No Man's Land (Recruitment Closed... Sort of)

Darimaus

First Post
Far across the oceans, in the middle of nowhere, lies a cursed island, known only as No Man's Land. Here, no God dares to tread, fearing the wrath that could be unleashed by careless meddling. Only one divine entity may call this place home. He is the Gatekeeper, the Watcher, tasked with minding the seals and keeping the sanctity of the Material plane safe from the dreaded force that lies dormant on the island. However, the seals have started to waver, and a handful of individuals, heralding themselves as the Disciples of Uaedo, have begun to show themselves, wreaking havoc and chaos across the populace. All the Gods, worried about what may come to pass, have began sending their greatest warriors to this island, mass fleets of ships packed to the brim with knights, blackguards, orcs, barbarians, all beings of all alingments coming together with a common purpose. To stop the Disciples of Uaedo.

Rules:
Level 20
Allowed sources: Any WotC Hardcover source.
Allowed Races/Templates: Any
Rolls: All rolls are to be done via invisible castle. Please post link to your rolls.
Stats: 4d6, drop the lowest, reroll ones. Roll 7 times, drop the lowest. If the sum total of your stats does not exceed 80, please roll again. Post all your rolls, not just your last ones please.

No magic magic item creation before the start of the game, if you wish to do crafting you will have to do it during down time (you will start with half the XP you need to get to level 21).

No customized items out of the item creation charts, however you can combine existing items and move item slots using the given rules from the DMG.
 
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Sounds neat. What is the cut off date? I'm out of town from Thursday until next monday, but will work on something rough in the meantime.

Do you want a full character sheet or concept at this point?



My concept would be a pure monk.

[sblock=Jareel Arinthis]

Name Jareel Arinthis
Gender: Male
Race: Human/Outsider
Class Monk 20
Alignment: Lawful Neutral
Patron Deity St. Cuthbert

Code:
Str 24      (+7)      (+3 tome +2 level +6 Belt) 
Dex 26      (+8)      (+2 tome + 6 ring)
Con 18      (+4)      (+3 tome + 2 level)
Int 13      (+1) 
Wis 28      (+9)      (+3 tome + 1 level +6 headband)
Cha 12      (+1)

Hit Points 181 (20d8 +80)
Hp roll
Code:
AC 48 (10 + 8 (bracers) + 9 (Wis) + 8 (Dex) + 5 (ring) + 4 (monk) + 4 (vest)), Touch 36, Flat 40
Init +8
BAB +15/+10/+5, Grap +22
Speed 90' (base 30, Light, +60' Monk Bonus Speed)
Fort +21, Ref +25, Will +26
DR: 10/magic
SR: 30
Experience:

Unarmed Strike (treated as adamantine for DR purposes):
Full attack: +27/+27/+27/+22/+17 (greater flurry of blows)
Dmg: 2d10 + 11

Stunning Fist: 20/day
Quivering Palm: 1/week

Size 5'11" tall, 170 wt, 33 yrs old
Shaved Head, Piercing Dark Blue Eyes, Dark Olive skin, tattoo of St. Cuthbert's Cudgel on each forearm.

Speaks Common, Draconic

[sblock=Feats]
Monk Bonus Feats:

Flurry of Blows

Improved Unarmed Strike

Stunning Fist - You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 29), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Evasion

Deflect Arrows - You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.

Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.

Still Mind - gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Ki Strike (Magic, Lawful, Adamantine)

Slow Fall (any distance)

Purity of Body - gains immunity to all diseases except for supernatural and magical diseases.

Improved Trip - You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.

If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.

Wholeness of Body - can heal a number of hit points of damage equal to twice his current monk level each day (40), and he can spread this healing out among several uses.

Improved Evasion - takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save.

Diamond Body - immunity to poisons of all kinds.

Greater Flurry of Blows

Abundant Step - a monk can slip magically between spaces, as if using the spell dimension door, once per day. CL:10

Diamond Soul - gains spell resistance equal to her current monk level + 10 (30).

Quivering Palm - can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 29), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

Timeless Body - no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

Tongue of the Sun and the Moon - can speak with any living creature.

Empty Body - gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. He may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed his monk level.

Perfect Self - He is forevermore treated as an outsider rather than as a humanoid for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.

Normal Feats: (8)

Dodge - During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.


Mobility - You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Spring Attack - When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.

You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

Weapon Focus (Unarmed Strike) - You gain a +1 bonus on all attack rolls you make using the selected weapon.


Improved Critical(Unarmed Strike) - You double the threat range for the selected weapon

Power Attack On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Cleave If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Combat Reflexes You may make a number of additional attacks of opportunity equal to your Dexterity bonus (8)
[/sblock]

[sblock=Skills]
138 total skill points (24 @ 1st then 6 per level)
Code:
+10      [B]Balance[/B]      (5 ranks +5 dex) 
+5      [B]Concentration [/B]      (1 rank +4 Con) 
+2      [B]Craft[/B]      (1 rank +1 Int) 
+20      [B]Diplomacy[/B]      (19 ranks +1 Cha) 
+1      Search      (+1 Int) 
+10      Balance      (5 ranks +5 dex)
+0      Bluff
+10      [B]Climb[/B]      (5 ranks +5 Str)
+10      [B]Escape Artist[/B]      (5 ranks +5 dex)
+0      Disguise
+6      Gather Information      (11 ranks + 1 Cha)
+0      Heal
+10      [B]Hide[/B]      (5 ranks +5 dex)
+1      Intimidate      (+1 Cha)
+10      [B]Jump[/B]      (5 ranks +5 Str)
+20      [B]Listen[/B]      (13 ranks + 7 Wis)
+15      [B]Move Silently[/B]      (10 ranks +5 Dex)
+5      Ride      (+5 dex)
+22      [B]Sense Motive[/B]      (15 ranks +7 Wis)
+22      [B]Spot[/B]      (15 ranks + 7 Wis)
+0      Survival      (+5 Con)
+10      [B]Swim[/B]      (5 ranks + 5 Str)
+23      [B]Tumble[/B]      (18 ranks +5 Dex)
[/sblock]

