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Heroes of Highdale OOC

Oh dear lord... I seriously doubt this group is going to have much difficulties in combat.

Rino: Just a suggestion - but you might want to reconsider the feats munkey grip and extra rage. The increase weapon size (+1d6) only increases the average damage by three and gives a -2 to attack. Given the same attack penality you are better off using power attack (-2 attack, +4 damage). Leap Attack is a nice add on to power attack. You also might want to take into consideration the feat Instantanous Rage from the ComWar instead of Extra Rage. Instantanous Rage allows you rage even when it is not your turn to do so. Quite helpful during surprise rounds and in response to receiving damage.

Again these are just thoughts.


-Blood
 

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Ilium said:
Sounds great. I'm a big fan of alternate special effects, so your one-shot "gizmo" potions are perfect. As long as they have the same game mechanics requirements as far as actions and provoking AoO, etc. it's good with me.
Wasn't there even something like that already, earlier in the game?
 

And here we go... Still a bit of a WIP...but so close to done I figured I'd put it out there. Comments always welcome!

[sblock]Name: Alexandra "Alex" Percival Howard Rammikin the Third
Race: Human
Class/Level: Wizard 7 / Effigy Master 4
Gender: Female
Exp:

Desc: Slim and tall, with mouse brown hair cut in a short pageboy style, blue eyes staring out from behind wire spectacles, and wearing her usual vest, shirt and breeches, Alexandra can pass for a young boy, if a somewhat obnoxiously effeminate looking one. Her cheeks are a little round, with a thin pattering of freckles. Despite her impressive manual dexterity and sure fingers, she always LOOKS a bit awkward, as if she might trip over her own longish legs. Her glasses magnify her already naturally large eyes so that she seems to have an expression of perpetual amazement at everything she looks at. A leather satchel full of her magical supplies hangs over her right shoulder, and a pack over her left. Occasionally a beautiful blue-violet dragon can be seen poking its head out of the pack, or coiled up near or on Alex in one of its many naps.

Strength (STR) 8 0
Dexterity (DEX) 14 6
Constitution (CON) 14 6
Intelligence (INT) 22 10
Wisdom (WIS) 12 4
Charisma (CHA) 10 2

Alignment: Neutral Good
AC: 13 (10 + 2 Dex + 1 Deflection) Touch 13, Flatfoot 11
Hit Points: 51/51
Movement: 30'

Init: +2
Base Attack Bonus: +5
Melee Attack: +4
Ranged Attack: +7
Fort: +8
Reflex: +8
Will: +13

Race Abilities
Bonus feat
Bonus skills

Class Abilities:
Scribe Scroll
Familiar
Bonus feat
Craft Effigy (up to 14 HD)
Improve Effigy

Skills: 70
Concentration (Con) +16 (14 ranks +2 Con)
Craft (Alchemy) (Int) +17 (11 ranks +6 INt)
Craft (metalwork) (Int) +17 (11 ranks +6 Int)
Knowledge (arcana) (Int) +16 (10 ranks +6 Int)
Knowledge (architecture/engineering) (Int) +16 (10 ranks +6 Int)
Spellcraft (Int) +16 (10 ranks +6 Int)
Use Magic Device (Cha)(CC) +2 (2 ranks (4) + 0 Cha)

Languages - Common, Gnome, Dwarf, Giant

Feats
1 - Point Blank Shot
1 - Precise Shot
3 - Brew Potion
5B - Craft Wondrous Item
6 - Craft Wand
9 - Improved Familiar

Spellcasting (CL 10, Base DC 16+lvl)

Prepared
0 - 4
1 - 6
2 - 6
3 - 4
4 - 4
5 - 3

Spellbook
0 - Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1 - Mage Armor, Shield, Magic Missile, Repair Light Damage, Unseen servant, Identify, Grease, Ray of Enfeeblement, Feather Fall, Comprehend Languages, Endure Elements, Hold Portal, Alarm
2 - Bull's Strength, Cat's Grace, Scorching Ray, See Invisibility, Rope Trick, Darkvision, Knock, Mirror Image, Invisibility, Glitterdust, False Life, Repair Moderate Damage
3 - Dispel Magic, Magic Circle vs Evil, Lightning Bolt, Haste, Slow, Shrink Item, Wind Wall, Heroism, Stinking Cloud, Explosive Runes, Bands of Steel, Stony Grasp
4 - Arcane Eye, Resiliant Sphere, Black Tentacles, Dimension Door, Secure Shelter, Greater Invis, Mass Resist Energy, Repair Critical Damage, Orb of Force
5 - Telekinesis, Overland Flight, Teleport, Summon Monster V, Waves of Fatigue, Greater Blink, Cloudkill, Mage's Private Sanctum, Wall of Stone,

Money - 320gp 9sp

Spells
4500 (purchased at 50gp x spell level)

Weapons -
Magebolt +1, 2400

Armour -
Ring of Protection +1, 2,000

Gear -
Spell component bag, 5gp, 2lbs
Everburning torch, 110gp, 1lb
Acid flasks x2, 20gp, 2lbs
Alchemist's fire x2, 40gp, 2lbs
Sunrod, 2gp, 1lb
Smokestick, 20gp, .5lb
Bedroll, 1sp, 5lbs
Scroll cases x5, 5gp, 2.5lbs
Small bound journal, 5gp, 2lbs
Ink and pens, 10gp
Belt pouch, 1gp, .5lb
Tent, 10gp, 20lbs

