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

Avalon® said:
[sblock= Nepthys]Giant Size is a Wu Jen spell found in CArc that allows the caster to increase in size up to Collosal size at CL 19+. Think enlarfe person on steroids.[/sblock]

[sblock]So it would be quite expensive as scrolls. What's the level and duration?[/sblock]
 

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Necro_Kinder said:
Right-o. Think I'm gonna ditch the cohort then. Also, some stupid questions..does my mount get one more feat because his HD went from 14 to 16? He should get one at 15 HD, right? And does ride-by-attack allow me (not my mount) to attack while flying by? or would that be under fly-by-attack too. If so, can I charge while flying?

First off, yes you do get the bonus HD. Second, all the mounted rules apply the same when you are flying, just so long as they don't contadict the flying rules. You could use ride-by-attack with your dragon (not fly-by-attack srince the standard action applys to the the dragon, not you). Charging while riding a flying mount should work the same as charging while riding a non-flying mount.
 


Fenris2... Did Fenris forget his password, or is that a dif. person?

Nephtys - I'd stay away from the Scrolls. It's usually preferable to have a less powerful character that can last months than a superman who burns out after a few weeks. I prefer to plan for the long term, and for the purposes of buffing, that means I try to stay away from charged/single use items. Times/day is perfectly acceptable, but I don't think you'd find a Giant Size spell on that kinda item.

Darimaus - Wow, I didn't know that, I must've been thinking Dragon Disciple..
Plus I thought you couldn't stack the same template on itself...

So that means you could play a "Daughter of Tiamat" 1/2 Black/Blue/Green/Red/White dragon, and for a +15 LA, have Immunity to Acid, Cold, Fire, Electricity, +40 Str, +10 Con, +10 Int, +10 Cha, +20 Nat armour, and all the other 1/2 dragon 'add-ons'....
 

Any thoughts or ideas for enhancing Superninja?

Character is, mostly, as posted earlier in the thread. Equipment is different now, so some stats are different...but I'm curious to see what y'all can do with a ninja-shadowdancer focused on stealth and ambush tactics. :)
 

Read the Evolved template from Libris Mortis as an example of a template that can stack. At least that's the trend in more recent WOTC materials. I can't say that extends all the way back to the beginning of the creation of the 3.5 SRD, but I bet somewhere it says you can't stack them.

But it's ultimately the DM's call anyway. Seems nonsensical to stack a "Half-" template anyway. By adding more parents to the mix, you'd be diluting the "blood", not adding to it.

EDIT: I searched the FAQ and the only reference to it says...
FAQ said:
According to a strict reading of the half-dragon template, it can be applied to creatures of the dragon type (including true dragons). Thus, it appears within the framework of the rules to, for instance, create a half-white dragon green dragon. It’d be entirely up to the DM to determine which of the parents is the base creature and which is the half-dragon template.

That said, it doesn’t really seem in the spirit of the template—it’s designed to make an existing creature more draconic, and the Sage can’t see how a creature that’s already a dragon can become “more draconic.” Thus, such creatures should be extraordinarily rare at most.
 
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Shayuri said:
Any thoughts or ideas for enhancing Superninja?

Character is, mostly, as posted earlier in the thread. Equipment is different now, so some stats are different...but I'm curious to see what y'all can do with a ninja-shadowdancer focused on stealth and ambush tactics. :)

I haven't seen you character sheet, but in terms of general advice I would definitely recommend the Darkstalker feat. A lot of opponents are likely to have blindsight. I'd also suggest looking here and here for some amazing deals on magic items.
 

Shayrui OK, looked over Superninja, and here's my take : Drop the +4 Con book. the extra 40 hp isn't worh 110,000 GP.. Not when that GP can instead get you other stuff that could benefit you more...
Problem there, though, is that you only have 3 open slots: Bracers, Boots and Robe.
You should probably buff your AC a bit, and you ALSO don't have a method of Flight (At 20th level that's important). Now by my calculations, if you drop the con book you'd have 112,905 gp. Wings of flying would cost 68,000 to add onto your cloak, so you'd probably have to go with something a bit cheaper... Winged Boots (which fill an empty slot, too) are only 16K and work 3/day, meaning they'd be combat effective, if not travel effecient. For travel, you'd be better off with a carpet of flying(20K) or improving your speed(See also later)

As for AC, you could get Bracers of Armour+7(49K), and I guess a Robe(?) of Natural Armour+4(36K). That's an additional 11 AC.

