League of Extraordinary (calling all players ;))

Ops forgot your other questions and a couple of oomments...

ShaggySpellsword said:
Marcus Calvani: Male human Cleric/Urban Ranger 4 of the Silver Flame

Wild Empathy +4

Urban Ranger only gets half his level for Wild Empathy

ShaggySpellsword said:
Skills and Feats: Ranged Smite Evil (from BoED, let's me smite with ranged weapons. Is this okay?)

Sure this should be ok.

ShaggySpellsword said:
Domains: Exorcism (How often can you use the Exorcism domain ability?)

Hmm read it again myself... I would say either it is once a day or it uses one of your "Turning" per day. Thoughts?
 

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Everything is going well for my Warforged. I do have some questions, but I will ask tomorrow along with getting up a first draft.
 

So, with the artificer, am I allowed to spent all of my craft points for each seperate level on XP? If not, where am I going to be taking XP from? Will I start a level lower or are you giving us magic-item making people some extra XP to build with? Just wondering!

-P.C.
 

As a fourth level artifacter should have 200XP Craft Reserve (20+40+60+80). You can spend those 200XP with no GP cost. I might give you some more later, depending on what the other (i.e. maybe more free XP for creation, just want to wait to see)
 

If you treat it as one of the elemental domain powers, they get their turn elementals 3+CHA mod times per day. If you treat it as the Sun domain power, it uses a turn attempt, but only once per day. If you treat it as any other domain activated-ability, then it would only be 1/day.

Really it goes either way. Since I picked the Cleric variant that gives up turning undead for Aura of Courage and Smite Evil as a Paladin, Option 2 doesn't help me at all, and I will pick a different domain (Protection probably). I am obviously rooting for option 1, but will bow to whatever you rule oh DM master!

As for Wild Empathy, isn't it half-Urabn Ranger level+Cha modifier? That's how I got +4. I could be wrong about factoring in the CHA though.

Cool on the armor and bow, what about the Fever Iron Holy Symbol?

Looking foward to it!
 

ShaggySpellsword said:
If you treat it as one of the elemental domain powers, they get their turn elementals 3+CHA mod times per day. If you treat it as the Sun domain power, it uses a turn attempt, but only once per day. If you treat it as any other domain activated-ability, then it would only be 1/day.

Option 1 is fine then


ShaggySpellsword said:
As for Wild Empathy, isn't it half-Urabn Ranger level+Cha modifier? That's how I got +4. I could be wrong about factoring in the CHA though.

Cool on the armor and bow, what about the Fever Iron Holy Symbol?

Looking foward to it!


D'oh me bad you are correct about Wild Empaty. Holy Symbol sounds fine.

Yes I am looking forward to the game also
 

Fury

Appearance: Fury is a hulking mass of adamantium and thick sinew, a warforged created for the purpose of destruction and battle. He stands nearly eight feet tall, and weighs as much as four men. In combat, he uses his two heavy fists, which glow with a pale blue light as he is angered. From his left arm, a steel bolt-thrower projects from a hidden compartment, firing small bolts with accuracy and speed. When firing, his eyes, normally a flat, featureless grey, glow with red light.

Background: I was created in the fading days of the Last War. My creator, Aarren d’Cannith himself, took control of my creation in an attempt to create the ultimate warrior. My construction is truly unique, and all Aarren’s goals were met. I am stronger, tougher, larger, and a more competent warrior than any other warforged I have met. The war ended before I could truly show my potential on the battlefield. Once the Treaty of Thronehold took effect, I was left on his own, without a master or direction. I stalked the vast battlefields of Cyre, now known as the Mournland, for months. The grounds are like open sores on the face or Khorvaire, and my insides ache when I think of the sights I have seen. In those months, I often came into conflict with servants of the Lord of Blades, with disastrous results. The Lord of Blades meant to force me into his service when I would not come willingly. To this day, servants of the Lord of Blades have been commanded to keep a sharp eye on my whereabouts, but I have not seen one of his agents in weeks. Perhaps I have finally avoided his factors. I do not trust his intentions, nor appreciate his desire to force his will upon others.
Leaving the Mournland behind, I have made my way to Sharn, hoping to learn more about the nature of the warforged and my creator. There I mean to seek out an audience with Merrix d’Cannith, son of Aarren. Hopefully he will provide some insight as to what I might do with my talents.
I was recently been approached by an organization that sees my unique abilities as useful. I have decided to join the group, hoping to have the opportunity to apply his prowess towards a goal. I grow weary of this aimless wandering.

Special Rules from Background:
Fury has a -4 penalty to any social checks dealing with interaction with a known servant of the Lord of Blades.
Unbeknownst to Fury, Aarren placed a special enchantment deep into his being. Fury must make a Will save in order to disobey a command from a member of House Cannith. This applies to all members of the house, from a lowly craftsman up to the House’s patriarch. The DC of the save varies, ranging from a simple 10 for a roaming tinker to a 25 to disobey one of Cannith’s three Barons.
Also, Fury carries a burden. The process used to create such a focused warrior has imprinted an overriding purpose into Fury to enter combat. Each day, Fury must make use of his combat abilities, either by practicing or by overcoming an actual opponent. For each day he fails to exercise his ability, he slowly becomes more irritable, angry, and prone to lash out and destroy. At the start of each new day where Fury has not partaken in combat, either real or mock, in the previous day, Fury must make a Will save with a DC equal to 10 plus the number of days since he last fought. If he fails this save, at some point during the day Fury will lose control and make use of his abilities regardless of the situation. If he cannot do so because of physical restraint or some other reason, Fury will do all in his power to lash out at the nearest living creature for 2d6 rounds. At the end of this time, he returns to normal. If no foes are present, Fury will vent its rage against inanimate object. If Fury lashes out in this manner, he must still make another save the following day, since he has not yet fulfilled his burden.

