Music-Inspired Insanity OOC [3.5, CLOSED]

Yeah, it looked good the first time around but now it's starting to have chinks, I still plan on playing a hexblade but for race hellbred (body) seems to be the thing I'm going to stick with.
 

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Yanno, Totemists have a pretty whacked out skill selection. For being a very primal-oriented class, it sure has a lot of Knowledge skills, and no primal/feral elements. Spot/Listen and Swim are good, but what about Balance, Jump, Intimidate?

No idea what skills I should even invest in.
 

Yeah, it looked good the first time around but now it's starting to have chinks, I still plan on playing a hexblade but for race hellbred (body) seems to be the thing I'm going to stick with.

Very cool concept. I'd love to see a Hellbred in this. Sympathy for the Devil, anybody? ;)

Yanno, Totemists have a pretty whacked out skill selection. For being a very primal-oriented class, it sure has a lot of Knowledge skills, and no primal/feral elements. Spot/Listen and Swim are good, but what about Balance, Jump, Intimidate?

No idea what skills I should even invest in.

Whatever fits your concept. If that means going some cross-class, then do it. I think the idea behind the Knowledge skills was that Totemists are able to be kinda sagely about the world, magic and the planes, since all of that corresponds with incarnum. But then they're illiterate... So, that's just my take on things.

Since you're putting together a Duskling, you could choose if she knows much about her home plane (Know: Planes) or how much she knows about the Material Plane (Know: Nature). Basically, take whatever you think fits the character. I'm not looking to run super-optimized encounters for this game (though if your characters are tough/strong enough, I might have to ;)).
 

Very cool concept. I'd love to see a Hellbred in this. Sympathy for the Devil, anybody? ;)



Whatever fits your concept. If that means going some cross-class, then do it. I think the idea behind the Knowledge skills was that Totemists are able to be kinda sagely about the world, magic and the planes, since all of that corresponds with incarnum. But then they're illiterate... So, that's just my take on things.

Since you're putting together a Duskling, you could choose if she knows much about her home plane (Know: Planes) or how much she knows about the Material Plane (Know: Nature). Basically, take whatever you think fits the character. I'm not looking to run super-optimized encounters for this game (though if your characters are tough/strong enough, I might have to ;)).

Well, according to the Totemist handbook I found, Duskling is not a very good choice for Totemist(though it's listed as a 'solid' choice)

So I don't think I'm running heavily optimized.
 

Meh, I don't put much stock into the handbooks. I look more at what's fun. And generally, handbooks are going for the absolutely mechanical best (which often means templates or weird races).
 

Meh, I don't put much stock into the handbooks. I look more at what's fun. And generally, handbooks are going for the absolutely mechanical best (which often means templates or weird races).

"Absolutely mechanical best" is heavy optimization. That's what I'm NOT doing. lol.

I don't go by handbooks explicitly, but they can be something for me to gauge, and let me see someone else's opinions on things that might help me to see a merit in an ability where I previously didn't see one. I don't have many friends who play/talk D&D, and no one besides Rhun I've run into on Enworld has MSN, so I tend to look for such resources so I don't spam up 3rd Edition rules sections with all of my characters, lol.
 

Makes sure you don't plan yourself right out of the game. Remember its only 3rd lvl. While having an idea of where you might want to go in later lvls is fine, make sure its fun to play at this lvl. In 3 years of playing on these boards I have NEVER seen characters reach even 1 lvl higher, let alone several.

The dangers of low lvl games on a PbP board is that the players aren't that invested, so if the DM doesn't hold everyone's interest with engaging encounters and posts, the players can tend to just get bored and wander off in search of a more invested DM or group to play with.

Just pick a concept and try it out. There are always a couple new games each month popping up to try out different things in. Optimization isn't important until around lvl 7. Before that just have fun and be creative. :lol:
 

Makes sure you don't plan yourself right out of the game. Remember its only 3rd lvl. While having an idea of where you might want to go in later lvls is fine, make sure its fun to play at this lvl. In 3 years of playing on these boards I have NEVER seen characters reach even 1 lvl higher, let alone several.

The dangers of low lvl games on a PbP board is that the players aren't that invested, so if the DM doesn't hold everyone's interest with engaging encounters and posts, the players can tend to just get bored and wander off in search of a more invested DM or group to play with.

Just pick a concept and try it out. There are always a couple new games each month popping up to try out different things in. Optimization isn't important until around lvl 7. Before that just have fun and be creative. :lol:

lol, that's why I didn't take an LA, Vertexx. I need my soulmelds and binds. Will try to get the rest sorted out in the next day or so.
 

Updated crunch info, will update bio and appearance more later.

