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

It seems way more than 4 or 5 are going to put up character ideas. In the interests of getting to play I vote for the second option of a larger group. I can post at least daily.
 

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A quiet warrior from far-travelled lands, his original home was victim to the Blood War and he has spent his years since exacting his vengeance against any fiend or devil that he can find. With Fiendslayer and his enhanced Dagger, not to mention his unparallelled mastery of the 9-fold Way, he never yields to the Baatezu of the Tanar'ri, relying on his talents to allow him to overcome their innate prowess and drive them to the depths of the Hells they came from.

He is a quiet man, prompted to action at this point in his life only when great danger threatens, or demon and devil rise up. He will don his gleaming armor and pick up his shield and blade, shouldering a bow taken from a devil long ago and remade for a man of his strength. A hero of near-epic proportions, that has no respect for the laws of nature or man, only in the greater concept of good itself...and for those ideals he would risk life and limb, and journey to the ends of the Earth itself.

(If you need more information on the Maneuvers and Stances, I can easily type it up.)

Salimesh (CR 20)
[sblock]
Human Warblade 15, Master of Nine 5
CG Medium Humanoid
Init +9; Senses Listen +7, Spot +7, Darkvision 60’
Languages Common and Infernal

AC 43, Touch 21, Flat-Footed 29
hp 294 (15d12+5d8+160) (Assuming 26 Constitution)
Hit Point Verification: http://invisiblecastle.com/find.py?id=969397 (Should have added 160, not 30)
Fort +23, Ref +15, Will +16

Spd 40 ft. (8 squares)
Base Atk +18; Grp +27

(*) +34, (Fiendslayer, 1d8+17, 19-20x2)
(*) +34, (As Above, Versus Evil, 1d8+17+2d6, 19-20x2)
(*) +36, (As Above, Versus Evil Outsiders, 1d8+19+4d6, 19-20x2)
(*) +31, (+2 Silver Dagger, 1d4+13, 19-20x2)
(*) +24, (Mighty (+9) Composite Longbow +1, 1d8+10+1d6 Fire, x3)

Abilities Str 28, Dex 20, Con 26, Int 16, Wis 14, Cha 14
Stat Verification: http://invisiblecastle.com/find.py?id=969326

SQ Battle Ardor, Battle Clarity, Battle Cunning, Battle Mastery, Battle Skill, Counter Stance, Dual Stance, Improved Uncanny Dodge, Mastery of Nine, Perfect Form

Feats Adaptive Style (3), Blind-Fight (WBl5), Combat Reflexes (WBl13), Dodge (1), Improved Initiative (WBl9), Improved Unarmed Strike (12), Martial Study: Shadow Hand (Cloak of Deception)(9), Melee Weapon Mastery: Slashing (18), Power Attack (1H), Weapon Focus: Longsword (6), Weapon Specialization: Longsword (15)

Skills Balance +16, Climb +13, Concentration +41, Diplomacy +22, Hide +15, Jump +40, Knowledge (History) +8, Knowledge (Local) +8, Listen +7, Martial Lore +8, Sense Motive +10, Spot +7, Swim +12, Tumble +27

Possessions (760,000) +1 Flaming Composite Mighty (+9) Longbow, +2 Silver Dagger, +5 Heavy Mithral Shield, +4 Holy Ghost Touch Cold Iron Longsword Bane vs Evil Outsiders (Fiendslayer), +5 Mithral Breastplate, Amulet of Health +6, Belt of Giant Strength +6, Boots of Striding and Springing, Cloak of Resistance +5, Efficient Quiver, Goggles of Night, Gloves of Dexterity +6, Headband of Clarity (Intelligence +2, Concentration +10), Ioun Stones (Dusty Rose and Clear: Both color-changed to appear Lavender and Green), Manual of Bodily Health +4 - used, Manual of Gainful Exercise +4 - used, Necklace of Adaptation, Ring of Evasion and Adaptation, Ring of Protection and Natural Armor +5, 5,000gp Diamond

Notes 4th Level to Int., 8th to Wis., 12th to Cha, 14th and 16th to Con.
-Battle Ardor: +Int Modifier to confirm Crits
-Battle Clarity: When not flat-footed, +Int Mod to Reflex saves
-Battle Cunning: +Int Modifier to damage against Flat-Footed or Flanked foes
-Battle Mastery: +Int Mod to atk and dmg when making AoO’s
-Battle Skill: +Int Mod in defense on bull rush, disarm, feint, overrun, sunder, or trip
-Counter Stance: Whenever you initiate a Counter, you may change Stance for free
-Dual Stance: May remain in 2 stances for up to 10 rounds per day
-Improved Uncanny Dodge: As Barbarian, 15th level
-Mastery of Nine: +2 to hit for all Strikes, +5 Damage
-Perfect Form: All Save DC’s for maneuvers increase by 1
-Uncanny Dodge: As Barbarian, 15th Level
-Weapon Aptitude: Qualify for feats as Fighter -2, may retrain all weapon specific feats to a different weapon.

