Gaming W/Jemal: War of Gods


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Uh well according to the SRD it goes to +7 at 20th level so i assumed it would continue
Damit, one of my ELH's is a first printing and has different wordings on things (Dharuhk that may be where you got it from also). Checked the SRD and looks like you're right (My original print ELH is wrong about a few things).

Also, the 15' reach is assuming you DO have a reach weapon. Without, it'd only be 10' for large, with circumstantial bonuses a couple times per day.


Rathan - There is no Base DC to Tumble, it depends on what you're doing. There's a chart in the PHB listing the various DC's for different tumble actions.
The most relevant one, I think, would be the DC 15/25(+2 for each enemy beyond the first) to tumble without provoking an AoO... 15 is for moving past enemies, 25 is if you move THROUGH their square.
All tumble actions are at Half-Speed normally, if you take a -10 to your roll(Not -20 as I incorrectly stated before), you can move up to full speed, regardless of which tumble action you're attempting.
So essentially, the DC to tumble at full speed THROUGH occupied squares is 35, +2 per enemy if you would provoke from multiple enemies. With your tumble skill and ability to take 10, you can do it freely provided you're moving past/through no more than 8 opponents (13 if you don't go THROUGH any occupied squares)

As far as suggestions for money : Boots of Swiftness!! 20 rounds of haste 3 times per day, +6 dex, and +20 to Tumble/climb/jump/balance). The skill bonus is competence, so it'd only add 10 to your checks (As it overlaps and does not stack with the paragon's +10 competence).
 

Hragh, y'all

It looks like Strongholdia can have 5 one-way portals. To return to Strongholdia, we'll have to flip back to the Material Plane, then teleport close to it, then foot it, cuz a 2 way portal is a bit more expensive and would mean we only get 3 one-way portals. I'm not even sure it'd work with Forbiddance anyway.

So the question is...which 5 planes does it lead to? My personal preference is is that it leads to planes of extreme alignment like the Heavens, Hells, Abyss, Limbo and Mechanus, for example. On the other hand, Limbo and Mechanus don't have a LOT of gods camping out in them, compared to other planes, so we might want to substitute some alternatives.

I think right now I'm rooting for:

Heavens (Lawful Goodia)
Hells (Lawful Evilia)
Abyss (Chaotic Evilia)
Arcadia?? (Chaotic Goodia, forget the actual name)
Concordant Opposition (Neutralia)

The last choice is there because you can get to ANY plane from there. Another possibility would be a planar metropolis like Sigil. I'm intentionally not citing transitive planes like the Astral or Ethereal because there are other easy ways to get to those planes even without spellcasting.

I'm open to other ideas though!

Hmm...my sheet's fallen way back. Updating and reposting so I can keep tinkering...

[sblock=Shapeyshiftery]Name: FLEMETH! Nah, but really...
Human
Druid 17 (2 planar druid substitution levels) / Monk 2 / Ranger (Wildshape) 5 / Master of Many

Forms 10 / Warshaper 3 / Nature's Warrior 3

Description::)

Str 10/24 +4 inherent +10 enh
Dex 10/26 +1 level +5 inherent +10 enh
Con 18/30 +1 level +5 inherent +6 enh
Int 16
Wis 18/40 +7 level +5 inherent +10 enh
Cha 18/30 +1 level +5 inherent +6 enh

AC: 61 (10 + 15wis +8 dex +10 nat +8 armor +10 def), Touch 43, FF 53
Fort: +43 (+23 +10con +10res)
Ref: +36 (+18 +8dex +10res)
Will: +46
Hit Points: 754/754
Move: 30'
Init: +8

Base Attack: +30

Feats:
-------
1 Alertness
1 Combat Reflexes
3 Weapon Finesse
6 Weapon Focus: Bite
9 Weapon Focus: Claws
12 Flyby Attack
15 Hover
18 Multiattack
B Tracking
B Endurance
B Improved Grappling
B Deflect Arrows

21 Exceptional Deflection
24 Infinite Deflection
27 Fast Healing
30 Improved Natural Strike (Epic)
33 Epic Prowess
36 Magical Beast Wild Shape
39 Dragon Wild Shape