Magic -
Blessed Book, 12500
Headband of Intellect +4, 16,000
Vest of Resistance +3, 9,000
Hat of Disguise, 1800
Handy Haversack, 2,000
Wand of Mage Armor 50/50, 750gp

Background:
None

Effigies:

Effigy CHUUL
Large Construct
Hit Dice: 12d10+30 (96 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 23 (–1 size, +2 Dex, +12 natural), touch 11, flat-footed 20
Base Attack/Grapple: +9/+20
Attack: Claw +17 melee (2d6+9)
Full Attack: 2 claws +17 melee (2d6+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 3d6+9, improved grab
Special Qualities: Construct traits, darkvision 60 ft., low light vision
Saves: Fort +6, Ref +8, Will +6
Abilities: Str 24, Dex 14, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Cost: Market 29000. Creation: 14500, 960exp

Familiar:
PSEUDODRAGON
Tiny Dragon
Hit Dice: 2d12+2 (25 hp)
Initiative: +2
Speed: 15 ft. (3 squares), fly 60 ft. (good)
Armor Class: 22 (+2 size, +2 Dex, +8 natural), touch 14, flat-footed 20
Base Attack/Grapple: +5/–3
Attack: Sting +9 melee (1d3–2 plus poison)
Full Attack: Sting +9 melee (1d3–2 plus poison) and bite +4 melee (1)
Space/Reach: 2-1/2 ft./0 ft. (5 ft. with tail)
Special Attacks: Poison
Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft, Grant alertness, improved Evasion, share spells, empathic link, deliver touch spells, speak with master, speak with own kind
Saves: Fort +4, Ref +5, Will +10
Abilities: Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Skills: Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks)
Feats: Alertness, Weapon FinesseB[/sblock]

[sblock]
 

Shayuri: Looking good. I see you decided on the "hat of disguise" option for your effigy. So everyone will see you leading a docile mule carrying a bunch of packs when you enter/leave town. Should you get mugged in town, you will not have the effigy with you. You'll be stuck with the piddly powers of an 11th level spellcaster. :)

I don't know how much I'll be reading/posting between now and next Tuesday. My office has a party this afternoon, then it's family, friends and all that good cheer junk until next week. ;)

Have a good one, everybody. We'll pick it up on Tuesday.
 

I like the flexibility of the Hat. In situations where Crabby McCrabclaw doesn't need it, I can use it. :) Plus, it struck me that the lifelikeness of an effigy could be an asset in battle...attracting spells that constructs don't worry about. Admittedly, I may make a more steampunky effigy sometime too. I like the idea of a big thing hissing and clumping around, made of big bronze sheets and glass lenses.

Mmm.

Anyway, I'll try to have sheet finished next week, early. Xmas is messing with my online time right now.

Cheers!
 

Ok, Christmas is over. Back to business. :)
I hope everybody had a good holiday.

Shayuri: Hmm. I don't mean to be a stickler, but when I said the disguise item would cost the same as a Hat of Disguise, I didn't mean it would BE one. I'm not sure an effigy could use a regular Hat, so I was imagining a special-purpose item (maybe just incorporated into the effigy itself so it can't get lost) that had just a couple of pre-programmed illusions in it. I'll think on it a bit more.

I definitely see what you mean about the advantages of a lifelike effigy. Just thought I'd throw the option out there.
 

Interesting. I just assumed a construct was still a creature, and a creature with a head could wear a hat.

But what you suggest is intriguing too. It does invoke a question though...specifically, what rules should or would circumscribe the practice of incorporating magic effects and/or items into an effigy? Would it count as a use of Craft Wondrous Item? Given the expendability and relative fragility of effigies, it seems to me that an item that's "built into" an effigy...and thus becomes useless when the effigy is destroyed...is at a relative disadvantage compared to a universally usable item that is merely in the possession of an effigy.

But for concept's sake, the idea of little magical gizmos built into an effigy is hard to beat for sheer cool factor. :) Perhaps one-shot "reloadable" items bought as potions. Or charged "wands" that only the effigy can trigger...

*imagines a beefed up effigy chuul spewing Scorching Rays from it's eyes...and chortles*
 

I don't have Complete Arcane here with me at work. Is there any mention of a limit on the effigy's Int? Is it mindless? If it is, then it can't use most magic items.

A chuul has an int of 10, so if the effigy gets the same, you're talking about building fanatically loyal NPC cohorts, which seems a little off to me. I'll look it up when I get home.
 

Effigies have no intelligence score. So yeah, triggered or discretionary items would be out.

Use-activated items would still work...things that operate merely by virtue of wearing them, for example. But by that definition, a Hat of Disguise would be unusable by an effigy, because the user of the hat determines the illusion. Maybe a "single illusion, use-activated" disguise would be possible...it'd be a custom item though.

EDIT - Of course, you already mentioned that in the post where you proposed the item in the first place. Oops. *sheepish look* Okay! I guess all that leaves regarding illusion disguise is if the item is built-in or detachable...and what governs whether or not an effigy can "use" a magic item or component, even if under command to do so.

Also, if "effigy components" have any special creation rules, that'd be good to know...
 
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Sad but true. :)

Ok, so the disguise "widget" is a one-off that's part of the effigy. It has the same cost as a Hat of Disguise, but controlled by you rather than the effigy. You have to be within, say, 30 feet and use a command word. (How's that for arbitrary?) And I'll say it has three illusions it can cast. You let me know what they are, but keep in mind they all have to be at least as big as the actual effigy to completely disguise it.
 

Into the Woods

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