Chosen Maneuvers (Bold Maneuvers are Readied)

Diamond Mind
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Sapphire Nighttime Blade (pg 65): Strike: Make a Concentration check with a DC of your target’s AC. If successful, you may make an attack against your opponent, he is considered Flat-Footed, and you do an additional 1d6 damage. If the Concentration check fails, your attack is made with a -2 penalty and deals normal damage.

Emerald Razor (pg 63): Strike: Make a single melee attack against an opponent, as a Touch Attack. If you hit, you deal normal damage.

Diamond Defense (pg 62): Counter: You may add your initiator level as a bonus to one saving throw as an immediate action.

Diamond Nightmare Blade (pg 62): Strike: Make a Concentration check with a DC of your target’s AC. You may then make a melee attack against your target. If successful, your attack deals 4 times your normal melee damage. If your check fails, your attack is made with a -2 penalty and you do not deal any damage. If the successful attack is a critical hit, you stack multipliers like normal.

Time Stands Still (pg 66): Strike: You may make a full attack two times in succession.

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Iron Heart
[sblock]
Disarming Strike (pg 67): Strike: Make a single melee attack. If this attack hits and deals damage, you can also attempt to disarm your opponent. This disarm does not provoke an attack of opportunity, nor is there any risk that your foe can disarm you.

Iron Heart Surge (pg 68): Misc: Take a Standard Action and select one spell, effect, or condition currently affecting you with a duration of 1 or more rounds. That effect ends immediately. You also gain a +2 morale bonus to attack rolls until the end of next turn.

Lightning Throw (pg 68): Strike: Make a single Melee attack. You deal damage to each creature in the maneuver’s area (30’ line) equal to your normal Melee damage, plus an extra 12d6 points of damage. Each creature in the line can make a Reflex Save with a DC of your To-Hit roll to halve the damage dealt. Your weapon automatically returns to your hand at the end of the round.

Adamantine Hurricane (pg 66): Strike: You make 2 melee attacks against each opponent you threaten when you initiate this maneuver. You receive a +4 bonus on each of these attacks, which are made with your highest attack bonus.

Strike of Perfect Clarity (pg 70): Strike: If you hit your opponent, you do +100 damage

[/sblock]
Shadow Hand
[sblock]
Clock of Deception (pg 76): Boost: When you initiate this Boost, you become Invisible (As per Greater Invisibility). You remain Invisible until the end of your current turn.

Shadow Stride (pg 80): Misc.: You may spend 1 move action to teleport up to 50 feet. You must have both line of sight, and effect.
[/sblock]
Stone Dragon
[sblock]
Crushing Vice (pg 82): Strike: As part of this maneuver, make a melee attack. This attack deals an additional 4d6 damage. If the creature you hit is standing on the ground, your attack also reduces the targets speed to 0 feet (For all movement types) for 1 round. The secondary aspect of this maneuver only functions on opponents on the ground, flying opponents are not immune to the additional damage, however.

Mountain Tombstone Strike (pg 84): Strike: As part of this maneuver, make a melee attack. If the attack hits, you deal 2d6 points of Constitution damage in addition to your normal damage.

[/sblock]
Tiger Claw
[sblock]
Rabid Wolf Strike (pg 88): Strike: Make a single melee attack, you gain a +4 bonus on this attack roll and deal an extra 2d6 points of damage. You take a -4 penalty to your AC until the start of your next turn.
[/sblock]
White Raven
[sblock]
Leading the Attack (pg 91): As part of this maneuver, make a single melee attack. If your attack is successful, your allies gain a +4 morale bonus on attack rolls against the creature you hit, for one round.

White Raven Tactics (pg 94): Boost: Select an Ally within 10 feet. His initiative count immediately equals your own -1. He then acts on his new initiative count as normal. If he had already acted in the current round, he can act again.

War Leader’s Charge (pg 93): Strike: Charge an opponent, you do not provoke attacks of opportunity from movement. If you hit, you deal an extra 35 points of damage.