Age: 3
Height: 7’10”
Weight: 800lbs
Hair: N/A
Eyes: N/A

Unique Warforged Fighter/Monk
4th level Gestalt
Alignment: Lawful Neutral

Statistics:
STR: 18 (+4, costs 13)
DEX: 10 (+0, costs 2)
CON: 20 (+5, costs 16)
INT: 12 (+ 1, costs 4)
WIS: 9 (-1, costs 3)
CHA: 8 (-1, costs 10)
Hit Points: 45 (15+10+10+10)
Saving Throws:
Fortitude: +9 (base +4, CON +5)
Reflex: +4 (base +4, DEX +0)
Will: +3 (base +4, WIS -1,)
Armor Class: 18 (Adamantine Body, +8 AC); Touch: 10; Flatfooted: 18
Damage Reduction: 3/Adamantine
Base Attack Bonus: +4

Attacks:
Slam: Attack Bonus +8, 1d4+4 dam, x2 crit
Fists: Attack Bonus +8, 1d8+4 dam, x2 crit
Rapid-fire springbow: Attack Bonus +4, 1d6 dam, 19-20/x3 crit, range 60, Type P, Fire 4/round as Full round action at up to two targets, 2/round as standard action, built into left arm, impossible to see when not drawn, draws as thought Fury had the Quick Draw feat, uses 20 round magazines, Full round action to reload. Ammo is hidden in compartment in left leg.

Skills:
Skill Points 43 (20 for 1st level monk+5+5+5+8 bonus)
Balance +7, Climb +11, Jump +11, Knowledge (Warforged) +6, Spot +6, Tumble +7

Feats:
Adamantine Body (Eb pg. 50), Improved Damage Reduction (Eb pg. 55), Power Attack (PHB pg 98), Point Blank Shot (PHB pg 98), Precise Shot (PHB pg 98), Cleave (PHB pg 92), Powerful Charge (Eb pg 57), Greater Powerful Charge (Eb pg 54), Improved Fortification (Eb pg 55), Improved Grapple (PHB pg 95), Improved Unarmed Strike (PHB pg 96)

Racial Features:
-Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickened conditions, and energy drain
-Cannot be healed with spells of the Heal variety (due to Improved Fortification feat), and cannot heal naturally
-No need to eat, sleep, or breathe
-Natural Slam attack 1d4 damage

Languages: Common, written and spoken

Class Features:
Force Strike (unarmed strikes count as magical for the purpose of dealing damage to creatures with damage reduction)
Slow fall (falls are reduced by 20ft if he is within arm’s reach of a wall)
Still Mind (+2 bonus to resist enchantment effects)

Equipment:
Oil of Repair (Repair Light Wounds, 6 qty)
5 20 round magazines for springbow
Wealth: 100gp

As for equipment/gear requests, I would love a Watch Lamp from pg. 171 in the Sharn book, somehow built into his body. I would also not mind an enchantment bonus to his adamantine body. :o Hopefully the stats for the mechanical crossbow thing aren’t too powerful, I reduced the damage to 1d6 and dropped the range in exchange for the fast attack rate and 20 round cartridges.

Now, on to special abilities. I took the monk class to reflect Fury’s dedication towards close combat. However, many of the special monk abilities are wasted since his Adamantine Body counts as heavy armor (See pg. 50 of the Eberron book). That means I have no access to special abilities such as the monk’s AC bonus (which he does not yet qualify for, as he has a low wisdom score), Flurry of Blows, Evasion, and Fast Movement. Do you think we could take his special construction into account and allow him to make use of these abilities? I am most interested in Flurry and Fast movement.

Also, I am hoping we can make Fury a Large creature. It would better fit his unique nature, and add an advantage in grappling and to expand his threat area in close combat, with the downsides of an AC penalty and the issues of moving around an eight foot tall, half-ton mechanical construct, especially in tight areas. If we go with the large size, I think I will up his height to 8’ and his weight to 1000lbs.

The notes I made in the “Special Rules from Background” section are just ideas. I stole the ‘burden’ one from The Book of Iron Might my Malhavoc Press. It shouldn’t affect the game under normal circumstance, but might make for some interesting situations when you want. The same applies to the Cannith thing. I was thinking it would only apply to direct commands, not suggestions or comments made in conversation.

Well, that’s that. Any comments or suggestions are very welcome. The history doesn’t seem very special right now, as I am having some trouble with my imagination today. Please make any ideas you have know.
 


taitzu52 said:
So where are the Gestalt rules from anyways?

Lost as usual,
TZ

They are in Unearth Arcana BUT the basic ones are as follow...

Pick two classes. Each level take the best of either classes Hit Dice, BAB, and Saves. So if you picked a 4th Fighter/Wizard then you would get a D10 hit points, +4 BAB, +4 Fort, +1 Reflex and +4 Will save (you don't combine these, you take the best one of each).
Also you gain the number of skills equal to the highest of the two classes (so a Fighter/Mage would still only get 2points/level; where a Fighter/Theif would get 8pts/level).
You also get both classes skills of both classes AND their special abilities (so Fighter/Wizard would get 3 bonus combat feats and spell casting etc)
Finally you also get the disadvantages of both (so while a Fighter/Wizard can cast spells and wear armor. If you wear armor you get the normal Spell Failure chance. Druid's can't wear metal armor, Monks and Barbarians lose Fast Movement abilities when wearing armor etc)

So what two classes are you thinking?
 
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