Just finished looking over your PC, Theroc. All the numbers look fine. Just a couple more things, though... Could you please list what soulmelds you'll have bound at the time and which chakra they're bound to? Also, are you sure you don't want to buy any food or other supplies (like torches/sunrods)? Seeing as you do have about 1,600 GP left to spend... And she needs some kind of clothing (one of the outfits in PHB) other than the chain shirt.
Well, I was going to pick my soulmelds when I saw the final group composition so I didn't fill an overloaded role. I can layout my commonly chosen melds and my different essentia recepticles for you. As for clothing, I think I'll have to go more in depth to describe that, since it wouldn't be typical.
Anyways, I didn't wanna lock myself into a certain meldgroup before I knew what I'd be needed for.
I'm just talking about the melds you usually shape, like what you'll have shaped when you all meet up.
Since I see that Manticore Belt is a focus for you, basically list that and say you've got it bound to your Totem and choose what two other soulmelds you like best for the character. Since Shavallah probably wouldn't have met anyone else in the group (and they don't know each other either), there's no need to worry about her filling a spot, IC. Once she meets them and if you choose to shape different ones, go ahead.
(I'm mainly asking so that I've got an idea as to what you will usually be set for, and also how you'll look when the game starts, since each meld has it's own appearance on you.)
[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 +X 17 [B]Touch:[/B] 13 [B]Flatfooted:[/B] 14 [B]Base Mod Misc Total[/B] [B]Fort:[/B] 3 +4 +7 [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]Commonly Shaped Soulmelds:[/B] Manticore Belt(Totem) Totem Avatar(Unbound) Rageclaws(Unbound) [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] Violet [B]Hair:[/B] Black [B]Skin:[/B] Lightly tanned
Name: Major Tom Robinson
[FONT=Arial]Class: Hexblade[/FONT] [FONT=Arial]Race: Hellbred (Spirit)[/FONT] [FONT=Arial]Size: Medium[/FONT] [FONT=Arial]Age: 35[/FONT] [FONT=Arial]Height: 5'6"[/FONT] [FONT=Arial]Weight: 150lbs[/FONT] [FONT=Arial]Gender: Male[/FONT] [FONT=Arial]Alignment: Chaotic Neutral[/FONT] [FONT=Arial]Deity: Nadreich[/FONT] [FONT=Arial]Str: 16 +3 (10p.) Level: 3 XP: 3000[/FONT] [FONT=Arial]Dex: 12 +1 (4p.) BAB: +3 HP: 33 (3d10+1)[/FONT] [FONT=Arial]Con: 12 +1 (6p.) Grapple: +6 Dmg Red: -/-[/FONT] [FONT=Arial]Int: 13 +2 (5p.) Speed: 30' Spell Res: XX[/FONT] [FONT=Arial]Wis: 9 -1 (1p.) Init: +2 Spell Save: +X[/FONT] [FONT=Arial]Cha: 18 +4 (10p.) ACP: -1 Spell Fail: %[/FONT] [FONT=Arial] Base Armor Shld Dex Size Nat Misc Total[/FONT] [FONT=Arial]Armor: 10 +4 +0 +1 +0 +0 +0 15[/FONT] [FONT=Arial]Touch: 11 Flatfooted: 14[/FONT] [FONT=Arial] Base Mod Misc Total[/FONT] [FONT=Arial]Fort: +1 +2 X +3[/FONT] [FONT=Arial]Ref: +1 +1 X +2[/FONT] [FONT=Arial]Will: +3 +3 X +6[/FONT] [FONT=Arial]Weapon Attack Damage Critical[/FONT] [FONT=Arial](M) Longsword +7 1d8+4 19-20x2[/FONT] [FONT=Arial](M) Longbow +5 1d8+2 x3[/FONT] [FONT=Arial]Languages: Common, Infernal, Giant, Draconic[/FONT] [FONT=Arial]Abilities: Hexblade's Curse 1/day, Arcane Resitance, Mettle, [/FONT] [FONT=Arial]Race: +2 Char, -2 Con, Darkvision '30, +2 Sense Motive, Devil's Favor, 30' darkvision[/FONT] [FONT=Arial]Feats: Force of Personality, Practiced Spellcaster, Devil's Favor[/FONT] [FONT=Arial]Skill Points: 18 Max Ranks: 6/1.5[/FONT] [FONT=Arial]Skills Ranks Mod Misc Total[/FONT] [FONT=Arial]Spellcraft 4 +2 +8[/FONT] [FONT=Arial]Intimidate 3 +4 +2 +9[/FONT] [FONT=Arial]Concentration 6 +2 +8[/FONT] [FONT=Arial]Bluff 5 +4 +9[/FONT] [FONT=Arial]Disguise 0 +4 +2 +6[/FONT] [FONT=Arial]Sleight of Hand 0 +4 +2 +6[/FONT] [FONT=Arial]Equipment: Cost Weight[/FONT] [FONT=Arial]Chain Shirt 100gp 25lb[/FONT] [FONT=Arial](M) Longsword 315gp 4lb[/FONT] [FONT=Arial](M) Longbow 400gp 3lb[/FONT] [FONT=Arial](100) Arrows 