I can't really think of anything to improve you level-wise. Personaly I don't take Shadow Dancer past lvl 2.
Thinking now, 2 Shadow Dancer/5 Thief Acrobat(Comp Adventurer) would get you Improved Evasion, Defensive roll (2/day), and a few other nifty abilities.. And 3 levels to spare, only sacrificing the Shadow (meh), and Slippery Mind. If you took those 3 levels in ShadowDancer (making it 5/5), you'd get the Summon Shadow, Improved Uncanny Dodge(meh), and a 3rd use of Defensive Roll. Then, by lvl 22 you'd have Slippery Mind.

*ALSO, if you're using Spring Attack, you may want to find a way to up your movement speed... a level of Barbarian, and boots of Striding/Springing would be good bonuses.

BTW, what's "War Wizard's Cloak of Stone" do?
 

Shayrui OK, looked over Superninja, and here's my take : Drop the +4 Con book. the extra 40 hp isn't worh 110,000 GP.. Not when that GP can instead get you other stuff that could benefit you more...

-- Hah! You and I think alike. In fact, I've liquidated both the Tome of Strength AND Con.

Problem there, though, is that you only have 3 open slots: Bracers, Boots and Robe.
You should probably buff your AC a bit, and you ALSO don't have a method of Flight (At 20th level that's important).

-- I was thinking of that too, though with my Jump and (if necessary) Ghost Walk, I can navigate most situations where flight is necessary. Still worth looking into...

Winged Boots (which fill an empty slot, too) are only 16K and work 3/day, meaning they'd be combat effective, if not travel effecient. For travel, you'd be better off with a carpet of flying(20K) or improving your speed(See also later)

-- I'm not terribly worried about overland travel. Winged Boots are an intriguing possibility.

As for AC, you could get Bracers of Armour+7(49K), and I guess a Robe(?) of Natural Armour+4(36K). That's an additional 11 AC.

-- Yeah, at first I was depending on the War Wizard's Cloak, which can cast Mage Armor. But I see now that's not enough. Of course a robe of natural armor will be +50% from slot affinity penalty. Maybe I'll tack it onto something else, just to save a slot.

I can't really think of anything to improve you level-wise. Personaly I don't take Shadow Dancer past lvl 2.
Thinking now, 2 Shadow Dancer/5 Thief Acrobat(Comp Adventurer) would get you Improved Evasion, Defensive roll (2/day), and a few other nifty abilities.. And 3 levels to spare, only sacrificing the Shadow (meh), and Slippery Mind. If you took those 3 levels in ShadowDancer (making it 5/5), you'd get the Summon Shadow, Improved Uncanny Dodge(meh), and a 3rd use of Defensive Roll. Then, by lvl 22 you'd have Slippery Mind.

-- Actually, the main thing I want from Shadowdancer is: HiPS (obviously), Darkvision, and Shadow Jump. The trick is that Shadow Jump at low levels is worthless. And honestly...the shadow companion could have its uses... I also like the conceptual theme...but I'm not married to it. I'll check out some of those other classes.

*ALSO, if you're using Spring Attack, you may want to find a way to up your movement speed... a level of Barbarian, and boots of Striding/Springing would be good bonuses.

-- Barbarian is out of the question...totally wrong for the concept. What I have so far is Boots of Speed...for that nice +30 to move when you really need it.

BTW, what's "War Wizard's Cloak of Stone" do?

It's a War Wizard's Cloak, combined with a Cloak of Stone (+50% to the Cloak of Stone's cost, of course). War Wizard Cloak gives lots of nice spell abilities. Cloak of Stone boosts Hide and Move Silently, and lets you Meld with Stone 1/day.

...Lemme finish the new inventory. I should have done that before asking. :)

Thanks for the input!

-- Edit: Ooo...I think I found something nice... Muahaha.
 
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As to is Fenris == Fenris2? Nope. Old handle I use for gaming. Probably should have checked around first to see if Fenris was still active (yeppers) but ah well...

Okay char below.... Look 'er over, and I will post it to the RG when approved... I went medium twinkage, but even that at this level is pretty powerful when all the 'tricks' pull together.

Otherwise, did hella lot of combining items given we have so much gold, and so few item slots! Only other 'oddity' is using cohort to undeath after death the PC. Lol ;-)

BG wise I will likely go with evil cohort convinces Rebaril to do undeath after death - as he was aging... Evil cohort then tries to control Rebaril, eventually, this does not work. No one requires a cohort to be nice *grin*. Given cohort is out of the picture, all that is needed is feats for the libris mortis stuff, which he more than enough slots for so no biggie. 'Course, Rebaril's old cohort/buddy could always re-appear.