White Raven Hammer (pg 94): Strike: Make a single attack against an opponent. Your attack deals an extra 6d6 points of damage, and stuns your opponent for 1 full round.
[/sblock]
Chosen Stances
[sblock]
Stance of Clarity (pg 66)
You gain +2 Dodge bonus to AC against one enemy, and -2 to AC to all other enemies.

Punishing Stance (pg 69)
You take a 2 point penalty to AC, but deal +1d6 damage with all strikes.

Supreme Blade Parry (pg 70)
While in this stance, you gain Damage Reduction 5/- against any opponent that doesn’t catch you flat-footed.

Press the Advantage (pg 93)
When you take a 5’ step, you may immediately take another. This allows you to take one 5’ step into difficult terrain.

Swarm Tactics (pg 93)
If you threaten an enemy, all of your allies gain +5 to hit that enemy.
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Skill Ranks Assigned, Before Modifications:
24+6+6+7+7+7+7+7+7+7+7+7+7+7+7+9+9+9+9+9
Balance +12, Climb +5, Concentration +23, Diplomacy +20, Hide +10, Jump +23, Knowledge (History) +5, Knowledge (Local) +5, Listen +5, Martial Lore +5, Sense Motive +8, Spot +5, Swim +5, Tumble +23
[/sblock]
 
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Just wanted to post before I forgot, I'm not sure if I'll actually do up a character -- high-level is awkward as a PbP -- but here's my roll: http://invisiblecastle.com/find.py?id=970874

4d6.minroll(2).takeHighest(3)-> [5,3,2] = (10)
4d6.minroll(2).takeHighest(3)-> [6,6,6] = (18)
4d6.minroll(2).takeHighest(3)-> [6,5,4] = (15)
4d6.minroll(2).takeHighest(3)-> [6,3,3] = (12)
4d6.minroll(2).takeHighest(3)-> [6,4,3] = (13)
4d6.minroll(2).takeHighest(3)-> [6,6,5] = (17)
 

I'm going to be cutting it back to four classes total, actually. The Pious Templar level isn't really necessary theme-wise, and it doesn't make sense to take it instead of 9th level spells, when I'm supposed to be backup healer/summoner.

I have a question about how druid wild shape works: they altered the polymorph rules in PHB II. How does this affect wild shape? Will this mess with my plans to be a sneak-attacking, elemental-summoning, ally-healing dire bear? :p The new text apparently says that one loses class abilities, but that seems a bit crazy since that completely changes the normal druid class build and would make natural spell (and the Daggerspell Shaper PrC, which is largely built around sneak attacking in wild form) useless.

I see that many others are considering rogue types. Most excellent. :D

The only thing I'm worried about with the huge party adventure is the tendency of parties full of people who don't like each other to break into smaller parties. I have no real preference.
 
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Updated.

[sblock=Daidoji Ichiru]CHARACTER NAME : Daidoji Ichiru
RACE (ECL) : Human (+0)
CLASS (LEVEL) : Ninja 2/Druid 7/Daggerspell Shaper 9/Divine Oracle 2
... NET LEVEL : 20
ALIGNMENT : N
SIZE : Medium
SPEED : 30 ft
TYPE : Humanoid (Human)

Trained from youth to be an assassin, Ichiru was rescued by a kind hermit following a failed mission. From him he learned the virtues of nature. Now he uses his skills to ensure that none despoil the wilds. Having received dire omens of a threat that imperils the world, he has journeyed to the isle to stop it.

Books used: SRD, PHB, PHB II, C. Adv, C. Div, PGF, C. War, Eb., Und

EXPERIENCE : xp
CASH : 760k gp

ABILITY SCORES 15 10 14 16 16 17
Str 16 (+3) (10/base 6/enh)
Dex 20 (+5) (15/base 5/inh)
Con 22 (+6) (16/base 6/enh)
Int 16 (+3) (16/base)
Wis 33 (+11) (17/base 5/bon 5/inh 6/enh)
Cha 14 (+2) (14/base)

SAVES
FORT +13 (5/dru 3/ds 6/con)
REF +16 (3/nin 2/dru 6/ds 5/dex) Evasion
WILL +27 (5/dru 6/ds 3/divo 11/wis 2/ki)

Dire Bear: Str 37, Dex 18, Con 25, Int 16, Wis 33, Cha 14, (large)
w/ Growth: Str 45, Dex 16, Con 29, Int 16, Wis 33, Cha 14, DR 10/magic, +4 resist, 10' reach (huge)

