(OCC/Recrutin)The Beginning of the End (We have a spot open for ONE person)

Cohort & soldier Qty

I probably forgot to mention this earlier---you can extend your cohort quantity up to 4 & your soldier qty up to 8----though its not necessary to have that many :p

also, I'm allowing the use of some of the stuff in the the dragon issue on drow (298 i think) I'll post a list of stuff that is usable tomorrow
 

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NarlethDrider said:
I probably forgot to mention this earlier---you can extend your cohort quantity up to 4 & your soldier qty up to 8----though its not necessary to have that many :p

In that case, I would add one cohort, a drow ranger. I have tought of a little background and he would fit in pretty much.
 

Velmont said:
In that case, I would add one cohort, a drow ranger. I have tought of a little background and he would fit in pretty much.

Thats fine---he will be 4th lvl---use the 3.5 ranger w/a minor addition


RANGER
Alignment: Any.
Hit Die: d8.

Class Skills
The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Table: The Ranger
—Spells per Day—
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
1st +1 +2 +2 +0 1st favored enemy, Track, wild empathy — — — —
2nd +2 +3 +3 +0 Combat style — — — —
3rd +3 +3 +3 +1 Endurance — — — —
4th +4 +4 +4 +1 Animal/Vermin Comp. 0 — — —
5th +5 +4 +4 +1 2nd favored enemy 0 — — —
6th +6/+1 +5 +5 +2 Improved combat style 1 — — —
7th +7/+2 +5 +5 +2 Woodland stride 1 — — —
8th +8/+3 +6 +6 +2 Swift tracker 1 0 — —
9th +9/+4 +6 +6 +3 Evasion 1 0 — —
10th +10/+5 +7 +7 +3 3rd favored enemy 1 1 — —
11th +11/+6/+1 +7 +7 +3 Combat style mastery 1 1 0 —
12th +12/+7/+2 +8 +8 +4 1 1 1 —
13th +13/+8/+3 +8 +8 +4 Camouflage 1 1 1 —
14th +14/+9/+4 +9 +9 +4 2 1 1 0
15th +15/+10/+5 +9 +9 +5 4th favored enemy 2 1 1 1
16th +16/+11/+6/+1 +10 +10 +5 2 2 1 1
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight 2 2 2 1
18th +18/+13/+8/+3 +11 +11 +6 3 2 2 1
19th +19/+14/+9/+4 +11 +11 +6 3 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 5th favored enemy 3 3 3 3

Class Features
All of the following are class features of the ranger.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Table: Ranger Favored Enemies
Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical beast
Construct Monstrous humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin

Track: A ranger gains Track as a bonus feat.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Animal Companion (Ex):
At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Vermin Companion (Ex): At 4th level, a ranger gains a vermin companion selected from the following list: spider (medium), scorpion (medium), solifugid (medium), whip scorpion (medium), hornet (medium). This vermin is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.
A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.
Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Combat Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.
 
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Velmont, nice post in the IC thread! :D Thanx for giving sparkin up my motivation that overtime has dulled considerably these last few days. :p

Anywho, I think I'll take some 'time off' from overtime this evening so I can wrap up all the stuff that yall are waiting for to finish your menageries & we can get the game moving along.

A couple of questions/ideas for all of yall to mull over---

Yall need to come up w/a group name---technically, yall are part of the drow empire's army, but yall are an almost completely autonomus special forces group. Yall will be supplied with funds beyond yalls own to recruit & build up your base of operations.

Also, while yall are practically the same rank & in charge of your own teams, yall will have to pick a leader---someone that is responsible for communicating w/superiors & being the first one that catches 'hell' if something goes wrong ;) :D

The characters will be given 'intelligence' on the area that they will be operating in----yall will then choose your course of action & we will go for there.

Also, I'm goin to allow you to choose the area your characters will be operating in---the following areas already have teams operating in them---while those areas wont be specifically off limits, I would prefer that you pick an 'unoccupied area ;)
Silvermarches(that team is located within a few days travel of Silverymoon)
Western Hartlands(This team is located near Baldur's gate)
Cormyr (this team operates out of the stonelands)
The DalesThis team operates out of the Cormanthr woods near Shadowdale)
 

Yeah, I have not much time to spend on vharavter creation these time, but I slowly complete it with all the online information I can find. Many have there stats done but only my hero have his equipment completed.

I have a question for the vampire spawn. How do I work his stats.
 

Velmont said:
Yeah, I have not much time to spend on vharavter creation these time, but I slowly complete it with all the online information I can find. Many have there stats done but only my hero have his equipment completed.

I have a question for the vampire spawn. How do I work his stats.

Vampire Spawn abilities

+3 natural AC
Natural attack Dam. (1d6(+str mod) + Energy Drain)

Str +6, Dex +4, Con —, Int +2, Wis +2, Cha +4

Vampire spawn use their inhuman strength when engaging mortals, hammering their foes with powerful blows and dashing them against rocks or walls. They also use their gaseous form and flight abilities to strike where opponents are most vulnerable.
Blood Drain (Ex): A vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the vampire spawn gains 5 temporary hit pints.
Domination (Su): A vampire spawn can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a DC 14 Will save or fall instantly under the vampire’s influence as though by a dominate person spell from a 5thlevel caster. The ability has a range of 30 feet. The save DC is Charisma-based.
Energy Drain (Su): Living creatures hit by a vampire spawn’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vampire spawn gains 5 temporary hit points.
Fast Healing (Ex): A vampire spawn heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.
Gaseous Form (Su): As a standard action, a vampire spawn can assume gaseous form at will as the spell (caster level 6th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Spider Climb (Ex): A vampire spawn can climb sheer surfaces as though with a spider climb spell.
Skills: Vampire spawn have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
 


The Vampire Spawn, does I use it as a template (and so create a 2nd level wizard which I apply what you gave me) or as a monster with pregression (and so, it start with it's 4 creature hit Dice)?

Edited: I have create it as the second manner (like an advancement). It is ion the Rogue Gallery and it is named Yris Darkbolt. Only missing his equipment.
 
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Keia said:
Just checking on my menagerie and what not.

Keia

1)COHORTS (This will include bodyguards--can include concubines/consorts)
a) Shadow Were-Rat Rogue (his servant before the change) (4th lvl)
b) Drow Cleric of Shar (4th lvl)


2)SOLDIERS
a) Nharloth Fighters/Rogues (shadowed if possible) recruited and forced to spend time in the plane of shadow to become shadowed. (2 {one can be shadowed & w/their psyche, doesnt mind being altered} One can have 3 class levels; the other; 2 class levels)
b) Cht’karg fighters/rogues (up to a total of 4---class levels for them is as follows: 3, 2, 2, 1)
c) Kythons [see below, shadowed if possible] (2--no shadowed though)

3)SLAVES
a) Kython Broodlings (5)
b) Kython Juveniles (2)


4) ANIMALS
a) Shadow Dire Weasels (any) (2)
b) Shadow Dire Bats (any) (2)
c) Shadowed Brain Moles (1)

5) VERMIN
a) Puppeteers (trained servants) [Psionics Handbook] (2)

NOTE:Cht'karg & Nharloths now have Multiweapon Fighting as a free bonus feat
 
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Are we officially 3.5? (hopes so).
I saw a few mentions of 3.5

I will happily increase my Cohort/Soldiers to 4/8.

I am a miniatures wargamer (I have D20 minis as well), hoping that this may utilize a bit of mass combat...ok, skirmish combat.


Bats are superior to Giant Wasps (and they look far coolor), although I'll keep giat spiders around, of course, because spiders rock.


I think that the additional Cohort will be an Evil Druid perhaps...
 

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