---

Code:
Name: Rebaril
Race: Changling 
Templates: Crypt Spawn(MoF 185)
Class: Rogue 3(SRD)/Sorcerer 6(SRD, PHBII varient)/Arcane Trickster 4(SRD)/Recaster 4(RoEb 157)
Size: Medium
Gender: Male
Alignment: Neutral
Deity: NA
Domains: NA

Str: 18 +4     	Char Level: 20     XP: Mid way to 21 less 4500
Dex: 26 +8      BAB: +9            HP: 203 Fast healing 2  
Con: -          Adj BAB: +20       Temp HP: 223  (BAB/HP When under Divine Power) 
Int: 14 +2      Grapple:           Dmg Red: NA
Wis: 11 +0      Speed: 60'/105'fly Spell Res:  25
Cha: 26 +8      Init: +14          Spell Save: NA
                ACP: NA            Spell Fail: NA


[sblock="ability gen"]
assigned as follows: STR 10, DEX 15, CON 10, INT 14, WIS 11, CHA 17
Leveling: +1 DEX, +3 CHA
Going Undead: +8 Str, +4 Dex, Con -, +4 Turn resist, d12 HP +5 HP/HD (desacrate, corpscrafter(cohort), dread necro(cohort)),
+4 init, +10' move
Items: Cha +6 gloves, Dex +6 cloak

HP: max first + roll there after
[/sblock]

Code:
                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:             10    +6    +0    +8    +0    +6    +0    30
Normal: 30         Touch: 24      Flatfooted: 22
* 50% miss chance when under total concealment
* When hasted: +1/+1/+0

                         Base   Mod  Mgcl Crpyt Misc  Total
Fort:                     +5     +0   +6  +0    +2    +13
Ref:                      +9     +8   +6  +0    +4    +27   Improved Evasion (Rogue/Shadow Creature)
Will:                     +14    +0   +6  +0    +2    +22
Special: Undead Traits (lots 'o immunites), Immune to Disintigrate, Trap Sense +1, SR 25
Turns as 27HD undead (17HD, +2 crypt Spawn, +4 feat, +4 cloak)

Weapon              Attack         Damage     Type  Critical   Notes
Thunder Lance       18/13          3d6+d6+8  Spell 20x3       20' Reach, +5d6 sneak, always (usually) concealed
off hand            18/13          3d6+d6+8  Spell 20x3       +d6 is cold damage

Thunder Lance       29/24/19/14    3d6+d6+8  Spell 20x3       20' Reach, Under Divine Power, +d6 is cold damage
off hand            29/24          3d6+d6+8  Spell 20x3       +5d6 sneak, always (usually) concealed

Haste adds: +1 AB, +1 Ref Save, +1 attack at highest AB
Usually Concealed: So Sneak +5d6, target gets no dex, +2 AB

Abilities:

Ongoing Spells/Abilities

Spells Automatically in play 24/7:
Create Magic Tattoo - +1 AB Comp (CL18, CL22 to dispel)
Create Magic Tattoo - +2 AB Luck (CL18, CL22 to dispel)
Create Magic Tattoo - +1 CL (CL17, CL21 to dispel)
Draconic Sight - 180' Dark Vision, 4xLow Light Vision, 2xNormal Vision, Blindsense 80' (CL18)
Mage Armor, Greater - +6 armor, extended (CL18, CL22 to dispel)
Resistence, Superior - +6 Saves, (CL18, CL22 to dispel)
NonDetection - DC 33 vs caster level check for for scry/divinations to work

Permanency
Arcane Sight (CL 18th, CL22 to dispel) -1500xp
Tongues (CL 18th, CL22 to dispel) -1500xp
See Invisiblity(CL 18th, CL22 to dispel) -1,000xp
Comp Languages(CL 18th, CL22 to dispel) -500xp

[sblock="RaceAndClassAbilities"]
Changling (Eberron)

* Shapeshifter subtype
* Natural Lingist: Languages are class skills
* +2 save vs sleep and charm
* +2 on Bluff, Intimidate, Sense Motive
* Minor Shape Chage(SU) +10 disguise, alter as disguise self (features only, not magic, so proof vs true seeing)

Crypt Spawn (MoF 185) created via Undeath after Death(Mof 129) from scroll, via UMD and Scroll Divine Insight cast by cohort

* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
* Undead do not breathe, eat, or sleep.