Dire Bear Form
FORT +14 (5/dru 3/ds 7/con)
REF +15 (3/nin 2/dru 6/ds 4/dex) Evasion
WILL +27 (5/dru 6/ds 3/divo 11/wis 2/ki)

w/ Growth
FORT +20 (5/dru 3/ds 9/con 4/resist)
REF +18 (3/nin 2/dru 6/ds 3/dex 4/resist) Evasion
WILL +31 (5/dru 6/ds 3/divo 9/wis 2/ki 4/resist)



HIT POINTS : 13d6 + 7d8 +120 = to be rolled
ARMOR CLASS
Standard : 34 (10/base 5/dex 11/wis 8/force armor)
Touch : 26 (10/base 5/dex 11/wis) 31 vs. incorp.
Flat-Foot : 29 (10/base 11/wis 8/force armor)

Dire Bear Form
Standard : 32 (10/base 4/dex 11/wis 8/force armor -1/size)
Touch : 24 (10/base 4/dex 11/wis -1/size)
Flat-Foot : 28 (10/base 11/wis 8/force armor -1/size)


INITIATIVE : +5 (5/dex)
BASE ATTACK : +13
RANGED : +18 (5/dex)
MELEE : +17 (3/str 1/enh) Dire Bear form: +31 (17/str 1/enh)

WEAPONS
+1 sure striking spellstoring magebane dagger [35002 gp; adamantium, overcomes align DR, DC 24 poison stored]
+1 paralyzing magebane dagger [35002 gp; adamantium, will DC 17 or held]

Magebane adds +2 to hit and +2d6 damage vs. arcane or Sp.
When wildshaped the daggers become claws, but the bonuses and properties still apply.


LANGUAGES
Auran, Common, Druidic, Sylvan, Terran

RACIAL TRAITS
1 free feat, 1 extra skill point/level.

CLASS FEATURES
Ninja: AC bonus, 1d6 SA, ki power invisible (12/day), +2 will, trapfinding
Druid: Wild shape 3/day, Woodland stride, trackless step, wild empathy, animal companion, +2 to know (nat), survival
Daggerspell Shaper: Daggercast, move action wild shape, retain bonuses from gear (daggers, +str/con/dex), +3d6 SA
Wild shape +2/day; large and tiny.
Divine Oracle: Oracle Domain (+2 to Divination CL), +1 to Divination DC. Trap sense +1 Ac, +1 saves.
Prescient Sense (evasion in armor).

Casts: 7 druid + 8 shaper +2 oracle = as 17th druid (19 for divinations)
Wild shape: 5/day, 16 hrs, large/tiny.
Sneak attack: +4d6.
Wild empathy: 7/dip +2/ha +7/dru = +16.

FEATS
Cha 1 . Weapon Focus (dagger)
Cha 1 . Silent Spell
Cha 3 . TWF
Cha 6 . Natural Spell
Cha 9 . Savage Grapple: Add SA to grapple.
Cha12 . Still Spell
Cha15 . Skill Focus: Know (religion)
Cha18 . PGF Innate spell: Heal (lose 1 7th slot; gain Heal 3/day (sp).)
---------------[ Epic Threshold! ]---------------
Cha21 .
Cha24 .

SKILLS (5+9)*(6+4) +7*(4+4) +2*(2+4) = 140 +56 +12 = 208
There is considerable room to move levels around in this build.

Bluff +7 (5 ranks 2 cha) +2 to diplomacy, sleight, intimidate
Concentration +25 (23 ranks 6 con)
Diplomacy +7 (1 ranks 2 cha 2/bluff 2/sm)
Handle Animal +7 (5 ranks 2 cha) +2 to ride, wild empathy
Heal +12 (1 ranks 11 wis)
Know (Arcana) +8 (5 ranks 3 int)
Know (Nature) +28 (23 ranks 3 int 2/dru) +2 to survival
Know (Planes) +8 (5 ranks 3 int) +2 to survival
Know (Religion) +29 (23 ranks 3 int 3/feat) +2 to turning
Listen +16 (5 ranks 11 wis)
Search +4 (1 ranks 3 int)
Sense Motive +31 (20 ranks 11 wis) +2 to diplomacy
Sleight of Hand +24 (20 ranks 2 dex 2/bluff)
Survival +16 (1 ranks 11 wis 2/dru 2/kn)
Spellcraft +28 (23 ranks 3 int 2/ka)
Spot +31 (20 ranks 11 wis) Notice presence of active invisible creature: DC 20; unmoving DC 30.
Tumble +25 (23 ranks 2 dex) 150% bonus on defensive action AC

Spent 204 ranks

Tricks: 4 pts
Acrobatic Backstab (enemy flatfooted if you tumble past)
Collector of Stories (+5 know to identify creatures)
Conceal Spellcasting (Sleight of hand disguises spellcasting; no AOOs etc.)


