Maure Castle OOC (Full)

JimAde said:
I would be eligible for it (barely). I suppose I could get rid of Draconic Breath, but it's just so...dragon-ey. :)

Well don't get it just for me! I say keep the feats that define your character. I can find rings once we start the game.
 

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Equipment for a soulknife paladin tank

Mithril full plate+3 19,500
Cloak of charisma +4 16,000
Gauntlets of ogre power +4 16,000
Ring of minor electricity resistance 10 12,000
Boots of levitation 7,500
Heavy steel shield +1 of light fortification 4,170
Scarab of golembane 2,500
Ring of protection +2 8,000
Handy haversack 2,000
Everburning torch 110
Silver holy symbol 25
Rope silk 50’ 10
185 gp

Should total 88K.
And give me a 27 AC :)
 

Sir Vandon Hagel
Human Soulknife 9/Paladin 3 (last 3 levels are paladin)
Str 18 (22)
Dex 12
Con 16
Int 8
Wis 8
Cha 16(20)
F +14 R+13 W+11
125 hp
AC 27 (11 armor, 3 shield, 2 deflection, 1 dex) touch 13, flat footed 26
XP 72,000
BAB +9, attacks +19/+14 1d6+8 17-20x2 range increment 30’
Init +1
Move 30’
Feats: Close Quarters Combat, Ghost Attack, Greater Weapon Focus (mind blade) B, Greater Psionic Weapon, Improved Crit (mind blade), Improved Toughness, Psionic Weapon, Speed of Thought B, Weapon Focus (mind blade) B, Wild Talent B
Skills: Concentration +15, Diplomacy +11, Listen +11, Spot+11, Tumble +13(+10),

Lay on hands 15 hp
Smite evil 1/day +5 attack, +3 damage
Psychic strike +2d8 takes move equivalent to recharge
Greater psionic weapon +4d6 expends focus
Electricity resistance 10
Immune to fear, disease
Mind blade enhancement: Lucky (allows one attack/day to be rerolled)
25% chance negate crit
detect golems and evil
Ignore Golem DR

Mithril full plate+3 19,500
Cloak of charisma +4 16,000
Gauntlets of ogre power +4 16,000
Ring of minor electricity resistance 10 12,000
Boots of levitation 7,500
Heavy steel shield +1 of light fortification 4,170
Scarab golembane 2,500
Ring of protection +2 8,000
Handy haversack 2,000
Everburning torch 110
Silver holy symbol 25
Rope silk 50’ 10
185 gp

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Mind Blade (Su): As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19–20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
A soulknife’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.
Weapon Focus (Mind Blade): A soulknife gains Weapon Focus (mind blade) as a bonus feat.
Wild Talent: A soulknife gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.)
Throw Mind Blade (Ex): A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet.
Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).
Psychic Strike (Su): As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)
A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action.
Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.
At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a soulknife’s psychic strike increases as shown on the Table above.
Free Draw (Su): At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however.
Shape Mind Blade (Su): At 5th level, a soulknife gains the ability to change the form of his mind blade. As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.
Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade.
Mind Blade Enhancement (Su): At 6th level, a soulknife gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.
At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a soulknife can add to his weapon improves to +2, +3, and +4, respectively. A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife’s level.
The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.

Weapon Special Ability Enhancement Bonus Value
Defending +1
Keen +1
Lucky* +1
Mighty cleaving +1
Psychokinetic* +1
Sundering* +1
Vicious +1
Collision* +2
Mindcrusher* +2
Psychokinetic burst* +2
Suppression* +2
Wounding +2
Bodyfeeder* +3
Mindfeeder* +3
Soulbreaker* +3
*New special abilities

A soulknife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.
Speed of Thought: A soulknife gains Speed of Thought as a bonus feat at 6th level.
Bladewind (Su): At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.
As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife’s regular mind blade.
When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).
The mind blade immediately reverts to its previous form after the bladewind attack.
Greater Weapon Focus (Mind Blade): A soulknife gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.
 
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Voadam said:
I will be out of internet contact until Tuesday.

That's fine, Voadam. It's going to take me until early next week to be ready to start anyway.

In the meantime, any and all work the rest of you want to do on a collaborative history is quite encouraged.

I'll be getting a Rogue's Gallery thread started once I begin officially approving character sheets.

-Heinz
 

Ok guys, for joined backgrounds, how about we give our own backgrounds in a nutshell and we can go from there once we compare them?

Silence was lost in the wilderness as a child, and heard the voices of angels that led her home. This inspired her to becomes a priest. She believes if she stays silent she will be able to hear the angels again. Now she journeys healing people and smiting evil to help advance the cause of good.
__________________
 

Cool. My Character's name is Martan. His background is pretty straightforward.