[sblock=Human Traits]
- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
- Human base land speed is 30 feet.
- 1 extra feat at 1st level.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
[/sblock]

[sblock=Equipment]


Code:
Tomes:
Manual of Gainful Exercise +3 (used)     82,500 gp
Tome of Understanding +3 (used)     82,500 gp
Tome of Bodily Health +3 (used)     82,500 gp
Manual of Quickness in Action +2 (used) 55,000 gp

Code:
Equipment:
Hands:
Gloves of Dexterity +6           36,000 gp

Fingers:
Ring of Protection +5             50,000 gp

Wrists:
Bracers of Armor +8              64,000 gp

Neck:
Amulet of Might Fists +4         96,000 gp

Head:
Headband of Wisdom +6        54,000 gp

Waist:
Belt of Giant Strength +6        36,000 gp

Backpack:
Bag of Holding (Type 4)             10,000 gp
Pearl of the Sirens                    15,300 gp
Potion-Cure Serious Wounds x3   2,250 gp
Potion-Fly                                  750 gp
Potion-Protection from Energy x2 1,500 gp
70 pp

Back:
Cloak of Resistance +5          25,000 gp

Feet:
Boots of Speed                    12,000 gp

Chest:
Vestment of Natural Armor +4 54,000 gp
[/sblock]
[/sblock]





[sblock=character rolls]
Die roll for No Man's Land
4d6.takeHighest(3)-> [4,4,3] = (11)
4d6.takeHighest(3)-> [5,5,3] = (13)
4d6.takeHighest(3)-> [6,6,6] = (18)
4d6.takeHighest(3)-> [5,5,2] = (12)
4d6.takeHighest(3)-> [5,4,4] = (13)
4d6.takeHighest(3)-> [6,6,6] = (18)
4d6.takeHighest(3)-> [6,4,3] = (13)
http://invisiblecastle.com/find.py?id=967772

Unused rolls:
http://invisiblecastle.com/find.py?id=967771 <80 pts
http://invisiblecastle.com/find.py?id=967770 <80 pts

[/sblock]
 
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Voda Vosa said:
We are talking of a pbp game dont we? any way count me on for a pbp:

Stats Rolls
http://invisiblecastle.com/find.py?id=968033

He said to show all the rolls, and there's 3 rolls under "no man s land", all 4d6.takeHighest(3) 7 rolls, all within a minute of each other.. why'd you only post the most recent?

Also, two of them are over 80 points, might wanna count them again... http://invisiblecastle.com/find.py?u=no+man+s+land


On another note, I'll be playing either a Duelist or an Abjurant Champion

Hmm. first Roll and i beat 80... http://invisiblecastle.com/find.py?id=968076
17,17,16,12,12,11.
.. I'll start working on the character.
 

I am thinking of playing a Pixie Rogue.

[6,4,3] = (13)
[5,5,2] = (12) <drop>
[6,6,3] = (15)
[6,5,5] = (16)
[6,4,3] = (13)
[6,5,3] = (14)
[6,5,5] = (16)

http://invisiblecastle.com/find.py?id=968060

Grift is a rogue in employ of the Useeli Court, The council of Fey directed by their gods sent a delegation to No Mans Land to assist in stopping the actions and machinations of the Disciples of Uaedo. Grift was chosen by the Useeli Court for his ability as a scout and for his skills in infiltrating harder to access locations that may hold information or items of interest to the Court. Grift tends to be more cautious about his actions and speed to battle. His cool head has saved the lives of others teamed with him in the past and though he is not delegated as the leader of this team, it would be assumed that he would manage to be a voice of reason to a leader forced to work with mortal enemies in the face of a greater evil.

Edit: this was my first roll. I will be creating a lvl 16 rogue pixie. And a question. When you say no custom items are you banning custom weapons? I want to make a +? force light crossbow. Is that allowed? or do I have to hold to the weapons already statted? Err if you would like No Man's Land in the name I can reroll if you would like.
 
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Count me in

Warforged Berserker if allowed :D

EDIT: GEEZZ LOUIZZ -- took me six tries but finally beat 80, (just barely though).

Roll 6: 14, 13, 11, 13, 14, 16, Drop 10 <-- (Still sucks!)

Roll 5: 16, 12, 11, 11, 10, 12, Drop 8
Roll 4: 10, 10, 13, 11, 14, 11, Drop 8
Roll 3: 16, 9, 8, 17, 13, 5, Drop 5
Roll 2: 10, 6, 7, 16, 15, 18, Drop 6
Roll 1: 14, 10, 16, 14, 14, 11, Drop 3

-Blood
 
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Bloodweaver1 said:
Count me in

Warforged Berserker if allowed :D

EDIT: GEEZZ LOUIZZ -- took me six tries but finally beat 80, (just barely though).

Looking at those stats, I'ld personally take Roll 2 even though it's under 80.. It's got 3 high stats, and a couple really low stats.. Could make for good roleplaying. Besides, What do berserkers need mental stats for, eh?
 

I'm seeing lots o' onesies in those rolls. Don't forget to reroll ones! You can use: 4d6.minroll(2).takeHighest(3)

Anyway, my ROLLS

18, 16, 15, 15, 15, 14
 

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