EQUIPMENT (total 635,584 gp 4sp)
Adventurer's Outfit [- gp]
Belt of Health [36000 gp; +6 con]
Gauntlets of Power [36000 gp; +6 str]
Periapt of Wisdom [36000 gp; +6 Wis]
Jade Circlet [1500 gp; also serves as focus for shapechange]
Gem of Spell Extending [3700 gp; Extend up to 6th level sp,

1/day]
Skill Trinket, Clarity of Vision [1000 gp; (DC 20 spot pinpoints all invis within 30')]
Skill Trinket, Back on your Feet [1000 gp; (as soon as you fall prone, stand immediately. No AOOs.)]
Bracers of Armor +8 [64,000 gp; force AC 8]
Starmantle Cloak [132,000 gp; perm starmantle: ref DC 15 to halve magic weapon dmg]
Boots of Haste [12000 gp; haste 10 rounds/day]

+1 sure striking spellstoring magebane dagger [35002 gp; adamantium, overcomes align DR, DC 24 poison stored]
+1 paralyzing magebane dagger [35002 gp; adamantium, will DC 17 or held]
Tome +5 Wis [137,500 gp; consumed]
Tome +5 Dex [137,500 gp; consumed]
Strand of Prayer Beads [25,800 gp; beads of healing, karma, smiting]
Bead of healing Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease.
Bead of karma Wearer casts his spells at +4 caster level. Effect lasts 10 minutes.
Bead of smiting Wearer can cast chaos hammer, holy smite, order’s wrath, or unholy blight (Will DC 17 partial).
Each special bead can be used once per day.


MW Composite Longbow [330 gp; Darkwood; 1d8 x3; in weightless storage]
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]
Efficient Quiver [1800 gp]
Antitoxin x2 [100 gp; +5 Fort vs. poison 1 hr.]
Cold Iron Caltrops x5 [10 gp; in weightless storage]
Silk Rope [20 gp; 100', +2 use rope, 10 lbs.]
Pearl of Power I x4 [4000 gp; recall 4x 1st level spell]


Wand of Lesser Vigor [750 gp; 50 charges, fast healing 1 for 11 rounds]
Sacred Scabbard [4400 gp; Bless Weapon 3/day, CL4]
Antitoxin x1 [50 gp; +5 Fort vs. poison 1 hr.]

STUFF (14gp 4sp)

Hooded Lantern [7 gp]
Oil x10 [1 gp]
Shovel [2 gp]
Waterskin [1 gp]
Symbol x2 [2 gp]
Tindertwig [1 gp]
Bedroll [1 sp]
Parchment [2 sp]
Chalk x5 [5 cp]
Whetstone [2 cp]
Flask of water [3 cp]

DRUID SPELLS: 6 5+1 5+1 5+1 4+1 4+1 4+1 3+1 2+1 1+1
BONUS: +11 — 3 3 3 2 2 2 2-1 1 1

0 - detect magic x2, detect poison, naturewatch, purify food and drink, read magic
1 - entangle, faerie fire x2, omen of peril x2, lesser vigor, silvered claws, winged watcher, identify*
2 - barkskin, briar web, master air, resist energy x2, soften earth and stone x2, warp wood, augury*
3 - dominate animal, greater magic fang x2, nature's favor x2, poison, quench, spike growth, divination*
4 - chain of eyes, flamestrike, freedom of movement x2, last breath, rusting grasp, scrying*
5 - Animal Growth x2, Baleful Polymorph, Death Ward, wall of Thorns, stilled freedom of movement, commune*
6 - Cometfall, Find the Path, Greater Dispel Magic x2, Miasma, stilled silent freedom of movement, legend lore*
7 - Slime Wave, Sunbeam, True Seeing, greater scrying*
8 - Sunburst, Word of Recall, discern location*
9 - Shapechange x2, foresight*

*Domain spell.

Notes for use: Unicorns are SNA 4; Huge elementals SNA 6.
[/sblock]

[sblock=spells]
Naturewatch
Necromancy
S
Close range
Target: Quarter circle to the end of the range
Duration: 10 min/level

As deathwatch, but plants/animals only. You get information about their general condition as well.


