JA' - "The Divine Avengers - A Four Lands Adventure Recruiting

With the "Song of the Heart" feat, (Eberron Core), the Inspirational Boost spell (Spell Compendium) and the Badge of Valor (Magic Item Compendium), a 5th lvl Bard could give up to 20 rounds a day to inspire courage at +5. A +5 competence bonus to hit/dmg would definitely speed up combats. :devil: There's also a spin drum that can enhance it even +1 further, but I can't remember what its called right now :angel:
 

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Honestly, you would be shocked at how well hellknight and assassin could play together, assassin dos not need light/no armor persay and hellknights lower their armor penalty: at level two and Mithral hellknight armor a hellknight has a ACP of 2, on what is basically the heaviest armor type in the game O_o;
(and up to 4 AC from Dex as well at this point... yeah, I can be gamy ;3)
I could use 5 pally levels in place of calv to strengthen the whole holy warrior thing, but I get the feeling that he would not be a 'favored son'
So, think a Calv/hellknight/assassin [5/2/2] might work

Also... I just like the idea of a guy in dark armor doing the whole batman thing XD
So, how dos this idea sit with you? :3

Addon: ... WTH did bards just become OP? O_o;
 
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It sits with me fine, I have found over the years that almost anything can be worked into giving that both the gm and player are flexiable..it at it's root this game is about having fun..so if i have to strecth a little as a dm it only makes me a better one in other games..

I do wish to caution you though this is not a 3.5 game....it's core is pathfinder but i have allowed some lap over to accomodate palyers here and there..the bulk of anyones feats, etc should be pathfinder based using only 3.5 to add the odd twist etc...like one class etc..
 

Ja! I was ogling Impaling critical: I had the idea of giving my guy a few M.W. Rapiers and just attack until he impales the other guy, then pull out a +1 rapier and then just start stabling again while forcing melee XD
Sadly it needed fighter levels...

Anyways, so far I'm having him as a tifling (in armor whenever he is not sleeping, unless I give endurance if so, then who knows when his face will be seen ;3)
and I'm planing on giving his mount drag feats: so that it causes attacks of opportunity, and his teamwork feat is paired opportunist, yeah, I'm an arse, chained AoOs of Doomy doom :D
Anyways, since, as far as the mount gos, my character is basically a 9th level cavalier, can he have a large wolf as a mount without an arch type or would he need the beast master arch type?
[I'll note again, if you think I'm moving towards any kind of line, just tell me :3]


That said he has a working stealth rating of 20 in hellknight armor and an AC of 27:devil:

Addon: Hmmm, might make his bass class be Magus :3
because honestly, while I want to try a cavalier, not meshing with the character concept as much :/
Addon2: I think i'll go magus 7, hellknight 2 and then go into assassin as I get levels until level 18 or so: since it's [FONT=&quot]Mithral his hellknight armor counts as med and as a level 7 Magus he would be able to cast in it without restraint :3[/FONT]
 
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I guess I'm not seeing the correlation between hellknight and your concept of dark doo-gooder, since they hold Law sacred instead of good . If you went Magus/hellknight you would have to drop 2/5 feats into armor proficiency. With as much cash as we have for mundane gear, the only reason I can see to use hellknight would be that 5% AFC on their armor, for being an arcane caster.

I find it funny though that 4 different people would play casters, but none of them would play a class where they could have access at game start to lvl 5 spells...that's where spells start to get really nasty. :p
 

let me ponder a bit....

And i am sorry i did not catch this before...your gonna have to be human..the church will not consider you otherwise..i thought it was clear in my postings..
 

Woops, sorry, I originally read the thread late at night, easy enough to fix ^_^;

Also hellknight works well because: Higher max Dex bonus to armor Class, better ACP, No move speed penalty from armor.
Dex is a prized stat for my character ;3

Hellknights get other nice bonuses as well, and as it stands I'm debating weather to focus assassin and get it up to level 9, while keeping hellknight at level 2 or just dipping 1 level into assassin while then picking up a full 10 levels in Hellknight, I have to say I like the cap stone ability list of Hellknights ^_^

That and with his very high Int he can do alot with just a basic death attack from a one level dip into assassin :3
So as of right now, I'm leaning towards maxing hellknight:angel:

Addon:
Question, can a character have two archetypes in one class if the two do not interfere with one another?
Addon2: playing with the idea of making him a 5 fighter 3 hellknight 1 assassin
Indecisiveness, I has it :3
[and fighters can have crazy strong crits :D]
 
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Here is a wip, and yes, thanks to his hellknight levels he is 'basically' in masterwork/enchanted chainmail :D and since hellknights do not take move speed penalties from their armor, he can tumble;)
as things stand I'm pondering geting a mount(and giving it some armor) and getting Muleback cords while upgrading to a MW backpakc (at this point the MW backpack lowers his affective Light carrying limit from 1 extra LB to 0, and is not as easily dropped :/)
This said I'm going to get some poisons in any case, just want to finalize other things before I pick them out :3
that said do poisons, and other potions count as mundane or magic?