Code:
[B]Name:[/B] Shavallah Touranisha
[B]Class:[/B] Totemist
[B]Race:[/B] Duskling
[b]Type:[/b] Fey
[b]Subtype:[/b] Incarnum, Extraplanar
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] Neutral (Undecided)
[B]Deity:[/B] None

[B]Str:[/B] 16 +3 (10p.)     [B]Level:[/B] 3        [B]XP:[/B] 3,000
[B]Dex:[/B] 16 +3 (10p.)     [B]BAB:[/B] +2         [B]HP:[/B] 36 (3d8+12)
[B]Con:[/B] 18 +4 (10p.)     [B]Grapple:[/B] +5     [B]Dmg Red:[/B] N/A
[B]Int:[/B] 10 +0 (04p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] N/A
[B]Wis:[/B] 10 +0 (02p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] N/A
[B]Cha:[/B] 08 -1 (00p.)     [B]ACP:[/B] -2         [B]Spell Fail:[/B] N/A

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +3    +0    +0    +0    17
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +3          +6
[B]Ref:[/B]                       3    +3          +6
[B]Will:[/B]                      1    +0          +1

[B]Weapon                  Attack   Damage     Critical[/B]
Masterwork Spear          +6     1d8+4      20-20x3
Manticore spines          +5     1d6+1      20-20x2
XXXX                     +X     XdXX+X     XX-XXxX
XXXX                      +X     XdXX+X     XX-XXxX

[B]Languages:[/B] Common, Sylvan

[B]Abilities:[/B] 
[i]Duskling[/i]
    *  +2 Constitution, -2 Intelligence: The duskling race's innate connection to incarnum grants them extraordinary health. Dusklings disdain strict education and learning, though no one is certain whether this is a cause or result of their slightly diminished reasoning capacity.

    * Duskling base speed is 30 feet. However, a duskling can invest essentia to improve this speed. For every point of essentia invested in this racial trait, the duskling's speed improves by 5 feet. (See Essentia, page 50, for information about investing essentia.) This enhancement bonus applies only when the duskling is wearing light or no armor and carrying no more than a light load.

    * Fey (Extraplanar): As fey, dusklings are immune to effects that specifically target humanoids, such as the charm person spell. As natives of an Outer Plane, dusklings have the extraplanar subtype while they are on the Material Plane (or any other plane besides the dusklings' home plane). This makes them vulnerable to certain effects that might force them back to their home plane. See the Duskling Planar Heritage sidebar for more details.

    * Fey (Incarnum): Dusklings are fey with the incarnum subtype (see page 169).

    * Low-Light Vision: Dusklings can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

    * Essentia Pool: A duskling's essentia pool is permanently increased by 1. If she doesn't have an essentia pool, this trait grants her one with a single point of essentia.

    * Automatic Languages: Common and Sylvan. Bonus Languages: Elf, Gnoll, Gnome, Goblin, and Halfling.

    * Favored Class: Totemist.

[i]Totemist[/i]
Wild Empathy (Ex): As the druid class ability; see page 35 of the Player's Handbook. You gain a +4 bonus on wild empathy checks made to influence the reactions of magical beasts of the same kind as the beast associated with the soulmeld bound to your totem chakra. Thus, if you have a basilisk mask bound to your totem chakra, you gain the bonus on checks made to influence basilisks.

Meldshaping: A totemist's primary ability is shaping incarnum soulmelds, which are drawn from the Totemist soulmeld list (page 58). You know and can shape any soulmeld from this list. Unlike the aligned forces of an incarnate's melds, your soulmelds channel the bestial spirits of nature.
The Difficulty Class for a saving throw against a Totemist soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your totemist level.
A totemist can shape only a certain number of soulmelds per day. 

Totem Chakra Bind

Totem's Protection: +4 bonus on saving throws against supernatural abilities of Magical Beasts.

Illiteracy




[B]Feats:[/B] 
Point Blank Shot(level 1)
Precise Shot (Level 3)


[b]Meldshaping:[/b]
Can shape 3 melds

[b]Essentia:[/b] 3

[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] 6/3
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Spot                       6    +0          +6
Listen                     6    +0          +6
Knowledge: Nature          5    +0          +2
Ride                       2    +3          +5
Survival                   5    +2          +7


[B]Equipment:               Cost  Weight[/B]
Masterwork spear        302gp   06lb
Chain Shirt             100gp   25lb
Club                     --gp   03lb
CLW Potion (X3)         150gp   00lb
Remove Fear Potion(x3)  150gp   00lb
Shillelagh oil(x3)      150gp   00lb
Magic Fang Potion(x3)   150gp   00lb


[B]Total Weight:[/B]68lb      [B]Money:[/B] 1,698gp XXsp XXcp

                           [B]Light   Medium   Heavy    Lift  Push[/B]
[B]Max Weight:[/B]               76   77-153   154-230   460   1,150

[B]Age:[/B] 24
[B]Height:[/B] 5'04"
[B]Weight:[/B] 120lb
[B]Eyes:[/B] XXXX
[B]Hair:[/B] XXXX
[B]Skin:[/B] XXXX
Appearance: XXXX

Background: XXXX
 


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