Omen of Peril
Divination
V,S
Full-round action
Duration: Instantaneous

70% + 1%/level chance to accurately foretell the next hour:
Safety - no immediate danger on the present course
Danger - challenging but not overwhelming
Grave Danger - life-threatening

Nature's Favor
Evocation
V, S, DF
Standard action
1 min/lvl

Animal gains +1 luck to att and dam per 2 caster levels.

Master Air(MoF p107)
<Trans, VSF(feather or wing bone)/DF, 1StdAct, Personal, 1rnd/lvl>
– The caster grows insubstantial wings & flies at a speed of 90’ (60’ if in medium or heavy armor) with Good maneuverability. ½ speed going up, 2x speed going down. If spells expires/is dispelled, subject descends at 60’ per round for 1d6 rounds before falling.

Phantom Stag(CDiv p174) TBD
<Con(creat), VS/DF, 1StdAct, 0’ range, 1hr/lvl(D)>
– The caster conjures a quasi-real stag-like creature that can be used for riding or combat. The stag has the following stats:
a) AC 20;
b) 40 + 5/lvl hp;
c) moves at 20’/lvl (max 300’). Its hooves hover above the ground, so it is not slowed by terrain such as undergrowth, rubble, etc.;
d) attacks with its antlers with a +10 bonus & does 1d8+9 damage (x2 on a Charge);
e) can Trample foes of up to Medium-size by passing through the hex. The foe takes 1d6+9 damage (RefNeg);
f) able to carry its rider plus 10 lbs./lvl. The stag gains additional abilities at higher caster levels (abilities are cumulative):
12th Air Walk, at will for 1 round at a time & gains a +2 Deflection bonus to AC.
14th Movement is now Flying with Average maneuverability & gains a +4 Deflection bonus to AC.
16th Antlers gain the ‘Ghost Touch’ and ‘Wounding’ weapon abilities & gains a +6 Deflection bonus to AC.
18th Etherealness & gains a +8 Deflection bonus to AC.

Quill Blast(CDiv p176)
<Conj(creat), VSM(porcupine quill), 1StdAct, Instantaneous, Ref½, SR applies>
– Needle-sharp quills strike all creatures in a 20’ radius Spread around the caster. Each creature is struck by a number of quills determined by its size (a successful reflex save results in ½ as many quills).
Size #Quills Size #Quills
Up to Tiny 1 Large 3d6
Small 1d4 Huge+ 4d6
Medium 2d6

Each quill does 1d6 Piercing damage and lodges in the flesh of its living target. The target takes a –1 cumulative penalty to
attacks, saves, & checks for each quill embedded in it. One quill can be pulled out as a Standard Action, causing 1d6 damage if the extractor fails on a Heal check vs. DC 20.

Storm of Elemental Fury(CDiv p182)
<Conj(sum), VS, 1Round, Long-range, Concentration up to 4 rounds, SR applies>
– A 40’ radius black cloud appears 200’ over the target location. After the first round, the cloud can be moved laterally 40’ as a Move Action (in addition to the Standard Action to maintain Concentration). Those below the cloud receive the following:
Round 1: The area from the cloud down to the ground is effected by a Whirling Windstorm(DMG3.5 p94), which requires Fortitude
saves to avoid being knocked down, negates ranged attacks, spells require Concentration checks, etc.
Round 2: All targets in the area of effect take 5d6 Bludgeoning damage from falling rocks (no save).
Round 3: Torrential rain falls, reducing visibility to 5’, extinguishing unprotected flames, and reducing movement to ½;
Round 4: All target in the area of effect take 1d6 per level Fire damage (Ref½).
Slime Wave(CDiv p180) (CDivErrata)+
<Conj(sum), VSM(stagnant water), 1StdAct, Closerange, 1rnd/lvl, RefNeg, no SR>
– A 15’ radius Spread is splattered with Green Slime. Each creature or object receives one Patch of Green Slime.
A Green Slim Patch does 1d6 Constitution damage to flesh –or– 2d6 damage to wood & metal (whose Hardness it ignores) each round If not scraped off on its 1st round, the slime must be destroyed with heat, cold, sunlight, Remove Disease, or being cut away.
At the end of the spell’s duration, the Green Slime disappears.


[/sblock]



[sblock=ANIMALS]

Brown Bear (Companion)
Tricks: Defend, Track
SQ: Link, Share Spells


BEAR, BROWN Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +4/+16
Attack: Claw +11 melee (1d8+8)
Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +7, Swim +12
Feats: Endurance, Run, Track

These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. The brown bear’s statistics can be used for almost any big bear, including the grizzly.
Combat

A brown bear attacks mainly by tearing at opponents with its claws.

Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills: A brown bear has a +4 racial bonus on Swim checks.

DIRE BEAR
Large Animal Hit Dice: 12d8+51 (105 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 17 (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 Base Attack/Grapple: +9/+23 Attack: Claw +19 melee (2d4+10) Full Attack: 2 claws +19 melee (2d4+10) and bite +13 melee (2d8+5) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab Special Qualities: Low-light vision, scent Saves: Fort +12, Ref +9, Will +9 Abilities: Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10 Skills: Listen +10, Spot +10, Swim +13 Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw) Environment: Cold forests Organization: Solitary or pair Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 13–16 HD (Large); 17–36 HD (Huge) Level Adjustment: —

The omnivorous dire bear usually does not bother creatures that try to avoid it, but will aggressively defend a kill or other source of food. It will not hesitate to rip apart anything that might contain something edible.

A typical dire bear is 12 feet long and weighs as much as 8,000 pounds.
Combat

A dire bear attacks by tearing at opponents with its claws.

Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
[/sblock]
 
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Avalon® - I'm afraid Int won't retroactively gain skills, sorry. Btw, in terms of tomes of Int, you can start applying the bonus skills from it at 15 and on.

Bloodweaver1 - Feel free to use those numbers, the 80 limit is just a buffer so that pcs don't get stats they diskile.

Alrighty, now time to immerse myself in your characters. I'll post any problems or opinions in a few hours.
 

s@squ@tch - Looks good so far. You've got 1 more skill point to spend though ,and you attack with a +21 with your unarmded, not +20 (you've got weapon focus remember).

Rathan - it appears you forgot that multiclassing changes your conventional stats. Your BAB is 14, not 15, and your base saves should be 13,6,13. As well your grapple should be +14, not +11, and your attacks should be at a +23, not a +21 (+5 Enhancement +4 Str + 14 BAB).

zeb.hillard - Don't take offense or anything, but I will be going over your character last based off of the principle that I'll probably need to do a lot of looking up in regards to the book of nine swords.

Lord_Raven88 - I've still got looking over to do on your character, but I've come acroos some problems. First, I'm not using Unearthed Arcana, sorry (see earlier post) so no flaws or buying off level adjustment. Also, you have Eldrich Blast, and I'm not sure why.

Unkabear - Ok, for starters, your BAB is 12, not 13. You forgot to add the pixies natural armor to your AC, and I'm not sure where that +2 you tacked on to your reflex save came from. Other than that, looks good.

Avalon® - I like the concept. I'm looking foreward to seeing it get fleshed out.
 
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Here is my current character idea, though it is still subject to change if I get my hands on Complete Psionic.

[sblock=THAK THE FRINGEWALKER]
THAK THE FRINGEWALKER [ECL 20] 200,000/210,000xp
Male Githzerai (LA +2) Monk 11, Fist of Zuoken 7
LN Medium Humanoid

