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


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Little things updated on my char sheet on the previous page.... as well as Appearance and Background added.... I added spells this afternoon so they should be ok to go still. let me know on what I need to work on Darimaus.... Thanks
 

Alrighty, normally at this point, I would be answering all your questions right now. But unfortunatly, I hate to sya, I just finished a rather bad day at work, so I'm not in a thinking mood right now. I'll get to it tommorow afternoon.

What I am posting for today, is to pose a question and a vote to all who want to be involved in this adventure. There are two options for me to progress this.

1. I can go the normal route, and take a 4-5 person party through a carefully crafted adventure.

2. I can do something a little different, and scrap the standard party dynamic. Instead, I can take a large group of you, (up to 12 I think) and place you into my precreated world and let you all progress the story as you see fit. The only main issue that comes up with this design is I would like to see regular posting, though because the characters are not going to be forced by some unseen hand to stay together and follow a set course, the people who post on a more regular occasion won't be held back as much. Its a thought anyway.
 

Avalon® said:
Would you allow an increase in intelligence to retroactively gain skills?

Well, considering the rules specifically say that DOESN'T happen...


And btw, Rathan, if you like those prestige classes, wait'll you see my piece'o'work.

I've got a few concepts, the first I'm working on is a Feral Human Saint Monk 2, Swashbuckler 3, Thief Acrobat 5, Duelist 7. I was going to multiclass a little more, but I wanted elaborate Parry and Improved Evasion, so I ended up consolidating the classes a bit more. The original had 2 templates and 6 classes.

Another concept is a Warmage6/Fighter1/Argent Savant2/Eldritch Knight6/Abjurant Champion5... though I may drop the fighter/E.Knight for just straight up Warmage levels to get 9th level spellcasting.
Other Ideas I just came up with (Upon noticing Darimus's two options),..
I'd probably vote for the second one, and play either some sort of sorcerer (Maybe the above warmage) or a Warlock.
 
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I know how you feel... I banged my wrist pretty hard todat at work myself Darimaus.... I hope all goes better tomorrow and it's understood that you'd want a night to yourself without having ti field 50,000 questions all at once.. heh....

As for your alternate idea.... though I'm usually all for free form rp (I assume it'll mostl likely be most like a FF rp at that point with all of us meeting back at the end for a last hoorah at the end..) I would rather see a selection of players and a carefully crafted adventure myself.... but again that's just me.... even if I don't get picked I think the players will get more out of that kind of adventure IMHO.... again this is just my lowly opinion heh

- Rathan
 
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Avalon® said:
Three concepts are swimming in my head now. Darimaus, would any of the following concepts be acceptable:

Asherati Dry Lich Cleric 3/Walker in the Waste 10/ Contemplative 7

Kobold Factotum 5/Trapsmith 5/Combat Trapsmith 5/ ??? 5

or maybe an Icarnate 20
Thats spooky. Your first concept is very close to what I settled on submitting :heh:

I'm not familar with the contemplative PrC though, I'll have to look it up to see what it's about.
 

ahhhh it's soooo nice to see others the post here at 6 in the morning... heh.. I didn't think anyone here posted at night.. I was beginning to think something was wrong with me LOL
 

When the Soulforger created us dwarves, many became envious of his creations. They envied the riches that the All-Father bestowed upon us and they sought to have them as their own. Our enemies were many. They banded together and waged war against us and our kin. They did this for the precious ore and gems that were given to us by Moradin himself. Thus began the War of the Gem. In the darkest days of that war, when the enemies of the dwarves were near victory, that the clerics prayed to the the All-Father for help. Hearing their prayers, Moradin gave one of the dwarves a boon. He gave him the knowledge of a word of power from the ancient dwarven tongue.

This word, when carved unto a piece of armor blessed by Moradin's clerics, enabled the wearer to channel the souls of his ancestors and mold them into solid objects. The person who donned this armor became the first Guardian of the dwarves: the Mirkan Diral.

[sblock= Therin Grimarmor]Therin Grimarmor
Male Fireblood Dwarf Incarnate 20th lvl
Lawful Neutral

Str 24 (14 +6 enhancement +4 inherent)
Dex 20 (14 +6 enhacement)
Con 34 (17+2 racial +5 level +6 enhacement +4 inherent)
Int 19 (13 +6 enhacement)
Wis 18 (12 +6 enhacement)
Cha 16 (12 -2 racial +6 enhacement)

Hit Points 434 (74+240+120)
AC 35 (10 base +10 armor +5 dex +5 deflection +5 natural), Touch 20, Flat 30
Init +7
BAB +10, Grap +17
Speed 30 ft. (base 20 ft., load 20/233, light)
Fort +32 (12 base +12 con +1 luck +2 enhancement +5 resistance), Ref +17 (6 base +5 dex +1 luck +5 resistance), Will +22 (12 base +4 wis +1 luck +5 resistance)

+28 Melee, Incarnum Weapon (Longsword), 1d8+27, 19-20/x2

Medium, 4'3" tall, 178 lbs., 68 yrs old
Rusty Copper hair, ruby red eyes, Dark red-brown skin

Speaks Common, Dwarven, Gnome


+16 Jump (9 cc acp)
+28 Spellcraft (23)
+12 Listen (7 cc)
+12 Spot (7 cc)