25gp 15lb[/FONT] [FONT=Arial]Silk Rope 10gp 5lb[/FONT] [FONT=Arial]Soap 5sp 1lb[/FONT] [FONT=Arial]Waterskin 1gp 4lb[/FONT] [FONT=Arial]Whetstone 2cp 1lb[/FONT] [FONT=Arial]Flint and Steel 1gp N/A[/FONT] [FONT=Arial](5) Belt pouch 5gp 2.5lb[/FONT] [FONT=Arial]Mirror 10gp 0.5lb[/FONT] [FONT=Arial](10) Rations 5gp 10lb[/FONT] [FONT=Arial]Backpack 2gp 2lb[/FONT] [FONT=Arial]Disguise kit 50gp 8lb[/FONT] [FONT=Arial]Spell component pouch 5gp 2lb[/FONT] [FONT=Arial]Holy symbol, wooden 1gp N/A[/FONT] [FONT=Arial]Musical instrument 5gp 3lb[/FONT] [FONT=Arial]Spellbook, (blank) 15gp 3lb[/FONT] [FONT=Arial]Potions:[/FONT] [FONT=Arial]Bull's Strenght 300gp[/FONT] [FONT=Arial]Barkskin +2 300gp[/FONT] [FONT=Arial](4) Cure light wound 200gp[/FONT] [FONT=Arial]Hide from animals 50gp[/FONT] [FONT=Arial](2) Hide from undead 50gp[/FONT] [FONT=Arial]Total Weight:89lb Money: 764gp 4sp 8cp[/FONT] [FONT=Arial] Lgt Med Hvy Lift Push[/FONT] [FONT=Arial]Max Weight: 76lbs 153lbs 230lbs 230lbs 1150lbs[/FONT] (M)= Masterwork
Vertexx69 said:@ holyman - a couple things you should ask DW about are the Song of the Heart feat: +1 to all inspire song abilities. Requires rank 6 preform (Eberron Campaign Setting). And the Badge of Courage (throat slot): 1,400g Acivate as swift action to give +1 to inspire courage ability, or give you and all allies +2 to the next save before your next turn. usable 3/day (Magic Item Compendium).
Okay Frozen Messiah, here's what I see that needs to be fixed.
Hellbred with the Spirit Infernal Aspect have a -2 to CON, which you seem to have missed. Initiative is only +1. Your HP should be 33. Your attack bonuses for the longsword and longbow are off. Longsword should be +6, +1 more if Masterwork, and the longbow should be +4, +1 more if Masterwork. Also, did you have a Strength bonus placed on the composite longbow (if not, please remove the +3 to damage)? I don’t recognize the “Force of Personality” feat… What’s the source? And Practiced Spellcraft… Do you mean Practiced Spellcaster, from Complete Arcane? You also have 30 ft. darkvision. You only have 18 skill points, not 24 (3*4 at 1st, +3 per level after), so please pull some out.
Please send me the full feat write-up for Force of Personality, then. It sounds okay, but I'd like to look it over, just to be sure.
I'm going to have to say no on the Dead Levels thing. While I appreciate the flavor for it, it would be troublesome just bringing that in right now after everyone's characters are already set up.
Unless everyone else doesn't mind/care... In which case, it's fine with me. However, I will not be creating some kind of Dead Level thing for classes not detailed in those articles.
@ holyman - a couple things you should ask DW about are the Song of the Heart feat: +1 to all inspire song abilities. Requires rank 6 preform (Eberron Campaign Setting). And the Badge of Courage (throat slot): 1,400g Acivate as swift action to give +1 to inspire courage ability, or give you and all allies +2 to the next save before your next turn. usable 3/day (Magic Item Compendium).
Force of Personality, Prequisites: Charisma 13, Allows you to replace your wisdom bonus to will saves for your Charisma bonus
For the dead levels ,that sounds fine with me, and it is true it would cause a balance issue because I forgot that somepeople were playing non-complete, non-handbook classes
Got a question for future note for me. Dragonwriter, would you rule the "Open Chakra" feats grant an extra Bind(on top of those granted by class)? I ask because the handbook I was reading indicated that it was RAW, but that not everyone agreed with that. I ask because if that is so, I definitely know where some future feats are going...
I'd rule that you gain a chakra bind, but only usable for the chakra you selected. An example would be a 6th-level Totemist taking Open Least Chakra (feet) and then can bind a soulmeld to the Feet chakra, but that's the only thing the feat's slot can be used for.