Music-Inspired Insanity OOC [3.5, CLOSED]

you'd only have 1. When looking for lvl based efects, go by HD as total LA is only counted for starting cash and challenge rating.


Was asking because Dragonwriter's mention of LA sounds as if he's treating it differently than normal, so I wanted to be sure of what changes were occuring.
 

log in or register to remove this ad


Okay. This Draconic Duskling's got a pretty decent ability to absorb blows, methinks, lol.

I haven't done gear/skills, but much of the rest is tentatively worked out.

Edit: Another question.

As a Draconic Duskling, will I have 1 or 2 feats? In other words, the LA counting as an extra class level, will I gain feats at the same rate everyone else does, and just be a level behind on class benefits?

you'd only have 1. When looking for lvl based efects, go by HD as total LA is only counted for starting cash and challenge rating.

Vertexx has it right. Your 1 LA means you're effectively 1 level/HD behind everyone else, so you only have your 1st-level feat.

EDIT: And languages are unchanged.
 


This is what I have so far. I'm actually having trouble deciding what to do with my money.

My plan atm is to use a spear in melee, binding the Manticore thing to my totem chakra, giving me a ranged option if they don't close with me. Once I can bind two, I'll likely look for a bite or ram attack to add to a spear-strike. I figure using a two handed spear will let me make better use of power attack at the earlier levels.

Any opinions so far?

Code:
[B]Name:[/B] Shavallah Touranisha
[B]Class:[/B] Totemist
[B]Race:[/B] Duskling
[B]Type:[/B] Fey
[B]Subtype:[/B] Incarnum
[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] -X         [B]Spell Fail:[/B] N/A

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +X    +X    +3    +0    +1    +X    14
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 11

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +4          +7
[B]Ref:[/B]                       3    +3          +6
[B]Will:[/B]                      0    +0          +0

[B]Weapon                  Attack   Damage     Critical[/B]
Masterwork Spear          +6     1d8+4      20-20x3
XXXX                      +X     XdXX+X     XX-XXxX
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] 
Power Attack(level 1)
Cobalt Power(level 3)

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

[B]Essentia:[/B] 4

[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] X/X
[B]Skills                   Ranks  Mod  Misc  Total[/B]
XXXX                       X    +X          +X
XXXX                       X    +X          +X
XXXX                       X    +X          +X
XXXX                       X    +X          +X

[B]Equipment:               Cost  Weight[/B]
Masterwork spear        302gp   06lb
XXXX                     XXsp   XXlb
XXXX                     XXgp   XXlb
XXXX                     XXgp   XXlb

[B]Total Weight:[/B]06lb      [B]Money:[/B] 2,398gp 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
 
Last edited:

Looks good to me. But where did you get the +1 Natural Armor from? I'm not seeing it on the Duskling race. And your Will save is +1 base.

I've found Totemists to be one of the least gear-reliant classes. They can create all their own weapons and, to a lesser extent, armor through Wormtail Belt and Ankheg Breastplate.

However, the only way you'll get two melds bound to your Totem is through the Double Chakra feat (since I rule that it affects the Totem chakra). The 11th level Class Feature Totem Chakra (double bind) is a little misleading, in my opinion, if you just look at the table. Really it just lets you bind one soulmeld to your Totem and another Chakra (which is good for many soulmelds, you just need to read it).
 

Looks good to me. But where did you get the +1 Natural Armor from? I'm not seeing it on the Duskling race. And your Will save is +1 base.

I've found Totemists to be one of the least gear-reliant classes. They can create all their own weapons and, to a lesser extent, armor through Wormtail Belt and Ankheg Breastplate.

However, the only way you'll get two melds bound to your Totem is through the Double Chakra feat (since I rule that it affects the Totem chakra). The 11th level Class Feature Totem Chakra (double bind) is a little misleading, in my opinion, if you just look at the table. Really it just lets you bind one soulmeld to your Totem and another Chakra (which is good for many soulmelds, you just need to read it).

The AC was a leftover from when I was planning Draconic. I decided against it, because pushing me away from the later binds was aggravating me... and I didn't need the claws with the spear early on. As or two bound to totem, I realize I can't do that. I was thinking more along the lines of binding something to hands/feet or something once I hit level 5.

For the equipment, yeah. I noticed that. And the wealth was such that I couldn't afford any wondrous items or rings that'd be useful. So I figured I'd get a good spear, and am debating whether or not to get some light armor for now.
 

More Questions

I apologize for the questions but it seems that whenever I start abuild another comes up

How does Githyanki sound as a race (+2 level adjustment) and hexblade for class?

I'm attempting to use it to qualify for Master of the Unseen Hand, if not I will go back to rogue
 

@ frozen - you will be at a serious disadventage if you only have 1 HD in a lvl 3 game. I can make 2 HD work in lvl 3 only because my classes offer the higher end of the HP spectrum and a big con bonus.
 

Githyanki is okay, but that +2 LA will hurt. And you'll only be getting into Master of the Unseen Hand come ECL 12 with just three uses of Telekinesis per day.

Hexblade is just fine.
 

Pets & Sidekicks

Remove ads

Top