Race Traits: Human
---------------
Extra Feat
Extra Skill Point
Etc

Class Traits:
-----------------
Druid
Animal Companion (Druid level 17)
Wild Empathy
Nature Sense
Woodland Stride
Trackless Step
Resist Planar Might (Planar substitution level, +2 vs abilities of outsiders)
Wildshape 5/day
Planar Tolerance (Planar substitution level, immune to planar traits)
1000 Faces
Timeless Body
DRUID POWERS!
- Natural Strike (Silver)
- Natural Strike (Good)
- Natural Strike (Cold Iron)
- Natural Strike (Adamantine)
- Natural Strike (Evil)

Ranger
Favored Enemies
- Evil Outsiders +4
- Good Outsiders +2
Track
Wild Empathy
Endurance
Animal Companion (Druid Level 2)
Wild Shape 1/day (Small or Medium only)

Monk
Bonus Feats
- Improved Grapple
- Deflect Arrows
Flurry of Blows
Unarmed strike (1d6)
Evasion

Master of Many Forms
Improved Wildshape 16/day (gargantuan through dimunitive, up to 35HD)
- Humanoid, Monstrous Humanoid, Giant, fey, vermin, abberation, plant, ooze, elemental, dragon
Shifters Speech
Fast Wildshape
Extraordinary Wildshape
Evershifting Form (shapechanger subtype, immune to transmutations)

Warshaper
Morphic Immunities (Stuns, crits)
Morphic Weapons (+1 size level natural weapons)
Morphic Body (+4 str, +4 Con)
Morphic Reach +5'`

Nature's Warrior
- Claws of the Grizzly (+3 dmg w/natural weapons), Wilding
- caster level increase (Druid CL 18)
- Armor of the Crocadile (+3 natural armor in wildshape)

Skills 160d+50r+16m+80mmf+18w+18ng
Handle Animal 20r
Heal 20r
Knowledge: Nature 38r
Knowledge: Planes 2ccr
Knowledge: Religion 10ccr
Listen 40r
Spellcraft 18r
Spot 40r
Survival 40r
Swim 30r
Hide 17r
Move Silently 17r
Sense Motive 8r
Disguise 30r

Languages: Common, Giant, Draconic, Sylvan, Druidic

Equipment
Cash: 1.4678

Unity of Threes: Amulet of Mind, Body, and Spirit - 4.073
- +10 Natural Armor, 2mil
- +10 Epic Wisdom, 1.5mil
- +5 Mighty Fists, .225
- +6 Constitution, 54k
- +6 Charisma, 54k
- Concealment (as 3rd Eye of Conceal), .24
- Wilding Clasp

Belt of Epic Strength +10, 1mil
- Wilding Clasp

Gloves of Epic Dexterity +10 Dexterity, 1mil
- Wilding Clasp

Ring of Iron Flesh, 862
- Ironskin, .4
- Universal Greater Energy Resistance, .462
- Wilding Clasp

Ring of Reflective Force, 2.1472
- Epic Protection +10, 2mil
- Spell Turning, .147420
- Wilding Clasp

Vest of Epic Resistance +10, 1mil
- Wilding Clasp

Bracers of Armor +8, 64k
- Wilding Clasp
Boots of Teleportation, 49k
- Wilding Clasp

9 Wilding Clasps, 36k

Handy Haversack, 2k
- Wilding Clasp

Cubic Gate, 164k
- 1 Material Plane
- 2 Ethereal Plane
- 3 Astral Plane
- 4 Plane of Shadow
- 5 Plane of Neutrality
- 6 ??
Gem of Seeing, 75k

Tomes,
- +4 Strength, 110,000
- +5 Charisma, 137,500
- +5 Dexterity, 137,500
- +5 Wisdom, 137,500
- +5 Constitution, 137,500
---------------------
Preferred Shapes
---------------------
Juvenile Force Dragon (gargantuan)
60' move, Fly 300
+36 Str, 0 Dex, +14 Con
+37 natural AC, -4 size AC, SR33, DR15/magic
Breath Weapon: 20d12 Force DC 44 in 60' cone, Fright DC37
Reach 20', Bite: 4d8+30, 2 Claws 4d6+17, 2 Wings 2d8+17, Tail 4d6+30, Crush 4d8+30, Sweep 2d8+17
Immune to Sleep, Paralysis and Force, Deflecting Force (+10), Blur (20% miss)
Blindsense 60', darkvision, low light vision

Tayella
Magical Beast (gargantuan)
100' move
+26 Str, +38 Dex, +20 Con
+15 insight AC, +7 natural AC, -4 size AC, SR34, DR10/epic
Reach 20', 2 Claws +60 4d6+21, 3 Bites +58 2d8+12, Sting +57 3d8+12+poison (DC49, 2d10Con)
Pounce, Improved Grab, Rake 4d8+21[/sblock]
 
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Does the stronghold book have an option for Sigil?
Also please post the Character sheet to the rogue's gallery, even if it isn't done, so I can easily compare them all in the same place. I too am tinkering with things.
 