Martan was the seventh son of a reasonably successful (but by no means wealthy) farm family. At the age of 12 he was helping his brothers bring the cows in from a sudden, violent thunderstorm. As he ran after a frightened calf he was struck by lightning and nearly killed. Weeks of recuperation followed during which it became clear that something had happened to the boy. He became sullen and argumentative, even paranoid. Also, strange things kept happening around him. This went on for several months until a wandering sorcerer passed through the village and recognized Martan's emerging powers. He helped Martan understand what was going on and said the lightning had "awakened the dragon within".

As he grew up, Martan found that his magnetic personality often caused people to want to be close to him. Nevertheless, he never felt he fit in and eventually struck out to find his own way. Now he seeks to learn more about his apparent Draconic heritage, and help out othes who might be in the same situation he was in. If he can accumulate some wealth and power along the way, so much the better.

Martan's family is still alive and well, and he visits regularly. Needless to say, they are much more prosperous now, and his parents have hired hands to do the physical work, but they still manage the farm and several of his brothers and their families still live and work there.
 

Krauss von Espy said:
That's fine, Voadam. It's going to take me until early next week to be ready to start anyway.

In the meantime, any and all work the rest of you want to do on a collaborative history is quite encouraged.

I'll be getting a Rogue's Gallery thread started once I begin officially approving character sheets.

-Heinz
Sorry for the delay with my character. Things have been pretty hectic lately. I'll be posting a beginning later today and I'll just continue to edit that post as I get more done.
 

Martan - Work in Progress

Please excuse our dust...Work on this character is underway. :)

Martan
Male Human Sorcerer 8/Elemental Savant (Air) 4
[sblock]
Str 8
Dex 17 (19)
Con 14
Int 14
Wis 10
Cha 20 (22)

Hit Dice 8d4+4d4+24
HP 61

AC 23 (+4 Dex, +3 Armor, +2 natural, +2 Deflection, +2 Shield)
Touch: 16
Flat Footed: 15

BAB +6/+1
Saves: Fort +5, Ref +6, Will +10

Full Attack
Dagger +5/+0 (1d4-1)

Skills
Bluff +11 (6 ranks)
Concentration +15 (13 Ranks)
Diplomacy +11 (4 Ranks, Synergy bonus from Bluff)
Knowledge(Arcana) +13 (11 ranks)
Knowledge(Planes) +7 (5 ranks)
Profession(Farmer) +1 (1 rank)
Spellcraft +8 (6 ranks)

Feats
Empower Spell
Energy Substitution (Electrical)*
Sculpt Spell*
Draconic Heritage - Bronze*
Draconic Power*
Draconic Breath*

*Complete Arcane feats. See below.

Spells Known

Level 0 (6): Acid Splash+*, Arcane Mark, Detect Magic, Light, Mage Hand, Message, Prestidigitation,

Read Magic
Level 1 (8): Alarm, Mage Armor, Lesser Orb of Electricity*, True Strike, Unseen Servant
Level 2 (7): Acid Arrow+*, Alter Self, Scorching Ray+*, Fireburst+%, Web
Level 3 (7): Haste, Lightning Bolt*, Protection from Energy, Fly
Level 4 (7): Globe of Invulnerability (Lesser), Scrying, Orb of Electricity*%
Level 5 (6): Cloudkill, Fire Shield(Mass)+*
Level 6 (3): Chain Lightning*

+These spells normally do some kind of energy damage but due to the Elemental Savant class always

do Electrical damage instead.
*These spells deal electrical damage and are cast at 13th caster level due to the Draconic Power

feat
%Spells from Complete Arcane. Details below.

Equipment
Scrolls (all in haversack)
Teleport x2 2250
Summon Monster VII 2275
Greater Dispel Magic x2 3300
Antimagic Field 1650
Wall of Stone 1125
Wall of Fire 700
Stoneskin x3 2850
Scrying x2 1400
Polymorph 700
Resilient Sphere 700
Charm Monster x2 1400
Invisibility Sphere x3 1125
Displacement x3 1125
Blink 375
Fox's Cunning 150
Bull's Strength 150
Cat's Grace 150
Eagle's Splendor 150
Bear's Endurance 150
Owl's Wisdom 150

Potion Cure Mod Wnds x 5 1500
Wand of Lesser Orb of Electricity (CL 9) 6750

Dust of Appearance 1800
Bag of Holding Type I 2500
Elemental Gem (Air) x 3 6750
Cloak of Charisma +2 4000
Handy Haversack 2000
Gloves of Dex +2 4000

Ring of Force Shield 8500
Ring of Protection +2 8000
Bracers of Armor +3 9000
Amulet of Nat Armor +2 8000

Mundane equipment (all in bag of holding)

Cost Wt.
1 Acid (flask) 10 1
5 Alchemist’s fire (flask) 100 5
5 Antitoxin (vial) 250 0
3 Everburning torch 330 3
5 Holy water (flask) 125 5
5 Sunrod 10 5
5 Tanglefoot bag 250 20
10 Tindertwig 10 0