* +2 Turn Resistance
* +4 Natural Armor
* +4 Intimidate

* Dread Necormancer and assorted feat chain from Cohort who 'undeaded' Rebaril

* +4 Str, +2 hp/hd corpse crafter (Lib Mort 25)
* +4 str, +4 dex, +2/hp hd Dread Necormancer (Hero's of Horror p84)
* +1 hp/hd desecrate
* +2 Natural Armor - Hardened Flesh (Lib Mort 27)
* +d6 cold melee damage - Dealy Chill (Lib Mort 25)
* +4 Init, +10 move - Nimble Bones (Lib Mort 29)
* +4 Turn resistance - Bolster Resistance (Lib Mort 25)

Shadow Creature (Lords of Madness 168)

* Speed times 1.5
* Darkvision 60', Low light Vision
* Shadow Blend(su) - Total Concealment in anything less than full daylight at will
* Extra Picked Abilites:
* +2 Luck bonus on Saves
* Fast Healing 2
* Evasion (Bumped to Improved Evasion)
* Plane Shift 1/day to/from Plane of Shadow

Recaster (Races of Eberron 157)

* Expanded Knowledge(Ex) pick 2 spells any school/class and add them to your known spells
* MetaMorphic Spell(Su) grants
Eschew materials for all spells w/o level change
4/day silent spell or still spell w/o level change
3/day quicken spell w/o level change but the duration is 1 round
* Sudden Metamagic(Su) 4/day with empower, 4/day with maximize w/o level or time change

Sorcerer (PHBII varient)

* Alternate - Cast Meta Magic spells 5/day with no extra time, but may never get a familiar

Arcane Trickster(SRD)

* Sneak Attack +2d6
* Ranged Legerdemain - 1/day, 30' range, use Disable Device, Open Lock, or Sleight of Hand BUt DC +5
* Impromptu Sneak Attack - 1/day, 30' range, generate 1 Sneak attack

Rogue(SRD)

* Trap Finding
* Trap Sense +1 (Save vs traps)
* Evasion
* Sneak attack +2d6
[/sblock]

Feats:
1 Practiced Spellcaster
3 Empower
6 Maximize
9 Arcane Thesis - Hail of Stone (Com Arc)
12 Leadership
15 Channel Charge (Lost Emp 7)


Spells Known : 9 / 5 / 5 / 4 / 4 / 3 / 2
Spells Castable: 9 / 9 / 8 / 8 / 16 / 8 / 5
Typical Ready : 9 / 9 / 5 / 6 / 16 / 7 / 4
CL 18, but penetration of SR is 20

0th: DC 18 Save
_Arcane Mark(SRD)
_Amanueses(Spell Comp 9)
_Detect Magic(SRD)
_Light(SRD)
_Mage Hand(SRD)
_Mending(SRD)
_Message(SRD)
_Prestidigitation(SRD)
_Read Magic(SRD)

1st: DC 19 save
_Hail of Stone(Spell Cmp 55) 5d4 no save no SR 5' radius, 40' high
_Identify(SRD)
_Magic Missle(SRD)
_Protection from Evil(SRD)
_Shield(SRD)

2nd: DC 20 Save
_Arcane Turmoil(Com Mage 96)
_Create Magic Tattoo(Spell Cmp 55)
_Wraith Strike(Comp Spl 243)
_Scortching Ray(SRD)
_Web(SRD)

3rd: DC 21 Save
_Invisiblity Sphere(SRD)
_Mage Armor, Greater(Spl Cmp 136)
_NonDetection(SRD)
_Scintalating Sphere (Spl Cmp 181)
_Dispel Magic(SRD)

4th: DC 22 Save
_Dimensional Anchor(SRD)
_Divine Power(SRD)
_Explosive Cascade(Spl Com 85)
_Suggestion(SRD)
_Thunder Lance (Spl Com 220)

5th: DC 23 Save
_Draconic Polymorph(Draconomicon 79)
_Dragonsight(Comp Spl 73)
_Teleport(SRD)

6th: DC 24 Save
_Disintigrate(SRD)
_Resistance, Superior(spl Com 174)
_Summon Greater Elemental(Spl Com 214) -- Recaster spell pick



[sblock="Magic Items"]
Cloak of Etherealness(SRD), Wings of Flying(SRD), Cloak of Charisma +6(SRD), Turn Resistance(MI Com 89)
200.5k 55k + 81k + 48k + 16.5