Feats
-Power Attack
-Cobalt Charge (Magic of Incarnum)
-Bonus Essentia (Magic of Incarnum)
-Double Chakra - Arms (Magic of Incarnum)
-Necrocarnum Acolyte (Magic of Incarnum)
-Leap Attack (Complete Adventurer)
-Shape Soulmeld - Dragon Mantle (Dragon Magic)

Fireblood Dwarf Traits
-+2 Con, -2 Cha
-Medium size
-Outsider Type
-Dragonblood Subtype
-Base Land Speed 20 ft.
-Darkvision 60 ft.
-Stonecunning
-Weapon Familiarity: Dwarven Waraxe, Dwarven Urgosh
-Stability
-+1 racial bonus on attack rolls against orcs and goblinoids
-+2 racial bonus on saving throws against spells and spell-like effects
-+2 racial bonus on Appraise checks related to stone or metal
-Dragon Dodge: +4 dodge bonus to AC against creatures of the dragon type.
-Resistance to Fire 5
-Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
-Favored Class: Fighter

Incarnate Abilities
-Aura of Law (as aura of a cleric)
-Detect Opposition at will
-Expanded Soulmeld Capacity +2
-Incarnum Radiance 4/day (+5 bonus on melee attack rolls. 15 round duration)
-Rapid Meldshaping 3/day
-Share Incarnum Radiance
-Perfect Meldshaper 1/day (7 round duration)
-True Incarnation

[sblock= Soulmelds (Magic of Incarnum)]Soulbinds: 9 Essentia Pool: 29 Essentia Capacity: 6
Meldshaper Level: 20
Crown: Elder Spirit, +4 insight bonus on Knowledge (arcana), knowledge (history), and use magic device checks, and checks can be made untrained. +2 increase per essentia invested. (Bound) Immune to Frightful Presence, Sleep, and Paralysis effects as if you were a dragon. Gain +4 insight bonus to Intimidate. +2 additional bonus per essentia invested.
Brow:
Throat:
Shoulders: Adamant Pauldrons, Gain DR N/ Chaos where N is equal to essentia invested. (Bound) Gain 50% chance to negate a critical hit or sneak attack.
Arms: (7) Incarnum Weapon, Gain a longsword. +1 enhancement bonus per essentia./ (7) Bluesteel Bracers, +2 insight bonus to initiative. +1 insight bonus to damage rolls per essentia invested.
Hands: (3) Necrocarnate Weapon, Bypasses DR as if it were evil-aligned. +1 profane bonus on damage and +1 on attack rolls to confirm critical threats. Bonuses apply only when the weapon is used against living creatures. (Bound) Gain temporary essentia equal to essentia invested when you make a critical hit on a living creature. 10 round duration.
Heart: Dragon Mantle, +2 enhancement bonus to Fort saves. Gain resistance to acid, electricity, fire, and cold equal to 3 x essentia invested. (Bound) Gain Fast Healing equal to essentia invested when at or below half of normal hit points.
Soul: (4) Incarnate Avatar, +1 insight bonus to melee attack rolls per essentia
Waist: (6) Vitality Belt , +4 morale bonus on Con checks and Con-based skills. Gain hitpoints equal to meldshaper level per essentia invested.
Feet: (2)Cerulean Sandals, you can walk on water. +5 feet enhancement bonus to base land speed per essentia invested.

Cobalt Charge:
[/sblock]

Equipment:
+5 Soulfire* Mithral Breastplate 85,200 gp
Ring of Protection +5 50,000gp
Wand of Divine Power – 50 charges (CL 20) 60,000 gp
Manual of Bodily Health +4 -used 110,000 gp
Manual of Gainful Excercise +4 -used 110,000 gp
Belt of Magnificence +6 200,000 gp (Miniature's Handbook, p.42)
Incarnum Bracers 25,000 gp (bound) (Magic of Incarnum, p.114)
Luckstone 20,000 gp
Amulet of Natural Armor +5 50,000gp
Cloak of Resistance +5 25,000 gp
24800 gp left

*Soulfire: Book of Exalted Deeds page 112

[/sblock]
 
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Lord_Raven88 said:
Thats spooky. Your first concept is very close to what I settled on submitting :heh:

I'm not familar with the contemplative PrC though, I'll have to look it up to see what it's about.

It's in the Complete Divine. Actually, I'm not yet sure as to what I'm gonna play coz they're all so good. Couldn't we please have like two (or three) characters each? :D Darimaus? ;)
 

The second option would probably be a lot more work, but that's up to the DM. It would most likely allow everyone who's posted to play in the game, however, so it's a double-edged sword (or maybe a two-bladed sword, if you will).

My original concept for a Duergar Psion (Telepath) 10, Thrallherd 9 is kinda cool, and he's almost done, but I'm not sure I have a handle on what sort of personality and motivations he would have.

I may end up scrapping him for either a Githyanki Psychic Warrior/Monk/Fist of Zuoken, or maybe a Human Rogue/Monk/Shadowdancer. My other option is to dump Thrallherd and make my Duergar a Shaper, which seems more like what a Duergar might be as a Psion. That would also enable me to heal the Warforged :D
 

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