The Stronghold book has prices for portals in general. 100k for one-way, 150k for two-way. Where the portals actually lead is up to the creator of the portal, and approval from the GM.

I was thinking that, if there was a Sigil portal, it was 'naturally occurring,' and was the reason this grove was made at this location.

But of course Sigil portals aren't one-way...so perhaps that is nonsensical...
 

Shayuri - the info on Sigil states that "Most of sigils portals require a command word or special key in order to make them function." The same could be true of the portal from Strongholdia.

As far as aligned planes, If you're looking for the extremes of good and evil, there are six planes to focus on:
Infinite layers of the Abyss = CG
Grey waste of Hades = Most Evil Plane
Nine hells of Baator = LE
Seven Heavens of Celestia = LG
Blessed Fields of Elysium = Most Good Plane
Olympian Glades of Arborea = CG

Hades and Elysium are actually the 'pinacles' of Good and Evil as far as the great wheel is concerned. (Just FYI, I would not suggest heading there unprepared)

We'll also be using planes outside of the Great Wheel (though I'm not going to allow you to start with portals to them), and much fighting will probaly happen on the Prime Material (It's the primary warground, hence why you're all trying to stop them from wrecking the joint) unless you guys decide to push into the outer planes right away.
 

Oh yes...the portals will be keyed. I wouldn't want someone stumbling through one by mistake. :)

My hope with the grove is dual...provide a place where we can rest and recover after tough battles, and provide a staging ground for when we're ready to take the war to the planes. Since moving to the Outer Planes is difficult without spells, a stronghold with portals (or that can plane shift) seems in the cards.

Six planes, eh?

HMMM

I wonder if I can afford six portals if I redo things a little.

Or maybe a portal to Sigil (with your permission) is all we need, and I can save a bundle. :)

Or a portal to Outlands...you can get to other Outer Planes from there, if you don't mind some travel time...
 

Hey Shayuri, could you post up what you've got for the stronghold so far? (I assume it's changed some since your last post) I have an idea that I'd like to run by you, but I want to see what you're trying to get out of the stronghold first.

(Basically I'm considering the two of us just working together to come up with a Druidic Grove - Magical Location/Stronghold that will help both of us out for a reasonable price.
 

Shay.... two things...

1.) If Jemal allows it I will have some extra cash on me as I plan on only purchasing a couple more things with my over 2 mil left to spend. I could toss you some for the portals if need be.

2.) I have a gate key from the SRD allowing me to create up to sixty 2 way portals with it I do believe. If we need more I can create them once we get in game.
 

I've updated my last post to keep it current actually. Though it might be hard to "see" how it looks from the raw data from the Builder's Guide.

Basically, in the middle of a large, thick forest, there's a place where the vegetation abruptly becomes impassable, forming a 'wall,' that's 100 feet per side, and 20' tall. It doesn't look like "hey, here's a wall" though. It's more that the forest growth gets tanglier and thicker until all you have in front of you is a mass of tree and brush that cannot simply be pushed through. The outward facing portion of this is also very slick and perpetually moist, making it hard to climb (DC31).

Beyond the wall is about 20 feet on all sides of just rough grass and meadow.

The stronghold consists of several discrete "structures," not all of which are artificial. Each bedroom or bedroom suite is actually on the second 'story' of a large tree; braced on heavy branches and the trunk. The 'bath' is a pool of water replenished by an artisan spring and surrounded by artful placement of rocks and cushions for sunning or just relaxing. There is a longhouse style building on the ground not far from the spring where meals are preapredand various supplies are stored. The living trees, kitchen and pool form a kind of 'U" shape around a druid circle of standing stones. The portals, if any, will form in the spaces between those stones. A stone dais in the center heals whoever steps barefoot upon it (Heal spell). The altar upon the dais can bring back to life a body placed on it as long as the appropriate amount of diamonds are used as 'bedding.'

From the air, the stronghold just looks like a bunch of trees in a meadow. A normal sight. The branches spread out over the circle and structures.
 

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