Ring of Wizardry IV(SRD) + Ring of Spell Battle (MI Com 127) - Know if spell is cast w/in 60', DC 15+SL to identify, 1/day redirect or counter as if with dispell magic, both immediate actions,
Ring of Enduring Arcana(Com Mag 126) - +4 Cl vs dispel his spells
127k 100k + 18k + 9k

Rod MetaMagic Quickening(SRD) - 3/day up to 6th Level
75.5k

Boots of Temporal Accelleration(SRD) - swit action for/2 rounds time stop + Boots of Speed(SRD) - haste up to 10 rounds/day as free action
62.7k 43.2k + 19.5k

Gloves of Dextarity +6(SRD), Gloves of the Balanced Hands (MoF 158), Gloves of Spell Disruption (MI Com 107) - +5 targets concentration checks
59.75k 32k + 27k + .75

Third Eye Sense (MI Com 142) - See Known/Discernable Location, Third Eye Penetrate(Mi Com 142) +2 Spell Penetration
Third Eye Aware(MI Com 140) +10 Spot, Third Eye Gather(MI Com 141) +10 Gather, Third Eye Damping(MI Com 141) reduce next psi afectign you to minimum level 1/day,
Third Eye Freedom(MI Com 141) 1/rnd freedom of action 1/day instant
58.2k 24k + 6k +15k + +7.5k + 3.75k + 1.95k

Daazzik's Vest(DMGII 267) - +5 SR, Rogue's Vest (MI Com 130) - +2 ref save, +1d6 sneak
52k 25k+27k

Scarab of Protection(SRD) - SR 20
38k

Belt of Battle (MI Com 73) +2 init, 3/day charges, 1= move, 2=std, 3=full rnd action swift, ditto again
30k 12k + 18k

4x AquaMarine of Spell Extending(PGtF) 1 used for dragon sight, 1 for mage armor, greater, 1 non detection, 1 left over
15k

Circlet of Persuasion
4.5k

Gloves of Object Reading (MI Com - only pulled out when needed
3k

Death Stroke Bracers (MI Com 93) 3/day for 1 rnd were user may crit/sneak undead, constructs others normally immune, swift
5k

Handy Haversack(SRD)
2.5k

Lens of Detection(SRD) +5 Search
3.5k

.75k wand, lesser vigor(com dev 187) - fast healing 1/1rnds

Staffs - have 1 charge left, bought for use with Channel Charge feat
1.3k Abjuration(SRD) - DC 28 -
.3k Charming(SRD) - DC 23 -
1.47k Divination(SRD) - DC28 Channel Charge -
1.35k Transportation(Com Arc 147) - DC 24 Channel Charge -

Arcane Thieves Tools (MI Com 150) spend 1st or level higher slot, gain +5 Disable or Open locks, +2 MW
1.4k

Tome of Worldy Memory (MI Com 190) +5 Knowledge Check 3/day
5.5k

Tome of Ancient Lore (MI COmp 189) +5 Spell craft/Know Arcane for a day (1 hour study)
5.5k

Scroll of Undeath after Death(MoF)
3.0k - Used by Cohort to get Crypt Spawn, MoF


6,500gp
[/sblock]

Code:
Skills

Skill         Rank Adjustments  Total Modifers
Concentration  0   +8 cha        8   
Spell Craft    15  +2 int       24     +5 book     +2 syn
Know: Arcane   5   +2 int       14     +5 book     +2 syn
Know: Planes   5   +2 int        7

Diplomacy      5   +8 cha       20    +4 syn, +3 Circlet
Disguise       5   +8 cha       26    +10 race shape shift, +3 Circlet
Gather Info    5   +8 cha       26    +10 third eye, +3 Circlet
Intimidate     5   +8 cha       24    +6 race and cryt spawn templates, +2 Syn, +3 circlet
Sense Motive   5   +0 wis        9    +2 Race, +2 Syn

Search         15  +2 int       22    +5 lens of detection
Spot           11  +0 wis       21    +10 third eye
Disable Device 13  +2 int       17    +2 MW thieves tools, dump arcane spell for +5
Open Lock      5   +8 dex       15    +2 MW thieves tools, dump arcane spell for +5
Use magic Dev  16  +8 cha       27    +3 Circlet

Move Silently  5   +8 dex       13   
Hide           5   +8 dex       13

Languages:
Common, Draconic, Elvish, Auran
 
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