Init +11; Senses Darkvision 60ft, Listen +7, Spot +7
Languages Common, Gith.
AC 44, Touch 37, FF 33 (+4 Deflection, +11 Dex, +8 Wis, +4 Class, +5 Armor, +2 Natural).
HP 186
[sblock=Rolls] 10d8(monk)+8(1st)+7d6(fist of zuoken)+90(con)+12(psionic body) (10d8+75=129, 7d6+35=57)[/sblock]
Fort +19, Ref +28, Will +25; Immunities Normal Diseases and Poisons; Special +2 vs. Spells and Effects of the Enchantment school; Power Resistance 23
Spd 100ft
Melee Unarmed Strike (+30/+25/+20 atk, 2d10+11 dmg) or Flurry of Blows – Unarmed (+30/+30/+30/+25/+20 atk, 2d10+11 dmg) or Staff of Battle Clarity (+20/+20/+15/+10 atk, 1d6+10 dmg) or Flurry of Blows – Staff of Battle Clarity (+20/+20/+20/+15/+10 atk, 1d6+10 dmg)
Space 5ft; Reach 5ft
Base Attack +13; Grapple +19
Attack Options: Flurry of Blows, Greater Psionic Fist, Ki Strike (lawful and magic), Psionic Fist, Stunning Fist 13/day (FSDC 27)
Power Points/Day: 64
Powers Known: Manifester Level 7th
1st: Hammer, Precognition (Offensive)
2nd: Body Purification, Levitate (Psionic)
3rd: Empathic Feedback, Empathic Transfer (Hostile)
4th: Freedom of Movement (Psionic)
Ability Scores Str 22, Dex 32, Con 20, Int 11, Wis 26, Cha 11
[sblock=Rolls] 17, 15, 15, 13, 13, 11[/sblock]
[sblock=Modifiers]+6 Dex, -2 Int, +2 Wis from Race, +1 Str. +1 Dex , +1 Con, +1 Wis from Level Adjustments, +6 Str, +8 Dex, +6 Con, and +8 Wis from Items.[/sblock]
SQ Diamond Body, Evasion, Improved Evasion, Psi-Like Abilities 3/day (Catfall, Concussion, Inertial Armor, Plane Shift (1/day), Psionic Daze; Manifester Level 9), Purity of Body, Slow Fall 50ft, Still Mind, Wholeness of Body (22hp/day)
Feats Body Fuel, Combat Reflexes, Greater Psionic Fist, Improved Disarm, Psionic Body, Psionic Fist, Psionic Meditation, Stunning Fist, Weapon Finesse, Weapon Focus (unarmed), Wild Talent
Skills Autohypnosis (7) +17, Balance (5) +18, Climb (0) +11, Concentration (13) +18, Jump (10) +56, Knowledge (psionics) (5) +5, Listen (4) +12, Sense Motive (8) +16, Spot (4) +12, Swim (0) +11, Tumble (16) +31

Gear: Bracers of the Centered Warrior (Arms Slot; +5 armor bonus to AC, acts as Rapidstrike Bracers (3/day, +2 atk with flurry of blows); 29,650gp), Cinch of the Seven Meditations (Waist Slot; +6 enhancement bonus to Dexterity, acts as a Monk’s Belt (counts as Monk 23 for Unarmed Damage and AC Bonus, +1 Stunning Fist per day); 55,500gp), Footwraps of the Battle Dancer (Feet Slot; Acts as Acrobat Boots (3 charges, bonuses to land speed, +2 to Tumble), Boots of Agile Leaping (uses Dex mod instead of Str for Jump, stand from prone as a swift action, does not provoke), Boots of the Battle Charger (2/day charge as a standard action), Boots of Striding and Springing (+10 enhancement to speed, +5 to Jump), Quicksilver Boots (2/day make extra move up to land speed, even over liquid); 15,700gp), Gauntlets of the Minotaur (Hands Slot; +6 enhancement bonus to Str, acts as Brute Gauntlets (3/day bonus to Str checks, Str-based skill checks, and melee damage) and Brawler’s Gauntlets (3/day +2 on grapple checks and dmg with unarmed strikes); 38,250gp), Mantle of Solace (Shoulder Slot; +5 resistance bonus to saves; 25,000gp), Psicrown of the Cautious Warrior (Head Slot; 450pp; Adapt Body, Body Adjustment, Inertial Barrier, Precognition (Defensive); Manifester Level 8; 32,063gp), Ring of the Athlete (+5 enhancement bonus to Climb and Swim; 6,750gp), Ring of Slippery Existence (+4 deflection bonus to AC, acts as Invisibility; 66,000gp), Crystal Staff of Battle Clarity (acts as Quarterstaff of Battle, with the Manifester and Power Storing qualities; made of the Deep Crystal special material; 43,600gp), Talisman of the Inexorable Wanderer (Throat Slot; +2 enhancement bonus to Natural Armor, +5 enhancement bonus to unarmed attack and damage, +6 enhancement bonus to Con and Wis; 282,000gp), Third Eye View (Face Slot; 10,180gp), 2 Cognizance Crystals (5pp ea; 9,000gp ea), 3 Power Stones (1d4 Powers ea; Power Level 4th; 700gp ea), 5 Psionic Tattoos (Power Level 3rd; 750gp ea)
Note: Used Manual of Quickness of Action (+2 inherent bonus to Dex; 55,000gp) and Tome of Understanding (+2 inherent bonus to Wis; 55,000gp)
Wealth: 12,537gp

I still need to pick the powers for his Power Stones and Psionic Tattoos.[/sblock]
 
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Darimaus said:
zeb.hillard - Don't take offense or anything, but I will be going over your character last based off of the principle that I'll probably need to do a lot of looking up in regards to the book of nine swords.

No problem at all, if you have any questions/etc, feel free.

And, if it's just too much...I've got a good idea for a Shadowbane Stalker rolling around, if you'd rather see that.
 

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