heals wielder same amount.
Vicious: +1 enhancement, melee only, +2d6 damage, Wielder takes 1d6 damage.
Ok, good suggestions, though the bow and guisarme weren't epic and so aren't too bad in cost. BTW what is the max strength on a strength bow?

And finally, the most important part : Threat Generation. You're essentially playing a defensive Tank character, but how do you plan on getting the badguys to attack you?
The only thing I can think of off the top of my head is the Goad feat from complete Adventurer, but it's got a couple downsides. First is that it's mind-affecting, second is that you have to be in threatened range of the target to begin with, third is that it's a Will save DC 10 + 1/2 lvl + CHARISMA (And you aren't exactly a charisma character).
We're still working on other options.

Very important points. Part of why I wanted a bow is to engage at range. I don't plant on always using the defensive stance ability, I know that is rather limited, but i will take a look at options certainly. Heck after seeing the latest incarnation of Valkyrie, I am not sure this guy will keep up.
 

Shayuri - Headin to bed, but figured I'd say two things:
don't worry bout the ranger thing, I'll let it stack.
The grove is more awesome/thematic, it's got my vote, We'll find a way to MAKE it useful. ;). Then again, I was never a Who fan, if the Tardis speaks to you, go for it.

Also how'd you design'em? Stronghold builders bookie thingy? I don't got that so you'll have to fill me in on any relevant details.

I think the grove will be useful for a couple of reasons:

1) Planar nexus. I'll blow some chunks on one-way portals, letting it do some of the heavy lifting as far as carting us around the multiverse when we can't cast spells.

2) Rejuvenation. Free Heals and not-free Resurrects...again in a game sans spellcasting...are not to be sneered at.

3) Safe haven. Between mind-blank and forbiddence, the grove is extremely secure against our enemies. Unless they can find the grove mundanely in the Material Plane (and I paid for it to be remote and camoflauged) without using divinations, it should be a safe place for us to rest and recoup from grueling divine duels.

Anyway yes, using Stronghold Builder's Guide.

My first workup of the grove is 900,000-odd gp. Still need to add portals though. Operating budget of 1.4 million, so I'm in decent shape so far.
 

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