[sblock=W.I.P]
Code:
[B]Class:[/B] Fighter 5, Hellknight(TOotGC) 2, Rogue 1, Assassin 1.
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Good
[B]Hero Points:[/B] 3

[B]Str:[/B]  9 -1 (9)                     [B]Level:[/B] 9              [B]XP:[/B] 75,000
[B]Dex:[/B] 22 +6 (17+1L+2R+2E)           [B]BAB:[/B] +7/2             [B]HP:[/B] ** (60+1d10+2d8+18)
[B]Con:[/B] 14 +2 (14)                    [B]CMB/CMD:[/B] +6/+20       [B]Dmg Red:[/B] -
[B]Int:[/B] 18 +4 (15+1L+2E)              [B]Speed:[/B] 30'            Spell Res: -
[B]Wis:[/B] 10 +0 (10)                    [B]Init:[/B] +6              Spell Save: -
[B]Cha:[/B] 07 -2 (7)                     [B]ACP:[/B] - 1              Spell Fail: -

                  [B] Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +10   +0    +5     +0    +0   +1   =26
[B]Touch:[/B] 16                       [B]Flatfooted:[/B] 21

                        [B] Base   Mod  Misc  Total[/B]
[B]Fort: [/B]                   6    +2    +0    +8
[B]Ref: [/B]                    3    +6    +0    +9
[B]Will: [/B]                   2    +0    +0    +2
[B]
Weapon                          Attack             Damage    Critical[/B]
Scimitar                        +18 +13            1d6+10*   15/20 X2


[B]*Bonus Damage: [/B][B]+2d6 damage with sneak attack[/B]


[B]Languages:[/B] Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Necril, Undercommon.

[B]Abilities:[/B]
Bravery, +1
Armor Training, +1
Weapon Training, Heavy Blades +1
Aura of Law(Ex)
Detect Chaos(Sp) 
Smite Chaos(Su) 1/d
Discern Lies(Sp) 3/d
Hellknight armor +1
Sneak Attack, 2d6
Trapfinding +1
Death Attack
Poison Use


[B]Feats:[/B]
1 Dodge
- Combat Reflexes        [Human]
- Weapon Finesse         [Fighter, L1]
- Dervish Dance          [Fighter, L2] 
3 Weapon Focus(Scimitar) 
- Weapon Spec.(Scimitar) [Fighter, L4]
5 Mobility
7 Spring attack
9 Improved critical(Scimitar)

[B]Traits:[/B]
Anatomist, +1 trait bonus to confirm criticals
Magical Knack, +2 trait bonus to Magus caster level.

[B]Skill Points:[/B] 69
Skills                   Ranks   Mod  Misc  Total
Acrobatics                 2     +6   +2     +10
Disable Device             9     +4   +4/5   +17/18
Disquise                   2     -2   +3     +3
Climb                      4     -1   +2     +5
Intimidate                 5     -2   +3     +5
Knowledge(Local)           1     +4   +3     +8
Knowledge(Planes)          2     +4   +0     +6
Linguistics                4     +4   +3     +11
Perform (Dance)            5     -2   +0     +3
Perception                 9     +0   +3/4   +12/13
Ride                       1     +6   +2     +9
Sense motive               7     +0   +3     +10
Slight of hands            4     +6   +2     +12
Stealth                    8     +6   +7     +20
Swim                       7     -1   +1     +5
[Misc include penalties]

[B]Equipment:                 Cost    Weight [/B] 

+1 Mithral H.Knight Armor  12,000g    25lbs
- Shadow                    3,750g
[11,000 GP into the armor itself(mundane items) 4,750 for the magic components]


+1 Scimitar                 2,315g     4lb   
[315 GP into the weapon itself(mundane items) 2,000 for the magic components]

Traveler's Outfit               -g     -lb
Belt of Incredible Dexterity  +2  4,000g
Headband of Vast Intelligence +2  4,000g


Sack                           1s 1/2lb
-Rations                      10g  10lbs
-Bedroll                       1s   5lbs 
-Waterskin                     1g   4lbs
-Traveler's Outfit             1g   5lbs
-MW Thieves Tools            100g   2lbs
-3571 G(for Mundane items)
-1250 G(for Magical items)




Total Weight: 29/55 lbs
[with/without holding the sack]

                        Lgt   Med     Hvy     Lift     Push
Max Weight:             30    60      90      180      450[/FONT]
[/sblock][FONT=&quot]

please note I've not written any fluff/back-story yet or gotten started on a picture, so I still happy working from scratch at this point :3
 
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all looks good
as to the two archtypes i have not read either way if it is permited...but as the other players did not have that option to dual track in the interest of fairness i am going to say no
 

Alright :3
.. and muffins, I just noticed an error I am hating from when I was tossing classes around...

he now has 7 BAB(from picking up rogue over a 3th H.K. level), and Improved critical wants 8 :/
so... do I need to remove I.C. for now and get another feat or do/can the assassin and Rogue's fractional BABs be combined to bump it to a BAB of 8?

Addon: Just noticed I shorted myself 2k on magic items ^_^
I could up his AC :D
Addon2: I think I'm going to combine a MW backpack with muleback cords
Since the backpack is not magical dos this mean it would cost 1050 gold total or would this be considered adding the muleback cords to another magic item in which case it would cost 1550 gold?

Also, I'm assuming the two affects stack: their typeless but otherwise identical yet also have different sources (one mundane the other magical)
Admittedly, if I simply took muleback cordes and increased them from +8 str to +9 for carrying limit, the new item would cost 1265.625 gold using the generic price scaling of Pathfinder/DnD for like items.
[Bonus squared times 15.625. 8x8x15.625=1000]
 
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