Totals: 1085 39


Total in equipment: 85760


Complete Arcane Material
[sblock]
Elemental Savant Prestige Class
[sblock]
Requirements
Knowledge(arcana) 8 ranks
Knowledge(the planes) 4 ranks
Energy Substitution feat
Able to cast at least three spells that have the same energy descriptor, one of which is at least

3rd level.
Must have made peaceul contact with an elemental or outsider with the elemental subtype.
Class Skills
Concentration, Craft, Knowledge(arcana), Knowledge(planes), Profession, Spellcraft
Skill Points: 2+Int modifier
Features
Full caster progression except for 5th and 10th levels
Good Will save, poor reflex and fort, poor BAB.

Elemental Specialty (Ex): Air specialty causes all damage-dealing spells with any energy

descriptor to instead deal the appropriate energy type (electrical for Air). This does not change

the spell's level, and the savant cannot choose to do the spell's original damage type.

Resistance to Energy (Ex): The savant gains resistance 5 to his chosen energy type at 1st

level. At 4th level this rises to 10, and at 7th level to 20. So Martan has Electrical Resistance

10.

Immunity to Sleep (Ex): The savant class slowly transforms the savant into an elemental

outsider. This is the first step. Strangely, it doesn't say the savant doesn't sleep normally, so

I assume Martan needs his 8 hours like everybody else.

Energy Penetration (Ex): +2 to caster level checks to overcome Spell Resistance when using

spells of the chosen energy type. Note that with the Draconic Power feat, this means Martan is

effectively 15th level for overcoming SR.

[/sblock]
Feats
Energy Substitution (Electrical)
[sblock]
Allows me to switch any spell that has an energy description like Fire or Acid to be Electrical

instead. This raises the spell level one, but is actually superseded by a feature of the Elemental

Savant class (see below). Is also a prereq for Elemental Savant, along with some ranks in

Knowledge(Arcana) and Knowledge(The Planes).
[/sblock]
Sculpt Spell
[sblock]
Allows me to cast any spell with an area as either a 20' spread, 60' line, 40' cone or 4 10' cubes.

The description doesn't say if these cubes have to be adjacent and there is considerable debate on

the issue. Whatever you rule is fine by me. A sculpted spell uses a spell slot one level higher

than the spell's actual level.
[/sblock]
Draconic Heritage - Bronze
[sblock]
Prereq for other Draconic feats. Makes Electrical the draconic energy type (for Draconic Breath and

other things) and makes Survival a class skill.
[/sblock]
Draconic Power
[sblock]
Cast spells with associated energy descriptor (electrical) at +1 Caster Level
[/sblock]
Draconic Breath
[sblock]
Convert spell slots to 2d6 electricity per spell level, 60' line. So if I gave up a 2nd level spell

it would do 4d6 (reflex half) in a 60' line. If I converted a 6th leve slot it would do 12d6. This

is actually not that useful, since I will have attack spells that do electrical damage that will

almost always be better. I really just like the flavor.
[/sblock]
Spells
[sblock]
Orb of Electricity
Conjuration(Creation)[Electricity]
Sor/Wiz 4
Components: V,S
Casting Time: 1 Standard Action
Range: Close (55 ft.)
Effect: One orb of electricity
Duration:Instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: No

An orb of electricity shoots forth from your hand. Requires a ranged touch attack and does 1d6

damage per level, max 15d6. In addition, a target wearing metal armor must make a fortitude save

or be entangled for one round. There is no save against the damage. Note that for Martan this

does 13d6 due to his Draconic Power feat


Orb of Electricity, Lesser
Conjuration(Creation)[Electricity]
Sor/Wiz 1
Components: V,S
Casting Time: 1 Standard Action
Range: Close (55 ft.)
Effect: One orb of electricity
Duration:Instantaneous
Saving Throw: No
Spell Resistance: No

As Orb of Electricity, except damage is 1d8 plus 1d8/2 levels (max 5d8 at 9th level).

Fireburst
Evocation[Fire]
Sor/Wiz 2
Components: V,S,M
Casting Time: 1 Standard Action
Range: 5 ft.
Effect: Burst of fire extending 5 ft. rom you
Duration:Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

All creatures and objects within 5' burst except you and any creatures or objects in your space

take 1d8 points of Fire damage per level (maximum 5d8) Note that for Martan this is an

Electrical spell doing Electrical damage


Fire Shield, Mass
Evocation[Fire or Cold]
Sor/Wiz 5
Components: V,S,M
Casting Time: 1 Standard Action
Range: Close (55 ft.)
Targets: One or more allied creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D) (13 rounds)
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (harmless)

This spell functions like fire shield except as noted above.
[/sblock]
Items
[/sblock]
[/sblock]
 
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