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

I'd go with 20 also.... the more people there are to interact with, the more rp gets done. The sheer size of this may cause the game to slow a bit to get to the end result, but who said things have to move THAT fast? If the DM wants to move things along, then he does so, simple as that... :)
 

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10

My instincts suggest two groups of 10, but if everyone wants a party of 20, that'll be really interesting, and I'll stick around to see what it's like! ;)

Just a quick note for fellow players - I reworked my spell selection to focus on support, and I want to note that druid "ghetto heals" come with a drawback. Rejuvenation Cocoon takes you out of the fight for two rounds and puts you in a force bubble for that time. (You can still cast, draw weapons, drink potions, etc.) I want people to know that now and resolve their feelings on it so it doesn't come as an unpleasant surprise later. I don't intend to heal anyone who isn't in danger of dying, so this shouldn't be a big issue (presumably dying would mean being out for more than two rounds anyhow.)
 

Jemal said:
OK, just did a quick looksie
Here's a list of Players who've posted characters, and what they're playing


The following posted interest but no concept :
Scotley
Brother Allard

Did I miss anyone/Get something wrong?
*PS : That means 12 completed characters, with up to 7 more on the way.. Darimaus, you may wish to close recruiting and open a rogues gallery...*

Rough concept is a Bariaur Ranger 15/Fighter 4 Archer build. I should have draft up this afternoon or early tomorrow. It won't be nearly as optimized as some of the builds.
 

20 will work if we're not all in the same group at the same time...at least not for very long. It's a great number though, if we form subteams with specific objectives. Then we can meet back up to RP afterwards. 20 in a command center, for example, but a team of 5 or so on a particular mission. Etc.

And I think you're right about ninja. I'm gonna give him a try. If he doesn't work out, I can always bring shapechanger in and retire ninja.

Plus, ninja has the virtue of already being basically finished. :)
 

Insight said:
For Clerics (and other classes for which this matters), what are the deities we can use? Are we stuck with those found in the PHB, Deities & Demigods, and the setting books, or do we have the freedom to create our own deities? What about domains from WOTC books besides the PHB?

Sorry to quote myself, but this is critical to completing my character, and this might have been lost in the shuffle.

Also, a question for those more versed in finding loopholes than I:

[sblock=question]Is there a way someone without levels in Paladin can get Divine Grace (Cha mod applies to saves) - feat, prestige class ability, item? If it's a prestige class, it needs to be one with full spellcasting.

Thanks![/sblock]
 

Insight said:
Also, a question for those more versed in finding loopholes than I:

[sblock=question]Is there a way someone without levels in Paladin can get Divine Grace (Cha mod applies to saves) - feat, prestige class ability, item? If it's a prestige class, it needs to be one with full spellcasting.

Thanks![/sblock]

[sblock]There are about three that I can think of. One of the Eldeen Ranger orders, one of the OA champion PrCs, and a knight PrC from Dragonlance. I'm sure there are more but I can't remember them offhand. Sadly, none of those advance external spellcasting that I'm aware of. You could always be a nymph, though![/sblock]
 

moritheil said:
[sblock]There are about three that I can think of. One of the Eldeen Ranger orders, one of the OA champion PrCs, and a knight PrC from Dragonlance. I'm sure there are more but I can't remember them offhand. Sadly, none of those advance external spellcasting that I'm aware of. You could always be a nymph, though![/sblock]

[sblock]I absolutely need to keep the same spellcasting I have in order to be able to heal people - there's a very good reason for this that shall be revealed when I finally post the character. I have a pretty nice Cha mod that I'd like to use for something. Too bad the Practiced Spellcaster feat doesn't give me spells/day or spell levels. Is there a feat that maybe does that?[/sblock]
 

Insight said:
[sblock]I absolutely need to keep the same spellcasting I have in order to be able to heal people - there's a very good reason for this that shall be revealed when I finally post the character. I have a pretty nice Cha mod that I'd like to use for something. Too bad the Practiced Spellcaster feat doesn't give me spells/day or spell levels. Is there a feat that maybe does that?[/sblock]

[sblock]No, no feat. That would be one heck of a broken feat. There is a feat that lets you add Cha to will saves, but it only works against mind-affecting spells, so I consider it a waste. Paladin, prestige paladin, and paladin-like PrCs are pretty much the only way to get Cha mod to saves. Sadly, prestige paladin is UA and thus banned here, and Blackguard, Knight of the Crown, etc. do not advance existing casting. Warpriest has special abilities that work off Cha, but only 1/2 casting progression.

If all you want is for Cha to be useful, consider taking one of the feats that gives you a frightful presence each time you cast a spell. Or take Iaijutsu Focus, though that has very little to do with casting.[/sblock]

FWIW I'm just giving advice, so I don't mind if people read my discussion with Insight and chime in. I've sblocked to avoid sidetracking the thread.
 

my character (part of it anyway)

[sblock=scout]

Male Elven Rogue 5 / Scout 15
True Neutral
Strength 16 (+3)
Dexterity 32 (+11)
Constitution 24 (+7)
Intelligence 16 (+3)
Wisdom 12 (+1)
Charisma 10 (+0)
Size: Medium
Height: 5' 5"
Weight: 180 lb
Skin:
Eyes:
Hair:

Total Hit Points: 147
Speed: 50 feet [scout]
Armor Class: 14 = 10 +4 [dexterity]
Touch AC: 14
Flat-footed: 14 [uncanny dodge]
Initiative modifier: +13 = +11 [dexterity] +2 [scout]
Fortitude save: +15 = 6 [base] +7 [constitution] +2 [scout]
Reflex save: +24 = 13 [base] +11 [dexterity]
Will save: +7 = 6 [base] +1 [wisdom]
Attack (handheld): +15/+10/+5 = 14 [base] +1 [strength]
Attack (unarmed): +15/+10/+5 = 14 [base] +1 [strength]
Attack (missile): +25/+20/+15 = 14 [base] +11 [dexterity]
Grapple check: +15/+10/+5 = 14 [base] +1 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb
Languages: Common Dwarven Elven Infernal
Feats:
Dodge
Mobility
Point Blank Shot
Precise Shot
Rapid Shot
Many Shot
Quick Draw
Spring Attack
Other Feat 5 [hand-edit as needed]
Other Feat 9 [hand-edit as needed]
Weapon Focus x1 Weapon(s): comp. longbow
Traits:
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 26 = +3 +23
Balance Dex* 18 = +11 +2 [tumble]
Bluff Cha 23 = +0 +23
Climb Str* 3 = +3
Diplomacy Cha 25 = +0 +23 +2 [bluff]
Disable Device Int 26 = +3 +23
Disguise Cha 0 = +0
Escape Artist Dex* 11 = +11
Forgery Int 3 = +3
Gather Information Cha 23 = +0 +23
Heal Wis 1 = +1
Hide Dex* 47 = +9 +23 +15
Intimidate Cha 25 = +0 +23 +2 [bluff]
Jump Str* 13 = +3 +2 [tumble] +8 [speed 50]
Listen Wis 1 = +1
Move Silently Dex* 49 = +11 +23 +15
Open Lock Dex 34 = +11 +23
Ride Dex 4 = +4
Search Int 26 = +3 +23
Tumble Dex* 27 = +4 +23
Use Magic Device Cha 23 = +0 +23
* = check penalty for wearing armor
Bluff >=5 ranks gives +2 on disguise checks to act in character.
Search >=5 ranks gives +2 on survival checks while tracking.
Human:
• Extra feat at first level (already included)
• Four extra skill points at first level (already included)
• One extra skill point at each additional level (already included)
Scout:
• Core class from "Complete Adventurer"
• Armor class bonuses after moving are not listed above.
• Level 1: Skirmish (+1d6), trapfinding
• Level 2: Battle fortitude +1, uncanny dodge
• Level 3: Fast movement +10 feet, skirmish (1d6, +1 AC)
• Level 4: Bonus feat (already included)
• Level 5: Evasion, skirmish (+2d6, +2 AC)
• Level 6: Flawless stride
• Level 7: Skirmish (+2d6, +2 AC)
• Level 8: Camouflage, bonus feat (already included)
• Level 9: Skirmish (+3d6, +2 AC)
• Level 10: Blindsense 30 feet
• Level 11: Battle fortitude +2, fast movement +20 feet, skirmish (3d6, +3 AC)
• Level 12: Bonus feat (already included)
• Level 13: Skirmish (+4d6, +3 AC)
• Level 14: Hide in plain sight
• Level 15: Skirmish (+4d6, +4 AC)

Rogue:
• Sneak Attack +3d6
• Trapfinding
• Evasion (level 2)
• Trap Sense (level 3)
• Uncanny Dodge (level 4)


Equipment (760k)
Amulet of Health +6 (36k)
Gloves of dex +6 (36k)
Mithril chain shirt +5 of greater silent moves and shadow (93,6k)
Mithril heavy steal shield +5 animated (50,02k)
Tomes: str +3, con +4, dex +4 (302,5k)
+3 Comp +3str longbow of shock (32.7k)
Quiver of Elhonna (1.8k)
Cloak of Ristance +5 and arachnida (46k)
Gem of true seeing (75k)
Ioun stone Clear Spindle (4k)
Lockpicking ring (3,5k)
Wand of cure serious wounds (11.25k)
Arrows, Cold Iron (20) [40 gp; in weightless storage]
Arrows, Silver (10) [30 gp; in weightless storage]
Arrows, Regular (40) [40 gp; in weightless storage]
[/sblock]
 

moritheil said:
[sblock]No, no feat. That would be one heck of a broken feat. There is a feat that lets you add Cha to will saves, but it only works against mind-affecting spells, so I consider it a waste. Paladin, prestige paladin, and paladin-like PrCs are pretty much the only way to get Cha mod to saves. Sadly, prestige paladin is UA and thus banned here, and Blackguard, Knight of the Crown, etc. do not advance existing casting. Warpriest has special abilities that work off Cha, but only 1/2 casting progression.

If all you want is for Cha to be useful, consider taking one of the feats that gives you a frightful presence each time you cast a spell. Or take Iaijutsu Focus, though that has very little to do with casting.[/sblock]

FWIW I'm just giving advice, so I don't mind if people read my discussion with Insight and chime in. I've sblocked to avoid sidetracking the thread.

I don't mind anyone checking this out either :D
[sblock]OK, how about attacking this from another angle?

What I'm doing is trying to make sure my guy still qualifies for Hierophant, of which I only need one special ability, Divine Reach (touch spells become 30ft range spells). Right now, I am Cleric 13, Hierophant 1 (I have 6LA tied up in templates). Need 7th levels spells to get Hierophant, so I need to have Cleric 13 or the equivalent.

Buy maybe there's another way I can get a 30ft reach on touch spells (I know there's a metamagic feat, but it adds 2 spell levels, which isn't practical for something I need to use on a regular basis). Is there maybe an item, feat, or PrC that gives 30ft range (or hell, 10ft range) on touch spells?

I do have two other options that I've found to resolve this issue, but one of them limits the number of people I can heal, and the other requires DM interpretation.[/sblock]
 

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